Open Source Tomb Raider Engine
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Render.cpp 18KB

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  1. /*!
  2. * \file src/Render.cpp
  3. * \brief OpenRaider Renderer class
  4. *
  5. * \author Mongoose
  6. * \author xythobuz
  7. */
  8. #include <algorithm>
  9. #include <stdlib.h>
  10. #include <math.h>
  11. #include <string.h>
  12. #include "global.h"
  13. #include "Game.h"
  14. #include "OpenRaider.h"
  15. #include "Render.h"
  16. #include "utils/strings.h"
  17. #include "utils/tga.h"
  18. #include "Window.h"
  19. Render::Render() {
  20. mSkyMesh = -1;
  21. mSkyMeshRotation = false;
  22. mMode = Render::modeDisabled;
  23. mLock = 0;
  24. mFlags = (fRoomAlpha | fViewModel |
  25. fEntityModels | fRenderPonytail |
  26. fUsePortals | fUpdateRoomListPerFrame);
  27. }
  28. Render::~Render() {
  29. ClearWorld();
  30. }
  31. void Render::ClearWorld() {
  32. mRoomRenderList.clear();
  33. }
  34. void Render::screenShot(char *filenameBase)
  35. {
  36. int sz = getWindow().getWidth() * getWindow().getHeight();
  37. unsigned char *image = new unsigned char[sz * 3];
  38. char *filename = NULL;
  39. static int count = 0;
  40. bool done = false;
  41. assert(filenameBase != NULL);
  42. // Don't overwrite files
  43. while (!done) {
  44. filename = bufferString("%s-%04i.tga", filenameBase, count++);
  45. FILE *f = fopen(filename, "rb");
  46. if (f)
  47. fclose(f);
  48. else
  49. done = true;
  50. }
  51. // Capture frame buffer
  52. glReadPixels(0, 0, getWindow().getWidth(), getWindow().getHeight(), GL_BGR_EXT, GL_UNSIGNED_BYTE, image);
  53. FILE *f = fopen(filename, "wb");
  54. if (f) {
  55. tgaSave(f, image, getWindow().getWidth(), getWindow().getHeight(), 0);
  56. printf("Took screenshot '%s'.\n", filename);
  57. }
  58. delete [] filename;
  59. delete [] image;
  60. }
  61. unsigned int Render::getFlags() {
  62. return mFlags;
  63. }
  64. void Render::loadTexture(unsigned char *image,
  65. unsigned int width, unsigned int height,
  66. unsigned int id)
  67. {
  68. glColor3fv(WHITE);
  69. mTexture.loadBufferSlot(image, width, height, TextureManager::RGBA, 32, id);
  70. }
  71. int Render::initTextures(char *textureDir) {
  72. char *filename;
  73. unsigned int numTextures = 0;
  74. unsigned char color[4];
  75. mTexture.reset();
  76. mTexture.setMaxTextureCount(128); /* TR never needs more than 32 iirc
  77. However, color texturegen is a lot */
  78. mTexture.setFlag(TextureManager::fUseMipmaps);
  79. color[0] = 0xff;
  80. color[1] = 0xff;
  81. color[2] = 0xff;
  82. color[3] = 0xff;
  83. if (mTexture.loadColorTexture(color, 32, 32) > -1)
  84. numTextures++;
  85. // Temporary
  86. filename = bufferString("%s/tr2/TITLE.PCX", getOpenRaider().mPakDir);
  87. if (mTexture.loadPCX(filename) > -1) {
  88. numTextures++;
  89. delete [] filename;
  90. } else {
  91. delete [] filename;
  92. //! \fixme Error Checking. Return negative error code, check in calling place too
  93. filename = bufferString("%s/%s", textureDir, "splash.tga");
  94. if (mTexture.loadTGA(filename) > -1)
  95. numTextures++;
  96. delete [] filename;
  97. }
  98. return numTextures;
  99. }
  100. // Texture must be set to WHITE solid color texture
  101. void renderTrace(int color, vec3_t start, vec3_t end)
  102. {
  103. const float widthStart = 10.0f; //5.0f;
  104. const float widthEnd = 10.0f;
  105. float delta = randomNum(0.01f, 0.16f); // for flicker fx
  106. // Draw two long quads that skrink and fade the they go further out
  107. glBegin(GL_QUADS);
  108. switch (color)
  109. {
  110. case 0:
  111. glColor3f(0.9f - delta, 0.2f, 0.2f);
  112. break;
  113. case 1:
  114. glColor3f(0.2f, 0.9f - delta, 0.2f);
  115. break;
  116. case 2:
  117. default:
  118. glColor3f(0.2f, 0.2f, 0.9f - delta);
  119. }
  120. glVertex3f(start[0], start[1], start[2]);
  121. glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
  122. glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
  123. glVertex3f(end[0], end[1], end[2]);
