Open Source Tomb Raider Engine
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

Render.cpp 56KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087208820892090209120922093209420952096209720982099210021012102210321042105210621072108210921102111211221132114211521162117211821192120212121222123212421252126212721282129213021312132213321342135213621372138213921402141214221432144214521462147214821492150215121522153215421552156215721582159216021612162216321642165216621672168216921702171217221732174217521762177217821792180218121822183218421852186218721882189219021912192219321942195219621972198219922002201220222032204220522062207220822092210221122122213221422152216221722182219222022212222222322242225222622272228222922302231223222332234223522362237223822392240
  1. /*!
  2. * \file src/Render.cpp
  3. * \brief OpenRaider Renderer class
  4. *
  5. * \author Mongoose
  6. */
  7. #ifdef __APPLE__
  8. #include <OpenGL/gl.h>
  9. #include <OpenGL/glu.h>
  10. #else
  11. #include <GL/gl.h>
  12. #include <GL/glu.h>
  13. #endif
  14. #include <stdlib.h>
  15. #include <math.h>
  16. #include <string.h>
  17. #ifdef USING_EMITTER
  18. #include <Emitter.h>
  19. #endif
  20. #ifdef DEBUG_MEMORY
  21. #include <memory_test.h>
  22. #endif
  23. #include <Render.h>
  24. extern entity_t *LARA;
  25. extern World gWorld;
  26. // Colors
  27. const float BLACK[] = { 0.0f, 0.0f, 0.0f, 1.0f };
  28. const float DIM_WHITE[] = { 0.5f, 0.5f, 0.5f, 1.0f };
  29. const float WHITE[] = { 1.0f, 1.0f, 1.0f, 1.0f };
  30. const float RED[] = { 1.0f, 0.0f, 0.0f, 1.0f };
  31. const float GREEN[] = { 0.0f, 1.0f, 0.0f, 1.0f };
  32. const float NEXT_PURPLE[] = { 0.3f, 0.3f, 0.5f, 1.0f };
  33. const float OR_BLUE[] = { 0.5f, 0.7f, 1.0f, 1.0f };
  34. const float PINK[] = { 1.0f, 0.0f, 1.0f, 1.0f };
  35. const float YELLOW[] = { 1.0f, 1.0f, 0.0f, 1.0f };
  36. const float CYAN[] = { 0.0f, 1.0f, 1.0f, 1.0f };
  37. ViewVolume gViewVolume; /* View volume for frustum culling */
  38. int compareEntites(const void *voidA, const void *voidB)
  39. {
  40. entity_t *a = (entity_t *)voidA, *b = (entity_t *)voidB;
  41. vec_t distA, distB;
  42. if (!a || !b)
  43. return -1; // error really
  44. distA = gViewVolume.getDistToSphereFromNear(a->pos[0],
  45. a->pos[1],
  46. a->pos[2],
  47. 1.0f);
  48. distB = gViewVolume.getDistToSphereFromNear(b->pos[0],
  49. b->pos[1],
  50. b->pos[2],
  51. 1.0f);
  52. // less than
  53. if (distA < distB)
  54. return -1;
  55. // greater than ( no need for equal )
  56. return 1;
  57. }
  58. int compareStaticModels(const void *voidA, const void *voidB)
  59. {
  60. static_model_t *a = (static_model_t *)voidA, *b = (static_model_t *)voidB;
  61. vec_t distA, distB;
  62. if (!a || !b)
  63. return -1; // error really
  64. distA = gViewVolume.getDistToSphereFromNear(a->pos[0],
  65. a->pos[1],
  66. a->pos[2],
  67. 128.0f);
  68. distB = gViewVolume.getDistToSphereFromNear(b->pos[0],
  69. b->pos[1],
  70. b->pos[2],
  71. 128.0f);
  72. // less than
  73. if (distA < distB)
  74. return -1;
  75. // greater than ( no need for equal )
  76. return 1;
  77. }
  78. int compareRoomDist(const void *voidA, const void *voidB)
  79. {
  80. const RenderRoom *a = static_cast<const RenderRoom *>(voidA);
  81. const RenderRoom *b = static_cast<const RenderRoom *>(voidB);
  82. if (!a || !b || !a->room || !b->room)
  83. return -1; // error really
  84. // less than
  85. if (a->dist < b->dist)
  86. return -1;
  87. // greater than ( no need for equal )
  88. return 1;
  89. }
  90. ////////////////////////////////////////////////////////////
  91. // Constructors
  92. ////////////////////////////////////////////////////////////
  93. Render::Render()
  94. {
  95. #ifdef USING_EMITTER
  96. mEmitter = 0x0;
  97. #endif
  98. mCamera = 0x0;
  99. mSkyMesh = -1;
  100. mSkyMeshRotation = false;
  101. mMode = Render::modeDisabled;
  102. mLock = 0;
  103. mFlags = (Render::fRoomAlpha | Render::fViewModel | Render::fSprites |
  104. Render::fRoomModels | Render::fEntityModels |
  105. Render::fUsePortals | fUpdateRoomListPerFrame);
  106. mModels.setError(0x0);
  107. mRooms.setError(0x0);
  108. mRoomRenderList.setError(0x0);
  109. mNextTextureId = NULL;
  110. mNumTexturesLoaded = NULL;
  111. mWidth = 640;
  112. mHeight = 480;
  113. }
  114. Render::~Render()
  115. {
  116. ClearWorld();
  117. }
  118. ////////////////////////////////////////////////////////////
  119. // Public Accessors
  120. ////////////////////////////////////////////////////////////
  121. void Render::screenShot(char *filenameBase)
  122. {
  123. mTexture.glScreenShot(filenameBase, mWidth, mHeight);
  124. }
  125. ////////////////////////////////////////////////////////////
  126. // Public Mutators
  127. ////////////////////////////////////////////////////////////
  128. void Render::addRoom(RenderRoom *room)
  129. {
  130. mRooms.pushBack(room);
  131. }
  132. void Render::loadTexture(unsigned char *image,
  133. unsigned int width, unsigned int height,
  134. unsigned int id)
  135. {
  136. glColor3fv(WHITE);
  137. mTexture.loadBufferSlot(image, width, height, Texture::RGBA, 32, id);
  138. }
  139. void Render::initTextures(char *textureDir, unsigned int *numLoaded,
  140. unsigned int *nextId)
  141. {
  142. char filename[128];
  143. const char *console = "Toggle the Console with [`] key";
  144. const char *menu = "Press <esc> for menu";
  145. int font_id;
  146. int snow1_id;
  147. int snow2_id;
  148. int bg_id;
  149. int err;
  150. unsigned int numTextures = 0;
  151. unsigned char color[4];
  152. // We want to update as needed later
  153. mNumTexturesLoaded = numLoaded;
  154. mNextTextureId = nextId;
  155. mTexture.reset();
  156. mTexture.setMaxTextureCount(128); /* TR never needs more than 32 iirc
  157. However, color texturegen is a lot */
  158. mTexture.setFlag(Texture::fUseMipmaps);
  159. printf("Processing Textures:\n");
  160. color[0] = 0xff;
  161. color[1] = 0xff;
  162. color[2] = 0xff;
  163. color[3] = 0xff;
  164. if ((font_id = mTexture.loadColorTexture(color, 32, 32)) > -1)
  165. {
  166. ++numTextures;
  167. }
  168. snprintf(filename, 126, "%s%s", textureDir, "splash.tga");
  169. filename[127] = 0;
  170. if ((bg_id = mTexture.loadTGA(filename)) > -1)
  171. {
  172. ++numTextures;
  173. }
  174. snprintf(filename, 126, "%s%s", textureDir, "snow.tga");
  175. filename[127] = 0;
  176. if ((snow1_id = mTexture.loadTGA(filename)) > -1)
  177. {
  178. ++numTextures;
  179. }
  180. snprintf(filename, 126, "%s%s", textureDir, "snow2.tga");
  181. filename[127] = 0;
  182. if ((snow2_id = mTexture.loadTGA(filename)) > -1)
  183. {
  184. ++numTextures;
  185. }
  186. extern char *gFontFilename;
  187. if ((font_id = mTexture.loadFontTTF(gFontFilename,
  188. //0x303f, 0x3093-0x303f)) // Hiragana
  189. 32, 126 - 32)) // ASCII
  190. > -1)
  191. {
  192. ++numTextures;
  193. }
  194. // Weird that it isn't linear, must be some storage deal in Texture
  195. // I forgot about Id allocation
  196. *nextId = font_id;
  197. // Setup particle system test
  198. initEmitter("Snow test", 650, snow1_id, snow2_id);
  199. mString.Init(5);
  200. // String 0: OpenRaider version in lower right corner
  201. mString.Scale(1.00);
  202. err = mString.glPrintf(mWidth - 15 * strlen(VERSION),
  203. mHeight-35, "%s", VERSION);
  204. mString.SetString(0, "%s", VERSION);
  205. if (err)
  206. {
  207. printf("\n*** GLPrint test: ERROR %i\n", err);
  208. }
  209. // String 1: Used for FPS in game text output
  210. mString.Scale(0.75);
  211. err = mString.glPrintf(8, mHeight - 25, "%s", " ");
  212. mString.SetString(1, "%s", " ");
  213. if (err)
  214. {
  215. printf("\n*** GLPrint test: ERROR %i\n", err);
  216. }
  217. // String 2: Used for game console
  218. mString.Scale(1.0);
  219. err = mString.glPrintf(8, 25, "%s", console);
  220. mString.SetString(2, "%s", console);
  221. if (err)
  222. {
  223. printf("\n*** GLPrint test: ERROR %i\n", err);
