Open Source Tomb Raider Engine
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Render.cpp 17KB

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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 "TextureManager.h"
  17. #include "utils/strings.h"
  18. #include "utils/tga.h"
  19. #include "Window.h"
  20. Render::Render() {
  21. mSkyMesh = -1;
  22. mSkyMeshRotation = false;
  23. mMode = Render::modeDisabled;
  24. mLock = 0;
  25. mFlags = (fRoomAlpha | fViewModel |
  26. fEntityModels | fRenderPonytail |
  27. fUsePortals | fUpdateRoomListPerFrame);
  28. }
  29. Render::~Render() {
  30. ClearWorld();
  31. }
  32. void Render::ClearWorld() {
  33. mRoomRenderList.clear();
  34. }
  35. void Render::screenShot(char *filenameBase)
  36. {
  37. int sz = getWindow().getWidth() * getWindow().getHeight();
  38. unsigned char *image = new unsigned char[sz * 3];
  39. char *filename = NULL;
  40. static int count = 0;
  41. bool done = false;
  42. assert(filenameBase != NULL);
  43. // Don't overwrite files
  44. while (!done) {
  45. filename = bufferString("%s-%04i.tga", filenameBase, count++);
  46. FILE *f = fopen(filename, "rb");
  47. if (f)
  48. fclose(f);
  49. else
  50. done = true;
  51. }
  52. // Capture frame buffer
  53. glReadPixels(0, 0, getWindow().getWidth(), getWindow().getHeight(), GL_BGR_EXT, GL_UNSIGNED_BYTE, image);
  54. tgaSave(filename, image, getWindow().getWidth(), getWindow().getHeight(), 0);
  55. printf("Took screenshot '%s'.\n", filename);
  56. delete [] filename;
  57. delete [] image;
  58. }
  59. unsigned int Render::getFlags() {
  60. return mFlags;
  61. }
  62. // Texture must be set to WHITE solid color texture
  63. void renderTrace(int color, vec3_t start, vec3_t end)
  64. {
  65. const float widthStart = 10.0f; //5.0f;
  66. const float widthEnd = 10.0f;
  67. float delta = randomNum(0.01f, 0.16f); // for flicker fx
  68. // Draw two long quads that skrink and fade the they go further out
  69. glBegin(GL_QUADS);
  70. switch (color)
  71. {
  72. case 0:
  73. glColor3f(0.9f - delta, 0.2f, 0.2f);
  74. break;
  75. case 1:
  76. glColor3f(0.2f, 0.9f - delta, 0.2f);
  77. break;
  78. case 2:
  79. default:
  80. glColor3f(0.2f, 0.2f, 0.9f - delta);
  81. }
  82. glVertex3f(start[0], start[1], start[2]);
  83. glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
  84. glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
  85. glVertex3f(end[0], end[1], end[2]);
  86. glVertex3f(start[0], start[1], start[2]);
  87. glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
  88. glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
  89. glVertex3f(end[0], end[1], end[2]);
  90. glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
  91. glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
  92. glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
  93. glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
  94. glEnd();
  95. }
  96. void setLighting(bool on)
  97. {
  98. if (on)
  99. {
  100. float color[4];
  101. color[0] = WHITE[0] * 256.0f;
  102. color[1] = WHITE[1] * 256.0f;
  103. color[2] = WHITE[2] * 256.0f;
  104. color[3] = WHITE[3] * 256.0f;
  105. glEnable(GL_LIGHTING);
  106. glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
  107. glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, color);
  108. glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color);
  109. color[0] = GREY[0] * 256.0f;
  110. color[1] = GREY[1] * 256.0f;
  111. color[2] = GREY[2] * 256.0f;
  112. color[3] = GREY[3] * 256.0f;
  113. glLightModelfv(GL_LIGHT_MODEL_AMBIENT, color);
  114. }
  115. else
  116. {
  117. glDisable(GL_LIGHTING);
  118. }
  119. }
  120. void lightRoom(Room &room)
