Open Source Tomb Raider Engine
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Render.cpp 56KB

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  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. #include "Render.h"
  21. extern entity_t *LARA;
  22. extern World gWorld;
  23. // Colors
  24. const float BLACK[] = { 0.0f, 0.0f, 0.0f, 1.0f };
  25. const float DIM_WHITE[] = { 0.5f, 0.5f, 0.5f, 1.0f };
  26. const float WHITE[] = { 1.0f, 1.0f, 1.0f, 1.0f };
  27. const float RED[] = { 1.0f, 0.0f, 0.0f, 1.0f };
  28. const float GREEN[] = { 0.0f, 1.0f, 0.0f, 1.0f };
  29. const float NEXT_PURPLE[] = { 0.3f, 0.3f, 0.5f, 1.0f };
  30. const float OR_BLUE[] = { 0.5f, 0.7f, 1.0f, 1.0f };
  31. const float PINK[] = { 1.0f, 0.0f, 1.0f, 1.0f };
  32. const float YELLOW[] = { 1.0f, 1.0f, 0.0f, 1.0f };
  33. const float CYAN[] = { 0.0f, 1.0f, 1.0f, 1.0f };
  34. ViewVolume gViewVolume; /* View volume for frustum culling */
  35. int compareEntites(const void *voidA, const void *voidB)
  36. {
  37. entity_t *a = (entity_t *)voidA, *b = (entity_t *)voidB;
  38. vec_t distA, distB;
  39. if (!a || !b)
  40. return -1; // error really
  41. distA = gViewVolume.getDistToSphereFromNear(a->pos[0],
  42. a->pos[1],
  43. a->pos[2],
  44. 1.0f);
  45. distB = gViewVolume.getDistToSphereFromNear(b->pos[0],
  46. b->pos[1],
  47. b->pos[2],
  48. 1.0f);
  49. // less than
  50. if (distA < distB)
  51. return -1;
  52. // greater than ( no need for equal )
  53. return 1;
  54. }
  55. int compareStaticModels(const void *voidA, const void *voidB)
  56. {
  57. static_model_t *a = (static_model_t *)voidA, *b = (static_model_t *)voidB;
  58. vec_t distA, distB;
  59. if (!a || !b)
  60. return -1; // error really
  61. distA = gViewVolume.getDistToSphereFromNear(a->pos[0],
  62. a->pos[1],
  63. a->pos[2],
  64. 128.0f);
  65. distB = gViewVolume.getDistToSphereFromNear(b->pos[0],
  66. b->pos[1],
  67. b->pos[2],
  68. 128.0f);
  69. // less than
  70. if (distA < distB)
  71. return -1;
  72. // greater than ( no need for equal )
  73. return 1;
  74. }
  75. int compareRoomDist(const void *voidA, const void *voidB)
  76. {
  77. const RenderRoom *a = static_cast<const RenderRoom *>(voidA);
  78. const RenderRoom *b = static_cast<const RenderRoom *>(voidB);
  79. if (!a || !b || !a->room || !b->room)
  80. return -1; // error really
  81. // less than
  82. if (a->dist < b->dist)
  83. return -1;
  84. // greater than ( no need for equal )
  85. return 1;
  86. }
  87. ////////////////////////////////////////////////////////////
  88. // Constructors
  89. ////////////////////////////////////////////////////////////
  90. Render::Render()
  91. {
  92. #ifdef USING_EMITTER
  93. mEmitter = 0x0;
  94. #endif
  95. mCamera = 0x0;
  96. mSkyMesh = -1;
  97. mSkyMeshRotation = false;
  98. mMode = Render::modeDisabled;
  99. mLock = 0;
  100. mFlags = (Render::fRoomAlpha | Render::fViewModel | Render::fSprites |
  101. Render::fRoomModels | Render::fEntityModels |
  102. Render::fUsePortals | fUpdateRoomListPerFrame);
  103. mModels.setError(0x0);
  104. mRooms.setError(0x0);
  105. mRoomRenderList.setError(0x0);
  106. mNextTextureId = NULL;
  107. mNumTexturesLoaded = NULL;
  108. mWidth = 640;
  109. mHeight = 480;
  110. }
  111. Render::~Render()
  112. {
  113. ClearWorld();
  114. }
  115. ////////////////////////////////////////////////////////////
  116. // Public Accessors
  117. ////////////////////////////////////////////////////////////
  118. void Render::screenShot(char *filenameBase)
  119. {
  120. mTexture.glScreenShot(filenameBase, mWidth, mHeight);
  121. }
  122. ////////////////////////////////////////////////////////////
