Open Source Tomb Raider Engine
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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. Render::Render() {
  19. mSkyMesh = -1;
  20. mSkyMeshRotation = false;
  21. mMode = Render::modeDisabled;
  22. mLock = 0;
  23. mFlags = (fRoomAlpha | fViewModel |
  24. fEntityModels | fRenderPonytail |
  25. fUsePortals | fUpdateRoomListPerFrame);
  26. }
  27. Render::~Render() {
  28. ClearWorld();
  29. }
  30. void Render::screenShot(char *filenameBase)
  31. {
  32. FILE *f;
  33. int sz = getWindow().mWidth * getWindow().mHeight;
  34. unsigned char *image = new unsigned char[sz * 3];
  35. char *filename = NULL;
  36. static int count = 0;
  37. bool done = false;
  38. assert(filenameBase != NULL);
  39. // Don't overwrite files
  40. while (!done) {
  41. filename = bufferString("%s-%04i.tga", filenameBase, count++);
  42. f = fopen(filename, "rb");
  43. if (f)
  44. fclose(f);
  45. else
  46. done = true;
  47. }
  48. // Capture frame buffer
  49. glReadPixels(0, 0, getWindow().mWidth, getWindow().mHeight, GL_BGR_EXT, GL_UNSIGNED_BYTE, image);
  50. tgaSaveFilename(image, getWindow().mWidth, getWindow().mHeight, 0, "%s", filename);
  51. printf("Took screenshot '%s'.\n", filename);
  52. delete [] filename;
  53. delete [] image;
  54. }
  55. unsigned int Render::getFlags() {
  56. return mFlags;
  57. }
  58. void Render::loadTexture(unsigned char *image,
  59. unsigned int width, unsigned int height,
  60. unsigned int id)
  61. {
  62. glColor3fv(WHITE);
  63. mTexture.loadBufferSlot(image, width, height, Texture::RGBA, 32, id);
  64. }
  65. int Render::initTextures(char *textureDir) {
  66. char *filename;
  67. unsigned int numTextures = 0;
  68. unsigned char color[4];
  69. mTexture.reset();
  70. mTexture.setMaxTextureCount(128); /* TR never needs more than 32 iirc
  71. However, color texturegen is a lot */
  72. mTexture.setFlag(Texture::fUseMipmaps);
  73. color[0] = 0xff;
  74. color[1] = 0xff;
  75. color[2] = 0xff;
  76. color[3] = 0xff;
  77. if (mTexture.loadColorTexture(color, 32, 32) > -1)
  78. numTextures++;
  79. //! \fixme Error Checking. Return negative error code, check in calling place too
  80. filename = bufferString("%s/%s", textureDir, "splash.tga");
  81. if (mTexture.loadTGA(filename) > -1)
  82. numTextures++;
  83. delete [] filename;
  84. return numTextures;
  85. }
  86. void Render::ClearWorld() {
  87. mRoomRenderList.clear();
  88. }
  89. // Texture must be set to WHITE solid color texture
  90. void renderTrace(int color, vec3_t start, vec3_t end)
  91. {
  92. const float widthStart = 10.0f; //5.0f;
  93. const float widthEnd = 10.0f;
  94. float delta = randomNum(0.01f, 0.16f); // for flicker fx
  95. // Draw two long quads that skrink and fade the they go further out
  96. glBegin(GL_QUADS);
  97. switch (color)
  98. {
  99. case 0:
  100. glColor3f(0.9f - delta, 0.2f, 0.2f);
  101. break;
  102. case 1:
  103. glColor3f(0.2f, 0.9f - delta, 0.2f);
  104. break;
  105. case 2:
  106. default:
  107. glColor3f(0.2f, 0.2f, 0.9f - delta);
  108. }
  109. glVertex3f(start[0], start[1], start[2]);
  110. glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
  111. glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
  112. glVertex3f(end[0], end[1], end[2]);
  113. glVertex3f(start[0], start[1], start[2]);
  114. glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
  115. glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
  116. glVertex3f(end[0], end[1], end[2]);
  117. glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
  118. glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
  119. glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
  120. glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
  121. glEnd();
  122. }
  123. void setLighting(bool on)
  124. {