  121. {
  122. for (unsigned int i = 0; i < room.sizeLights(); ++i)
  123. {
  124. Light &light = room.getLight(i);
  125. vec4_t pos, color;
  126. vec3_t dir;
  127. light.getPos(pos);
  128. light.getColor(color);
  129. light.getDir(dir);
  130. glEnable(GL_LIGHT0 + i);
  131. switch (light.getType())
  132. {
  133. case Light::typeSpot:
  134. glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, light.getCutoff());
  135. glLightfv(GL_LIGHT0 + i, GL_POSITION, pos);
  136. glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, dir);
  137. glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, color);
  138. break;
  139. case Light::typePoint:
  140. case Light::typeDirectional:
  141. glLightf(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, 1.0); // 1.0
  142. // GL_QUADRATIC_ATTENUATION
  143. // GL_LINEAR_ATTENUATION
  144. glLightf(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, light.getAtt());
  145. glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, color); // GL_DIFFUSE
  146. glLightfv(GL_LIGHT0 + i, GL_POSITION, pos);
  147. break;
  148. }
  149. }
  150. }
  151. void Render::clearFlags(unsigned int flags)
  152. {
  153. mFlags &= ~flags;
  154. if (flags & Render::fFog)
  155. {
  156. if (glIsEnabled(GL_FOG))
  157. {
  158. glDisable(GL_FOG);
  159. }
  160. }
  161. if (flags & Render::fGL_Lights)
  162. {
  163. setLighting(false);
  164. }
  165. }
  166. void Render::setFlags(unsigned int flags)
  167. {
  168. mFlags |= flags;
  169. if (flags & Render::fFog)
  170. {
  171. glEnable(GL_FOG);
  172. glFogf(GL_FOG_MODE, GL_EXP2);
  173. glFogf(GL_FOG_DENSITY, 0.00008f);
  174. glFogf(GL_FOG_START, 30000.0f);
  175. glFogf(GL_FOG_END, 50000.0f);
  176. float color[4];
  177. color[0] = BLACK[0] * 256.0f;
  178. color[1] = BLACK[1] * 256.0f;
  179. color[2] = BLACK[2] * 256.0f;
  180. color[3] = BLACK[3] * 256.0f;
  181. glFogfv(GL_FOG_COLOR, color);
  182. }
  183. if (flags & Render::fGL_Lights)
  184. {
  185. setLighting(true);
  186. }
  187. }
  188. int Render::getMode()
  189. {
  190. return mMode;
  191. }
  192. void Render::setMode(int n)
  193. {
  194. mMode = n;
  195. switch (mMode)
  196. {
  197. case Render::modeDisabled:
  198. break;
  199. case Render::modeSolid:
  200. case Render::modeWireframe:
  201. glClearColor(PURPLE[0] * 256.0f, PURPLE[1] * 256.0f,
  202. PURPLE[2] * 256.0f, PURPLE[3] * 256.0f);
  203. glDisable(GL_TEXTURE_2D);
  204. break;
  205. default:
  206. if (mMode == Render::modeLoadScreen)
  207. {
  208. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  209. }
  210. else
  211. {
  212. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  213. }
  214. glClearColor(BLACK[0], BLACK[1], BLACK[2], BLACK[3]);
  215. glEnable(GL_TEXTURE_2D);
  216. }
  217. }
  218. // Replaced the deprecated gluLookAt with slightly modified code from here:
  219. // http://www.khronos.org/message_boards/showthread.php/4991
  220. void gluLookAt(float eyeX, float eyeY, float eyeZ,
  221. float lookAtX, float lookAtY, float lookAtZ,
  222. float upX, float upY, float upZ) {
  223. float f[3];
  224. // calculating the viewing vector
  225. f[0] = lookAtX - eyeX;
  226. f[1] = lookAtY - eyeY;
  227. f[2] = lookAtZ - eyeZ;
  228. float fMag = sqrtf(f[0] * f[0] + f[1] * f[1] + f[2] * f[2]);
  229. //float upMag = sqrtf(upX * upX + upY * upY + upZ * upZ);
  230. // normalizing the viewing vector
  231. f[0] = f[0] / fMag;
  232. f[1] = f[1] / fMag;
  233. f[2] = f[2] / fMag;
  234. float s[3] = {
  235. f[1] * upZ - upY * f[2],
  236. upX * f[2] - f[0] * upZ,
  237. f[0] * upY - upX * f[1]
  238. };
  239. float u[3] = {
  240. s[1] * f[2] - f[1] * s[2],
  241. f[0] * s[2] - s[0] * f[2],