  224. }
  225. // String 3: Used for one line map select menu
  226. mString.Scale(1.75);
  227. err = mString.glPrintf(mWidth/2-235, mHeight/2-24, "%s", menu);
  228. mString.SetString(3, "%s", menu);
  229. if (err)
  230. {
  231. printf("\n*** GLPrint test: ERROR %i\n", err);
  232. }
  233. // String 4: Used for one line in game text output
  234. mString.Scale(1.0);
  235. err = mString.glPrintf(8, 55, "%s", " ");
  236. mString.SetString(4, "%s", " ");
  237. if (err)
  238. {
  239. printf("\n*** GLPrint test: ERROR %i\n", err);
  240. }
  241. printf("\n");
  242. *numLoaded = numTextures;
  243. }
  244. void Render::initEmitter(const char *name, unsigned int size,
  245. unsigned int snowTex1, unsigned int snowTex2)
  246. {
  247. #ifdef USING_EMITTER
  248. if (mEmitter)
  249. delete mEmitter; // Public, so avoid possible leak
  250. // Mongoose 2002.01.01, Screwing around with particle emitter test
  251. // note this is backwards b/c load screen is rendered upsidedown
  252. //mEmitter = new Emitter(/*name*/"snow", size);
  253. mEmitter = new Emitter(name, size);
  254. mEmitter->SetTextureId(snowTex1);
  255. mEmitter->TextureId(120, 280, snowTex2);
  256. mEmitter->TextureId(400, 450, snowTex2);
  257. mEmitter->TextureId(500, 550, snowTex2);
  258. // Mongoose 2002.01.01, Varing force and speed should look
  259. // like varing mass/SA in wind, maybe
  260. mEmitter->Speed(0, 150, 3500, 3000, 3500);
  261. mEmitter->Speed(150, 350, 3000, 4000, 3000);
  262. mEmitter->Speed(400, 500, 2000, 5000, 2000);
  263. mEmitter->Speed(400, 500, 2000, 5000, 2000);
  264. mEmitter->Force(100, 200, 0.0, 7.0, 0.0);
  265. mEmitter->Force(200, 300, 0.0, 5.0, 0.0);
  266. mEmitter->Force(300, 500, 0.0, 10.0, 0.0);
  267. mEmitter->Force(500, 650, 0.0, 9.0, 0.0);
  268. #endif
  269. }
  270. void Render::ClearWorld()
  271. {
  272. LARA = NULL;
  273. mRoomRenderList.clear();
  274. mRooms.erase();
  275. mModels.erase();
  276. #ifdef USING_EMITTER
  277. if (mEmitter)
  278. {
  279. delete mEmitter;
  280. mEmitter = 0x0;
  281. }
  282. #endif
  283. }
  284. // Texture must be set to WHITE solid color texture
  285. void renderTrace(int color, vec3_t start, vec3_t end)
  286. {
  287. const float widthStart = 10.0f; //5.0f;
  288. const float widthEnd = 10.0f;
  289. float delta = helRandomNum(0.01f, 0.16f); // for flicker fx
  290. // Draw two long quads that skrink and fade the they go further out
  291. glBegin(GL_QUADS);
  292. switch (color)
  293. {
  294. case 0:
  295. glColor3f(0.9f - delta, 0.2f, 0.2f);
  296. break;
  297. case 1:
  298. glColor3f(0.2f, 0.9f - delta, 0.2f);
  299. break;
  300. case 2:
  301. default:
  302. glColor3f(0.2f, 0.2f, 0.9f - delta);
  303. }
  304. glVertex3f(start[0], start[1], start[2]);
  305. glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
  306. glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
  307. glVertex3f(end[0], end[1], end[2]);
  308. glVertex3f(start[0], start[1], start[2]);
  309. glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
  310. glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
  311. glVertex3f(end[0], end[1], end[2]);
  312. glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
  313. glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
  314. glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
  315. glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
  316. glEnd();
  317. }
  318. void Render::Init(int width, int height)
  319. {
  320. char *s;
  321. mWidth = width;
  322. mHeight = height;
  323. // Print driver support information
  324. printf("\n## GL Driver Info ##\n");
  325. printf("Vendor : %s\n", glGetString(GL_VENDOR));
  326. printf("Renderer : %s\n", glGetString(GL_RENDERER));
  327. printf("Version : %s\n\n", glGetString(GL_VERSION));
  328. //printf("\tExtensions : %s\n\n\n", (char*)glGetString(GL_EXTENSIONS));
  329. // Testing for goodies
  330. // Mongoose 2001.12.31, Fixed string use to check for bad strings
  331. s = (char*)glGetString(GL_EXTENSIONS);
  332. if (s && s[0])
  333. {
  334. printf("\tGL_ARB_multitexture \t\t");
  335. if (strstr(s, "GL_ARB_multitexture"))
  336. {
  337. mFlags |= Render::fMultiTexture;
  338. printf("YES\n");
  339. }
  340. else
  341. {
  342. printf("NO\n");
  343. }
  344. printf("\tGL_EXT_texture_env_combine\t\t");
  345. if (strstr(s, "GL_EXT_texture_env_combine"))
  346. {
  347. printf("YES\n");
  348. }
  349. else
  350. {
  351. printf("NO\n");
  352. }
  353. }
  354. // Set up Z buffer
  355. glEnable(GL_DEPTH_TEST);
  356. glDepthFunc(GL_LESS);
  357. // Set up culling
  358. glEnable(GL_CULL_FACE);
  359. glFrontFace(GL_CW);
  360. //glFrontFace(GL_CCW);
  361. //glCullFace(GL_FRONT);
  362. // Set background to black
  363. glClearColor(BLACK[0], BLACK[1], BLACK[2], BLACK[3]);
  364. // Disable lighting
  365. glDisable(GL_LIGHTING);
  366. // Set up alpha blending
  367. glEnable(GL_BLEND);
  368. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  369. //glEnable(GL_ALPHA_TEST); // Disable per pixel alpha blending
  370. glAlphaFunc(GL_GREATER, 0);
  371. glPointSize(5.0);
  372. // Setup shading
  373. glShadeModel(GL_SMOOTH);
  374. glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
  375. glHint(GL_FOG_HINT, GL_NICEST);
  376. glEnable(GL_COLOR_MATERIAL);
  377. glEnable(GL_DITHER);
  378. // AA polygon edges
  379. glEnable(GL_POLYGON_SMOOTH);
  380. glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
  381. glDisable(GL_LINE_SMOOTH);
  382. glDisable(GL_POINT_SMOOTH);
  383. glDisable(GL_AUTO_NORMAL);
  384. glDisable(GL_LOGIC_OP);
  385. glDisable(GL_TEXTURE_1D);
  386. glDisable(GL_STENCIL_TEST);
  387. glDisable(GL_FOG);
  388. glDisable(GL_NORMALIZE);
  389. glEnableClientState(GL_VERTEX_ARRAY);
  390. glDisableClientState(GL_EDGE_FLAG_ARRAY);
  391. glDisableClientState(GL_COLOR_ARRAY);
  392. glDisableClientState(GL_NORMAL_ARRAY);
  393. glPolygonMode(GL_FRONT, GL_FILL);
  394. glMatrixMode(GL_MODELVIEW);
  395. }
  396. void setLighting(bool on)
  397. {
  398. if (on)
  399. {
  400. glEnable(GL_LIGHTING);
  401. glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
  402. glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, WHITE);
  403. glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, WHITE);
  404. glLightModelfv(GL_LIGHT_MODEL_AMBIENT, DIM_WHITE);
  405. }
  406. else
  407. {
  408. glDisable(GL_LIGHTING);
  409. }
  410. }
  411. void lightRoom(RenderRoom *room)
  412. {
  413. unsigned int i;
  414. Light *light;
  415. for (i = 0; i < room->lights.size(); ++i)
  416. {
  417. light = room->lights[i];
  418. if (!light)
  419. continue;
  420. glEnable(GL_LIGHT0 + i);
  421. switch (light->mType)
  422. {
  423. case Light::typeSpot:
  424. glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, light->mCutoff);
  425. glLightfv(GL_LIGHT0 + i, GL_POSITION, light->mPos);
  426. glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, light->mDir);
  427. glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, light->mColor);
  428. break;
  429. case Light::typePoint:
  430. case Light::typeDirectional:
  431. glLightf(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, 1.0); // 1.0
  432. // GL_QUADRATIC_ATTENUATION
  433. // GL_LINEAR_ATTENUATION
  434. glLightf(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, light->mAtt);
  435. glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, light->mColor); // GL_DIFFUSE
  436. glLightfv(GL_LIGHT0 + i, GL_POSITION, light->mPos);
  437. break;
  438. }
  439. }
  440. }
  441. void Render::clearFlags(unsigned int flags)
  442. {
  443. // _defaults |= flags; // Force removal if it wasn't set
  444. mFlags ^= flags;
  445. if (flags & Render::fFog)
  446. {
  447. if (glIsEnabled(GL_FOG))
  448. {
  449. glDisable(GL_FOG);
  450. }
  451. }
  452. if (flags & Render::fGL_Lights)
  453. {
  454. setLighting(false);
  455. }
  456. }