  125. if (on)
  126. {
  127. glEnable(GL_LIGHTING);
  128. glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
  129. glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, WHITE);
  130. glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, WHITE);
  131. glLightModelfv(GL_LIGHT_MODEL_AMBIENT, DIM_WHITE);
  132. }
  133. else
  134. {
  135. glDisable(GL_LIGHTING);
  136. }
  137. }
  138. void lightRoom(Room &room)
  139. {
  140. for (unsigned int i = 0; i < room.sizeLights(); ++i)
  141. {
  142. Light &light = room.getLight(i);
  143. vec4_t pos, color;
  144. vec3_t dir;
  145. light.getPos(pos);
  146. light.getColor(color);
  147. light.getDir(dir);
  148. glEnable(GL_LIGHT0 + i);
  149. switch (light.getType())
  150. {
  151. case Light::typeSpot:
  152. glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, light.getCutoff());
  153. glLightfv(GL_LIGHT0 + i, GL_POSITION, pos);
  154. glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, dir);
  155. glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, color);
  156. break;
  157. case Light::typePoint:
  158. case Light::typeDirectional:
  159. glLightf(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, 1.0); // 1.0
  160. // GL_QUADRATIC_ATTENUATION
  161. // GL_LINEAR_ATTENUATION
  162. glLightf(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, light.getAtt());
  163. glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, color); // GL_DIFFUSE
  164. glLightfv(GL_LIGHT0 + i, GL_POSITION, pos);
  165. break;
  166. }
  167. }
  168. }
  169. void Render::clearFlags(unsigned int flags)
  170. {
  171. mFlags &= ~flags;
  172. if (flags & Render::fFog)
  173. {
  174. if (glIsEnabled(GL_FOG))
  175. {
  176. glDisable(GL_FOG);
  177. }
  178. }
  179. if (flags & Render::fGL_Lights)
  180. {
  181. setLighting(false);
  182. }
  183. }
  184. void Render::setFlags(unsigned int flags)
  185. {
  186. mFlags |= flags;
  187. if (flags & Render::fFog)
  188. {
  189. glEnable(GL_FOG);
  190. glFogf(GL_FOG_MODE, GL_EXP2);
  191. glFogf(GL_FOG_DENSITY, 0.00008f);
  192. glFogf(GL_FOG_START, 30000.0f);
  193. glFogf(GL_FOG_END, 50000.0f);
  194. glFogfv(GL_FOG_COLOR, BLACK);
  195. }
  196. if (flags & Render::fGL_Lights)
  197. {
  198. setLighting(true);
  199. }
  200. }
  201. int Render::getMode()
  202. {
  203. return mMode;
  204. }
  205. void Render::setMode(int n)
  206. {
  207. mMode = n;
  208. switch (mMode)
  209. {
  210. case Render::modeDisabled:
  211. break;
  212. case Render::modeSolid:
  213. case Render::modeWireframe:
  214. glClearColor(NEXT_PURPLE[0], NEXT_PURPLE[1],
  215. NEXT_PURPLE[2], NEXT_PURPLE[3]);
  216. glDisable(GL_TEXTURE_2D);
  217. break;
  218. default:
  219. if (mMode == Render::modeLoadScreen)
  220. {
  221. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  222. }
  223. else
  224. {
  225. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  226. }
  227. glClearColor(BLACK[0], BLACK[1], BLACK[2], BLACK[3]);
  228. glEnable(GL_TEXTURE_2D);
  229. }
  230. }
  231. // Replaced the deprecated gluLookAt with slightly modified code from here:
  232. // http://www.khronos.org/message_boards/showthread.php/4991
  233. void gluLookAt(float eyeX, float eyeY, float eyeZ,
  234. float lookAtX, float lookAtY, float lookAtZ,
  235. float upX, float upY, float upZ) {
  236. float f[3];
  237. // calculating the viewing vector
  238. f[0] = lookAtX - eyeX;
  239. f[1] = lookAtY - eyeY;
  240. f[2] = lookAtZ - eyeZ;
  241. float fMag, upMag;
  242. fMag = sqrtf(f[0] * f[0] + f[1] * f[1] + f[2] * f[2]);
  243. upMag = sqrtf(upX * upX + upY * upY + upZ * upZ);
  244. // normalizing the viewing vector
  245. f[0] = f[0] / fMag;
  246. f[1] = f[1] / fMag;
  247. f[2] = f[2] / fMag;
  248. float s[3] = {
  249. f[1] * upZ - upY * f[2],
  250. upX * f[2] - f[0] * upZ,