  242. s[0] * f[1] - f[0] * s[1]
  243. };
  244. float m[16] = {
  245. s[0], u[0], -f[0], 0,
  246. s[1], u[1], -f[1], 0,
  247. s[2], u[2], -f[2], 0,
  248. 0, 0, 0, 1
  249. };
  250. glMultMatrixf(m);
  251. glTranslatef(-eyeX, -eyeY, -eyeZ);
  252. }
  253. void Render::display()
  254. {
  255. switch (mMode)
  256. {
  257. case Render::modeDisabled:
  258. return;
  259. case Render::modeLoadScreen:
  260. //! \fixme entry for seperate main drawing method -- Mongoose 2002.01.01
  261. drawLoadScreen();
  262. return;
  263. default:
  264. break;
  265. }
  266. if (mMode == Render::modeWireframe)
  267. glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  268. else
  269. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  270. float camOffsetH = 0.0f;
  271. switch (getGame().getLara().getMoveType())
  272. {
  273. case Entity::MoveTypeFly:
  274. case Entity::MoveTypeNoClipping:
  275. case Entity::MoveTypeSwim:
  276. //camOffsetH = 64.0f;
  277. camOffsetH = 512.0f;
  278. break;
  279. case Entity::MoveTypeWalk:
  280. case Entity::MoveTypeWalkNoSwim:
  281. camOffsetH = 512.0f;
  282. break;
  283. }
  284. vec3_t curPos;
  285. vec3_t camPos;
  286. vec3_t atPos;
  287. curPos[0] = getGame().getLara().getPos(0);
  288. curPos[1] = getGame().getLara().getPos(1);
  289. curPos[2] = getGame().getLara().getPos(2);
  290. vec_t yaw = getGame().getLara().getAngle(1);
  291. // Mongoose 2002.08.24, New 3rd person camera hack
  292. camPos[0] = curPos[0] - (1024.0f * sinf(yaw));
  293. camPos[1] = curPos[1] - camOffsetH; // UP is lower val
  294. camPos[2] = curPos[2] - (1024.0f * cosf(yaw));
  295. int index = getGame().getLara().getRoom();
  296. int sector = getWorld().getRoom(index).getSector(camPos[0], camPos[2]);
  297. // Handle camera out of world
  298. if ((sector < 0) ||
  299. ((unsigned int)sector >= getWorld().getRoom(index).sizeSectors()) ||
  300. getWorld().getRoom(index).isWall(sector)) {
  301. camPos[0] = curPos[0] + (64.0f * sinf(yaw));
  302. camPos[1] -= 64.0f;
  303. camPos[2] = curPos[2] + (64.0f * cosf(yaw));
  304. }
  305. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  306. glLoadIdentity();
  307. // Setup view in OpenGL with camera
  308. getCamera().setPosition(camPos);
  309. getCamera().update();
  310. getCamera().getTarget(atPos);
  311. // Mongoose 2002.08.13, Quick fix to render OpenRaider upside down
  312. gluLookAt(camPos[0], camPos[1], camPos[2], atPos[0], atPos[1], atPos[2], 0.0f, -1.0f, 0.0f);
  313. // Update view volume for vising
  314. updateViewVolume();
  315. // Render world
  316. glColor3ubv(GREY); // was WHITE
  317. drawSkyMesh(96.0);
  318. // Figure out how much of the map to render
  319. newRoomRenderList(index);
  320. // Room solid pass, need to do depth sorting to avoid 2 pass render
  321. for (unsigned int i = 0; i < mRoomRenderList.size(); i++) {
  322. Room &room = *mRoomRenderList[i];
  323. if (mFlags & Render::fGL_Lights)
  324. lightRoom(room);
  325. room.display(false);
  326. }
  327. // Draw all visible enities
  328. if (mFlags & Render::fEntityModels) {
  329. std::vector<Entity *> entityRenderList;
  330. for (unsigned int i = 0; i < getWorld().sizeEntity(); i++) {
  331. Entity &e = getWorld().getEntity(i);
  332. // Don't show Lara to the player
  333. if (&e == &getGame().getLara())
  334. continue;
  335. // Mongoose 2002.08.15, Nothing to draw, skip
  336. // Mongoose 2002.12.24, Some entities have no animation =p
  337. if (e.getModel().size() == 0)
  338. continue;
  339. // Is it in view volume? ( Hack to use sphere )
  340. if (!isVisible(e.getPos(0), e.getPos(1), e.getPos(2), 512.0f))
  341. continue;
  342. //! \fixme Is it in a room we're rendering?