  457. void Render::setFlags(unsigned int flags)
  458. {
  459. mFlags |= flags;
  460. if (flags & Render::fFog)
  461. {
  462. glEnable(GL_FOG);
  463. glFogf(GL_FOG_MODE, GL_EXP2);
  464. glFogf(GL_FOG_DENSITY, 0.00008f);
  465. glFogf(GL_FOG_START, 30000.0f);
  466. glFogf(GL_FOG_END, 50000.0f);
  467. glFogfv(GL_FOG_COLOR, BLACK);
  468. }
  469. if (flags & Render::fGL_Lights)
  470. {
  471. setLighting(true);
  472. }
  473. }
  474. void Render::Update(int width, int height)
  475. {
  476. mWidth = width;
  477. mHeight = height;
  478. }
  479. int Render::getMode()
  480. {
  481. return mMode;
  482. }
  483. void Render::setMode(int n)
  484. {
  485. mMode = n;
  486. switch (mMode)
  487. {
  488. case Render::modeDisabled:
  489. break;
  490. case Render::modeSolid:
  491. case Render::modeWireframe:
  492. glClearColor(NEXT_PURPLE[0], NEXT_PURPLE[1],
  493. NEXT_PURPLE[2], NEXT_PURPLE[3]);
  494. glDisable(GL_TEXTURE_2D);
  495. break;
  496. default:
  497. if (mMode == Render::modeLoadScreen)
  498. {
  499. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  500. }
  501. else
  502. {
  503. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  504. }
  505. glClearColor(BLACK[0], BLACK[1], BLACK[2], BLACK[3]);
  506. glEnable(GL_TEXTURE_2D);
  507. }
  508. }
  509. // Replaced the deprecated gluLookAt with slightly modified code from here:
  510. // http://www.khronos.org/message_boards/showthread.php/4991
  511. void CrossProd(float x1, float y1, float z1, float x2, float y2, float z2, float res[3])
  512. {
  513. res[0] = y1*z2 - y2*z1;
  514. res[1] = x2*z1 - x1*z2;
  515. res[2] = x1*y2 - x2*y1;
  516. }
  517. void deprecated_gluLookAt(float eyeX, float eyeY, float eyeZ, float lookAtX, float lookAtY, float lookAtZ, float upX, float upY, float upZ)
  518. {
  519. float f[3];
  520. // calculating the viewing vector
  521. f[0] = lookAtX - eyeX;
  522. f[1] = lookAtY - eyeY;
  523. f[2] = lookAtZ - eyeZ;
  524. float fMag, upMag;
  525. fMag = sqrtf(f[0]*f[0] + f[1]*f[1] + f[2]*f[2]);
  526. upMag = sqrtf(upX*upX + upY*upY + upZ*upZ);
  527. // normalizing the viewing vector
  528. f[0] = f[0]/fMag;
  529. f[1] = f[1]/fMag;
  530. f[2] = f[2]/fMag;
  531. // normalising the up vector. no need for this here if you have your
  532. // up vector already normalised, which is mostly the case.
  533. upX = upX/upMag;
  534. upY = upY/upMag;
  535. upZ = upZ/upMag;
  536. float s[3], u[3];
  537. CrossProd(f[0], f[1], f[2], upX, upY, upZ, s);
  538. CrossProd(s[0], s[1], s[2], f[0], f[1], f[2], u);
  539. float M[]=
  540. {
  541. s[0], u[0], -f[0], 0,
  542. s[1], u[1], -f[1], 0,
  543. s[2], u[2], -f[2], 0,
  544. 0, 0, 0, 1
  545. };
  546. glMultMatrixf(M);
  547. glTranslatef (-eyeX, -eyeY, -eyeZ);
  548. }
  549. void Render::Display()
  550. {
  551. vec3_t curPos;
  552. vec3_t camPos;
  553. vec3_t atPos;
  554. RenderRoom *room;
  555. int index;
  556. #ifdef DEBUG_MATRIX
  557. gl_test_reset();
  558. #endif
  559. // Assertion: Rendering is disabled without texture or camera
  560. if (!mCamera)
  561. {
  562. fprintf(stderr, "Render::Display> ERROR: No camera is registered\n");
  563. return;
  564. }
  565. switch (mMode)
  566. {
  567. case Render::modeDisabled:
  568. return;
  569. case Render::modeLoadScreen:
  570. //! \fixme entry for seperate main drawing method -- Mongoose 2002.01.01
  571. drawLoadScreen();
  572. return;
  573. default:
  574. ;
  575. }
  576. if (mMode == Render::modeWireframe)
  577. glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  578. else
  579. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  580. index = -1;
  581. if (LARA)
  582. {
  583. float yaw;
  584. int sector;
  585. float camOffsetH = 0.0f;
  586. switch (LARA->moveType)
  587. {
  588. case worldMoveType_fly:
  589. case worldMoveType_noClipping:
  590. case worldMoveType_swim:
  591. camOffsetH = 64.0f;
  592. break;
  593. case worldMoveType_walk:
  594. case worldMoveType_walkNoSwim:
  595. camOffsetH = 512.0f;
  596. break;
  597. }
  598. curPos[0] = LARA->pos[0];
  599. curPos[1] = LARA->pos[1];
  600. curPos[2] = LARA->pos[2];
  601. yaw = LARA->angles[1];
  602. index = LARA->room;
  603. // Mongoose 2002.08.24, New 3rd person camera hack
  604. camPos[0] = curPos[0];
  605. camPos[1] = curPos[1] - camOffsetH; // UP is lower val
  606. camPos[2] = curPos[2];
  607. camPos[0] -= (1024.0f * sinf(yaw));
  608. camPos[2] -= (1024.0f * cosf(yaw));
  609. sector = gWorld.getSector(index, camPos[0], camPos[2]);
  610. // Handle camera out of world
  611. if (sector < 0 || gWorld.isWall(index, sector))
  612. {
  613. camPos[0] = curPos[0] + (64.0f * sinf(yaw));
  614. camPos[1] -= 64.0f;
  615. camPos[2] = curPos[2] + (64.0f * cosf(yaw));
  616. }
  617. mCamera->setPosition(camPos);
  618. }
  619. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  620. glLoadIdentity();
  621. // Setup view in OpenGL with camera
  622. mCamera->update();
  623. mCamera->getPosition(camPos);
  624. mCamera->getTarget(atPos);
  625. // Mongoose 2002.08.13, Quick fix to render OpenRaider upside down
  626. // gluLookAt(camPos[0], camPos[1], camPos[2], atPos[0], atPos[1], atPos[2], 0.0, -1.0, 0.0);
  627. deprecated_gluLookAt(camPos[0], camPos[1], camPos[2], atPos[0], atPos[1], atPos[2], 0.0f, -1.0f, 0.0f);
  628. // Update view volume for vising
  629. updateViewVolume();
  630. // Let's see the LoS -- should be event controled
  631. if (LARA)
  632. {
  633. // SkeletalModel *mdl = (SkeletalModel *)LARA->tmpHook;
  634. // Draw in solid colors
  635. glDisable(GL_TEXTURE_2D);
  636. glDisable(GL_CULL_FACE);
  637. if (LARA->state == 64) // eWeaponFire
  638. {
  639. vec3_t u, v; //, s, t;
  640. // Center of LARA
  641. u[0] = curPos[0];
  642. u[1] = curPos[1] - 512.0f;
  643. u[2] = curPos[2];
  644. // Location LARA is aiming at? ( Not finished yet )
  645. v[0] = u[0] + (9000.0f * sinf(LARA->angles[1]));
  646. v[1] = u[1] + (9000.0f * sinf(LARA->angles[2]));
  647. v[2] = u[2] + (9000.0f * cosf(LARA->angles[1]));
  648. //mtkVectorSubtract(u, v, t);
  649. //mtkVectorSubtract(u, curPos, s);
  650. //printf("* %f rad\n", LARA->angles[1]);
  651. // Test tracing of aim
  652. renderTrace(0, u, v); // v = target
  653. }
  654. entity_t *route = LARA->master;
  655. while (route)
  656. {
  657. if (route->master)
  658. {
  659. renderTrace(1, route->pos, route->master->pos);
  660. }
  661. route = route->master;
  662. }
  663. glEnable(GL_CULL_FACE);
  664. glEnable(GL_TEXTURE_2D);
  665. }
  666. // Render world
  667. glColor3fv(DIM_WHITE); // was WHITE
  668. drawSkyMesh(96.0);
  669. // Figure out how much of the map to render
  670. newRoomRenderList(index);
  671. // Room solid pass, need to do depth sorting to avoid 2 pass render
  672. for (mRoomRenderList.start(); mRoomRenderList.forward();
  673. mRoomRenderList.next())
  674. {
  675. room = mRoomRenderList.current();
  676. if (room)
  677. {
  678. if (mFlags & Render::fGL_Lights)
  679. {
  680. lightRoom(room);
  681. }
  682. drawRoom(room, false);
  683. }
  684. }
  685. // Draw all visible enities
  686. if (mFlags & Render::fEntityModels)
  687. {
  688. entity_t *e;
  689. Vector<entity_t *> entityRenderList;
  690. Vector<entity_t *> *entities = gWorld.getEntities();
  691. for (entities->start(); entities->forward(); entities->next())
  692. {
  693. e = entities->current();
  694. // Mongoose 2002.03.26, Don't show lara to it's own player
  695. if (!e || e == LARA)
  696. {
  697. continue;
  698. }
  699. // Mongoose 2002.08.15, Nothing to draw, skip
  700. // Mongoose 2002.12.24, Some entities have no animation =p
  701. if (e->tmpHook)
  702. {
  703. SkeletalModel *mdl = static_cast<SkeletalModel *>(e->tmpHook);
  704. if (mdl->model->animation.empty())
  705. continue;
  706. }
  707. // Is it in view volume? ( Hack to use sphere )
  708. if (!isVisible(e->pos[0], e->pos[1], e->pos[2], 512.0f))
  709. continue;
  710. // Is it in a room we're rendering?