  124. glVertex3f(start[0], start[1], start[2]);
  125. glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
  126. glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
  127. glVertex3f(end[0], end[1], end[2]);
  128. glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
  129. glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
  130. glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
  131. glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
  132. glEnd();
  133. }
  134. void setLighting(bool on)
  135. {
  136. if (on)
  137. {
  138. glEnable(GL_LIGHTING);
  139. glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
  140. glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, WHITE);
  141. glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, WHITE);
  142. glLightModelfv(GL_LIGHT_MODEL_AMBIENT, DIM_WHITE);
  143. }
  144. else
  145. {
  146. glDisable(GL_LIGHTING);
  147. }
  148. }
  149. void lightRoom(Room &room)
  150. {
  151. for (unsigned int i = 0; i < room.sizeLights(); ++i)
  152. {
  153. Light &light = room.getLight(i);
  154. vec4_t pos, color;
  155. vec3_t dir;
  156. light.getPos(pos);
  157. light.getColor(color);
  158. light.getDir(dir);
  159. glEnable(GL_LIGHT0 + i);
  160. switch (light.getType())
  161. {
  162. case Light::typeSpot:
  163. glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, light.getCutoff());
  164. glLightfv(GL_LIGHT0 + i, GL_POSITION, pos);
  165. glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, dir);
  166. glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, color);
  167. break;
  168. case Light::typePoint:
  169. case Light::typeDirectional:
  170. glLightf(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, 1.0); // 1.0
  171. // GL_QUADRATIC_ATTENUATION
  172. // GL_LINEAR_ATTENUATION
  173. glLightf(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, light.getAtt());
  174. glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, color); // GL_DIFFUSE
  175. glLightfv(GL_LIGHT0 + i, GL_POSITION, pos);
  176. break;
  177. }
  178. }
  179. }
  180. void Render::clearFlags(unsigned int flags)
  181. {
  182. mFlags &= ~flags;
  183. if (flags & Render::fFog)
  184. {
  185. if (glIsEnabled(GL_FOG))
  186. {
  187. glDisable(GL_FOG);
  188. }
  189. }
  190. if (flags & Render::fGL_Lights)
  191. {
  192. setLighting(false);
  193. }
  194. }
  195. void Render::setFlags(unsigned int flags)
  196. {
  197. mFlags |= flags;
  198. if (flags & Render::fFog)
  199. {
  200. glEnable(GL_FOG);
  201. glFogf(GL_FOG_MODE, GL_EXP2);
  202. glFogf(GL_FOG_DENSITY, 0.00008f);
  203. glFogf(GL_FOG_START, 30000.0f);
  204. glFogf(GL_FOG_END, 50000.0f);
  205. glFogfv(GL_FOG_COLOR, BLACK);
  206. }
  207. if (flags & Render::fGL_Lights)
  208. {
  209. setLighting(true);
  210. }
  211. }
  212. int Render::getMode()
  213. {
  214. return mMode;
  215. }
  216. void Render::setMode(int n)
  217. {
  218. mMode = n;
  219. switch (mMode)
  220. {
  221. case Render::modeDisabled:
  222. break;
  223. case Render::modeSolid:
  224. case Render::modeWireframe:
  225. glClearColor(NEXT_PURPLE[0], NEXT_PURPLE[1],
  226. NEXT_PURPLE[2], NEXT_PURPLE[3]);
  227. glDisable(GL_TEXTURE_2D);
  228. break;
  229. default:
  230. if (mMode == Render::modeLoadScreen)
  231. {
  232. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  233. }
  234. else
  235. {
  236. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  237. }
  238. glClearColor(BLACK[0], BLACK[1], BLACK[2], BLACK[3]);
  239. glEnable(GL_TEXTURE_2D);
  240. }
  241. }
  242. // Replaced the deprecated gluLookAt with slightly modified code from here:
  243. // http://www.khronos.org/message_boards/showthread.php/4991
  244. void gluLookAt(float eyeX, float eyeY, float eyeZ,
  245. float lookAtX, float lookAtY, float lookAtZ,
  246. float upX, float upY, float upZ) {
  247. float f[3];
  248. // calculating the viewing vector
  249. f[0] = lookAtX - eyeX;
  250. f[1] = lookAtY - eyeY;
  251. f[2] = lookAtZ - eyeZ;
  252. float fMag = sqrtf(f[0] * f[0] + f[1] * f[1] + f[2] * f[2]);