  343. //if (mRoomRenderList[e->room] == 0x0)
  344. //{
  345. // continue;
  346. //}
  347. entityRenderList.push_back(&e);
  348. }
  349. // Draw objects not tied to rooms
  350. glPushMatrix();
  351. // Draw lara or other player model ( move to entity rendering method )
  352. if (mFlags & Render::fViewModel)
  353. getGame().getLara().display();
  354. // Draw sprites after player to handle alpha
  355. for (unsigned int i = 0; i < getWorld().sizeSprite(); i++) {
  356. SpriteSequence &sprite = getWorld().getSprite(i);
  357. for (unsigned int j = 0; j < sprite.size(); j++)
  358. sprite.get(j).display();
  359. }
  360. glPopMatrix();
  361. // Depth sort entityRenderList with qsort
  362. std::sort(entityRenderList.begin(), entityRenderList.end());
  363. for (unsigned int i = 0; i < entityRenderList.size(); i++) {
  364. entityRenderList[i]->display();
  365. }
  366. }
  367. // Room alpha pass
  368. // Skip room alpha pass for modes w/o texture
  369. if (!(mMode == Render::modeSolid || mMode == Render::modeWireframe)) {
  370. for (unsigned int i = 0; i < mRoomRenderList.size(); i++)
  371. mRoomRenderList[i]->display(true);
  372. }
  373. if (mMode == Render::modeWireframe)
  374. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  375. glFlush();
  376. }
  377. void Render::drawLoadScreen()
  378. {
  379. float x = 0.0f, y = 0.0f, z = -160.0f;
  380. float w = getWindow().getWidth(), h = getWindow().getHeight();
  381. if (getTextureManager().getTextureCount() <= 0)
  382. return;
  383. // Mongoose 2002.01.01, Rendered while game is loading...
  384. //! \fixme seperate logo/particle coor later
  385. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  386. glLoadIdentity();
  387. glColor3ubv(WHITE);
  388. if (mFlags & Render::fGL_Lights)
  389. glDisable(GL_LIGHTING);
  390. // Mongoose 2002.01.01, Draw logo/load screen
  391. glTranslatef(0.0f, 0.0f, -2000.0f);
  392. glRotatef(180.0f, 1.0f, 0.0f, 0.0f);
  393. if (getTextureManager().getTextureCount() < 2)
  394. getTextureManager().bindTextureId(0); //! \fixme store texture id somewhere
  395. else
  396. getTextureManager().bindTextureId(1);
  397. glBegin(GL_TRIANGLE_STRIP);
  398. glTexCoord2f(1.0, 1.0);
  399. glVertex3f(x + w, y + h, z);
  400. glTexCoord2f(0.0, 1.0);
  401. glVertex3f(x - w, y + h, z);
  402. glTexCoord2f(1.0, 0.0);
  403. glVertex3f(x + w, y - h, z);
  404. glTexCoord2f(0.0, 0.0);
  405. glVertex3f(x - w, y - h, z);
  406. glEnd();
  407. if (mFlags & Render::fGL_Lights)
  408. glEnable(GL_LIGHTING);
  409. glFlush();
  410. }
  411. void Render::newRoomRenderList(int index)
  412. {
  413. static int currentRoomId = -1;
  414. if (mFlags & Render::fUsePortals)
  415. {
  416. if (index == -1) // -1 is error, so draw room 0, for the hell of it
  417. {
  418. mRoomRenderList.clear();
  419. mRoomRenderList.push_back(&getWorld().getRoom(0));
  420. }
  421. else
  422. {
  423. // Update room render list if needed
  424. if (mFlags & Render::fUpdateRoomListPerFrame ||
  425. currentRoomId != index)
  426. {
  427. buildRoomRenderList(getWorld().getRoom(index));
  428. }
  429. }
  430. }
  431. else // Render all rooms pretty much
  432. {
  433. if (currentRoomId != index || index == -1)
  434. {
  435. printf("*** Room render list -> %i\n", index);
  436. mRoomRenderList.clear();
  437. for (unsigned int i = 0; i < getWorld().sizeRoom(); i++)
