Open Source Tomb Raider Engine
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Render.cpp 49KB

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  1. /* -*- Mode: C++; tab-width: 3; indent-tabs-mode: t; c-basic-offset: 3 -*- */
  2. /*================================================================
  3. *
  4. * Project : Render
  5. * Author : Mongoose
  6. * Website : http://www.westga.edu/~stu7440/
  7. * Email : stu7440@westga.edu
  8. * Object : Render
  9. * License : No use w/o permission (C) 2001 Mongoose
  10. * Comments: This is the renderer class for OpenRaider
  11. *
  12. *
  13. * This file was generated using Mongoose's C++
  14. * template generator script. <stu7440@westga.edu>
  15. *
  16. *-- History -------------------------------------------------
  17. *
  18. * 2001.05.21:
  19. * Mongoose - Created
  20. =================================================================*/
  21. #ifdef __APPLE__
  22. #include <OpenGL/gl.h>
  23. #include <OpenGL/glu.h>
  24. #else
  25. #include <GL/gl.h>
  26. #include <GL/glu.h>
  27. #endif
  28. #include <stdlib.h>
  29. #include <math.h>
  30. #include <string.h>
  31. #ifdef USING_EMITTER
  32. # include "Emitter.h"
  33. #endif
  34. #ifdef DEBUG_MEMEORY
  35. # include "memeory_test.h"
  36. #endif
  37. #ifdef DEBUG_GL
  38. # include "gl_test.cpp"
  39. #endif
  40. #ifdef USING_MD3
  41. # include "Md3AnimModel.h"
  42. extern Md3AnimModel gMd3;
  43. #endif
  44. #include "Render.h"
  45. extern entity_t *LARA;
  46. extern World gWorld;
  47. // Colors
  48. const float BLACK[] = { 0.0, 0.0, 0.0, 1.0 };
  49. const float DIM_WHITE[] = { 0.5, 0.5, 0.5, 1.0 };
  50. const float WHITE[] = { 1.0, 1.0, 1.0, 1.0 };
  51. const float RED[] = { 1.0, 0.0, 0.0, 1.0 };
  52. const float GREEN[] = { 0.0, 1.0, 0.0, 1.0 };
  53. const float NEXT_PURPLE[] = { 0.3, 0.3, 0.5, 1.0 };
  54. const float OR_BLUE[] = { 0.5, 0.7, 1.0, 1.0 };
  55. const float PINK[] = { 1.0, 0.0, 1.0, 1.0 };
  56. const float YELLOW[] = { 1.0, 1.0, 0.0, 1.0 };
  57. const float CYAN[] = { 0.0, 1.0, 1.0, 1.0 };
  58. ViewVolume gViewVolume; /* View volume for frustum culling */
  59. int compareEntites(const void *voidA, const void *voidB)
  60. {
  61. entity_t *a = (entity_t *)voidA, *b = (entity_t *)voidB;
  62. vec_t distA, distB;
  63. if (!a || !b)
  64. return -1; // error really
  65. distA = gViewVolume.getDistToSphereFromNear(a->pos[0],
  66. a->pos[1],
  67. a->pos[2],
  68. 1.0f);
  69. distB = gViewVolume.getDistToSphereFromNear(b->pos[0],
  70. b->pos[1],
  71. b->pos[2],
  72. 1.0f);
  73. // less than
  74. if (distA < distB)
  75. return -1;
  76. // greater than ( no need for equal )
  77. return 1;
  78. }
  79. int compareStaticModels(const void *voidA, const void *voidB)
  80. {
  81. static_model_t *a = (static_model_t *)voidA, *b = (static_model_t *)voidB;
  82. vec_t distA, distB;
  83. if (!a || !b)
  84. return -1; // error really
  85. distA = gViewVolume.getDistToSphereFromNear(a->pos[0],
  86. a->pos[1],
  87. a->pos[2],
  88. 128.0f);
  89. distB = gViewVolume.getDistToSphereFromNear(b->pos[0],
  90. b->pos[1],
  91. b->pos[2],
  92. 128.0f);
  93. // less than
  94. if (distA < distB)
  95. return -1;
  96. // greater than ( no need for equal )
  97. return 1;
  98. }
  99. int compareRoomDist(const void *voidA, const void *voidB)
  100. {
  101. RenderRoom *a = (RenderRoom *)voidA, *b = (RenderRoom *)voidB;
  102. if (!a || !b || !a->room || !b->room)
  103. return -1; // error really
  104. // less than
  105. if (a->dist < b->dist)
  106. return -1;
  107. // greater than ( no need for equal )
  108. return 1;
  109. }
  110. ////////////////////////////////////////////////////////////
  111. // Constructors
  112. ////////////////////////////////////////////////////////////
  113. Render::Render()
  114. {
  115. #ifdef USING_EMITTER
  116. mEmitter = 0x0;
  117. #endif
  118. mCamera = 0x0;
  119. mSkyMesh = -1;
  120. mMode = Render::modeDisabled;
  121. mLock = 0;
  122. mFlags = (Render::fRoomAlpha | Render::fViewModel | Render::fSprites |
  123. Render::fRoomModels | Render::fEntityModels |
  124. Render::fUsePortals | fUpdateRoomListPerFrame);
  125. mModels.setError(0x0);
  126. mRooms.setError(0x0);
  127. mRoomRenderList.setError(0x0);
  128. }
  129. Render::~Render()
  130. {
  131. ClearWorld();
  132. }
  133. ////////////////////////////////////////////////////////////
  134. // Public Accessors
  135. ////////////////////////////////////////////////////////////
  136. void Render::screenShot(char *filenameBase)
  137. {
  138. mTexture.glScreenShot(filenameBase, mWidth, mHeight);
  139. }
  140. ////////////////////////////////////////////////////////////
  141. // Public Mutators
  142. ////////////////////////////////////////////////////////////
  143. void Render::addRoom(RenderRoom *room)
  144. {
  145. mRooms.pushBack(room);
  146. }
  147. void Render::loadTexture(unsigned char *image,
  148. unsigned int width, unsigned int height,
  149. unsigned int id)
  150. {
  151. glColor3fv(WHITE);
  152. mTexture.loadBufferSlot(image, width, height, Texture::RGBA, 32, id);
  153. }
  154. void Render::initTextures(char *textureDir, unsigned int *numLoaded,
  155. unsigned int *nextId)
  156. {
  157. char filename[128];
  158. bool fastCard = mFlags & Render::fFastCard;
  159. const char *console = "Toggle the Console with [`] key, Menu with <esc>";
  160. int font_id;
  161. int snow1_id;
  162. int snow2_id;
  163. int bg_id;
  164. int err;
  165. int id[5];
  166. unsigned int numTextures = 0;
  167. unsigned char color[4];
  168. // We want to update as needed later
  169. mNumTexturesLoaded = numLoaded;
  170. mNextTextureId = nextId;
  171. mTexture.reset();
  172. mTexture.setMaxTextureCount(128); /* TR never needs more than 32 iirc
  173. However, color texturegen is a lot */
  174. if (fastCard)
  175. {
  176. mTexture.setFlag(Texture::fUseMipmaps);
  177. }
  178. printf("Processing textures: ");
  179. color[0] = 0xff;
  180. color[1] = 0xff;
  181. color[2] = 0xff;
  182. color[3] = 0xff;
  183. if ((font_id = mTexture.loadColorTexture(color, 32, 32)) > -1)
  184. {
  185. ++numTextures;
  186. }
  187. snprintf(filename, 126, "%s%s", textureDir, "splash.tga");
  188. filename[127] = 0;
  189. if ((bg_id = mTexture.loadTGA(filename)) > -1)
  190. {
  191. ++numTextures;
  192. }
  193. snprintf(filename, 126, "%s%s", textureDir, "snow.tga");
  194. filename[127] = 0;
  195. if ((snow1_id = mTexture.loadTGA(filename)) > -1)
  196. {
  197. ++numTextures;
  198. }
  199. snprintf(filename, 126, "%s%s", textureDir, "snow2.tga");
  200. filename[127] = 0;
  201. if ((snow2_id = mTexture.loadTGA(filename)) > -1)
  202. {
  203. ++numTextures;
  204. }
  205. extern char *gFontFilename;
  206. if ((mTexture.loadFontTTF(gFontFilename,
  207. //0x303f, 0x3093-0x303f)) // Hiragana
  208. 32, 126 - 32)) // ASCII
  209. > -1)
  210. {
  211. ++numTextures;
  212. }
  213. snprintf(filename, 126, "%s%s", textureDir, "font-0.tga");
  214. filename[127] = 0;
  215. if ((font_id = mTexture.loadTGA(filename)) > -1)
  216. {
  217. ++numTextures;
  218. }
  219. // Werid that it isn't linear, must be some storage deal in Texture
  220. // I forgot about Id allocation
  221. *nextId = font_id;
  222. // Setup particle system test
  223. initEmitter("Snow test", 650, snow1_id, snow2_id);
  224. // Mongoose 2002.01.01, Temp placement of GLString init
  225. id[0] = font_id;
  226. id[4] = id[3] = id[2] = id[1] = -1;
  227. mString.Init(5, 5, id);
  228. // String 0: OpenRaider version in lower right corner
  229. mString.Scale(0.90);
  230. err = mString.glPrintf(mWidth - 14 * strlen(VERSION),
  231. mHeight-24*3, 0, VERSION);
  232. mString.SetString(0, VERSION);
  233. mString.Scale(1.0);
  234. if (err)
  235. {
  236. printf("\n*** GLPrint test: ERROR %i font_tex %i\n", err, id[0]);
  237. }
  238. // String 1: Used for FPS in game text output
  239. err = mString.glPrintf(8, 0, 0, " ");
  240. if (err)
  241. {