  251. f[0] * upY - upX * f[1]
  252. };
  253. float u[3] = {
  254. s[1] * f[2] - f[1] * s[2],
  255. f[0] * s[2] - s[0] * f[2],
  256. s[0] * f[1] - f[0] * s[1]
  257. };
  258. float m[16] = {
  259. s[0], u[0], -f[0], 0,
  260. s[1], u[1], -f[1], 0,
  261. s[2], u[2], -f[2], 0,
  262. 0, 0, 0, 1
  263. };
  264. glMultMatrixf(m);
  265. glTranslatef(-eyeX, -eyeY, -eyeZ);
  266. }
  267. void Render::display()
  268. {
  269. switch (mMode)
  270. {
  271. case Render::modeDisabled:
  272. return;
  273. case Render::modeLoadScreen:
  274. //! \fixme entry for seperate main drawing method -- Mongoose 2002.01.01
  275. drawLoadScreen();
  276. return;
  277. default:
  278. break;
  279. }
  280. if (mMode == Render::modeWireframe)
  281. glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  282. else
  283. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  284. float camOffsetH = 0.0f;
  285. switch (getGame().getLara().getMoveType())
  286. {
  287. case Entity::MoveTypeFly:
  288. case Entity::MoveTypeNoClipping:
  289. case Entity::MoveTypeSwim:
  290. //camOffsetH = 64.0f;
  291. camOffsetH = 512.0f;
  292. break;
  293. case Entity::MoveTypeWalk:
  294. case Entity::MoveTypeWalkNoSwim:
  295. camOffsetH = 512.0f;
  296. break;
  297. }
  298. vec3_t curPos;
  299. vec3_t camPos;
  300. vec3_t atPos;
  301. curPos[0] = getGame().getLara().getPos(0);
  302. curPos[1] = getGame().getLara().getPos(1);
  303. curPos[2] = getGame().getLara().getPos(2);
  304. vec_t yaw = getGame().getLara().getAngle(1);
  305. // Mongoose 2002.08.24, New 3rd person camera hack
  306. camPos[0] = curPos[0] - (1024.0f * sinf(yaw));
  307. camPos[1] = curPos[1] - camOffsetH; // UP is lower val
  308. camPos[2] = curPos[2] - (1024.0f * cosf(yaw));
  309. int index = getGame().getLara().getRoom();
  310. int sector = getWorld().getSector(index, camPos[0], camPos[2]);
  311. // Handle camera out of world
  312. if ((sector < 0) ||
  313. ((unsigned int)sector >= getWorld().getRoom(index).sizeSectors()) ||
  314. getWorld().isWall(index, sector)) {
  315. camPos[0] = curPos[0] + (64.0f * sinf(yaw));
  316. camPos[1] -= 64.0f;
  317. camPos[2] = curPos[2] + (64.0f * cosf(yaw));
  318. }
  319. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  320. glLoadIdentity();
  321. // Setup view in OpenGL with camera
  322. getCamera().setPosition(camPos);
  323. getCamera().update();
  324. getCamera().getTarget(atPos);
  325. // Mongoose 2002.08.13, Quick fix to render OpenRaider upside down
  326. gluLookAt(camPos[0], camPos[1], camPos[2], atPos[0], atPos[1], atPos[2], 0.0f, -1.0f, 0.0f);
  327. // Update view volume for vising
  328. updateViewVolume();
  329. // Render world
  330. glColor3fv(DIM_WHITE); // was WHITE
  331. drawSkyMesh(96.0);
  332. // Figure out how much of the map to render
  333. newRoomRenderList(index);
  334. // Room solid pass, need to do depth sorting to avoid 2 pass render
  335. for (unsigned int i = 0; i < mRoomRenderList.size(); i++) {
  336. Room &room = *mRoomRenderList[i];
  337. if (mFlags & Render::fGL_Lights)
  338. lightRoom(room);
  339. room.display(false);
  340. }
  341. // Draw all visible enities
  342. if (mFlags & Render::fEntityModels) {
  343. std::vector<Entity *> entityRenderList;
  344. for (unsigned int i = 0; i < getWorld().sizeEntity(); i++) {
  345. Entity &e = getWorld().getEntity(i);
  346. // Don't show Lara to the player
  347. if (&e == &getGame().getLara())
  348. continue;
  349. // Mongoose 2002.08.15, Nothing to draw, skip
  350. // Mongoose 2002.12.24, Some entities have no animation =p
  351. if (e.getModel().size() == 0)
  352. continue;
  353. // Is it in view volume? ( Hack to use sphere )
  354. if (!isVisible(e.getPos(0), e.getPos(1), e.getPos(2), 512.0f))
  355. continue;
  356. //! \fixme Is it in a room we're rendering?