  253. //float upMag = sqrtf(upX * upX + upY * upY + upZ * upZ);
  254. // normalizing the viewing vector
  255. f[0] = f[0] / fMag;
  256. f[1] = f[1] / fMag;
  257. f[2] = f[2] / fMag;
  258. float s[3] = {
  259. f[1] * upZ - upY * f[2],
  260. upX * f[2] - f[0] * upZ,
  261. f[0] * upY - upX * f[1]
  262. };
  263. float u[3] = {
  264. s[1] * f[2] - f[1] * s[2],
  265. f[0] * s[2] - s[0] * f[2],
  266. s[0] * f[1] - f[0] * s[1]
  267. };
  268. float m[16] = {
  269. s[0], u[0], -f[0], 0,
  270. s[1], u[1], -f[1], 0,
  271. s[2], u[2], -f[2], 0,
  272. 0, 0, 0, 1
  273. };
  274. glMultMatrixf(m);
  275. glTranslatef(-eyeX, -eyeY, -eyeZ);
  276. }
  277. void Render::display()
  278. {
  279. switch (mMode)
  280. {
  281. case Render::modeDisabled:
  282. return;
  283. case Render::modeLoadScreen:
  284. //! \fixme entry for seperate main drawing method -- Mongoose 2002.01.01
  285. drawLoadScreen();
  286. return;
  287. default:
  288. break;
  289. }
  290. if (mMode == Render::modeWireframe)
  291. glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  292. else
  293. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  294. float camOffsetH = 0.0f;
  295. switch (getGame().getLara().getMoveType())
  296. {
  297. case Entity::MoveTypeFly:
  298. case Entity::MoveTypeNoClipping:
  299. case Entity::MoveTypeSwim:
  300. //camOffsetH = 64.0f;
  301. camOffsetH = 512.0f;
  302. break;
  303. case Entity::MoveTypeWalk:
  304. case Entity::MoveTypeWalkNoSwim:
  305. camOffsetH = 512.0f;
  306. break;
  307. }
  308. vec3_t curPos;
  309. vec3_t camPos;
  310. vec3_t atPos;
  311. curPos[0] = getGame().getLara().getPos(0);
  312. curPos[1] = getGame().getLara().getPos(1);
  313. curPos[2] = getGame().getLara().getPos(2);
  314. vec_t yaw = getGame().getLara().getAngle(1);
  315. // Mongoose 2002.08.24, New 3rd person camera hack
  316. camPos[0] = curPos[0] - (1024.0f * sinf(yaw));
  317. camPos[1] = curPos[1] - camOffsetH; // UP is lower val
  318. camPos[2] = curPos[2] - (1024.0f * cosf(yaw));
  319. int index = getGame().getLara().getRoom();
  320. int sector = getWorld().getRoom(index).getSector(camPos[0], camPos[2]);
  321. // Handle camera out of world
  322. if ((sector < 0) ||
  323. ((unsigned int)sector >= getWorld().getRoom(index).sizeSectors()) ||
  324. getWorld().getRoom(index).isWall(sector)) {
  325. camPos[0] = curPos[0] + (64.0f * sinf(yaw));
  326. camPos[1] -= 64.0f;
  327. camPos[2] = curPos[2] + (64.0f * cosf(yaw));
  328. }
  329. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  330. glLoadIdentity();
  331. // Setup view in OpenGL with camera
  332. getCamera().setPosition(camPos);
  333. getCamera().update();
  334. getCamera().getTarget(atPos);
  335. // Mongoose 2002.08.13, Quick fix to render OpenRaider upside down
  336. gluLookAt(camPos[0], camPos[1], camPos[2], atPos[0], atPos[1], atPos[2], 0.0f, -1.0f, 0.0f);
  337. // Update view volume for vising
  338. updateViewVolume();
  339. // Render world
  340. glColor3fv(DIM_WHITE); // was WHITE
  341. drawSkyMesh(96.0);
  342. // Figure out how much of the map to render
  343. newRoomRenderList(index);
  344. // Room solid pass, need to do depth sorting to avoid 2 pass render
  345. for (unsigned int i = 0; i < mRoomRenderList.size(); i++) {
  346. Room &room = *mRoomRenderList[i];
  347. if (mFlags & Render::fGL_Lights)
  348. lightRoom(room);
  349. room.display(false);
  350. }
  351. // Draw all visible enities
  352. if (mFlags & Render::fEntityModels) {
  353. std::vector<Entity *> entityRenderList;
  354. for (unsigned int i = 0; i < getWorld().sizeEntity(); i++) {
  355. Entity &e = getWorld().getEntity(i);
  356. // Don't show Lara to the player
  357. if (&e == &getGame().getLara())
  358. continue;
  359. // Mongoose 2002.08.15, Nothing to draw, skip
  360. // Mongoose 2002.12.24, Some entities have no animation =p
  361. if (e.getModel().size() == 0)
  362. continue;
  363. // Is it in view volume? ( Hack to use sphere )
  364. if (!isVisible(e.getPos(0), e.getPos(1), e.getPos(2), 512.0f))
  365. continue;
  366. //! \fixme Is it in a room we're rendering?