  711. //if (mRoomRenderList[e->room] == 0x0)
  712. //{
  713. // continue;
  714. //}
  715. entityRenderList.pushBack(e);
  716. }
  717. // Draw objects not tied to rooms
  718. glPushMatrix();
  719. drawObjects();
  720. glPopMatrix();
  721. // Depth sort entityRenderList with qsort
  722. entityRenderList.qSort(compareEntites);
  723. for (entityRenderList.start(); entityRenderList.forward();
  724. entityRenderList.next())
  725. {
  726. e = entityRenderList.current();
  727. glPushMatrix();
  728. glTranslatef(e->pos[0], e->pos[1], e->pos[2]);
  729. glRotatef(e->angles[1], 0, 1, 0);
  730. drawModel(static_cast<SkeletalModel *>(e->tmpHook));
  731. glPopMatrix();
  732. }
  733. }
  734. // Room alpha pass
  735. // Skip room alpha pass for modes w/o texture
  736. if (!(mMode == Render::modeSolid || mMode == Render::modeWireframe))
  737. {
  738. for (mRoomRenderList.start(); mRoomRenderList.forward();
  739. mRoomRenderList.next())
  740. {
  741. room = mRoomRenderList.current();
  742. if (room)
  743. {
  744. drawRoom(room, true);
  745. }
  746. }
  747. }
  748. #ifdef USING_EMITTER_IN_GAME
  749. // Mongoose 2002.01.01, Test particle prototype in game
  750. if (EMIT && mFlags & RENDER_F_PARTICLES)
  751. {
  752. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  753. glPushMatrix();
  754. glLoadIdentity();
  755. glEnable(GL_BLEND);
  756. glRotatef(180.0, 1.0, 0.0, 0.0);
  757. glTranslatef(0.0, -820.0, 575.0);
  758. glScalef(80.0, 80.0, 80.0);
  759. EMIT->Draw();
  760. glPopMatrix();
  761. // Mongoose 2002.03.26, Account for particle system
  762. // not using new binds by setting WHITE texture here
  763. mTexture.bindTextureId(0);
  764. }
  765. #endif
  766. if (mMode == Render::modeWireframe)
  767. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  768. glEnterMode2d(mWidth, mHeight);
  769. glColor3fv(OR_BLUE);
  770. mString.Render();
  771. glExitMode2d();
  772. #ifdef USING_EMITTER
  773. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  774. #endif
  775. // Mongoose 2002.01.01, Test matrix ops
  776. #ifdef DEBUG_MATRIX
  777. if (gl_test_val())
  778. {
  779. printf("ERROR in matrix stack %i\n", gl_test_val());
  780. }
  781. #endif
  782. glFlush();
  783. }
  784. void Render::newRoomRenderList(int index)
  785. {
  786. static int currentRoomId = -1;
  787. RenderRoom *room;
  788. if (mFlags & Render::fUsePortals)
  789. {
  790. if (index == -1) // -1 is error, so draw room 0, for the hell of it
  791. {
  792. room = mRooms[0];
  793. mRoomRenderList.clear();
  794. if (room)
  795. {
  796. mRoomRenderList.pushBack(room);
  797. }
  798. }
  799. else
  800. {
  801. // Update room render list if needed
  802. if (mFlags & Render::fUpdateRoomListPerFrame ||
  803. currentRoomId != index)
  804. {
  805. mRoomRenderList.clear();
  806. room = mRooms[index];
  807. buildRoomRenderList(room);
  808. }
  809. }
  810. }
  811. else // Render all rooms pretty much
  812. {
  813. if (currentRoomId != index || index == -1)
  814. {
  815. printf("*** Room render list -> %i\n", index);
  816. mRoomRenderList.clear();
  817. for (mRooms.start(); mRooms.forward(); mRooms.next())
  818. {
  819. room = mRooms.current();
  820. if (!room || !room->room)
  821. continue;
  822. if (!isVisible(room->room->bbox_min, room->room->bbox_max))
  823. continue;
  824. //room->dist =
  825. //gViewVolume.getDistToBboxFromNear(room->room->bbox_min,
  826. // room->room->bbox_max);
  827. mRoomRenderList.pushBack(room);
  828. }
  829. }
  830. }
  831. // Depth Sort roomRenderList ( no use in that, work on portals first )
  832. mRoomRenderList.qSort(compareRoomDist);
  833. currentRoomId = index;
  834. }
  835. void Render::buildRoomRenderList(RenderRoom *rRoom)
  836. {
  837. RenderRoom *rRoom2;
  838. // Must exist
  839. if (!rRoom || !rRoom->room)
  840. return;
  841. // Must be visible
  842. //! \fixme Add depth sorting here - remove multipass
  843. if (!isVisible(rRoom->room->bbox_min, rRoom->room->bbox_max))
  844. return;
  845. // Must not already be cached
  846. for (mRoomRenderList.start(); mRoomRenderList.forward();
  847. mRoomRenderList.next())
  848. {
  849. rRoom2 = mRoomRenderList.current();
  850. if (rRoom2 == rRoom)
  851. return;
  852. }
  853. //rRoom->dist =
  854. //gViewVolume.getDistToBboxFromNear(rRoom->room->bbox_min,
  855. // rRoom->room->bbox_max);
  856. /* Add current room to list */
  857. mRoomRenderList.pushBack(rRoom);
  858. if (mFlags & Render::fOneRoom)
  859. {
  860. return;
  861. }
  862. else if (mFlags & Render::fAllRooms) /* Are you serious? */
  863. {
  864. for (mRooms.start(); mRooms.forward(); mRooms.next())
  865. {
  866. rRoom2 = mRooms.current();
  867. if (rRoom2 && rRoom2 != rRoom)
  868. {
  869. buildRoomRenderList(rRoom2);
  870. }
  871. }
  872. return;
  873. }
  874. // Try to add adj rooms and their adj rooms, skip this room
  875. for (rRoom->room->adjacentRooms.start(), rRoom->room->adjacentRooms.next();
  876. rRoom->room->adjacentRooms.forward(); rRoom->room->adjacentRooms.next())
  877. {
  878. if (rRoom->room->adjacentRooms.current() < 0)
  879. continue;
  880. rRoom2 = mRooms[rRoom->room->adjacentRooms.current()];
  881. // Mongoose 2002.03.22, Add portal visibility check here
  882. if (rRoom2 && rRoom2 != rRoom)
  883. {
  884. buildRoomRenderList(rRoom2);
  885. }
  886. }
  887. }
  888. void Render::drawSkyMesh(float scale)
  889. {
  890. skeletal_model_t *model = gWorld.getModel(mSkyMesh);
  891. if (!model)
  892. return;
  893. glDisable(GL_DEPTH_TEST);
  894. glPushMatrix();
  895. if (mSkyMeshRotation)
  896. {
  897. glRotated(90.0, 1, 0, 0);
  898. }
  899. glTranslated(0.0, 1000.0, 0.0);
  900. glScaled(scale, scale, scale);
  901. //drawModel(model);
  902. //drawModelMesh(gWorld.getMesh(mSkyMesh), );
  903. glPopMatrix();
  904. glEnable(GL_DEPTH_TEST);
  905. }
  906. void Render::drawLoadScreen()
  907. {
  908. static float wrap = 0.0001f;
  909. float x = 0.0f, y = 0.0f, z = -160.0f;
  910. float w = 500.0f, h = 500.0f;
  911. if (mTexture.getTextureCount() <= 0)
  912. return;
  913. // Mongoose 2002.01.01, Rendered while game is loading...