  357. //if (mRoomRenderList[e->room] == 0x0)
  358. //{
  359. // continue;
  360. //}
  361. entityRenderList.push_back(&e);
  362. }
  363. // Draw objects not tied to rooms
  364. glPushMatrix();
  365. drawObjects();
  366. glPopMatrix();
  367. // Depth sort entityRenderList with qsort
  368. std::sort(entityRenderList.begin(), entityRenderList.end());
  369. for (unsigned int i = 0; i < entityRenderList.size(); i++) {
  370. entityRenderList[i]->display();
  371. }
  372. }
  373. // Room alpha pass
  374. // Skip room alpha pass for modes w/o texture
  375. if (!(mMode == Render::modeSolid || mMode == Render::modeWireframe)) {
  376. for (unsigned int i = 0; i < mRoomRenderList.size(); i++)
  377. mRoomRenderList[i]->display(true);
  378. }
  379. if (mMode == Render::modeWireframe)
  380. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  381. glFlush();
  382. }
  383. void Render::drawLoadScreen()
  384. {
  385. float x = 0.0f, y = 0.0f, z = -160.0f;
  386. float w, h;
  387. if (getWindow().mWidth < getWindow().mHeight)
  388. w = h = (float)getWindow().mWidth;
  389. else
  390. w = h = (float)getWindow().mHeight;
  391. if (mTexture.getTextureCount() <= 0)
  392. return;
  393. // Mongoose 2002.01.01, Rendered while game is loading...
  394. //! \fixme seperate logo/particle coor later
  395. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  396. glLoadIdentity();
  397. glColor3fv(WHITE);
  398. if (mFlags & Render::fGL_Lights)
  399. glDisable(GL_LIGHTING);
  400. // Mongoose 2002.01.01, Draw logo/load screen
  401. glTranslatef(0.0f, 0.0f, -2000.0f);
  402. glRotatef(180.0f, 1.0f, 0.0f, 0.0f);
  403. mTexture.bindTextureId(1); //! \fixme store texture id somewhere
  404. glBegin(GL_TRIANGLE_STRIP);
  405. glTexCoord2f(1.0, 1.0);
  406. glVertex3f(x + w, y + h, z);
  407. glTexCoord2f(0.0, 1.0);
  408. glVertex3f(x - w, y + h, z);
  409. glTexCoord2f(1.0, 0.0);
  410. glVertex3f(x + w, y - h, z);
  411. glTexCoord2f(0.0, 0.0);
  412. glVertex3f(x - w, y - h, z);
  413. glEnd();
  414. if (mFlags & Render::fGL_Lights)
  415. glEnable(GL_LIGHTING);
  416. glFlush();
  417. }
  418. void Render::newRoomRenderList(int index)
  419. {
  420. static int currentRoomId = -1;
  421. if (mFlags & Render::fUsePortals)
  422. {
  423. if (index == -1) // -1 is error, so draw room 0, for the hell of it
  424. {
  425. mRoomRenderList.clear();
  426. mRoomRenderList.push_back(&getWorld().getRoom(0));
  427. }
  428. else
  429. {
  430. // Update room render list if needed
  431. if (mFlags & Render::fUpdateRoomListPerFrame ||
  432. currentRoomId != index)
  433. {
  434. buildRoomRenderList(getWorld().getRoom(index));
  435. }
  436. }
  437. }
  438. else // Render all rooms pretty much
  439. {
  440. if (currentRoomId != index || index == -1)
  441. {
  442. printf("*** Room render list -> %i\n", index);
  443. mRoomRenderList.clear();
  444. for (unsigned int i = 0; i < getWorld().sizeRoom(); i++)
  445. {
  446. if (!isVisible(getWorld().getRoom(i).getBoundingBox()))
  447. continue;
  448. mRoomRenderList.push_back(&getWorld().getRoom(i));
  449. }
  450. }
  451. }
  452. currentRoomId = index;
  453. }
  454. void Render::buildRoomRenderList(Room &room)
  455. {
  456. // Must be visible
  457. //! \fixme Add depth sorting here - remove multipass
  458. if (!isVisible(room.getBoundingBox()))
  459. return;
  460. // Must not already be cached
  461. for (unsigned int i = 0; i < mRoomRenderList.size(); i++)
  462. {
  463. Room &room2 = *mRoomRenderList[i];
  464. if (&room2 == &room)
  465. return;
  466. }
  467. /* Add current room to list */
  468. mRoomRenderList.push_back(&room);
  469. if (mFlags & Render::fOneRoom)
  470. {
  471. return;
  472. }
  473. else if (mFlags & Render::fAllRooms) /* Are you serious? */
  474. {