  242. printf("\n*** GLPrint test: ERROR %i font_tex %i\n", err, id[0]);
  243. }
  244. // String 2: Used for game console
  245. err = mString.glPrintf(8, -24, 0, console);
  246. if (err)
  247. {
  248. printf("\n*** GLPrint test: ERROR %i font_tex %i\n", err, id[0]);
  249. }
  250. // String 3: Used for one line map select menu
  251. mString.Scale(1.75);
  252. err = mString.glPrintf(mWidth/2-200, mHeight/2-24, 0, "Press <esc> for menu");
  253. mString.Scale(1.0);
  254. if (err)
  255. {
  256. printf("\n*** GLPrint test: ERROR %i font_tex %i\n", err, id[0]);
  257. }
  258. // String 4: Used for one line in game text output
  259. err = mString.glPrintf(8, 18*2, 0, " ");
  260. if (err)
  261. {
  262. printf("\n*** GLPrint test: ERROR %i font_tex %i\n", err, id[0]);
  263. }
  264. printf("\n");
  265. *numLoaded = numTextures;
  266. }
  267. void Render::loadMd3(char *model, char *skin)
  268. {
  269. #ifdef USING_MD3
  270. char filename[256];
  271. snprintf(filename, 255, "data/models/players/%s", model);
  272. if (gMd3.load(filename, skin, MD3_LOD_HIGH) < 0)
  273. {
  274. printf("ERROR: MD3 '%s' not loaded\n", filename);
  275. }
  276. else
  277. {
  278. gMd3.loadWeapon("data/models/weapons2/railgun", "railgun");
  279. gMd3.loadWeapon("data/models/weapons2/plasma", "plasma");
  280. gMd3.loadWeapon("data/models/weapons2/machinegun", "machinegun");
  281. gMd3.setAnimUpper(TORSO_STAND);
  282. gMd3.setAnimLower(LEGS_WALK);
  283. // Setup textures
  284. for (unsigned int i = 0; i < gMd3.texNumTest; ++i)
  285. {
  286. snprintf(filename, 255, "data/%s", gMd3.texTest[i].name);
  287. gMd3.texTest[i].gl_texture_id = mTexture.loadTGA(filename, true);
  288. if (gMd3.texTest[i].gl_texture_id < 0)
  289. {
  290. printf("ERROR: Md3 texture '%s' not loaded\n", filename);
  291. }
  292. else
  293. {
  294. (*mNumTexturesLoaded)++;
  295. (*mNextTextureId) = gMd3.texTest[i].gl_texture_id;
  296. }
  297. }
  298. }
  299. #endif
  300. }
  301. void Render::initEmitter(const char *name, unsigned int size,
  302. unsigned int snowTex1, unsigned int snowTex2)
  303. {
  304. #ifdef USING_EMITTER
  305. // Mongoose 2002.01.01, Screwing around with particle emitter test
  306. // note this is backwards b/c load screen is rendered upsidedown
  307. mEmitter = new Emitter(/*name*/"snow", size);
  308. mEmitter->SetTextureId(snowTex1);
  309. mEmitter->TextureId(120, 280, snowTex2);
  310. mEmitter->TextureId(400, 450, snowTex2);
  311. mEmitter->TextureId(500, 550, snowTex2);
  312. // Mongoose 2002.01.01, Varing force and speed should look
  313. // like varing mass/SA in wind, maybe
  314. mEmitter->Speed(0, 150, 3500, 3000, 3500);
  315. mEmitter->Speed(150, 350, 3000, 4000, 3000);
  316. mEmitter->Speed(400, 500, 2000, 5000, 2000);
  317. mEmitter->Speed(400, 500, 2000, 5000, 2000);
  318. mEmitter->Force(100, 200, 0.0, 7.0, 0.0);
  319. mEmitter->Force(200, 300, 0.0, 5.0, 0.0);
  320. mEmitter->Force(300, 500, 0.0, 10.0, 0.0);
  321. mEmitter->Force(500, 650, 0.0, 9.0, 0.0);
  322. #endif
  323. }
  324. void Render::ClearWorld()
  325. {
  326. LARA = NULL;
  327. mRoomRenderList.clear();
  328. mRooms.erase();
  329. mModels.erase();
  330. #ifdef USING_EMITTER
  331. if (mEmitter)
  332. {
  333. delete mEmitter;
  334. mEmitter = 0x0;
  335. }
  336. #endif
  337. }
  338. // Texture must be set to WHITE solid color texture
  339. void renderTrace(int color, vec3_t start, vec3_t end)
  340. {
  341. const float widthStart = 10.0f; //5.0f;
  342. const float widthEnd = 10.0f;
  343. float delta = 0.01 + (0.15*rand()/(RAND_MAX+1.0)); // for flicker fx
  344. // Draw two long quads that skrink and fade the they go further out
  345. glBegin(GL_QUADS);
  346. switch (color)
  347. {
  348. case 0:
  349. glColor3f(0.9 - delta, 0.2, 0.2);
  350. break;
  351. case 1:
  352. glColor3f(0.2, 0.9 - delta, 0.2);
  353. break;
  354. case 2:
  355. default:
  356. glColor3f(0.2, 0.2, 0.9 - delta);
  357. }
  358. glVertex3f(start[0], start[1], start[2]);
  359. glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
  360. glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
  361. glVertex3f(end[0], end[1], end[2]);
  362. glVertex3f(start[0], start[1], start[2]);
  363. glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
  364. glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
  365. glVertex3f(end[0], end[1], end[2]);
  366. glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
  367. glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
  368. glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
  369. glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
  370. glEnd();
  371. }
  372. void Render::Init(int width, int height, bool fast_card)
  373. {
  374. char *s;
  375. mWidth = width;
  376. mHeight = height;
  377. mFlags |= Render::fFastCard;
  378. if (!fast_card)
  379. {
  380. mFlags ^= Render::fFastCard;
  381. }
  382. // Print driver support information
  383. printf("\n## GL Driver Info ##\n");
  384. printf("Vendor : %s\n", glGetString(GL_VENDOR));
  385. printf("Renderer : %s\n", glGetString(GL_RENDERER));
  386. printf("Version : %s\n\n", glGetString(GL_VERSION));
  387. //printf("\tExtensions : %s\n\n\n", (char*)glGetString(GL_EXTENSIONS));
  388. // Testing for goodies
  389. // Mongoose 2001.12.31, Fixed string use to check for bad strings
  390. s = (char*)glGetString(GL_EXTENSIONS);
  391. if (s && s[0])
  392. {
  393. printf("\tGL_ARB_multitexture \t\t");
  394. if (strstr(s, "GL_ARB_multitexture"))
  395. {
  396. mFlags |= Render::fMultiTexture;
  397. printf("YES\n");
  398. }
  399. else
  400. {
  401. printf("NO\n");
  402. }
  403. printf("\tGL_EXT_texture_env_combine\t\t");
  404. if (strstr(s, "GL_EXT_texture_env_combine"))
  405. {
  406. printf("YES\n");
  407. }
  408. else
  409. {
  410. printf("NO\n");
  411. }
  412. }
  413. // Set up Z buffer
  414. glEnable(GL_DEPTH_TEST);
  415. glDepthFunc(GL_LESS);
  416. // Set up culling
  417. glEnable(GL_CULL_FACE);
  418. glFrontFace(GL_CW);
  419. //glFrontFace(GL_CCW);
  420. //glCullFace(GL_FRONT);
  421. // Set background to black
  422. glClearColor(BLACK[0], BLACK[1], BLACK[2], BLACK[3]);
  423. // Disable lighting
  424. glDisable(GL_LIGHTING);
  425. // Set up alpha blending
  426. if (fast_card)
  427. {
  428. glEnable(GL_BLEND);
  429. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  430. //glEnable(GL_ALPHA_TEST); // Disable per pixel alpha blending
  431. glAlphaFunc(GL_GREATER, 0);
  432. }
  433. else
  434. {
  435. glDisable(GL_BLEND);
  436. glDisable(GL_ALPHA_TEST);
  437. }
  438. glPointSize(5.0);
  439. // Setup shading
  440. glShadeModel(GL_SMOOTH);
  441. if (fast_card)
  442. {
  443. glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
  444. glHint(GL_FOG_HINT, GL_NICEST);
  445. glEnable(GL_COLOR_MATERIAL);
  446. glEnable(GL_DITHER);
  447. // AA polygon edges
  448. //glEnable(GL_POLYGON_SMOOTH);
  449. //glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
  450. }
  451. else
  452. {
  453. glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
  454. glHint(GL_FOG_HINT, GL_FASTEST);
  455. glDisable(GL_COLOR_MATERIAL);
  456. glDisable(GL_DITHER);
  457. glDisable(GL_POLYGON_SMOOTH);
  458. }
  459. glDisable(GL_LINE_SMOOTH);
  460. glDisable(GL_POINT_SMOOTH);
  461. glDisable(GL_AUTO_NORMAL);
  462. glDisable(GL_LOGIC_OP);
  463. glDisable(GL_TEXTURE_1D);
  464. glDisable(GL_STENCIL_TEST);
  465. glDisable(GL_FOG);
  466. glDisable(GL_NORMALIZE);
  467. glEnableClientState(GL_VERTEX_ARRAY);
  468. glDisableClientState(GL_EDGE_FLAG_ARRAY);
  469. glDisableClientState(GL_COLOR_ARRAY);
  470. glDisableClientState(GL_NORMAL_ARRAY);
  471. glPolygonMode(GL_FRONT, GL_FILL);
  472. glMatrixMode(GL_MODELVIEW);
  473. printf("\nm O.o m\n");
  474. }
  475. void setLighting(bool on)
  476. {
  477. if (on)
  478. {
  479. glEnable(GL_LIGHTING);
  480. glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
  481. glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, WHITE);