  914. //! \fixme seperate logo/particle coor later
  915. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  916. glLoadIdentity();
  917. glColor3fv(WHITE);
  918. if (mFlags & Render::fGL_Lights)
  919. glDisable(GL_LIGHTING);
  920. // Mongoose 2002.01.01, Draw logo/load screen
  921. glTranslatef(0.0f, 0.0f, -2000.0f);
  922. glRotatef(180.0f, 1.0f, 0.0f, 0.0f);
  923. // Mongoose 2002.03.26, Account for particle system not using new binds
  924. // by not using them here either
  925. //mTexture.Bind(1); // Second loaded texture ( index + 1 = 2 )
  926. if (mFlags & Render::fMultiTexture && wrap < 1.121096f)
  927. {
  928. mTexture.bindMultiTexture(1, 3);
  929. glBegin(GL_TRIANGLE_STRIP);
  930. mTexture.useMultiTexture(1.0f, 1.0f, 0.5f - wrap, 1.0f);
  931. glColor3fv(WHITE);
  932. glVertex3f(x + w, y + h, z);
  933. mTexture.useMultiTexture(0.0f, 1.0f, 0.0f - wrap, 1.0f);
  934. glColor3fv(WHITE);
  935. glVertex3f(x - w, y + h, z);
  936. mTexture.useMultiTexture(1.0f, 0.0f, 0.5f - wrap, 0.5f);
  937. glColor3fv(WHITE);
  938. glVertex3f(x + w, y - h, z);
  939. mTexture.useMultiTexture(0.0f, 0.0f, 0.0f - wrap, 0.5f);
  940. glColor3fv(WHITE);
  941. glVertex3f(x - w, y - h, z);
  942. glEnd();
  943. // wrap += 0.0012f;
  944. // The Loading Screen sat around for 25s, doing nothing.
  945. // Incrementing wrap by a much bigger number speeds up the animation
  946. // thus greatly reducing startup time?! -- xythobuz
  947. wrap += 0.075f;
  948. if (wrap > 1.121096f)
  949. mTexture.disableMultiTexture();
  950. }
  951. else
  952. {
  953. glBindTexture(GL_TEXTURE_2D, 2);
  954. glBegin(GL_TRIANGLE_STRIP);
  955. glTexCoord2f(1.0, 1.0);
  956. glVertex3f(x + w, y + h, z);
  957. glTexCoord2f(0.0, 1.0);
  958. glVertex3f(x - w, y + h, z);
  959. glTexCoord2f(1.0, 0.0);
  960. glVertex3f(x + w, y - h, z);
  961. glTexCoord2f(0.0, 0.0);
  962. glVertex3f(x - w, y - h, z);
  963. glEnd();
  964. }
  965. if (mFlags & Render::fGL_Lights)
  966. glEnable(GL_LIGHTING);
  967. #ifdef USING_EMITTER
  968. // Mongoose 2002.01.01, Test particle prototype on load screen
  969. if (mEmitter && mFlags & Render::fParticles)
  970. {
  971. glPushMatrix();
  972. glLoadIdentity();
  973. glEnable(GL_BLEND);
  974. glRotatef(180.0, 1.0, 0.0, 0.0);
  975. glTranslatef(0.0, -820.0, 575.0);
  976. glScalef(80.0, 80.0, 80.0);
  977. // Update view volume for vising
  978. updateViewVolume();
  979. gViewVolume.getFrustum(mEmitter->mFrustum);
  980. mEmitter->Flags(Emitter::fUseDepthSorting, true);
  981. mEmitter->Draw();
  982. glPopMatrix();
  983. }
  984. #endif
  985. glEnterMode2d(mWidth, mHeight);
  986. glColor3fv(OR_BLUE);
  987. mString.Render();
  988. glExitMode2d();
  989. glFlush();
  990. }
  991. void Render::drawObjects()
  992. {
  993. #ifdef USING_FPS_CAMERA
  994. vec3_t curPos;
  995. #endif
  996. sprite_seq_t *sprite;
  997. int frame;
  998. // Draw lara or other player model ( move to entity rendering method )
  999. if (mFlags & Render::fViewModel && LARA && LARA->tmpHook)
  1000. {
  1001. SkeletalModel *mdl = static_cast<SkeletalModel *>(LARA->tmpHook);
  1002. if (mdl)
  1003. {
  1004. // Mongoose 2002.03.22, Test 'idle' aniamtions
  1005. if (!LARA->moving)
  1006. {
  1007. frame = mdl->getIdleAnimation();
  1008. // Mongoose 2002.08.15, Stop flickering of idle lara here
  1009. if (frame == 11)
  1010. {
  1011. mdl->setFrame(0);
  1012. }
  1013. }
  1014. else
  1015. {
  1016. frame = mdl->getAnimation();
  1017. }
  1018. animation_frame_t *animation = mdl->model->animation[frame];
  1019. if (animation && mdl->getFrame() > (int)animation->frame.size()-1)
  1020. {
  1021. mdl->setFrame(0);
  1022. }
  1023. }
  1024. glPushMatrix();
  1025. #ifdef USING_FPS_CAMERA
  1026. mCamera->getPosition(curPos);
  1027. glTranslated(curPos[0], curPos[1], curPos[2]);
  1028. glRotated(mCamera->getYaw(), 0, 1, 0);
  1029. glTranslated(0, 500, 1200);
  1030. #else
  1031. glTranslated(LARA->pos[0], LARA->pos[1], LARA->pos[2]);
  1032. glRotated(mCamera->getYaw(), 0, 1, 0);
  1033. #endif
  1034. drawModel(static_cast<SkeletalModel *>(LARA->tmpHook));
  1035. glPopMatrix();
  1036. }
  1037. // Mongoose 2002.03.22, Draw sprites after player to handle alpha
  1038. if (mFlags & Render::fSprites)
  1039. {
  1040. Vector<sprite_seq_t *> *sprites;
  1041. sprites = gWorld.getSprites();
  1042. for (sprites->start(); sprites->forward(); sprites->next())
  1043. {
  1044. sprite = sprites->current();
  1045. if (!sprite)
  1046. continue;
  1047. if (sprite->sprite && sprite->num_sprites)
  1048. {
  1049. for (int i = 0; i < sprite->num_sprites; i++)
  1050. {
  1051. drawSprite((sprite_t *)(sprite->sprite+i));
  1052. }
  1053. }
  1054. }
  1055. }
  1056. }
  1057. void Render::drawModel(SkeletalModel *model)
  1058. {
  1059. animation_frame_t *animation;
  1060. bone_frame_t *boneframe;
  1061. bone_frame_t *boneframe2 = 0x0;
  1062. bone_tag_t *tag;
  1063. bone_tag_t *tag2;
  1064. int bframe, aframe;
  1065. skeletal_model_t *mdl;
  1066. if (!model || !model->model)
  1067. return;
  1068. mdl = model->model;
  1069. aframe = model->getAnimation();
  1070. bframe = model->getFrame();
  1071. animation = mdl->animation[aframe];
  1072. if (!animation)
  1073. {
  1074. #ifdef DEBUG
  1075. printf("ERROR: No animation for model[%i].aframe[%i] %u\n",
  1076. mdl->id, aframe, mdl->animation.size());
  1077. #endif
  1078. return;
  1079. }
  1080. if (animation->frame.empty())
  1081. {
  1082. #ifdef DEBUG_RENDER
  1083. printf("ERROR: No boneframes?!?! *** %i:%i ***\n",
  1084. mdl->id, bframe);
  1085. #endif
  1086. return;
  1087. }
  1088. boneframe = animation->frame[bframe];
  1089. if (!boneframe)
  1090. return;
  1091. if (boneframe->tag.empty())
  1092. {
  1093. printf("Empty bone frame?!?!\n");
  1094. return;
  1095. }
  1096. glTranslatef(boneframe->pos[0], boneframe->pos[1], boneframe->pos[2]);
  1097. for (boneframe->tag.start(); boneframe->tag.forward(); boneframe->tag.next())
  1098. {
  1099. tag = boneframe->tag.current();
  1100. if (!tag)
  1101. continue;
  1102. if (boneframe->tag.getCurrentIndex() == 0)
  1103. {
  1104. if (!equalEpsilon(tag->rot[1], 0.0f)) // was just if (tag->rot[1])
  1105. glRotatef(tag->rot[1], 0, 1, 0);
  1106. if (!equalEpsilon(tag->rot[0], 0.0f))
  1107. glRotatef(tag->rot[0], 1, 0, 0);
  1108. if (!equalEpsilon(tag->rot[2], 0.0f))
  1109. glRotatef(tag->rot[2], 0, 0, 1);
  1110. }
  1111. else
  1112. {
  1113. if (tag->flag & 0x01)
  1114. glPopMatrix();
  1115. if (tag->flag & 0x02)
  1116. glPushMatrix();
  1117. glTranslatef(tag->off[0], tag->off[1], tag->off[2]);
  1118. if (!equalEpsilon(tag->rot[1], 0.0f))
  1119. glRotatef(tag->rot[1], 0, 1, 0);
  1120. if (!equalEpsilon(tag->rot[0], 0.0f))
  1121. glRotatef(tag->rot[0], 1, 0, 0);
  1122. if (!equalEpsilon(tag->rot[2], 0.0f))
  1123. glRotatef(tag->rot[2], 0, 0, 1);
  1124. }
  1125. // Draw layered lara in TR4 ( 2 meshes per tag )
  1126. if (mdl->tr4Overlay == 1)