  475. for (unsigned int i = 0; i < getWorld().sizeRoom(); i++)
  476. {
  477. Room &room2 = getWorld().getRoom(i);
  478. if (&room2 != &room)
  479. {
  480. buildRoomRenderList(room2);
  481. }
  482. }
  483. return;
  484. }
  485. // Try to add adj rooms and their adj rooms, skip this room
  486. for (unsigned int i = 1; i < room.sizeAdjacentRooms(); i++)
  487. {
  488. if (room.getAdjacentRoom(i) < 0)
  489. continue;
  490. Room &room2 = getWorld().getRoom(room.getAdjacentRoom(i));
  491. // Mongoose 2002.03.22, Add portal visibility check here
  492. if (&room2 != &room)
  493. {
  494. buildRoomRenderList(room2);
  495. }
  496. }
  497. }
  498. void Render::drawSkyMesh(float scale)
  499. {
  500. //skeletal_model_t *model = getWorld().getModel(mSkyMesh);
  501. //if (!model)
  502. // return;
  503. glDisable(GL_DEPTH_TEST);
  504. glPushMatrix();
  505. if (mSkyMeshRotation)
  506. {
  507. glRotated(90.0, 1, 0, 0);
  508. }
  509. glTranslated(0.0, 1000.0, 0.0);
  510. glScaled(scale, scale, scale);
  511. //drawModel(model);
  512. //drawModelMesh(getWorld().getMesh(mSkyMesh), );
  513. glPopMatrix();
  514. glEnable(GL_DEPTH_TEST);
  515. }
  516. void Render::drawObjects() {
  517. // Draw lara or other player model ( move to entity rendering method )
  518. if (mFlags & Render::fViewModel)
  519. getGame().getLara().display();
  520. // Draw sprites after player to handle alpha
  521. for (unsigned int i = 0; i < getWorld().sizeSprite(); i++) {
  522. SpriteSequence &sprite = getWorld().getSprite(i);
  523. for (unsigned int j = 0; j < sprite.size(); j++)
  524. sprite.get(j).display();
  525. }
  526. }
  527. void Render::tmpRenderModelMesh(model_mesh_t *r_mesh, texture_tri_t *ttri)
  528. {
  529. glBegin(GL_TRIANGLES);
  530. switch (mMode)
  531. {
  532. case modeSolid:
  533. case modeVertexLight:
  534. if (r_mesh->colors)
  535. {
  536. glColor3fv(r_mesh->colors+ttri->index[0]);
  537. glTexCoord2fv(ttri->st);
  538. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  539. glColor3fv(r_mesh->colors+ttri->index[1]);
  540. glTexCoord2fv(ttri->st+2);
  541. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  542. glColor3fv(r_mesh->colors+ttri->index[2]);
  543. glTexCoord2fv(ttri->st+4);
  544. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  545. }
  546. else if (r_mesh->normals)
  547. {
  548. glNormal3fv(r_mesh->normals+ttri->index[0]*3);
  549. glTexCoord2fv(ttri->st);
  550. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  551. glNormal3fv(r_mesh->normals+ttri->index[1]*3);
  552. glTexCoord2fv(ttri->st+2);
  553. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  554. glNormal3fv(r_mesh->normals+ttri->index[2]*3);
  555. glTexCoord2fv(ttri->st+4);
  556. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  557. }
  558. else
  559. {
  560. glTexCoord2fv(ttri->st);
  561. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  562. glTexCoord2fv(ttri->st+2);
  563. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  564. glTexCoord2fv(ttri->st+4);
  565. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  566. }
  567. break;
  568. case modeWireframe:
  569. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  570. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  571. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  572. break;
  573. default:
  574. glTexCoord2fv(ttri->st);
  575. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  576. glTexCoord2fv(ttri->st+2);
  577. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  578. glTexCoord2fv(ttri->st+4);
  579. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  580. }
  581. glEnd();
  582. }
  583. void Render::drawModelMesh(model_mesh_t *r_mesh)
  584. {
  585. texture_tri_t *ttri;
  586. int lastTexture = -1;
  587. // If they pass NULL structs let it hang up - this is tmp