  482. glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, WHITE);
  483. glLightModelfv(GL_LIGHT_MODEL_AMBIENT, DIM_WHITE);
  484. }
  485. else
  486. {
  487. glDisable(GL_LIGHTING);
  488. }
  489. }
  490. void lightRoom(RenderRoom *room)
  491. {
  492. unsigned int i;
  493. Light *light;
  494. for (i = 0; i < room->lights.size(); ++i)
  495. {
  496. light = room->lights[i];
  497. if (!light)
  498. continue;
  499. glEnable(GL_LIGHT0 + i);
  500. switch (light->mType)
  501. {
  502. case Light::typeSpot:
  503. glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, light->mCutoff);
  504. glLightfv(GL_LIGHT0 + i, GL_POSITION, light->mPos);
  505. glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, light->mDir);
  506. glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, light->mColor);
  507. break;
  508. case Light::typePoint:
  509. case Light::typeDirectional:
  510. glLightf(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, 1.0); // 1.0
  511. // GL_QUADRATIC_ATTENUATION
  512. // GL_LINEAR_ATTENUATION
  513. glLightf(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, light->mAtt);
  514. glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, light->mColor); // GL_DIFFUSE
  515. glLightfv(GL_LIGHT0 + i, GL_POSITION, light->mPos);
  516. break;
  517. }
  518. }
  519. }
  520. void Render::toggleFlag(unsigned int flag)
  521. {
  522. if (mFlags & flag)
  523. clearFlags(flag);
  524. else
  525. setFlags(flag);
  526. }
  527. void Render::clearFlags(unsigned int flags)
  528. {
  529. // _defaults |= flags; // Force removal if it wasn't set
  530. mFlags ^= flags;
  531. if (flags & Render::fFog)
  532. {
  533. if (glIsEnabled(GL_FOG))
  534. {
  535. glDisable(GL_FOG);
  536. }
  537. }
  538. if (flags & Render::fGL_Lights)
  539. {
  540. setLighting(false);
  541. }
  542. }
  543. void Render::setFlags(unsigned int flags)
  544. {
  545. mFlags |= flags;
  546. if (flags & Render::fFog)
  547. {
  548. glEnable(GL_FOG);
  549. glFogf(GL_FOG_MODE, GL_EXP2);
  550. glFogf(GL_FOG_DENSITY, 0.00008);
  551. glFogf(GL_FOG_START, 30000.0);
  552. glFogf(GL_FOG_END, 50000.0);
  553. glFogfv(GL_FOG_COLOR, BLACK);
  554. }
  555. if (flags & Render::fGL_Lights)
  556. {
  557. setLighting(true);
  558. }
  559. }
  560. void Render::Update(int width, int height)
  561. {
  562. mWidth = width;
  563. mHeight = height;
  564. }
  565. int Render::getMode()
  566. {
  567. return mMode;
  568. }
  569. void Render::setMode(int n)
  570. {
  571. mMode = n;
  572. switch (mMode)
  573. {
  574. case Render::modeDisabled:
  575. break;
  576. case Render::modeSolid:
  577. case Render::modeWireframe:
  578. glClearColor(NEXT_PURPLE[0], NEXT_PURPLE[1],
  579. NEXT_PURPLE[2], NEXT_PURPLE[3]);
  580. glDisable(GL_TEXTURE_2D);
  581. break;
  582. default:
  583. if (mFlags & Render::fFastCard)
  584. {
  585. if (mMode == Render::modeLoadScreen)
  586. {
  587. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  588. }
  589. else
  590. {
  591. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  592. }
  593. }
  594. glClearColor(BLACK[0], BLACK[1], BLACK[2], BLACK[3]);
  595. glEnable(GL_TEXTURE_2D);
  596. }
  597. }
  598. // Replaced the deprecated gluLookAt with slightly modified code from here:
  599. // http://www.khronos.org/message_boards/showthread.php/4991
  600. void CrossProd(float x1, float y1, float z1, float x2, float y2, float z2, float res[3])
  601. {
  602. res[0] = y1*z2 - y2*z1;
  603. res[1] = x2*z1 - x1*z2;
  604. res[2] = x1*y2 - x2*y1;
  605. }
  606. void deprecated_gluLookAt(float eyeX, float eyeY, float eyeZ, float lookAtX, float lookAtY, float lookAtZ, float upX, float upY, float upZ)
  607. {
  608. float f[3];
  609. // calculating the viewing vector
  610. f[0] = lookAtX - eyeX;
  611. f[1] = lookAtY - eyeY;
  612. f[2] = lookAtZ - eyeZ;
  613. float fMag, upMag;
  614. fMag = sqrt(f[0]*f[0] + f[1]*f[1] + f[2]*f[2]);
  615. upMag = sqrt(upX*upX + upY*upY + upZ*upZ);
  616. // normalizing the viewing vector
  617. if( fMag != 0)
  618. {
  619. f[0] = f[0]/fMag;
  620. f[1] = f[1]/fMag;
  621. f[2] = f[2]/fMag;
  622. }
  623. // normalising the up vector. no need for this here if you have your
  624. // up vector already normalised, which is mostly the case.
  625. if( upMag != 0 )
  626. {
  627. upX = upX/upMag;
  628. upY = upY/upMag;
  629. upZ = upZ/upMag;
  630. }
  631. float s[3], u[3];
  632. CrossProd(f[0], f[1], f[2], upX, upY, upZ, s);
  633. CrossProd(s[0], s[1], s[2], f[0], f[1], f[2], u);
  634. float M[]=
  635. {
  636. s[0], u[0], -f[0], 0,
  637. s[1], u[1], -f[1], 0,
  638. s[2], u[2], -f[2], 0,
  639. 0, 0, 0, 1
  640. };
  641. glMultMatrixf(M);
  642. glTranslatef (-eyeX, -eyeY, -eyeZ);
  643. }
  644. void Render::Display()
  645. {
  646. vec3_t curPos;
  647. vec3_t camPos;
  648. vec3_t atPos;
  649. RenderRoom *room;
  650. int index;
  651. #ifdef DEBUG_MATRIX
  652. gl_test_reset();
  653. #endif
  654. // Assertion: Rendering is disabled without texture or camera
  655. if (!mCamera)
  656. {
  657. fprintf(stderr, "Render::Display> ERROR: No camera is registered\n");
  658. return;
  659. }
  660. switch (mMode)
  661. {
  662. case Render::modeDisabled:
  663. return;
  664. break;
  665. case Render::modeLoadScreen:
  666. // Mongoose 2002.01.01, FIXME entry for seperate main drawing method
  667. drawLoadScreen();
  668. return;
  669. default:
  670. ;
  671. }
  672. if (mMode == Render::modeWireframe)
  673. glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  674. else
  675. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  676. index = -1;
  677. if (LARA)
  678. {
  679. float yaw;
  680. int sector;
  681. float camOffsetH = 0.0f;
  682. switch (LARA->moveType)
  683. {
  684. case worldMoveType_fly:
  685. case worldMoveType_noClipping:
  686. case worldMoveType_swim:
  687. camOffsetH = 64.0f;
  688. break;
  689. default:
  690. camOffsetH = 512.0f;
  691. }
  692. curPos[0] = LARA->pos[0];
  693. curPos[1] = LARA->pos[1];
  694. curPos[2] = LARA->pos[2];
  695. yaw = LARA->angles[1];
  696. index = LARA->room;
  697. // Mongoose 2002.08.24, New 3rd person camera hack
  698. camPos[0] = curPos[0];
  699. camPos[1] = curPos[1] - camOffsetH; // UP is lower val
  700. camPos[2] = curPos[2];
  701. camPos[0] -= (1024.0 * sin(yaw));
  702. camPos[2] -= (1024.0 * cos(yaw));
  703. sector = gWorld.getSector(index, camPos[0], camPos[2]);
  704. // Handle camera out of world
  705. if (sector < 0 || gWorld.isWall(index, sector))
  706. {
  707. camPos[0] = curPos[0] + (64.0 * sin(yaw));
  708. camPos[1] -= 64.0;
  709. camPos[2] = curPos[2] + (64.0 * cos(yaw));
  710. }
  711. mCamera->setPosition(camPos);
  712. }
  713. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  714. glLoadIdentity();
  715. // Setup view in OpenGL with camera
  716. mCamera->update();
  717. mCamera->getPosition(camPos);
  718. mCamera->getTarget(atPos);
  719. // Mongoose 2002.08.13, Quick fix to render OpenRaider upside down
  720. // gluLookAt(camPos[0], camPos[1], camPos[2], atPos[0], atPos[1], atPos[2], 0.0, -1.0, 0.0);
  721. deprecated_gluLookAt(camPos[0], camPos[1], camPos[2], atPos[0], atPos[1], atPos[2], 0.0, -1.0, 0.0);
  722. // Update view volume for vising
  723. updateViewVolume();
  724. // Let's see the LoS -- should be event controled
  725. if (LARA)
  726. {
  727. // SkeletalModel *mdl = (SkeletalModel *)LARA->tmpHook;
  728. // Draw in solid colors
  729. glDisable(GL_TEXTURE_2D);
  730. glDisable(GL_CULL_FACE);
  731. if (LARA->state == 64) // eWeaponFire
  732. {
  733. vec3_t u, v; //, s, t;
  734. // Center of LARA
  735. u[0] = curPos[0];
  736. u[1] = curPos[1] - 512.0;
  737. u[2] = curPos[2];
  738. // Location LARA is aiming at? ( Not finished yet )
  739. v[0] = u[0] + (9000.0 * sin(LARA->angles[1]));
  740. v[1] = u[1] + (9000.0 * sin(LARA->angles[2]));
  741. v[2] = u[2] + (9000.0 * cos(LARA->angles[1]));
  742. //mtkVectorSubtract(u, v, t);
  743. //mtkVectorSubtract(u, curPos, s);