  123. // Public Mutators
  124. ////////////////////////////////////////////////////////////
  125. void Render::addRoom(RenderRoom *room)
  126. {
  127. mRooms.pushBack(room);
  128. }
  129. void Render::loadTexture(unsigned char *image,
  130. unsigned int width, unsigned int height,
  131. unsigned int id)
  132. {
  133. glColor3fv(WHITE);
  134. mTexture.loadBufferSlot(image, width, height, Texture::RGBA, 32, id);
  135. }
  136. void Render::initTextures(char *textureDir, unsigned int *numLoaded,
  137. unsigned int *nextId)
  138. {
  139. char filename[128];
  140. const char *console = "Toggle the Console with [`] key";
  141. const char *menu = "Press <esc> for menu";
  142. int font_id;
  143. int snow1_id;
  144. int snow2_id;
  145. int bg_id;
  146. int err;
  147. unsigned int numTextures = 0;
  148. unsigned char color[4];
  149. // We want to update as needed later
  150. mNumTexturesLoaded = numLoaded;
  151. mNextTextureId = nextId;
  152. mTexture.reset();
  153. mTexture.setMaxTextureCount(128); /* TR never needs more than 32 iirc
  154. However, color texturegen is a lot */
  155. mTexture.setFlag(Texture::fUseMipmaps);
  156. printf("Processing Textures:\n");
  157. color[0] = 0xff;
  158. color[1] = 0xff;
  159. color[2] = 0xff;
  160. color[3] = 0xff;
  161. if ((font_id = mTexture.loadColorTexture(color, 32, 32)) > -1)
  162. {
  163. ++numTextures;
  164. }
  165. snprintf(filename, 126, "%s%s", textureDir, "splash.tga");
  166. filename[127] = 0;
  167. if ((bg_id = mTexture.loadTGA(filename)) > -1)
  168. {
  169. ++numTextures;
  170. }
  171. snprintf(filename, 126, "%s%s", textureDir, "snow.tga");
  172. filename[127] = 0;
  173. if ((snow1_id = mTexture.loadTGA(filename)) > -1)
  174. {
  175. ++numTextures;
  176. }
  177. snprintf(filename, 126, "%s%s", textureDir, "snow2.tga");
  178. filename[127] = 0;
  179. if ((snow2_id = mTexture.loadTGA(filename)) > -1)
  180. {
  181. ++numTextures;
  182. }
  183. extern char *gFontFilename;
  184. if ((font_id = mTexture.loadFontTTF(gFontFilename,
  185. //0x303f, 0x3093-0x303f)) // Hiragana
  186. 32, 126 - 32)) // ASCII
  187. > -1)
  188. {
  189. ++numTextures;
  190. }
  191. // Weird that it isn't linear, must be some storage deal in Texture
  192. // I forgot about Id allocation
  193. *nextId = font_id;
  194. // Setup particle system test
  195. initEmitter("Snow test", 650, snow1_id, snow2_id);
  196. mString.Init(5);
  197. // String 0: OpenRaider version in lower right corner
  198. mString.Scale(0.75f);
  199. err = mString.glPrintf(mWidth - 15 * strlen(VERSION),
  200. mHeight-35, "%s", VERSION);
  201. if (err)
  202. {
  203. printf("\n*** GLPrint test: ERROR %i\n", err);
  204. }
  205. // String 1: Used for FPS in game text output
  206. mString.Scale(0.60f);
  207. err = mString.glPrintf(8, mHeight - 25, "%s", " ");
  208. if (err)
  209. {
  210. printf("\n*** GLPrint test: ERROR %i\n", err);
  211. }
  212. // String 2: Used for game console
  213. mString.Scale(0.75f);
  214. err = mString.glPrintf(8, 25, "%s", console);
  215. if (err)
  216. {
  217. printf("\n*** GLPrint test: ERROR %i\n", err);
  218. }
  219. // String 3: Used for one line map select menu
  220. mString.Scale(1.25f);
  221. err = mString.glPrintf(mWidth/2-235, mHeight/2-24, "%s", menu);
  222. if (err)
  223. {
  224. printf("\n*** GLPrint test: ERROR %i\n", err);
  225. }
  226. // String 4: Used for one line in game text output
  227. mString.Scale(0.75f);
  228. err = mString.glPrintf(8, 55, "%s", " ");
  229. if (err)
  230. {
  231. printf("\n*** GLPrint test: ERROR %i\n", err);
  232. }
  233. printf("\n");
  234. *numLoaded = numTextures;