  438. {
  439. if (!isVisible(getWorld().getRoom(i).getBoundingBox()))
  440. continue;
  441. mRoomRenderList.push_back(&getWorld().getRoom(i));
  442. }
  443. }
  444. }
  445. currentRoomId = index;
  446. }
  447. void Render::buildRoomRenderList(Room &room)
  448. {
  449. // Must be visible
  450. //! \fixme Add depth sorting here - remove multipass
  451. if (!isVisible(room.getBoundingBox()))
  452. return;
  453. // Must not already be cached
  454. for (unsigned int i = 0; i < mRoomRenderList.size(); i++)
  455. {
  456. Room &room2 = *mRoomRenderList[i];
  457. if (&room2 == &room)
  458. return;
  459. }
  460. /* Add current room to list */
  461. mRoomRenderList.push_back(&room);
  462. if (mFlags & Render::fOneRoom)
  463. {
  464. return;
  465. }
  466. else if (mFlags & Render::fAllRooms) /* Are you serious? */
  467. {
  468. for (unsigned int i = 0; i < getWorld().sizeRoom(); i++)
  469. {
  470. Room &room2 = getWorld().getRoom(i);
  471. if (&room2 != &room)
  472. {
  473. buildRoomRenderList(room2);
  474. }
  475. }
  476. return;
  477. }
  478. // Try to add adj rooms and their adj rooms, skip this room
  479. for (unsigned int i = 1; i < room.sizeAdjacentRooms(); i++)
  480. {
  481. if (room.getAdjacentRoom(i) < 0)
  482. continue;
  483. Room &room2 = getWorld().getRoom(room.getAdjacentRoom(i));
  484. // Mongoose 2002.03.22, Add portal visibility check here
  485. if (&room2 != &room)
  486. {
  487. buildRoomRenderList(room2);
  488. }
  489. }
  490. }
  491. void Render::drawSkyMesh(float scale)
  492. {
  493. //skeletal_model_t *model = getWorld().getModel(mSkyMesh);
  494. //if (!model)
  495. // return;
  496. glDisable(GL_DEPTH_TEST);
  497. glPushMatrix();
  498. if (mSkyMeshRotation)
  499. glRotated(90.0, 1, 0, 0);
  500. glTranslated(0.0, 1000.0, 0.0);
  501. glScaled(scale, scale, scale);
  502. //drawModel(model);
  503. //drawModelMesh(getWorld().getMesh(mSkyMesh), );
  504. glPopMatrix();
  505. glEnable(GL_DEPTH_TEST);
  506. }
  507. void Render::setSkyMesh(int index, bool rot)
  508. {
  509. mSkyMesh = index;
  510. mSkyMeshRotation = rot;
  511. }
  512. void Render::updateViewVolume()
  513. {
  514. matrix_t proj;
  515. matrix_t mdl;
  516. glGetFloatv(GL_PROJECTION_MATRIX, proj);
  517. glGetFloatv(GL_MODELVIEW_MATRIX, mdl);
  518. mViewVolume.updateFrame(proj, mdl);
  519. }
  520. bool Render::isVisible(BoundingBox &box) {
  521. vec3_t bbox[2];
  522. box.getBoundingBox(bbox);
  523. // For debugging purposes
  524. if (mMode == Render::modeWireframe)
  525. box.display(true, PINK, RED);
  526. return mViewVolume.isBboxInFrustum(bbox[0], bbox[1]);
  527. }
  528. bool Render::isVisible(float x, float y, float z)
  529. {
  530. // For debugging purposes
  531. if (mMode == Render::modeWireframe)
  532. {
  533. glPointSize(5.0);
  534. glColor3ubv(PINK);
  535. glBegin(GL_POINTS);
  536. glVertex3f(x, y, z);
  537. glEnd();
  538. }
  539. return (mViewVolume.isPointInFrustum(x, y, z));
  540. }
  541. bool Render::isVisible(float x, float y, float z, float radius)
  542. {
  543. // For debugging purposes
  544. if (mMode == Render::modeWireframe)
  545. {
  546. glPointSize(5.0);
  547. glColor3ubv(PINK);
  548. glBegin(GL_POINTS);
  549. glVertex3f(x, y, z);
  550. glEnd();
  551. }
  552. return (mViewVolume.isSphereInFrustum(x, y, z, radius));
  553. }