  744. //printf("* %f rad\n", LARA->angles[1]);
  745. // Test tracing of aim
  746. renderTrace(0, u, v); // v = target
  747. }
  748. entity_t *route = LARA->master;
  749. while (route)
  750. {
  751. if (route->master)
  752. {
  753. renderTrace(1, route->pos, route->master->pos);
  754. }
  755. route = route->master;
  756. }
  757. glEnable(GL_CULL_FACE);
  758. glEnable(GL_TEXTURE_2D);
  759. }
  760. // Render world
  761. glColor3fv(DIM_WHITE); // was WHITE
  762. drawSkyMesh(96.0);
  763. // Figure out how much of the map to render
  764. newRoomRenderList(index);
  765. // Room solid pass, need to do depth sorting to avoid 2 pass render
  766. for (mRoomRenderList.start(); mRoomRenderList.forward();
  767. mRoomRenderList.next())
  768. {
  769. room = mRoomRenderList.current();
  770. if (room)
  771. {
  772. if (mFlags & Render::fGL_Lights)
  773. {
  774. lightRoom(room);
  775. }
  776. drawRoom(room, false);
  777. }
  778. }
  779. // Draw all visible enities
  780. if (mFlags & Render::fEntityModels)
  781. {
  782. entity_t *e;
  783. Vector<entity_t *> entityRenderList;
  784. Vector<entity_t *> *entities = gWorld.getEntities();
  785. for (entities->start(); entities->forward(); entities->next())
  786. {
  787. e = entities->current();
  788. // Mongoose 2002.03.26, Don't show lara to it's own player
  789. if (!e || e == LARA)
  790. {
  791. continue;
  792. }
  793. // Mongoose 2002.08.15, Nothing to draw, skip
  794. // Mongoose 2002.12.24, Some entities have no animation =p
  795. if (e->tmpHook)
  796. {
  797. SkeletalModel *mdl = (SkeletalModel *)e->tmpHook;
  798. if (mdl->model->animation.empty())
  799. continue;
  800. }
  801. // Is it in view volume? ( Hack to use sphere )
  802. if (!isVisible(e->pos[0], e->pos[1], e->pos[2], 512.0f))
  803. continue;
  804. // Is it in a room we're rendering?
  805. //if (mRoomRenderList[e->room] == 0x0)
  806. //{
  807. // continue;
  808. //}
  809. entityRenderList.pushBack(e);
  810. }
  811. // Draw objects not tied to rooms
  812. glPushMatrix();
  813. drawObjects();
  814. glPopMatrix();
  815. // Depth sort entityRenderList with qsort
  816. entityRenderList.qSort(compareEntites);
  817. for (entityRenderList.start(); entityRenderList.forward();
  818. entityRenderList.next())
  819. {
  820. e = entityRenderList.current();
  821. glPushMatrix();
  822. glTranslatef(e->pos[0], e->pos[1], e->pos[2]);
  823. glRotatef(e->angles[1], 0, 1, 0);
  824. drawModel((SkeletalModel *)e->tmpHook);
  825. glPopMatrix();
  826. }
  827. }
  828. // Room alpha pass
  829. // Skip room alpha pass for modes w/o texture
  830. if (!(mMode == Render::modeSolid || mMode == Render::modeWireframe))
  831. {
  832. for (mRoomRenderList.start(); mRoomRenderList.forward();
  833. mRoomRenderList.next())
  834. {
  835. room = mRoomRenderList.current();
  836. if (room)
  837. {
  838. drawRoom(room, true);
  839. }
  840. }
  841. }
  842. #ifdef USING_EMITTER_IN_GAME
  843. // Mongoose 2002.01.01, Test particle prototype in game
  844. if (EMIT && mFlags & RENDER_F_PARTICLES)
  845. {
  846. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  847. glPushMatrix();
  848. glLoadIdentity();
  849. glEnable(GL_BLEND);
  850. glRotatef(180.0, 1.0, 0.0, 0.0);
  851. glTranslatef(0.0, -820.0, 575.0);
  852. glScalef(80.0, 80.0, 80.0);
  853. EMIT->Draw();
  854. glPopMatrix();
  855. // Mongoose 2002.03.26, Account for particle system
  856. // not using new binds by setting WHITE texture here
  857. mTexture.bindTextureId(0);
  858. }
  859. #endif
  860. if (mMode == Render::modeWireframe)
  861. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  862. glEnterMode2d(mWidth, mHeight);
  863. glColor3fv(OR_BLUE);
  864. mString.Render(mWidth, mHeight);
  865. glExitMode2d();
  866. #ifdef USING_EMITTER
  867. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  868. #endif
  869. // Mongoose 2002.01.01, Test matrix ops
  870. #ifdef DEBUG_MATRIX
  871. if (gl_test_val())
  872. {
  873. printf("ERROR in matrix stack %i\n", gl_test_val());
  874. }
  875. #endif
  876. glFlush();
  877. }
  878. void Render::newRoomRenderList(int index)
  879. {
  880. static int currentRoomId = -1;
  881. RenderRoom *room;
  882. if (mFlags & Render::fUsePortals)
  883. {
  884. if (index == -1) // -1 is error, so draw room 0, for the hell of it
  885. {
  886. room = mRooms[0];
  887. mRoomRenderList.clear();
  888. if (room)
  889. {
  890. mRoomRenderList.pushBack(room);
  891. }
  892. }
  893. else
  894. {
  895. // Update room render list if needed
  896. if (mFlags & Render::fUpdateRoomListPerFrame ||
  897. currentRoomId != index)
  898. {
  899. mRoomRenderList.clear();
  900. room = mRooms[index];
  901. buildRoomRenderList(room);
  902. }
  903. }
  904. }
  905. else // Render all rooms pretty much
  906. {
  907. if (currentRoomId != index || index == -1)
  908. {
  909. printf("*** Room render list -> %i\n", index);
  910. mRoomRenderList.clear();
  911. for (mRooms.start(); mRooms.forward(); mRooms.next())
  912. {
  913. room = mRooms.current();
  914. if (!room || !room->room)
  915. continue;
  916. if (!isVisible(room->room->bbox_min, room->room->bbox_max))
  917. continue;
  918. //room->dist =
  919. //gViewVolume.getDistToBboxFromNear(room->room->bbox_min,
  920. // room->room->bbox_max);
  921. mRoomRenderList.pushBack(room);
  922. }
  923. }
  924. }
  925. // Depth Sort roomRenderList ( no use in that, work on portals first )
  926. mRoomRenderList.qSort(compareRoomDist);
  927. currentRoomId = index;
  928. }
  929. void Render::buildRoomRenderList(RenderRoom *rRoom)
  930. {
  931. RenderRoom *rRoom2;
  932. // Must exist
  933. if (!rRoom || !rRoom->room)
  934. return;
  935. // Must be visible, FIXME: Add depth sorting here - remove multipass
  936. if (!isVisible(rRoom->room->bbox_min, rRoom->room->bbox_max))
  937. return;
  938. // Must not already be cached
  939. for (mRoomRenderList.start(); mRoomRenderList.forward();
  940. mRoomRenderList.next())
  941. {
  942. rRoom2 = mRoomRenderList.current();
  943. if (rRoom2 == rRoom)
  944. return;
  945. }
  946. //rRoom->dist =
  947. //gViewVolume.getDistToBboxFromNear(rRoom->room->bbox_min,
  948. // rRoom->room->bbox_max);
  949. /* Add current room to list */
  950. mRoomRenderList.pushBack(rRoom);
  951. if (mFlags & Render::fOneRoom)
  952. {
  953. return;
  954. }
  955. else if (mFlags & Render::fAllRooms) /* Are you serious? */
  956. {
  957. for (mRooms.start(); mRooms.forward(); mRooms.next())
  958. {
  959. rRoom2 = mRooms.current();
  960. if (rRoom2 && rRoom2 != rRoom)
  961. {
  962. buildRoomRenderList(rRoom2);
  963. }
  964. }
  965. return;
  966. }
  967. // Try to add adj rooms and their adj rooms, skip this room
  968. for (rRoom->room->adjacentRooms.start(), rRoom->room->adjacentRooms.next();
  969. rRoom->room->adjacentRooms.forward(); rRoom->room->adjacentRooms.next())
  970. {
  971. if (rRoom->room->adjacentRooms.current() < 0)
  972. continue;
  973. rRoom2 = mRooms[rRoom->room->adjacentRooms.current()];
  974. // Mongoose 2002.03.22, Add portal visibility check here
  975. if (rRoom2 && rRoom2 != rRoom)
  976. {
  977. buildRoomRenderList(rRoom2);
  978. }
  979. }
  980. }
  981. void Render::drawSkyMesh(float scale)
  982. {
  983. skeletal_model_t *model = gWorld.getModel(mSkyMesh);
  984. if (!model)
  985. return;
  986. glDisable(GL_DEPTH_TEST);
  987. glPushMatrix();
  988. if (mSkyMeshRotation)
  989. {
  990. glRotated(90.0, 1, 0, 0);
  991. }
  992. glTranslated(0.0, 1000.0, 0.0);
  993. glScaled(scale, scale, scale);
  994. //drawModel(model);
  995. //drawModelMesh(gWorld.getMesh(mSkyMesh), );
  996. glPopMatrix();
  997. glEnable(GL_DEPTH_TEST);
  998. }
  999. void Render::drawLoadScreen()
  1000. {
  1001. static float wrap = 0.0001f;
  1002. float x = 0.0f, y = 0.0f, z = -160.0f;
  1003. float w = 500.0f, h = 500.0f;
  1004. if (mTexture.getTextureCount() <= 0)
  1005. return;
  1006. // Mongoose 2002.01.01, Rendered while game is loading...