  1127. {
  1128. boneframe2 = (mdl->animation[0])->frame[0];
  1129. if (boneframe2)
  1130. {
  1131. tag2 = boneframe2->tag[boneframe->tag.getCurrentIndex()];
  1132. if (tag2)
  1133. {
  1134. drawModelMesh(gWorld.getMesh(tag2->mesh), Render::skeletalMesh);
  1135. }
  1136. }
  1137. }
  1138. if (mFlags & Render::fRenderPonytail)
  1139. {
  1140. if (mdl->ponytailId > 0 &&
  1141. boneframe->tag.getCurrentIndex() == 14)
  1142. {
  1143. glPushMatrix();
  1144. // Mongoose 2002.08.30, TEST to align offset
  1145. glTranslatef(mdl->ponytail[0], mdl->ponytail[1], mdl->ponytail[2]);
  1146. glRotatef(mdl->ponytailAngle, 1, 0, 0);
  1147. // HACK: To fill TR4 void between ponytail/head
  1148. // since no vertex welds are implemented yet
  1149. if (mdl->tr4Overlay == 1)
  1150. {
  1151. glScalef(1.20f, 1.20f, 1.20f);
  1152. }
  1153. #ifdef EXPERIMENTAL_NON_ITEM_RENDER
  1154. drawModel(mModels[mdl->ponytail], 0, 0);
  1155. #else
  1156. for (unsigned int i = 0; i < mdl->ponytailNumMeshes; ++i)
  1157. {
  1158. glPushMatrix();
  1159. if (i > 0)
  1160. {
  1161. glRotatef(helRandomNum(-8.0f, -10.0f), 1, 0, 0);
  1162. glRotatef(helRandomNum(-5.0f, 5.0f), 0, 1, 0);
  1163. glRotatef(helRandomNum(-5.0f, 5.0f), 0, 0, 1);
  1164. glTranslatef(0.0, 0.0, mdl->ponyOff);
  1165. }
  1166. if (mdl->pigtails)
  1167. {
  1168. glPushMatrix();
  1169. glTranslatef(mdl->ponyOff2, 0.0, 0.0);
  1170. drawModelMesh(gWorld.getMesh(mdl->ponytailMeshId + i),
  1171. Render::skeletalMesh);
  1172. glPopMatrix();
  1173. glPushMatrix();
  1174. glTranslatef(-mdl->ponyOff2, 0.0, 0.0);
  1175. drawModelMesh(gWorld.getMesh(mdl->ponytailMeshId + i),
  1176. Render::skeletalMesh);
  1177. glPopMatrix();
  1178. }
  1179. else
  1180. {
  1181. drawModelMesh(gWorld.getMesh(mdl->ponytailMeshId + i),
  1182. Render::skeletalMesh);
  1183. }
  1184. }
  1185. for (unsigned int i = 0; i < mdl->ponytailNumMeshes; ++i)
  1186. {
  1187. glPopMatrix();
  1188. }
  1189. #endif
  1190. glPopMatrix();
  1191. }
  1192. }
  1193. drawModelMesh(gWorld.getMesh(tag->mesh), Render::skeletalMesh);
  1194. }
  1195. // Cycle frames ( cheap hack from old ent state based system )
  1196. if (mFlags & fAnimateAllModels)
  1197. {
  1198. if (model->getFrame() + 1 > (int)animation->frame.size()-1)
  1199. {
  1200. model->setFrame(0);
  1201. }
  1202. else
  1203. {
  1204. model->setFrame(model->getFrame()+1);
  1205. }
  1206. }
  1207. }
  1208. void draw_bbox(vec3_t min, vec3_t max, bool draw_points)
  1209. {
  1210. // Bind before entering now
  1211. //glBindTexture(GL_TEXTURE_2D, 1);
  1212. glPointSize(4.0);
  1213. //glLineWidth(1.25);
  1214. //! \fixme Need to make custom color key for this
  1215. glColor3fv(RED);
  1216. glBegin(GL_POINTS);
  1217. glVertex3f(max[0], max[1], max[2]);
  1218. glVertex3f(min[0], min[1], min[2]);
  1219. if (draw_points)
  1220. {
  1221. glVertex3f(max[0], min[1], max[2]);
  1222. glVertex3f(min[0], max[1], max[2]);
  1223. glVertex3f(max[0], max[1], min[2]);
  1224. glVertex3f(min[0], min[1], max[2]);
  1225. glVertex3f(min[0], max[1], min[2]);
  1226. glVertex3f(max[0], min[1], min[2]);
  1227. }
  1228. glEnd();
  1229. glColor3fv(GREEN);
  1230. glBegin(GL_LINES);
  1231. // max, top quad
  1232. glVertex3f(max[0], max[1], max[2]);
  1233. glVertex3f(max[0], min[1], max[2]);
  1234. glVertex3f(max[0], max[1], max[2]);
  1235. glVertex3f(min[0], max[1], max[2]);
  1236. glVertex3f(max[0], max[1], max[2]);
  1237. glVertex3f(max[0], max[1], min[2]);
  1238. // max-min, vertical quads
  1239. glVertex3f(min[0], max[1], max[2]);
  1240. glVertex3f(min[0], max[1], min[2]);
  1241. glVertex3f(max[0], min[1], max[2]);
  1242. glVertex3f(max[0], min[1], min[2]);
  1243. glVertex3f(max[0], min[1], max[2]);
  1244. glVertex3f(min[0], min[1], max[2]);
  1245. // min-max, vertical quads
  1246. glVertex3f(max[0], max[1], min[2]);
  1247. glVertex3f(max[0], min[1], min[2]);
  1248. glVertex3f(max[0], max[1], min[2]);
  1249. glVertex3f(min[0], max[1], min[2]);
  1250. glVertex3f(min[0], max[1], max[2]);
  1251. glVertex3f(min[0], min[1], max[2]);
  1252. // min, bottom quad
  1253. glVertex3f(min[0], min[1], min[2]);
  1254. glVertex3f(min[0], max[1], min[2]);
  1255. glVertex3f(min[0], min[1], min[2]);
  1256. glVertex3f(max[0], min[1], min[2]);
  1257. glVertex3f(min[0], min[1], min[2]);
  1258. glVertex3f(min[0], min[1], max[2]);
  1259. glEnd();
  1260. glPointSize(1.0);
  1261. //glLineWidth(1.0);
  1262. }
  1263. void draw_bbox_color(vec3_t min, vec3_t max, bool draw_points,
  1264. const vec4_t c1, const vec4_t c2)
  1265. {
  1266. // Bind before entering now
  1267. //glBindTexture(GL_TEXTURE_2D, 1);
  1268. glPointSize(4.0);
  1269. //glLineWidth(1.25);
  1270. //! \fixme Need to make custom color key for this
  1271. glColor3fv(c1);
  1272. glBegin(GL_POINTS);
  1273. glVertex3f(max[0], max[1], max[2]);
  1274. glVertex3f(min[0], min[1], min[2]);
  1275. if (draw_points)
  1276. {
  1277. glVertex3f(max[0], min[1], max[2]);
  1278. glVertex3f(min[0], max[1], max[2]);
  1279. glVertex3f(max[0], max[1], min[2]);
  1280. glVertex3f(min[0], min[1], max[2]);
  1281. glVertex3f(min[0], max[1], min[2]);
  1282. glVertex3f(max[0], min[1], min[2]);
  1283. }
  1284. glEnd();
  1285. glColor3fv(c2);
  1286. glBegin(GL_LINES);
  1287. // max, top quad
  1288. glVertex3f(max[0], max[1], max[2]);
  1289. glVertex3f(max[0], min[1], max[2]);
  1290. glVertex3f(max[0], max[1], max[2]);
  1291. glVertex3f(min[0], max[1], max[2]);
  1292. glVertex3f(max[0], max[1], max[2]);
  1293. glVertex3f(max[0], max[1], min[2]);
  1294. // max-min, vertical quads
  1295. glVertex3f(min[0], max[1], max[2]);
  1296. glVertex3f(min[0], max[1], min[2]);
  1297. glVertex3f(max[0], min[1], max[2]);
  1298. glVertex3f(max[0], min[1], min[2]);
  1299. glVertex3f(max[0], min[1], max[2]);
  1300. glVertex3f(min[0], min[1], max[2]);
  1301. // min-max, vertical quads
  1302. glVertex3f(max[0], max[1], min[2]);
  1303. glVertex3f(max[0], min[1], min[2]);
  1304. glVertex3f(max[0], max[1], min[2]);
  1305. glVertex3f(min[0], max[1], min[2]);
  1306. glVertex3f(min[0], max[1], max[2]);
  1307. glVertex3f(min[0], min[1], max[2]);
  1308. // min, bottom quad
  1309. glVertex3f(min[0], min[1], min[2]);
  1310. glVertex3f(min[0], max[1], min[2]);
  1311. glVertex3f(min[0], min[1], min[2]);
  1312. glVertex3f(max[0], min[1], min[2]);
  1313. glVertex3f(min[0], min[1], min[2]);
  1314. glVertex3f(min[0], min[1], max[2]);
  1315. glEnd();
  1316. glPointSize(1.0);
  1317. //glLineWidth(1.0);
  1318. }
  1319. void Render::drawRoom(RenderRoom *rRoom, bool draw_alpha)
  1320. {
  1321. room_mesh_t *room;
  1322. if (!rRoom || !rRoom->room)
  1323. return;
  1324. room = rRoom->room;
  1325. if (!(mFlags & Render::fRoomAlpha) && draw_alpha)
  1326. return;
  1327. glPushMatrix();
  1328. //LightingSetup();
  1329. glBindTexture(GL_TEXTURE_2D, 1); // WHITE texture
  1330. if (!draw_alpha &&
  1331. (mFlags & Render::fPortals || mMode == Render::modeWireframe))