  367. //if (mRoomRenderList[e->room] == 0x0)
  368. //{
  369. // continue;
  370. //}
  371. entityRenderList.push_back(&e);
  372. }
  373. // Draw objects not tied to rooms
  374. glPushMatrix();
  375. // Draw lara or other player model ( move to entity rendering method )
  376. if (mFlags & Render::fViewModel)
  377. getGame().getLara().display();
  378. // Draw sprites after player to handle alpha
  379. for (unsigned int i = 0; i < getWorld().sizeSprite(); i++) {
  380. SpriteSequence &sprite = getWorld().getSprite(i);
  381. for (unsigned int j = 0; j < sprite.size(); j++)
  382. sprite.get(j).display();
  383. }
  384. glPopMatrix();
  385. // Depth sort entityRenderList with qsort
  386. std::sort(entityRenderList.begin(), entityRenderList.end());
  387. for (unsigned int i = 0; i < entityRenderList.size(); i++) {
  388. entityRenderList[i]->display();
  389. }
  390. }
  391. // Room alpha pass
  392. // Skip room alpha pass for modes w/o texture
  393. if (!(mMode == Render::modeSolid || mMode == Render::modeWireframe)) {
  394. for (unsigned int i = 0; i < mRoomRenderList.size(); i++)
  395. mRoomRenderList[i]->display(true);
  396. }
  397. if (mMode == Render::modeWireframe)
  398. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  399. glFlush();
  400. }
  401. void Render::drawLoadScreen()
  402. {
  403. float x = 0.0f, y = 0.0f, z = -160.0f;
  404. float w = getWindow().getWidth(), h = getWindow().getHeight();
  405. if (mTexture.getTextureCount() <= 0)
  406. return;
  407. // Mongoose 2002.01.01, Rendered while game is loading...
  408. //! \fixme seperate logo/particle coor later
  409. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  410. glLoadIdentity();
  411. glColor3fv(WHITE);
  412. if (mFlags & Render::fGL_Lights)
  413. glDisable(GL_LIGHTING);
  414. // Mongoose 2002.01.01, Draw logo/load screen
  415. glTranslatef(0.0f, 0.0f, -2000.0f);
  416. glRotatef(180.0f, 1.0f, 0.0f, 0.0f);
  417. mTexture.bindTextureId(1); //! \fixme store texture id somewhere
  418. glBegin(GL_TRIANGLE_STRIP);
  419. glTexCoord2f(1.0, 1.0);
  420. glVertex3f(x + w, y + h, z);
  421. glTexCoord2f(0.0, 1.0);
  422. glVertex3f(x - w, y + h, z);
  423. glTexCoord2f(1.0, 0.0);
  424. glVertex3f(x + w, y - h, z);
  425. glTexCoord2f(0.0, 0.0);
  426. glVertex3f(x - w, y - h, z);
  427. glEnd();
  428. if (mFlags & Render::fGL_Lights)
  429. glEnable(GL_LIGHTING);
  430. glFlush();
  431. }
  432. void Render::newRoomRenderList(int index)
  433. {
  434. static int currentRoomId = -1;
  435. if (mFlags & Render::fUsePortals)
  436. {
  437. if (index == -1) // -1 is error, so draw room 0, for the hell of it
  438. {
  439. mRoomRenderList.clear();
  440. mRoomRenderList.push_back(&getWorld().getRoom(0));
  441. }
  442. else
  443. {
  444. // Update room render list if needed
  445. if (mFlags & Render::fUpdateRoomListPerFrame ||
  446. currentRoomId != index)
  447. {
  448. buildRoomRenderList(getWorld().getRoom(index));
  449. }
  450. }
  451. }
  452. else // Render all rooms pretty much
  453. {
  454. if (currentRoomId != index || index == -1)
  455. {
  456. printf("*** Room render list -> %i\n", index);
  457. mRoomRenderList.clear();
  458. for (unsigned int i = 0; i < getWorld().sizeRoom(); i++)
  459. {
  460. if (!isVisible(getWorld().getRoom(i).getBoundingBox()))