  1007. // FIXME seperate logo/particle coor later
  1008. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  1009. glLoadIdentity();
  1010. glColor3fv(WHITE);
  1011. if (mFlags & Render::fGL_Lights)
  1012. glDisable(GL_LIGHTING);
  1013. // Mongoose 2002.01.01, Draw logo/load screen
  1014. glTranslatef(0.0, 0.0, -2000.0);
  1015. glRotatef(180.0, 1.0, 0.0, 0.0);
  1016. // Mongoose 2002.03.26, Account for particle system not using new binds
  1017. // by not using them here either
  1018. //mTexture.Bind(1); // Second loaded texture ( index + 1 = 2 )
  1019. if (mFlags & Render::fMultiTexture && wrap < 1.121096f)
  1020. {
  1021. mTexture.bindMultiTexture(1, 3);
  1022. glBegin(GL_TRIANGLE_STRIP);
  1023. mTexture.useMultiTexture(1.0, 1.0, 0.5 - wrap, 1.0);
  1024. glColor3fv(WHITE);
  1025. glVertex3f(x + w, y + h, z);
  1026. mTexture.useMultiTexture(0.0, 1.0, 0.0 - wrap, 1.0);
  1027. glColor3fv(WHITE);
  1028. glVertex3f(x - w, y + h, z);
  1029. mTexture.useMultiTexture(1.0, 0.0, 0.5 - wrap, 0.5);
  1030. glColor3fv(WHITE);
  1031. glVertex3f(x + w, y - h, z);
  1032. mTexture.useMultiTexture(0.0, 0.0, 0.0 - wrap, 0.5);
  1033. glColor3fv(WHITE);
  1034. glVertex3f(x - w, y - h, z);
  1035. glEnd();
  1036. wrap += 0.0012f;
  1037. if (wrap > 1.121096f)
  1038. mTexture.disableMultiTexture();
  1039. }
  1040. else
  1041. {
  1042. glBindTexture(GL_TEXTURE_2D, 2);
  1043. glBegin(GL_TRIANGLE_STRIP);
  1044. glTexCoord2f(1.0, 1.0);
  1045. glVertex3f(x + w, y + h, z);
  1046. glTexCoord2f(0.0, 1.0);
  1047. glVertex3f(x - w, y + h, z);
  1048. glTexCoord2f(1.0, 0.0);
  1049. glVertex3f(x + w, y - h, z);
  1050. glTexCoord2f(0.0, 0.0);
  1051. glVertex3f(x - w, y - h, z);
  1052. glEnd();
  1053. }
  1054. if (mFlags & Render::fGL_Lights)
  1055. glEnable(GL_LIGHTING);
  1056. #ifdef USING_EMITTER
  1057. // Mongoose 2002.01.01, Test particle prototype on load screen
  1058. if (mEmitter && mFlags & Render::fParticles)
  1059. {
  1060. glPushMatrix();
  1061. glLoadIdentity();
  1062. glEnable(GL_BLEND);
  1063. glRotatef(180.0, 1.0, 0.0, 0.0);
  1064. glTranslatef(0.0, -820.0, 575.0);
  1065. glScalef(80.0, 80.0, 80.0);
  1066. // Update view volume for vising
  1067. updateViewVolume();
  1068. gViewVolume.getFrustum(mEmitter->mFrustum);
  1069. mEmitter->Flags(Emitter::fUseDepthSorting, true);
  1070. mEmitter->Draw();
  1071. glPopMatrix();
  1072. }
  1073. #endif
  1074. glEnterMode2d(mWidth, mHeight);
  1075. glColor3fv(OR_BLUE);
  1076. mString.Render(mWidth, mHeight);
  1077. glExitMode2d();
  1078. glFlush();
  1079. }
  1080. void Render::drawObjects()
  1081. {
  1082. #ifdef USING_FPS_CAMERA
  1083. vec3_t curPos;
  1084. #endif
  1085. sprite_seq_t *sprite;
  1086. // Draw lara or other player model ( move to entity rendering method )
  1087. if (mFlags & Render::fViewModel && LARA && LARA->tmpHook)
  1088. {
  1089. SkeletalModel *mdl = (SkeletalModel *)LARA->tmpHook;
  1090. int frame = mdl->getAnimation();
  1091. // Mongoose 2002.03.22, Test 'idle' aniamtions
  1092. if (!LARA->moving)
  1093. {
  1094. frame = mdl->getIdleAnimation();
  1095. // Mongoose 2002.08.15, Stop flickering of idle lara here
  1096. if (frame == 11)
  1097. {
  1098. mdl->setFrame(0);
  1099. }
  1100. }
  1101. if (mdl)
  1102. {
  1103. animation_frame_t *animation = mdl->model->animation[frame];
  1104. if (animation && mdl->getFrame() > (int)animation->frame.size()-1)
  1105. {
  1106. mdl->setFrame(0);
  1107. }
  1108. }
  1109. glPushMatrix();
  1110. #ifdef USING_FPS_CAMERA
  1111. mCamera->getPosition(curPos);
  1112. glTranslated(curPos[0], curPos[1], curPos[2]);
  1113. glRotated(mCamera->getYaw(), 0, 1, 0);
  1114. glTranslated(0, 500, 1200);
  1115. #else
  1116. glTranslated(LARA->pos[0], LARA->pos[1], LARA->pos[2]);
  1117. glRotated(mCamera->getYaw(), 0, 1, 0);
  1118. #endif
  1119. #ifdef USING_MD3
  1120. glPushMatrix();
  1121. glTranslated(0, -250, -250);
  1122. glRotatef(90.0f, 1, 0, 0);
  1123. glRotatef(90.0f, 0, 0, 1);
  1124. glScalef(0.15, 0.15, 0.15);
  1125. gMd3.render();
  1126. glPopMatrix();
  1127. #else
  1128. drawModel((SkeletalModel *)LARA->tmpHook);
  1129. #endif
  1130. glPopMatrix();
  1131. }
  1132. // Mongoose 2002.03.22, Draw sprites after player to handle alpha
  1133. if (mFlags & Render::fSprites)
  1134. {
  1135. Vector<sprite_seq_t *> *sprites;
  1136. sprites = gWorld.getSprites();
  1137. for (sprites->start(); sprites->forward(); sprites->next())
  1138. {
  1139. sprite = sprites->current();
  1140. if (!sprite)
  1141. continue;
  1142. if (sprite->sprite && sprite->num_sprites)
  1143. {
  1144. for (int i = 0; i < sprite->num_sprites; i++)
  1145. {
  1146. drawSprite((sprite_t *)(sprite->sprite+i));
  1147. }
  1148. }
  1149. }
  1150. }
  1151. }
  1152. void Render::drawModel(SkeletalModel *model)
  1153. {
  1154. animation_frame_t *animation;
  1155. bone_frame_t *boneframe;
  1156. bone_frame_t *boneframe2 = 0x0;
  1157. bone_tag_t *tag;
  1158. bone_tag_t *tag2;
  1159. unsigned int i;
  1160. int bframe, aframe;
  1161. skeletal_model_t *mdl;
  1162. if (!model || !model->model)
  1163. return;
  1164. mdl = model->model;
  1165. aframe = model->getAnimation();
  1166. bframe = model->getFrame();
  1167. animation = mdl->animation[aframe];
  1168. if (!animation)
  1169. {
  1170. #ifdef DEBUG
  1171. printf("ERROR: No animation for model[%i].aframe[%i] %i\n",
  1172. mdl->id, aframe, mdl->animation.size());
  1173. #endif
  1174. return;
  1175. }
  1176. if (animation->frame.empty())
  1177. {
  1178. #ifdef DEBUG_RENDER
  1179. printf("ERROR: No boneframes?!?! *** %i:%i ***\n",
  1180. mdl->id, bframe);
  1181. #endif
  1182. return;
  1183. }
  1184. boneframe = animation->frame[bframe];
  1185. if (!boneframe)
  1186. return;
  1187. if (boneframe->tag.empty())
  1188. {
  1189. printf("Empty bone frame?!?!\n");
  1190. return;
  1191. }
  1192. glTranslatef(boneframe->pos[0], boneframe->pos[1], boneframe->pos[2]);
  1193. for (boneframe->tag.start(); boneframe->tag.forward(); boneframe->tag.next())
  1194. {
  1195. tag = boneframe->tag.current();
  1196. if (!tag)
  1197. continue;
  1198. if (boneframe->tag.getCurrentIndex() == 0)
  1199. {
  1200. if (tag->rot[1])
  1201. glRotatef(tag->rot[1], 0, 1, 0);
  1202. if (tag->rot[0])
  1203. glRotatef(tag->rot[0], 1, 0, 0);
  1204. if (tag->rot[2])
  1205. glRotatef(tag->rot[2], 0, 0, 1);
  1206. }
  1207. else
  1208. {
  1209. if (tag->flag & 0x01)
  1210. glPopMatrix();
  1211. if (tag->flag & 0x02)
  1212. glPushMatrix();
  1213. glTranslatef(tag->off[0], tag->off[1], tag->off[2]);
  1214. if (tag->rot[1])
  1215. glRotatef(tag->rot[1], 0, 1, 0);
  1216. if (tag->rot[0])
  1217. glRotatef(tag->rot[0], 1, 0, 0);
  1218. if (tag->rot[2])
  1219. glRotatef(tag->rot[2], 0, 0, 1);
  1220. }
  1221. // Draw layered lara in TR4 ( 2 meshes per tag )
  1222. if (mdl->tr4Overlay == 1)
  1223. {
  1224. boneframe2 = (mdl->animation[0])->frame[0];