  235. }
  236. void Render::initEmitter(const char *name, unsigned int size,
  237. unsigned int snowTex1, unsigned int snowTex2)
  238. {
  239. #ifdef USING_EMITTER
  240. if (mEmitter)
  241. delete mEmitter; // Public, so avoid possible leak
  242. // Mongoose 2002.01.01, Screwing around with particle emitter test
  243. // note this is backwards b/c load screen is rendered upsidedown
  244. //mEmitter = new Emitter(/*name*/"snow", size);
  245. mEmitter = new Emitter(name, size);
  246. mEmitter->SetTextureId(snowTex1);
  247. mEmitter->TextureId(120, 280, snowTex2);
  248. mEmitter->TextureId(400, 450, snowTex2);
  249. mEmitter->TextureId(500, 550, snowTex2);
  250. // Mongoose 2002.01.01, Varing force and speed should look
  251. // like varing mass/SA in wind, maybe
  252. mEmitter->Speed(0, 150, 3500, 3000, 3500);
  253. mEmitter->Speed(150, 350, 3000, 4000, 3000);
  254. mEmitter->Speed(400, 500, 2000, 5000, 2000);
  255. mEmitter->Speed(400, 500, 2000, 5000, 2000);
  256. mEmitter->Force(100, 200, 0.0, 7.0, 0.0);
  257. mEmitter->Force(200, 300, 0.0, 5.0, 0.0);
  258. mEmitter->Force(300, 500, 0.0, 10.0, 0.0);
  259. mEmitter->Force(500, 650, 0.0, 9.0, 0.0);
  260. #endif
  261. }
  262. void Render::ClearWorld()
  263. {
  264. LARA = NULL;
  265. mRoomRenderList.clear();
  266. mRooms.erase();
  267. mModels.erase();
  268. #ifdef USING_EMITTER
  269. if (mEmitter)
  270. {
  271. delete mEmitter;
  272. mEmitter = 0x0;
  273. }
  274. #endif
  275. }
  276. // Texture must be set to WHITE solid color texture
  277. void renderTrace(int color, vec3_t start, vec3_t end)
  278. {
  279. const float widthStart = 10.0f; //5.0f;
  280. const float widthEnd = 10.0f;
  281. float delta = helRandomNum(0.01f, 0.16f); // for flicker fx
  282. // Draw two long quads that skrink and fade the they go further out
  283. glBegin(GL_QUADS);
  284. switch (color)
  285. {
  286. case 0:
  287. glColor3f(0.9f - delta, 0.2f, 0.2f);
  288. break;
  289. case 1:
  290. glColor3f(0.2f, 0.9f - delta, 0.2f);
  291. break;
  292. case 2:
  293. default:
  294. glColor3f(0.2f, 0.2f, 0.9f - delta);
  295. }
  296. glVertex3f(start[0], start[1], start[2]);
  297. glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
  298. glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
  299. glVertex3f(end[0], end[1], end[2]);
  300. glVertex3f(start[0], start[1], start[2]);
  301. glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
  302. glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
  303. glVertex3f(end[0], end[1], end[2]);
  304. glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
  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] + widthEnd, end[2] + widthEnd);
  308. glEnd();
  309. }
  310. void Render::Init(int width, int height)
  311. {
  312. char *s;
  313. mWidth = width;
  314. mHeight = height;
  315. // Print driver support information
  316. printf("GL Vendor : %s\n", glGetString(GL_VENDOR));
  317. printf("GL Renderer : %s\n", glGetString(GL_RENDERER));
  318. printf("GL Version : %s\n", glGetString(GL_VERSION));
  319. //printf("Extensions : %s\n\n\n", (char*)glGetString(GL_EXTENSIONS));
  320. // Testing for goodies
  321. // Mongoose 2001.12.31, Fixed string use to check for bad strings
  322. s = (char*)glGetString(GL_EXTENSIONS);
  323. if (s && s[0])
  324. {
  325. //printf("\tGL_ARB_multitexture \t\t");
  326. if (strstr(s, "GL_ARB_multitexture"))
  327. {
  328. mFlags |= Render::fMultiTexture;
  329. //printf("YES\n");
  330. }
  331. /*
  332. else
  333. {
  334. printf("NO\n");
  335. }
  336. printf("\tGL_EXT_texture_env_combine\t\t");
  337. if (strstr(s, "GL_EXT_texture_env_combine"))
  338. {