  1332. {
  1333. portal_t *portal;
  1334. glLineWidth(2.0);
  1335. glColor3fv(RED);
  1336. for (room->portals.start(); room->portals.forward(); room->portals.next())
  1337. {
  1338. portal = room->portals.current();
  1339. if (!portal)
  1340. continue;
  1341. glBegin(GL_LINE_LOOP);
  1342. glVertex3fv(portal->vertices[0]);
  1343. glVertex3fv(portal->vertices[1]);
  1344. glVertex3fv(portal->vertices[2]);
  1345. glVertex3fv(portal->vertices[3]);
  1346. glEnd();
  1347. }
  1348. glLineWidth(1.0);
  1349. #ifdef OBSOLETE
  1350. glColor3fv(RED);
  1351. for (i = 0; i < (int)room->num_boxes; ++i)
  1352. {
  1353. // Mongoose 2002.08.14, This is a simple test -
  1354. // these like portals are really planes
  1355. glBegin(GL_QUADS);
  1356. glVertex3fv(room->boxes[i].a.pos);
  1357. glVertex3fv(room->boxes[i].b.pos);
  1358. glVertex3fv(room->boxes[i].c.pos);
  1359. glVertex3fv(room->boxes[i].d.pos);
  1360. glEnd();
  1361. }
  1362. #endif
  1363. }
  1364. if (mMode == Render::modeWireframe && !draw_alpha)
  1365. {
  1366. draw_bbox(room->bbox_min, room->bbox_max, true);
  1367. }
  1368. glTranslated(room->pos[0], room->pos[1], room->pos[2]);
  1369. // Reset since GL_MODULATE used, reset to WHITE
  1370. glColor3fv(WHITE);
  1371. switch (mMode)
  1372. {
  1373. case modeWireframe:
  1374. rRoom->mesh.mMode = Mesh::MeshModeWireframe;
  1375. break;
  1376. case modeSolid:
  1377. rRoom->mesh.mMode = Mesh::MeshModeSolid;
  1378. break;
  1379. default:
  1380. rRoom->mesh.mMode = Mesh::MeshModeTexture;
  1381. break;
  1382. }
  1383. if (draw_alpha)
  1384. {
  1385. rRoom->mesh.drawAlpha();
  1386. }
  1387. else
  1388. {
  1389. rRoom->mesh.drawSolid();
  1390. }
  1391. glPopMatrix();
  1392. //mTexture.bindTextureId(0);
  1393. // Draw other room meshes and sprites
  1394. if (draw_alpha || mMode == modeWireframe || mMode == modeSolid)
  1395. {
  1396. if (mFlags & Render::fRoomModels)
  1397. {
  1398. static_model_t *mdl;
  1399. for (room->models.start(); room->models.forward();
  1400. room->models.next())
  1401. {
  1402. mdl = room->models.current();
  1403. if (!mdl)
  1404. continue;
  1405. mdl->pos[0] += room->pos[0];
  1406. mdl->pos[1] += room->pos[1];
  1407. mdl->pos[2] += room->pos[2];
  1408. // Depth sort room model render list with qsort
  1409. room->models.qSort(compareStaticModels);
  1410. mdl->pos[0] -= room->pos[0];
  1411. mdl->pos[1] -= room->pos[1];
  1412. mdl->pos[2] -= room->pos[2];
  1413. }
  1414. for (room->models.start(); room->models.forward();
  1415. room->models.next())
  1416. {
  1417. drawRoomModel(room->models.current());
  1418. }
  1419. }
  1420. // Draw other room alpha polygon objects
  1421. if (mFlags & Render::fSprites)
  1422. {
  1423. for (room->sprites.start(); room->sprites.forward(); room->sprites.next())
  1424. {
  1425. drawSprite(room->sprites.current());
  1426. }
  1427. }
  1428. }
  1429. }
  1430. void Render::drawSprite(sprite_t *sprite)
  1431. {
  1432. if (!sprite)
  1433. return;
  1434. if (!isVisible(sprite->pos[0], sprite->pos[1], sprite->pos[2],
  1435. sprite->radius))
  1436. return;
  1437. glPushMatrix();
  1438. glTranslated(sprite->pos[0], sprite->pos[1], sprite->pos[2]);
  1439. // Sprites must always face camera, because they have no depth =)
  1440. glRotated(mCamera->getYaw(), 0, 1, 0);
  1441. switch (mMode)
  1442. {
  1443. // No vertex lighting on sprites, as far as I see in specs
  1444. // So just draw normal texture, no case 2
  1445. case Render::modeSolid:
  1446. glBegin(GL_TRIANGLE_STRIP);
  1447. glColor3f(sprite->texel[0].st[0], sprite->texel[0].st[1], 0.5);
  1448. glVertex3fv(sprite->vertex[0].pos);
  1449. glColor3f(sprite->texel[1].st[0], sprite->texel[1].st[1], 0.5);
  1450. glVertex3fv(sprite->vertex[1].pos);
  1451. glColor3f(sprite->texel[3].st[0], sprite->texel[3].st[1], 0.5);
  1452. glVertex3fv(sprite->vertex[3].pos);
  1453. glColor3f(sprite->texel[2].st[0], sprite->texel[2].st[1], 0.5);
  1454. glVertex3fv(sprite->vertex[2].pos);
  1455. glEnd();
  1456. break;
  1457. case Render::modeWireframe:
  1458. glColor3fv(CYAN);
  1459. glBegin(GL_LINE_LOOP);
  1460. glVertex3fv(sprite->vertex[0].pos);
  1461. glVertex3fv(sprite->vertex[1].pos);
  1462. glVertex3fv(sprite->vertex[2].pos);
  1463. glVertex3fv(sprite->vertex[3].pos);
  1464. glEnd();
  1465. glColor3fv(WHITE);
  1466. break;
  1467. default:
  1468. glBindTexture(GL_TEXTURE_2D, sprite->texture+1);
  1469. glBegin(GL_TRIANGLE_STRIP);
  1470. glTexCoord2fv(sprite->texel[0].st);
  1471. glVertex3fv(sprite->vertex[0].pos);
  1472. glTexCoord2fv(sprite->texel[1].st);
  1473. glVertex3fv(sprite->vertex[1].pos);
  1474. glTexCoord2fv(sprite->texel[3].st);
  1475. glVertex3fv(sprite->vertex[3].pos);
  1476. glTexCoord2fv(sprite->texel[2].st);
  1477. glVertex3fv(sprite->vertex[2].pos);
  1478. glEnd();
  1479. }
  1480. glPopMatrix();
  1481. }
  1482. void Render::drawRoomModel(static_model_t *mesh)
  1483. {
  1484. model_mesh_t *r_mesh;
  1485. if (!mesh)
  1486. return;
  1487. r_mesh = gWorld.getMesh(mesh->index);
  1488. if (!r_mesh)
  1489. return;
  1490. if (!isVisible(mesh->pos[0], mesh->pos[1], mesh->pos[2], r_mesh->radius))
  1491. return;
  1492. glPushMatrix();
  1493. glTranslated(mesh->pos[0], mesh->pos[1], mesh->pos[2]);
  1494. glRotated(mesh->yaw, 0, 1, 0);
  1495. drawModelMesh(r_mesh, roomMesh);
  1496. glPopMatrix();
  1497. }
  1498. void Render::tmpRenderModelMesh(model_mesh_t *r_mesh, texture_tri_t *ttri)
  1499. {
  1500. glBegin(GL_TRIANGLES);
  1501. switch (mMode)
  1502. {
  1503. case modeSolid:
  1504. case modeVertexLight:
  1505. if (r_mesh->colors)
  1506. {
  1507. glColor3fv(r_mesh->colors+ttri->index[0]);
  1508. glTexCoord2fv(ttri->st);
  1509. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1510. glColor3fv(r_mesh->colors+ttri->index[1]);
  1511. glTexCoord2fv(ttri->st+2);
  1512. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1513. glColor3fv(r_mesh->colors+ttri->index[2]);
  1514. glTexCoord2fv(ttri->st+4);
  1515. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1516. }
  1517. else if (r_mesh->normals)
  1518. {
  1519. glNormal3fv(r_mesh->normals+ttri->index[0]*3);
  1520. glTexCoord2fv(ttri->st);
  1521. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1522. glNormal3fv(r_mesh->normals+ttri->index[1]*3);
  1523. glTexCoord2fv(ttri->st+2);
  1524. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1525. glNormal3fv(r_mesh->normals+ttri->index[2]*3);
  1526. glTexCoord2fv(ttri->st+4);
  1527. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1528. }
  1529. else
  1530. {
  1531. glTexCoord2fv(ttri->st);
  1532. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1533. glTexCoord2fv(ttri->st+2);
  1534. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1535. glTexCoord2fv(ttri->st+4);
  1536. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1537. }
  1538. break;
  1539. case modeWireframe:
  1540. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1541. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1542. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1543. break;
  1544. default:
  1545. glTexCoord2fv(ttri->st);
  1546. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1547. glTexCoord2fv(ttri->st+2);
  1548. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1549. glTexCoord2fv(ttri->st+4);
  1550. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1551. }
  1552. glEnd();
  1553. }
  1554. void Render::drawModelMesh(model_mesh_t *r_mesh, RenderMeshType type)
  1555. {
  1556. texture_tri_t *ttri;
  1557. int lastTexture = -1;
  1558. // If they pass NULL structs let it hang up - this is tmp
  1559. //! \fixme Duh, vis tests need to be put back
  1560. //if (!isVisible(r_mesh->center, r_mesh->radius, r_mesh->bbox))
  1561. //{
  1562. // return;
  1563. //}
  1564. #ifdef USE_GL_ARRAYS
  1565. // Setup Arrays ( move these to another method depends on mMode )
  1566. glEnableClientState(GL_VERTEX_ARRAY);
  1567. glVertexPointer(3, GL_FLOAT, 0, r_mesh->vertices);
  1568. if (r_mesh->normals)
  1569. {
  1570. glEnableClientState(GL_NORMAL_ARRAY);
  1571. glNormalPointer(3, GL_FLOAT, 0, r_mesh->normals);
  1572. }
  1573. if (r_mesh->colors)
  1574. {
  1575. glEnableClientState(GL_COLOR_ARRAY);
  1576. glColorPointer(4, GL_FLOAT, 0, r_mesh->colors);
  1577. }
  1578. //glTexCoordPointer(2, GL_FLOAT, 0, ttri->st);
  1579. //glDrawArrays(GL_TRIANGLES, i * 3, 3 * j);
  1580. glBegin(GL_TRIANGLES);
  1581. for (r_mesh->texturedTriangles.start();
  1582. r_mesh->texturedTriangles.forward();
  1583. r_mesh->texturedTriangles.next())
  1584. {
  1585. ttri = r_mesh->texturedTriangles.current();
  1586. if (!ttri)
  1587. continue;
  1588. for (k = 0; k < 4; ++k)
  1589. {
  1590. index = mQuads[i].quads[j*4+k];
  1591. glTexCoord2fv(mQuads[i].texcoors[j*4+k]);
  1592. glArrayElement(mVertices[index]);
  1593. }
  1594. }
  1595. glEnd();
  1596. #endif
  1597. //! \fixme 'AMBIENT' -- Mongoose 2002.01.08
  1598. glColor3fv(WHITE);
  1599. if (mMode == modeWireframe)
  1600. {
  1601. switch (type)
  1602. {
  1603. case roomMesh:
  1604. glColor3fv(YELLOW);
  1605. break;
  1606. case skeletalMesh:
  1607. glColor3fv(WHITE);
  1608. break;
  1609. }
  1610. }
  1611. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1612. glBindTexture(GL_TEXTURE_2D, 1); // White texture for colors
  1613. // Colored Triagles
  1614. for (r_mesh->coloredTriangles.start();
  1615. r_mesh->coloredTriangles.forward();
  1616. r_mesh->coloredTriangles.next())
  1617. {
  1618. ttri = r_mesh->coloredTriangles.current();
  1619. if (!ttri)
  1620. continue;
  1621. if (mMode != modeWireframe && mMode != modeSolid &&
  1622. ttri->texture != lastTexture)
  1623. {
  1624. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1625. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1626. lastTexture = ttri->texture;
  1627. }
  1628. tmpRenderModelMesh(r_mesh, ttri);
  1629. }
  1630. // Colored Rectagles
  1631. for (r_mesh->coloredRectangles.start();
  1632. r_mesh->coloredRectangles.forward();
  1633. r_mesh->coloredRectangles.next())
  1634. {
  1635. ttri = r_mesh->coloredRectangles.current();
  1636. if (!ttri)
  1637. continue;
  1638. if (mMode != modeWireframe && mMode != modeSolid &&
  1639. ttri->texture != lastTexture)
  1640. {
  1641. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1642. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1643. lastTexture = ttri->texture;
  1644. }
  1645. tmpRenderModelMesh(r_mesh, ttri);
  1646. }
  1647. // Textured Tris
  1648. for (r_mesh->texturedTriangles.start();
  1649. r_mesh->texturedTriangles.forward();
  1650. r_mesh->texturedTriangles.next())
  1651. {
  1652. ttri = r_mesh->texturedTriangles.current();
  1653. if (!ttri)
  1654. continue;
  1655. if (mMode != modeWireframe && mMode != modeSolid &&
  1656. ttri->texture != lastTexture)
  1657. {
  1658. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1659. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1660. lastTexture = ttri->texture;
  1661. }
  1662. tmpRenderModelMesh(r_mesh, ttri);
  1663. }
  1664. // Textured Quads
  1665. for (r_mesh->texturedRectangles.start();
  1666. r_mesh->texturedRectangles.forward();
  1667. r_mesh->texturedRectangles.next())
  1668. {
  1669. ttri = r_mesh->texturedRectangles.current();
  1670. if (!ttri)
  1671. continue;
  1672. if (mMode != modeWireframe && mMode != modeSolid &&
  1673. ttri->texture != lastTexture)
  1674. {
  1675. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1676. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1677. lastTexture = ttri->texture;
  1678. }
  1679. tmpRenderModelMesh(r_mesh, ttri);
  1680. }
  1681. }
  1682. void Render::setSkyMesh(int index, bool rot)
  1683. {
  1684. mSkyMesh = index;
  1685. mSkyMeshRotation = rot;
  1686. }
  1687. void Render::ViewModel(entity_t *ent, int index)
  1688. {
  1689. skeletal_model_t *model;
  1690. if (!ent)
  1691. {
  1692. return;
  1693. }
  1694. model = gWorld.getModel(index);
  1695. if (model)
  1696. {
  1697. ent->modelId = index;
  1698. printf("Viewmodel skeletal model %i\n", model->id);
  1699. }
  1700. }
  1701. void Render::RegisterCamera(Camera *camera)
  1702. {
  1703. if (camera)
  1704. {
  1705. mCamera = camera;
  1706. }
  1707. }
  1708. GLString *Render::GetString()
  1709. {
  1710. return &mString;
  1711. }
  1712. void Render::addSkeletalModel(SkeletalModel *mdl)
  1713. {
  1714. mModels.pushBack(mdl);
  1715. }
  1716. void Render::updateViewVolume()
  1717. {
  1718. matrix_t proj;
  1719. matrix_t mdl;
  1720. glGetFloatv(GL_PROJECTION_MATRIX, proj);
  1721. glGetFloatv(GL_MODELVIEW_MATRIX, mdl);
  1722. gViewVolume.updateFrame(proj, mdl);
  1723. }
  1724. bool Render::isVisible(float bbox_min[3], float bbox_max[3])
  1725. {
  1726. // For debugging purposes
  1727. if (mMode == Render::modeWireframe)
  1728. {
  1729. //glPointSize(5.0);
  1730. //glColor3fv(PINK);
  1731. //glBegin(GL_POINTS);
  1732. //glVertex3fv(bbox_min);
  1733. //glVertex3fv(bbox_max);
  1734. //glEnd();
  1735. draw_bbox_color(bbox_min, bbox_max, true, PINK, RED);
  1736. }
  1737. return gViewVolume.isBboxInFrustum(bbox_min, bbox_max);
  1738. }
  1739. bool Render::isVisible(float x, float y, float z)
  1740. {
  1741. // For debugging purposes
  1742. if (mMode == Render::modeWireframe)
  1743. {
  1744. glPointSize(5.0);
  1745. glColor3fv(PINK);
  1746. glBegin(GL_POINTS);
  1747. glVertex3f(x, y, z);
  1748. glEnd();
  1749. }
  1750. return (gViewVolume.isPointInFrustum(x, y, z));
  1751. }
  1752. bool Render::isVisible(float x, float y, float z, float radius)
  1753. {
  1754. // For debugging purposes
  1755. if (mMode == Render::modeWireframe)
  1756. {
  1757. glPointSize(5.0);
  1758. glColor3fv(PINK);
  1759. glBegin(GL_POINTS);
  1760. glVertex3f(x, y, z);
  1761. glEnd();
  1762. }
  1763. return (gViewVolume.isSphereInFrustum(x, y, z, radius));
  1764. }