  1225. if (boneframe2)
  1226. {
  1227. tag2 = boneframe2->tag[boneframe->tag.getCurrentIndex()];
  1228. if (tag2)
  1229. {
  1230. drawModelMesh(gWorld.getMesh(tag2->mesh), Render::skeletalMesh);
  1231. }
  1232. }
  1233. }
  1234. if (mFlags & Render::fRenderPonytail)
  1235. {
  1236. if (mdl->ponytailId > 0 &&
  1237. boneframe->tag.getCurrentIndex() == 14)
  1238. {
  1239. glPushMatrix();
  1240. // Mongoose 2002.08.30, TEST to align offset
  1241. glTranslatef(mdl->ponytail[0], mdl->ponytail[1], mdl->ponytail[2]);
  1242. glRotatef(mdl->ponytailAngle, 1, 0, 0);
  1243. // HACK: To fill TR4 void between ponytail/head
  1244. // since no vertex welds are implemented yet
  1245. if (mdl->tr4Overlay == 1)
  1246. {
  1247. glScalef(1.20, 1.20, 1.20);
  1248. }
  1249. #ifdef EXPERIMENTAL_NON_ITEM_RENDER
  1250. drawModel(mModels[mdl->ponytail], 0, 0);
  1251. #else
  1252. for (i = 0; i < mdl->ponytailNumMeshes; ++i)
  1253. {
  1254. glPushMatrix();
  1255. if (i > 0)
  1256. {
  1257. glRotatef(helRandomNum(-8.0, -10.0), 1, 0, 0);
  1258. glRotatef(helRandomNum(-5.0, 5.0), 0, 1, 0);
  1259. glRotatef(helRandomNum(-5.0, 5.0), 0, 0, 1);
  1260. glTranslatef(0.0, 0.0, mdl->ponyOff);
  1261. }
  1262. if (mdl->pigtails)
  1263. {
  1264. glPushMatrix();
  1265. glTranslatef(mdl->ponyOff2, 0.0, 0.0);
  1266. drawModelMesh(gWorld.getMesh(mdl->ponytailMeshId + i),
  1267. Render::skeletalMesh);
  1268. glPopMatrix();
  1269. glPushMatrix();
  1270. glTranslatef(-mdl->ponyOff2, 0.0, 0.0);
  1271. drawModelMesh(gWorld.getMesh(mdl->ponytailMeshId + i),
  1272. Render::skeletalMesh);
  1273. glPopMatrix();
  1274. }
  1275. else
  1276. {
  1277. drawModelMesh(gWorld.getMesh(mdl->ponytailMeshId + i),
  1278. Render::skeletalMesh);
  1279. }
  1280. }
  1281. for (i = 0; i < mdl->ponytailNumMeshes; ++i)
  1282. {
  1283. glPopMatrix();
  1284. }
  1285. #endif
  1286. glPopMatrix();
  1287. }
  1288. }
  1289. drawModelMesh(gWorld.getMesh(tag->mesh), Render::skeletalMesh);
  1290. }
  1291. // Cycle frames ( cheap hack from old ent state based system )
  1292. if (mFlags & fAnimateAllModels)
  1293. {
  1294. if (model->getFrame() + 1 > (int)animation->frame.size()-1)
  1295. {
  1296. model->setFrame(0);
  1297. }
  1298. else
  1299. {
  1300. model->setFrame(model->getFrame()+1);
  1301. }
  1302. }
  1303. }
  1304. void draw_bbox(vec3_t min, vec3_t max, bool draw_points)
  1305. {
  1306. // Bind before entering now
  1307. //glBindTexture(GL_TEXTURE_2D, 1);
  1308. glPointSize(4.0);
  1309. //glLineWidth(1.25);
  1310. //FIXME: Need to make custom color key for this
  1311. glColor3fv(RED);
  1312. glBegin(GL_POINTS);
  1313. glVertex3f(max[0], max[1], max[2]);
  1314. glVertex3f(min[0], min[1], min[2]);
  1315. if (draw_points)
  1316. {
  1317. glVertex3f(max[0], min[1], max[2]);
  1318. glVertex3f(min[0], max[1], max[2]);
  1319. glVertex3f(max[0], max[1], min[2]);
  1320. glVertex3f(min[0], min[1], max[2]);
  1321. glVertex3f(min[0], max[1], min[2]);
  1322. glVertex3f(max[0], min[1], min[2]);
  1323. }
  1324. glEnd();
  1325. glColor3fv(GREEN);
  1326. glBegin(GL_LINES);
  1327. // max, top quad
  1328. glVertex3f(max[0], max[1], max[2]);
  1329. glVertex3f(max[0], min[1], max[2]);
  1330. glVertex3f(max[0], max[1], max[2]);
  1331. glVertex3f(min[0], max[1], max[2]);
  1332. glVertex3f(max[0], max[1], max[2]);
  1333. glVertex3f(max[0], max[1], min[2]);
  1334. // max-min, vertical quads
  1335. glVertex3f(min[0], max[1], max[2]);
  1336. glVertex3f(min[0], max[1], min[2]);
  1337. glVertex3f(max[0], min[1], max[2]);
  1338. glVertex3f(max[0], min[1], min[2]);
  1339. glVertex3f(max[0], min[1], max[2]);
  1340. glVertex3f(min[0], min[1], max[2]);
  1341. // min-max, vertical quads
  1342. glVertex3f(max[0], max[1], min[2]);
  1343. glVertex3f(max[0], min[1], min[2]);
  1344. glVertex3f(max[0], max[1], min[2]);
  1345. glVertex3f(min[0], max[1], min[2]);
  1346. glVertex3f(min[0], max[1], max[2]);
  1347. glVertex3f(min[0], min[1], max[2]);
  1348. // min, bottom quad
  1349. glVertex3f(min[0], min[1], min[2]);
  1350. glVertex3f(min[0], max[1], min[2]);
  1351. glVertex3f(min[0], min[1], min[2]);
  1352. glVertex3f(max[0], min[1], min[2]);
  1353. glVertex3f(min[0], min[1], min[2]);
  1354. glVertex3f(min[0], min[1], max[2]);
  1355. glEnd();
  1356. glPointSize(1.0);
  1357. //glLineWidth(1.0);
  1358. }
  1359. void draw_bbox_color(vec3_t min, vec3_t max, bool draw_points,
  1360. const vec4_t c1, const vec4_t c2)
  1361. {
  1362. // Bind before entering now
  1363. //glBindTexture(GL_TEXTURE_2D, 1);
  1364. glPointSize(4.0);
  1365. //glLineWidth(1.25);
  1366. //FIXME: Need to make custom color key for this
  1367. glColor3fv(c1);
  1368. glBegin(GL_POINTS);
  1369. glVertex3f(max[0], max[1], max[2]);
  1370. glVertex3f(min[0], min[1], min[2]);
  1371. if (draw_points)
  1372. {
  1373. glVertex3f(max[0], min[1], max[2]);
  1374. glVertex3f(min[0], max[1], max[2]);
  1375. glVertex3f(max[0], max[1], min[2]);
  1376. glVertex3f(min[0], min[1], max[2]);
  1377. glVertex3f(min[0], max[1], min[2]);
  1378. glVertex3f(max[0], min[1], min[2]);
  1379. }
  1380. glEnd();
  1381. glColor3fv(c2);
  1382. glBegin(GL_LINES);
  1383. // max, top quad
  1384. glVertex3f(max[0], max[1], max[2]);
  1385. glVertex3f(max[0], min[1], max[2]);
  1386. glVertex3f(max[0], max[1], max[2]);
  1387. glVertex3f(min[0], max[1], max[2]);
  1388. glVertex3f(max[0], max[1], max[2]);
  1389. glVertex3f(max[0], max[1], min[2]);
  1390. // max-min, vertical quads
  1391. glVertex3f(min[0], max[1], max[2]);
  1392. glVertex3f(min[0], max[1], min[2]);
  1393. glVertex3f(max[0], min[1], max[2]);
  1394. glVertex3f(max[0], min[1], min[2]);
  1395. glVertex3f(max[0], min[1], max[2]);
  1396. glVertex3f(min[0], min[1], max[2]);
  1397. // min-max, vertical quads
  1398. glVertex3f(max[0], max[1], min[2]);
  1399. glVertex3f(max[0], min[1], min[2]);
  1400. glVertex3f(max[0], max[1], min[2]);
  1401. glVertex3f(min[0], max[1], min[2]);
  1402. glVertex3f(min[0], max[1], max[2]);
  1403. glVertex3f(min[0], min[1], max[2]);
  1404. // min, bottom quad
  1405. glVertex3f(min[0], min[1], min[2]);
  1406. glVertex3f(min[0], max[1], min[2]);
  1407. glVertex3f(min[0], min[1], min[2]);
  1408. glVertex3f(max[0], min[1], min[2]);
  1409. glVertex3f(min[0], min[1], min[2]);
  1410. glVertex3f(min[0], min[1], max[2]);
  1411. glEnd();
  1412. glPointSize(1.0);
  1413. //glLineWidth(1.0);
  1414. }
  1415. void Render::drawRoom(RenderRoom *rRoom, bool draw_alpha)
  1416. {
  1417. room_mesh_t *room;
  1418. if (!rRoom || !rRoom->room)
  1419. return;
  1420. room = rRoom->room;
  1421. if (!(mFlags & Render::fRoomAlpha) && draw_alpha)
  1422. return;
  1423. glPushMatrix();
  1424. //LightingSetup();
  1425. glBindTexture(GL_TEXTURE_2D, 1); // WHITE texture
  1426. if (!draw_alpha &&
  1427. (mFlags & Render::fPortals || mMode == Render::modeWireframe))
  1428. {
  1429. portal_t *portal;