  588. //! \fixme Duh, vis tests need to be put back
  589. //if (!isVisible(r_mesh->center, r_mesh->radius, r_mesh->bbox))
  590. //{
  591. // return;
  592. //}
  593. //! \fixme 'AMBIENT' -- Mongoose 2002.01.08
  594. glColor3fv(WHITE);
  595. if (mMode == modeWireframe)
  596. glColor3fv(WHITE);
  597. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  598. glBindTexture(GL_TEXTURE_2D, 1); // White texture for colors
  599. // Colored Triagles
  600. for (unsigned int i = 0; i < r_mesh->coloredTriangles.size(); i++)
  601. {
  602. ttri = r_mesh->coloredTriangles[i];
  603. if (!ttri)
  604. continue;
  605. if (mMode != modeWireframe && mMode != modeSolid &&
  606. ttri->texture != lastTexture)
  607. {
  608. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  609. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  610. lastTexture = ttri->texture;
  611. }
  612. tmpRenderModelMesh(r_mesh, ttri);
  613. }
  614. // Colored Rectagles
  615. for (unsigned int i = 0; i < r_mesh->coloredRectangles.size(); i++)
  616. {
  617. ttri = r_mesh->coloredRectangles[i];
  618. if (!ttri)
  619. continue;
  620. if (mMode != modeWireframe && mMode != modeSolid &&
  621. ttri->texture != lastTexture)
  622. {
  623. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  624. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  625. lastTexture = ttri->texture;
  626. }
  627. tmpRenderModelMesh(r_mesh, ttri);
  628. }
  629. // Textured Tris
  630. for (unsigned int i = 0; i < r_mesh->texturedTriangles.size(); i++)
  631. {
  632. ttri = r_mesh->texturedTriangles[i];
  633. if (!ttri)
  634. continue;
  635. if (mMode != modeWireframe && mMode != modeSolid &&
  636. ttri->texture != lastTexture)
  637. {
  638. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  639. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  640. lastTexture = ttri->texture;
  641. }
  642. tmpRenderModelMesh(r_mesh, ttri);
  643. }
  644. // Textured Quads
  645. for (unsigned int i = 0; i < r_mesh->texturedRectangles.size(); i++)
  646. {
  647. ttri = r_mesh->texturedRectangles[i];
  648. if (!ttri)
  649. continue;
  650. if (mMode != modeWireframe && mMode != modeSolid &&
  651. ttri->texture != lastTexture)
  652. {
  653. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  654. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  655. lastTexture = ttri->texture;
  656. }
  657. tmpRenderModelMesh(r_mesh, ttri);
  658. }
  659. }
  660. void Render::setSkyMesh(int index, bool rot)
  661. {
  662. mSkyMesh = index;
  663. mSkyMeshRotation = rot;
  664. }
  665. void Render::updateViewVolume()
  666. {
  667. matrix_t proj;
  668. matrix_t mdl;
  669. glGetFloatv(GL_PROJECTION_MATRIX, proj);
  670. glGetFloatv(GL_MODELVIEW_MATRIX, mdl);
  671. mViewVolume.updateFrame(proj, mdl);
  672. }
  673. bool Render::isVisible(BoundingBox &box) {
  674. vec3_t bbox[2];
  675. box.getBoundingBox(bbox);
  676. // For debugging purposes
  677. if (mMode == Render::modeWireframe)
  678. box.display(true, PINK, RED);
  679. return mViewVolume.isBboxInFrustum(bbox[0], bbox[1]);
  680. }
  681. bool Render::isVisible(float x, float y, float z)
  682. {
  683. // For debugging purposes
  684. if (mMode == Render::modeWireframe)
  685. {
  686. glPointSize(5.0);
  687. glColor3fv(PINK);
  688. glBegin(GL_POINTS);
  689. glVertex3f(x, y, z);
  690. glEnd();
  691. }
  692. return (mViewVolume.isPointInFrustum(x, y, z));
  693. }
  694. bool Render::isVisible(float x, float y, float z, float radius)
  695. {
  696. // For debugging purposes
  697. if (mMode == Render::modeWireframe)
  698. {
  699. glPointSize(5.0);
  700. glColor3fv(PINK);
  701. glBegin(GL_POINTS);
  702. glVertex3f(x, y, z);
  703. glEnd();
  704. }
  705. return (mViewVolume.isSphereInFrustum(x, y, z, radius));
  706. }