  461. continue;
  462. mRoomRenderList.push_back(&getWorld().getRoom(i));
  463. }
  464. }
  465. }
  466. currentRoomId = index;
  467. }
  468. void Render::buildRoomRenderList(Room &room)
  469. {
  470. // Must be visible
  471. //! \fixme Add depth sorting here - remove multipass
  472. if (!isVisible(room.getBoundingBox()))
  473. return;
  474. // Must not already be cached
  475. for (unsigned int i = 0; i < mRoomRenderList.size(); i++)
  476. {
  477. Room &room2 = *mRoomRenderList[i];
  478. if (&room2 == &room)
  479. return;
  480. }
  481. /* Add current room to list */
  482. mRoomRenderList.push_back(&room);
  483. if (mFlags & Render::fOneRoom)
  484. {
  485. return;
  486. }
  487. else if (mFlags & Render::fAllRooms) /* Are you serious? */
  488. {
  489. for (unsigned int i = 0; i < getWorld().sizeRoom(); i++)
  490. {
  491. Room &room2 = getWorld().getRoom(i);
  492. if (&room2 != &room)
  493. {
  494. buildRoomRenderList(room2);
  495. }
  496. }
  497. return;
  498. }
  499. // Try to add adj rooms and their adj rooms, skip this room
  500. for (unsigned int i = 1; i < room.sizeAdjacentRooms(); i++)
  501. {
  502. if (room.getAdjacentRoom(i) < 0)
  503. continue;
  504. Room &room2 = getWorld().getRoom(room.getAdjacentRoom(i));
  505. // Mongoose 2002.03.22, Add portal visibility check here
  506. if (&room2 != &room)
  507. {
  508. buildRoomRenderList(room2);
  509. }
  510. }
  511. }
  512. void Render::drawSkyMesh(float scale)
  513. {
  514. //skeletal_model_t *model = getWorld().getModel(mSkyMesh);
  515. //if (!model)
  516. // return;
  517. glDisable(GL_DEPTH_TEST);
  518. glPushMatrix();
  519. if (mSkyMeshRotation)
  520. glRotated(90.0, 1, 0, 0);
  521. glTranslated(0.0, 1000.0, 0.0);
  522. glScaled(scale, scale, scale);
  523. //drawModel(model);
  524. //drawModelMesh(getWorld().getMesh(mSkyMesh), );
  525. glPopMatrix();
  526. glEnable(GL_DEPTH_TEST);
  527. }
  528. void Render::setSkyMesh(int index, bool rot)
  529. {
  530. mSkyMesh = index;
  531. mSkyMeshRotation = rot;
  532. }
  533. void Render::updateViewVolume()
  534. {
  535. matrix_t proj;
  536. matrix_t mdl;
  537. glGetFloatv(GL_PROJECTION_MATRIX, proj);
  538. glGetFloatv(GL_MODELVIEW_MATRIX, mdl);
  539. mViewVolume.updateFrame(proj, mdl);
  540. }
  541. bool Render::isVisible(BoundingBox &box) {
  542. vec3_t bbox[2];
  543. box.getBoundingBox(bbox);
  544. // For debugging purposes
  545. if (mMode == Render::modeWireframe)
  546. box.display(true, PINK, RED);
  547. return mViewVolume.isBboxInFrustum(bbox[0], bbox[1]);
  548. }
  549. bool Render::isVisible(float x, float y, float z)
  550. {
  551. // For debugging purposes
  552. if (mMode == Render::modeWireframe)
  553. {
  554. glPointSize(5.0);
  555. glColor3fv(PINK);
  556. glBegin(GL_POINTS);
  557. glVertex3f(x, y, z);
  558. glEnd();
  559. }
  560. return (mViewVolume.isPointInFrustum(x, y, z));
  561. }
  562. bool Render::isVisible(float x, float y, float z, float radius)
  563. {
  564. // For debugging purposes
  565. if (mMode == Render::modeWireframe)
  566. {
  567. glPointSize(5.0);
  568. glColor3fv(PINK);
  569. glBegin(GL_POINTS);
  570. glVertex3f(x, y, z);
  571. glEnd();
  572. }
  573. return (mViewVolume.isSphereInFrustum(x, y, z, radius));
  574. }