  1430. glLineWidth(2.0);
  1431. glColor3fv(RED);
  1432. for (room->portals.start(); room->portals.forward(); room->portals.next())
  1433. {
  1434. portal = room->portals.current();
  1435. if (!portal)
  1436. continue;
  1437. glBegin(GL_LINE_LOOP);
  1438. glVertex3fv(portal->vertices[0]);
  1439. glVertex3fv(portal->vertices[1]);
  1440. glVertex3fv(portal->vertices[2]);
  1441. glVertex3fv(portal->vertices[3]);
  1442. glEnd();
  1443. }
  1444. glLineWidth(1.0);
  1445. #ifdef OBSOLETE
  1446. glColor3fv(RED);
  1447. for (i = 0; i < (int)room->num_boxes; ++i)
  1448. {
  1449. // Mongoose 2002.08.14, This is a simple test -
  1450. // these like portals are really planes
  1451. glBegin(GL_QUADS);
  1452. glVertex3fv(room->boxes[i].a.pos);
  1453. glVertex3fv(room->boxes[i].b.pos);
  1454. glVertex3fv(room->boxes[i].c.pos);
  1455. glVertex3fv(room->boxes[i].d.pos);
  1456. glEnd();
  1457. }
  1458. #endif
  1459. }
  1460. if (mMode == Render::modeWireframe && !draw_alpha)
  1461. {
  1462. draw_bbox(room->bbox_min, room->bbox_max, true);
  1463. }
  1464. glTranslated(room->pos[0], room->pos[1], room->pos[2]);
  1465. // Reset since GL_MODULATE used, reset to WHITE
  1466. glColor3fv(WHITE);
  1467. switch (mMode)
  1468. {
  1469. case modeWireframe:
  1470. rRoom->mesh.mMode = OpenGLMeshModeWireframe;
  1471. break;
  1472. case modeSolid:
  1473. rRoom->mesh.mMode = OpenGLMeshModeSolid;
  1474. break;
  1475. default:
  1476. rRoom->mesh.mMode = OpenGLMeshModeTexture;
  1477. break;
  1478. }
  1479. if (draw_alpha)
  1480. {
  1481. rRoom->mesh.drawAlpha();
  1482. }
  1483. else
  1484. {
  1485. rRoom->mesh.drawSolid();
  1486. }
  1487. glPopMatrix();
  1488. //mTexture.bindTextureId(0);
  1489. // Draw other room meshes and sprites
  1490. if (draw_alpha || mMode == modeWireframe || mMode == modeSolid)
  1491. {
  1492. if (mFlags & Render::fRoomModels)
  1493. {
  1494. static_model_t *mdl;
  1495. for (room->models.start(); room->models.forward();
  1496. room->models.next())
  1497. {
  1498. mdl = room->models.current();
  1499. if (!mdl)
  1500. continue;
  1501. mdl->pos[0] += room->pos[0];
  1502. mdl->pos[1] += room->pos[1];
  1503. mdl->pos[2] += room->pos[2];
  1504. // Depth sort room model render list with qsort
  1505. room->models.qSort(compareStaticModels);
  1506. mdl->pos[0] -= room->pos[0];
  1507. mdl->pos[1] -= room->pos[1];
  1508. mdl->pos[2] -= room->pos[2];
  1509. }
  1510. for (room->models.start(); room->models.forward();
  1511. room->models.next())
  1512. {
  1513. drawRoomModel(room->models.current());
  1514. }
  1515. }
  1516. // Draw other room alpha polygon objects
  1517. if (mFlags & Render::fSprites)
  1518. {
  1519. for (room->sprites.start(); room->sprites.forward(); room->sprites.next())
  1520. {
  1521. drawSprite(room->sprites.current());
  1522. }
  1523. }
  1524. }
  1525. }
  1526. void Render::drawSprite(sprite_t *sprite)
  1527. {
  1528. if (!sprite)
  1529. return;
  1530. if (!isVisible(sprite->pos[0], sprite->pos[1], sprite->pos[2],
  1531. sprite->radius))
  1532. return;
  1533. glPushMatrix();
  1534. glTranslated(sprite->pos[0], sprite->pos[1], sprite->pos[2]);
  1535. // Sprites must always face camera, because they have no depth =)
  1536. glRotated(mCamera->getYaw(), 0, 1, 0);
  1537. switch (mMode)
  1538. {
  1539. // No vertex lighting on sprites, as far as I see in specs
  1540. // So just draw normal texture, no case 2
  1541. case Render::modeSolid:
  1542. glBegin(GL_TRIANGLE_STRIP);
  1543. glColor3f(sprite->texel[0].st[0], sprite->texel[0].st[1], 0.5);
  1544. glVertex3fv(sprite->vertex[0].pos);
  1545. glColor3f(sprite->texel[1].st[0], sprite->texel[1].st[1], 0.5);
  1546. glVertex3fv(sprite->vertex[1].pos);
  1547. glColor3f(sprite->texel[3].st[0], sprite->texel[3].st[1], 0.5);
  1548. glVertex3fv(sprite->vertex[3].pos);
  1549. glColor3f(sprite->texel[2].st[0], sprite->texel[2].st[1], 0.5);
  1550. glVertex3fv(sprite->vertex[2].pos);
  1551. glEnd();
  1552. break;
  1553. case Render::modeWireframe:
  1554. glColor3fv(CYAN);
  1555. glBegin(GL_LINE_LOOP);
  1556. glVertex3fv(sprite->vertex[0].pos);
  1557. glVertex3fv(sprite->vertex[1].pos);
  1558. glVertex3fv(sprite->vertex[2].pos);
  1559. glVertex3fv(sprite->vertex[3].pos);
  1560. glEnd();
  1561. glColor3fv(WHITE);
  1562. break;
  1563. default:
  1564. glBindTexture(GL_TEXTURE_2D, sprite->texture+1);
  1565. glBegin(GL_TRIANGLE_STRIP);
  1566. glTexCoord2fv(sprite->texel[0].st);
  1567. glVertex3fv(sprite->vertex[0].pos);
  1568. glTexCoord2fv(sprite->texel[1].st);
  1569. glVertex3fv(sprite->vertex[1].pos);
  1570. glTexCoord2fv(sprite->texel[3].st);
  1571. glVertex3fv(sprite->vertex[3].pos);
  1572. glTexCoord2fv(sprite->texel[2].st);
  1573. glVertex3fv(sprite->vertex[2].pos);
  1574. glEnd();
  1575. }
  1576. glPopMatrix();
  1577. }
  1578. void Render::drawRoomModel(static_model_t *mesh)
  1579. {
  1580. model_mesh_t *r_mesh;
  1581. if (!mesh)
  1582. return;
  1583. r_mesh = gWorld.getMesh(mesh->index);
  1584. if (!r_mesh)
  1585. return;
  1586. if (!isVisible(mesh->pos[0], mesh->pos[1], mesh->pos[2], r_mesh->radius))
  1587. return;
  1588. glPushMatrix();
  1589. glTranslated(mesh->pos[0], mesh->pos[1], mesh->pos[2]);
  1590. glRotated(mesh->yaw, 0, 1, 0);
  1591. drawModelMesh(r_mesh, roomMesh);
  1592. glPopMatrix();
  1593. }
  1594. void Render::tmpRenderModelMesh(model_mesh_t *r_mesh, texture_tri_t *ttri)
  1595. {
  1596. glBegin(GL_TRIANGLES);
  1597. switch (mMode)
  1598. {
  1599. case modeSolid:
  1600. case modeVertexLight:
  1601. if (r_mesh->colors)
  1602. {
  1603. glColor3fv(r_mesh->colors+ttri->index[0]);
  1604. glTexCoord2fv(ttri->st);
  1605. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1606. glColor3fv(r_mesh->colors+ttri->index[1]);
  1607. glTexCoord2fv(ttri->st+2);
  1608. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1609. glColor3fv(r_mesh->colors+ttri->index[2]);
  1610. glTexCoord2fv(ttri->st+4);
  1611. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1612. }
  1613. else if (r_mesh->normals)
  1614. {
  1615. glNormal3fv(r_mesh->normals+ttri->index[0]*3);
  1616. glTexCoord2fv(ttri->st);
  1617. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1618. glNormal3fv(r_mesh->normals+ttri->index[1]*3);
  1619. glTexCoord2fv(ttri->st+2);
  1620. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1621. glNormal3fv(r_mesh->normals+ttri->index[2]*3);
  1622. glTexCoord2fv(ttri->st+4);
  1623. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1624. }
  1625. else
  1626. {
  1627. glTexCoord2fv(ttri->st);
  1628. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1629. glTexCoord2fv(ttri->st+2);
  1630. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1631. glTexCoord2fv(ttri->st+4);
  1632. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1633. }
  1634. break;
  1635. case modeWireframe:
  1636. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1637. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1638. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1639. break;
  1640. default:
  1641. glTexCoord2fv(ttri->st);
  1642. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1643. glTexCoord2fv(ttri->st+2);
  1644. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1645. glTexCoord2fv(ttri->st+4);
  1646. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1647. }
  1648. glEnd();
  1649. }
  1650. void Render::drawModelMesh(model_mesh_t *r_mesh, RenderMeshType type)
  1651. {
  1652. texture_tri_t *ttri;
  1653. int lastTexture = -1;
  1654. // If they pass NULL structs let it hang up - this is tmp
  1655. // FIXME: Duh, vis tests need to be put back
  1656. //if (!isVisible(r_mesh->center, r_mesh->radius, r_mesh->bbox))
  1657. //{
  1658. // return;
  1659. //}
  1660. #ifdef USE_GL_ARRAYS
  1661. // Setup Arrays ( move these to another method depends on mMode )
  1662. glEnableClientState(GL_VERTEX_ARRAY);
  1663. glVertexPointer(3, GL_FLOAT, 0, r_mesh->vertices);
  1664. if (r_mesh->normals)
  1665. {
  1666. glEnableClientState(GL_NORMAL_ARRAY);
  1667. glNormalPointer(3, GL_FLOAT, 0, r_mesh->normals);
  1668. }
  1669. if (r_mesh->colors)
  1670. {
  1671. glEnableClientState(GL_COLOR_ARRAY);
  1672. glColorPointer(4, GL_FLOAT, 0, r_mesh->colors);
  1673. }
  1674. //glTexCoordPointer(2, GL_FLOAT, 0, ttri->st);
  1675. //glDrawArrays(GL_TRIANGLES, i * 3, 3 * j);
  1676. glBegin(GL_TRIANGLES);
  1677. for (r_mesh->texturedTriangles.start();
  1678. r_mesh->texturedTriangles.forward();
  1679. r_mesh->texturedTriangles.next())
  1680. {
  1681. ttri = r_mesh->texturedTriangles.current();
  1682. if (!ttri)
  1683. continue;
  1684. for (k = 0; k < 4; ++k)
  1685. {
  1686. index = mQuads[i].quads[j*4+k];
  1687. glTexCoord2fv(mQuads[i].texcoors[j*4+k]);
  1688. glArrayElement(mVertices[index]);
  1689. }
  1690. }
  1691. glEnd();
  1692. #endif
  1693. // Mongoose 2002.01.08, FIXME 'AMBIENT'
  1694. glColor3fv(WHITE);
  1695. if (mMode == modeWireframe)
  1696. {
  1697. switch (type)
  1698. {
  1699. case roomMesh:
  1700. glColor3fv(YELLOW);
  1701. break;
  1702. case skeletalMesh:
  1703. glColor3fv(WHITE);
  1704. break;
  1705. }
  1706. }
  1707. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1708. glBindTexture(GL_TEXTURE_2D, 1); // White texture for colors
  1709. // Colored Triagles
  1710. for (r_mesh->coloredTriangles.start();
  1711. r_mesh->coloredTriangles.forward();
  1712. r_mesh->coloredTriangles.next())
  1713. {
  1714. ttri = r_mesh->coloredTriangles.current();
  1715. if (!ttri)
  1716. continue;
  1717. if (mMode != modeWireframe && mMode != modeSolid &&
  1718. ttri->texture != lastTexture)
  1719. {
  1720. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1721. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1722. lastTexture = ttri->texture;
  1723. }
  1724. tmpRenderModelMesh(r_mesh, ttri);
  1725. }
  1726. // Colored Rectagles
  1727. for (r_mesh->coloredRectangles.start();
  1728. r_mesh->coloredRectangles.forward();
  1729. r_mesh->coloredRectangles.next())
  1730. {
  1731. ttri = r_mesh->coloredRectangles.current();
  1732. if (!ttri)
  1733. continue;
  1734. if (mMode != modeWireframe && mMode != modeSolid &&
  1735. ttri->texture != lastTexture)
  1736. {
  1737. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1738. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1739. lastTexture = ttri->texture;
  1740. }
  1741. tmpRenderModelMesh(r_mesh, ttri);
  1742. }
  1743. // Textured Tris
  1744. for (r_mesh->texturedTriangles.start();
  1745. r_mesh->texturedTriangles.forward();
  1746. r_mesh->texturedTriangles.next())
  1747. {
  1748. ttri = r_mesh->texturedTriangles.current();
  1749. if (!ttri)
  1750. continue;
  1751. if (mMode != modeWireframe && mMode != modeSolid &&
  1752. ttri->texture != lastTexture)
  1753. {
  1754. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1755. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1756. lastTexture = ttri->texture;
  1757. }
  1758. tmpRenderModelMesh(r_mesh, ttri);
  1759. }
  1760. // Textured Quads
  1761. for (r_mesh->texturedRectangles.start();
  1762. r_mesh->texturedRectangles.forward();
  1763. r_mesh->texturedRectangles.next())
  1764. {
  1765. ttri = r_mesh->texturedRectangles.current();
  1766. if (!ttri)
  1767. continue;
  1768. if (mMode != modeWireframe && mMode != modeSolid &&
  1769. ttri->texture != lastTexture)
  1770. {
  1771. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1772. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1773. lastTexture = ttri->texture;
  1774. }
  1775. tmpRenderModelMesh(r_mesh, ttri);
  1776. }
  1777. }
  1778. void Render::setSkyMesh(int index, bool rot)
  1779. {
  1780. mSkyMesh = index;
  1781. mSkyMeshRotation = rot;
  1782. }
  1783. void Render::ViewModel(entity_t *ent, int index)
  1784. {
  1785. skeletal_model_t *model;
  1786. if (!ent)
  1787. {
  1788. return;
  1789. }
  1790. model = gWorld.getModel(index);
  1791. if (model)
  1792. {
  1793. ent->modelId = index;
  1794. printf("Viewmodel skeletal model %i\n", model->id);
  1795. }
  1796. }
  1797. void Render::RegisterCamera(Camera *camera)
  1798. {
  1799. if (camera)
  1800. {
  1801. mCamera = camera;
  1802. }
  1803. }
  1804. GLString *Render::GetString()
  1805. {
  1806. return &mString;
  1807. }
  1808. void Render::addSkeletalModel(SkeletalModel *mdl)
  1809. {
  1810. mModels.pushBack(mdl);
  1811. }
  1812. void Render::updateViewVolume()
  1813. {
  1814. matrix_t proj;
  1815. matrix_t mdl;
  1816. glGetFloatv(GL_PROJECTION_MATRIX, proj);
  1817. glGetFloatv(GL_MODELVIEW_MATRIX, mdl);
  1818. gViewVolume.updateFrame(proj, mdl);
  1819. }
  1820. bool Render::isVisible(float bbox_min[3], float bbox_max[3])
  1821. {
  1822. // For debugging purposes
  1823. if (mMode == Render::modeWireframe)
  1824. {
  1825. //glPointSize(5.0);
  1826. //glColor3fv(PINK);
  1827. //glBegin(GL_POINTS);
  1828. //glVertex3fv(bbox_min);
  1829. //glVertex3fv(bbox_max);
  1830. //glEnd();
  1831. draw_bbox_color(bbox_min, bbox_max, true, PINK, RED);
  1832. }
  1833. return gViewVolume.isBboxInFrustum(bbox_min, bbox_max);
  1834. }
  1835. bool Render::isVisible(float x, float y, float z)
  1836. {
  1837. // For debugging purposes
  1838. if (mMode == Render::modeWireframe)
  1839. {
  1840. glPointSize(5.0);
  1841. glColor3fv(PINK);
  1842. glBegin(GL_POINTS);
  1843. glVertex3f(x, y, z);
  1844. glEnd();
  1845. }
  1846. return (gViewVolume.isPointInFrustum(x, y, z));
  1847. }
  1848. bool Render::isVisible(float x, float y, float z, float radius)
  1849. {
  1850. // For debugging purposes
  1851. if (mMode == Render::modeWireframe)
  1852. {
  1853. glPointSize(5.0);
  1854. glColor3fv(PINK);
  1855. glBegin(GL_POINTS);
  1856. glVertex3f(x, y, z);
  1857. glEnd();
  1858. }
  1859. return (gViewVolume.isSphereInFrustum(x, y, z, radius));
  1860. }