Open Source Tomb Raider Engine
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  1. /*!
  2. * \file include/Render.h
  3. * \brief OpenRaider Renderer class
  4. *
  5. * \author Mongoose
  6. */
  7. #ifndef _RENDER_H_
  8. #define _RENDER_H_
  9. #include "Config.h"
  10. #include "List.h"
  11. #include "Vector.h"
  12. #include "Matrix.h"
  13. #include "ViewVolume.h"
  14. #include "Light.h"
  15. #include "World.h"
  16. #include "SkeletalModel.h"
  17. #include "Mesh.h"
  18. #include "Texture.h"
  19. #include "Camera.h"
  20. #include "GLString.h"
  21. #ifdef USING_EMITTER
  22. #include "Emitter.h"
  23. #endif
  24. /*!
  25. * \brief RenderRoom used by Renderer
  26. */
  27. class RenderRoom {
  28. public:
  29. /*!
  30. * \brief Constructs an object of RenderRoom
  31. */
  32. RenderRoom() {
  33. room = 0x0;
  34. dist = 0.0f;
  35. center[0] = center[1] = center[2] = 0.0f;
  36. }
  37. /*!
  38. * \brief Deconstructs an object of RenderRoom
  39. */
  40. ~RenderRoom() {
  41. //! \fixme Hangs when erasing - might be shared pointers somewhere
  42. //lights.erase();
  43. }
  44. /*!
  45. * \brief Computes central point of room.
  46. * Result is stored in center member variable.
  47. */
  48. void computeCenter() {
  49. if (room)
  50. helMidpoint3v(room->bbox_min, room->bbox_max, center);
  51. }
  52. vec_t dist; //!< Distance to near plane, move to room?
  53. vec3_t center; //!< Center of bbox, move to room?
  54. Vector<Light *> lights; //!< List of lights in this room
  55. Mesh mesh; //!< OpenGL mesh that represents this room
  56. //! \fixme very dangerous as allocated and used
  57. room_mesh_t *room; //!< Physical room stored in World
  58. };
  59. /*!
  60. * \brief OpenRaider Renderer class
  61. */
  62. class Render {
  63. public:
  64. typedef enum {
  65. modeDisabled,
  66. modeLoadScreen,
  67. modeVertexLight,
  68. modeSolid,
  69. modeWireframe,
  70. modeTexture
  71. } RenderMode;
  72. typedef enum {
  73. fParticles = (1 << 0),
  74. fPortals = (1 << 1),
  75. fRoomAlpha = (1 << 2),
  76. fViewModel = (1 << 3),
  77. fSprites = (1 << 4),
  78. fRoomModels = (1 << 5),
  79. fEntityModels = (1 << 6),
  80. fFog = (1 << 7),
  81. fUsePortals = (1 << 8),
  82. fGL_Lights = (1 << 9),
  83. fOneRoom = (1 << 10),
  84. fRenderPonytail = (1 << 11),
  85. fMultiTexture = (1 << 12),
  86. fUpdateRoomListPerFrame = (1 << 13),
  87. fAnimateAllModels = (1 << 14),
  88. fAllRooms = (1 << 15)
  89. } RenderFlags;
  90. typedef enum {
  91. roomMesh,
  92. skeletalMesh
  93. } RenderMeshType;
  94. /*!
  95. * \brief Constructs an object of Render
  96. */
  97. Render();
  98. /*!
  99. * \brief Deconstructs an object of Render
  100. */
  101. ~Render();
  102. /*!
  103. * \brief Makes a screenshot, writes to disk
  104. * \param filenameBase basename of file to be written
  105. */
  106. void screenShot(char *filenameBase);
  107. /*!
  108. * \brief Gets current rendering mode
  109. * \returns current RenderMode
  110. * \fixme Don't return enum as int?!
  111. */
  112. int getMode();
  113. void addRoom(RenderRoom *rRoom);
  114. /*!
  115. * \brief Starts and sets up OpenGL target
  116. * \param width width of window
  117. * \param height height of window
  118. */
  119. void Init(int width, int height);
  120. /*!
  121. * \brief Loads textures in a certain id slot
  122. * \param image Image to load
  123. * \param width width of image
  124. * \param height height of image
  125. * \param id id for texture
  126. * \sa Texture::loadBufferSlot()
  127. */
  128. void loadTexture(unsigned char *image,
  129. unsigned int width, unsigned int height,
  130. unsigned int id);
  131. /*!
  132. * \brief Sets up textures for OpenRaider.
  133. * \param textureDir Is valid and exists with textures
  134. * \param numLoaded returns number of loaded textures and will update
  135. * number of external textures loaded
  136. * \param nextId will update next level texture id
  137. */
  138. void initTextures(char *textureDir, unsigned int *numLoaded,
  139. unsigned int *nextId);
  140. /*!
  141. * \brief Initializes Emitter.
  142. *
  143. * Emitter is set up for rendering with 2 textures in
  144. * a overhead rain or snow like pattern.
  145. * Textures have to be initialized!
  146. * \param name valid C-String name
  147. * \param size valid size
  148. * \param snowTex1 valid first texture
  149. * \param snowTex2 valid second texture
  150. */
  151. void initEmitter(const char *name, unsigned int size,
  152. unsigned int snowTex1, unsigned int snowTex2);
  153. /*!
  154. * Removes current world/entity/etc geometry
  155. */
  156. void ClearWorld();
  157. /*!
  158. * \brief Clears bitflags, changes state of renderer in some way
  159. * \param flags RenderFlags to clear (ORed)
  160. * \fixme use enum not integer as parameter?!
  161. */
  162. void clearFlags(unsigned int flags);
  163. /*!
  164. * \brief Sets bitflags, changes state of renderer in some way
  165. * \param flags RenderFlags to set (ORed)
  166. * \fixme use enum not integer as parameter?!
  167. */
  168. void setFlags(unsigned int flags);
  169. void setMode(int n);
  170. void Update(int width, int height);
  171. /*!
  172. * \brief Renders a single game frame
  173. */
  174. void Display();
  175. void setSkyMesh(int index, bool rot);
  176. void ViewModel(entity_t *ent, int index);
  177. void RegisterCamera(Camera *camera);
  178. /*!
  179. * \brief Get the GL text output agent
  180. * \returns Used GLString instance
  181. */
  182. GLString *GetString();
  183. /*!
  184. * \brief Renders load screen.
  185. *
  186. * Textures must be initialized.
  187. * \fixme Should be private!
  188. */
  189. void drawLoadScreen();
  190. void addSkeletalModel(SkeletalModel *mdl);
  191. private:
  192. /*!
  193. * \brief Check if a bounding box is in the View Volume
  194. * \param bboxMin Start coordinates of a valid bounding box
  195. * \param bboxMax End coordinates of a valid bounding box
  196. * \returns true if bounding box is visible
  197. */
  198. bool isVisible(float bboxMin[3], float bboxMax[3]);
  199. /*!
  200. * \brief Check if a point is in the View Volume
  201. * \param x X coordinate
  202. * \param y Y coordinate
  203. * \param z Z coordinate
  204. * \returns true if point is visible
  205. */
  206. bool isVisible(float x, float y, float z);
  207. /*!
  208. * \brief Check if a sphere is in the View Volume
  209. * \param x X coordinate of center of sphere
  210. * \param y Y coordinate of center of sphere
  211. * \param z Z coordinate of center of sphere
  212. * \param radius radius of sphere
  213. * \returns true if sphere is visible
  214. */
  215. bool isVisible(float x, float y, float z, float radius);
  216. /*!
  217. * \brief Build a visible room list starting at index
  218. * \param index valid room index where to start the list
  219. */
  220. void newRoomRenderList(int index);
  221. /*!
  222. * \brief Build a visible room list starting from room and
  223. * only considers its linked rooms and their linked rooms.
  224. * \param room First room in list
  225. */
  226. void buildRoomRenderList(RenderRoom *room);
  227. /*!
  228. * \brief Renders visible world object.
  229. *
  230. * Texture must be initialized.
  231. */
  232. void drawObjects();
  233. /*!
  234. * \brief Renders Sky domes/boxes/etc by scaling factor.
  235. *
  236. * Texture must be initialized.
  237. * \param scale correct scale for map size
  238. */
  239. void drawSkyMesh(float scale);
  240. /*!
  241. * \brief Renders a skeletal model.
  242. *
  243. * Texture must be initialized!
  244. * \param model model to render
  245. */
  246. void drawModel(SkeletalModel *model);
  247. /*!
  248. * Renders a room in 2 seperate passes to handle alpha.
  249. *
  250. * Currently doesnt sort alpha but looks pretty good.
  251. * Texture must be initialized.
  252. * Draw all rooms with alpha false, then again with alpha true.
  253. * \param rRoom room to render
  254. * \param draw_alpha once false, once true
  255. */
  256. void drawRoom(RenderRoom *rRoom, bool draw_alpha);
  257. /*!
  258. * \brief Renders static room model.
  259. *
  260. * Texture must be initialized.
  261. * \param mesh Static model to render
  262. */
  263. void drawRoomModel(static_model_t *mesh);
  264. /*!
  265. * \brief Renders a mesh.
  266. *
  267. * Texture must be initialized.
  268. * \param r_mesh Mesh to render.
  269. * \param type Must be object containing mesh
  270. */
  271. void drawModelMesh(model_mesh_t *r_mesh, RenderMeshType type);
  272. /*!
  273. * \brief Renders a sprite.
  274. *
  275. * Texture must be initialized.
  276. * \param sprite sprite to render
  277. */
  278. void drawSprite(sprite_t *sprite);
  279. /*!
  280. * \brief Updates View Volume. Call once per render frame.
  281. */
  282. void updateViewVolume();
  283. //! \fixme Let them eat cake...? O.o
  284. void tmpRenderModelMesh(model_mesh_t *r_mesh, texture_tri_t *ttri);
  285. Texture mTexture; //!< Texture subsystem
  286. Camera *mCamera; //!< Camera subsystem
  287. GLString mString; //!< GL Text subsystem
  288. Vector<RenderRoom *> mRoomRenderList;
  289. Vector<RenderRoom *> mRooms;
  290. Vector<SkeletalModel *> mModels;
  291. unsigned int mFlags; //!< Rendering flags
  292. unsigned int mWidth; //!< Viewport width
  293. unsigned int mHeight; //!< Viewport height
  294. unsigned int mMode; //!< Rendering mode
  295. unsigned int *mNumTexturesLoaded;
  296. unsigned int *mNextTextureId;
  297. int mLock;
  298. int mSkyMesh; //!< Skymesh model id
  299. bool mSkyMeshRotation; //!< Should Skymesh be rotated?
  300. #ifdef USING_EMITTER
  301. Emitter *mEmitter; //!< Particle emitter test
  302. #endif
  303. };
  304. #endif