  339. printf("YES\n");
  340. }
  341. else
  342. {
  343. printf("NO\n");
  344. }
  345. */
  346. }
  347. // Set up Z buffer
  348. glEnable(GL_DEPTH_TEST);
  349. glDepthFunc(GL_LESS);
  350. // Set up culling
  351. glEnable(GL_CULL_FACE);
  352. glFrontFace(GL_CW);
  353. //glFrontFace(GL_CCW);
  354. //glCullFace(GL_FRONT);
  355. // Set background to black
  356. glClearColor(BLACK[0], BLACK[1], BLACK[2], BLACK[3]);
  357. // Disable lighting
  358. glDisable(GL_LIGHTING);
  359. // Set up alpha blending
  360. glEnable(GL_BLEND);
  361. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  362. //glEnable(GL_ALPHA_TEST); // Disable per pixel alpha blending
  363. glAlphaFunc(GL_GREATER, 0);
  364. glPointSize(5.0);
  365. // Setup shading
  366. glShadeModel(GL_SMOOTH);
  367. glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
  368. glHint(GL_FOG_HINT, GL_NICEST);
  369. glEnable(GL_COLOR_MATERIAL);
  370. glEnable(GL_DITHER);
  371. // AA polygon edges
  372. glEnable(GL_POLYGON_SMOOTH);
  373. glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
  374. glDisable(GL_LINE_SMOOTH);
  375. glDisable(GL_POINT_SMOOTH);
  376. glDisable(GL_AUTO_NORMAL);
  377. glDisable(GL_LOGIC_OP);
  378. glDisable(GL_TEXTURE_1D);
  379. glDisable(GL_STENCIL_TEST);
  380. glDisable(GL_FOG);
  381. glDisable(GL_NORMALIZE);
  382. glEnableClientState(GL_VERTEX_ARRAY);
  383. glDisableClientState(GL_EDGE_FLAG_ARRAY);
  384. glDisableClientState(GL_COLOR_ARRAY);
  385. glDisableClientState(GL_NORMAL_ARRAY);
  386. glPolygonMode(GL_FRONT, GL_FILL);
  387. glMatrixMode(GL_MODELVIEW);
  388. }
  389. void setLighting(bool on)
  390. {
  391. if (on)
  392. {
  393. glEnable(GL_LIGHTING);
  394. glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
  395. glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, WHITE);
  396. glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, WHITE);
  397. glLightModelfv(GL_LIGHT_MODEL_AMBIENT, DIM_WHITE);
  398. }
  399. else
  400. {
  401. glDisable(GL_LIGHTING);
  402. }
  403. }
  404. void lightRoom(RenderRoom *room)
  405. {
  406. unsigned int i;
  407. Light *light;
  408. for (i = 0; i < room->lights.size(); ++i)
  409. {
  410. light = room->lights[i];
  411. if (!light)
  412. continue;
  413. glEnable(GL_LIGHT0 + i);
  414. switch (light->mType)
  415. {
  416. case Light::typeSpot:
  417. glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, light->mCutoff);
  418. glLightfv(GL_LIGHT0 + i, GL_POSITION, light->mPos);
  419. glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, light->mDir);
  420. glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, light->mColor);
  421. break;
  422. case Light::typePoint:
  423. case Light::typeDirectional:
  424. glLightf(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, 1.0); // 1.0
  425. // GL_QUADRATIC_ATTENUATION
  426. // GL_LINEAR_ATTENUATION
  427. glLightf(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, light->mAtt);
  428. glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, light->mColor); // GL_DIFFUSE
  429. glLightfv(GL_LIGHT0 + i, GL_POSITION, light->mPos);
  430. break;
  431. }
  432. }
  433. }
  434. void Render::clearFlags(unsigned int flags)
  435. {
  436. // _defaults |= flags; // Force removal if it wasn't set
  437. mFlags ^= flags;
  438. if (flags & Render::fFog)
  439. {
  440. if (glIsEnabled(GL_FOG))
  441. {
  442. glDisable(GL_FOG);
  443. }
  444. }
  445. if (flags & Render::fGL_Lights)
  446. {
  447. setLighting(false);
  448. }
  449. }
  450. void Render::setFlags(unsigned int flags)
  451. {
  452. mFlags |= flags;
  453. if (flags & Render::fFog)
  454. {
  455. glEnable(GL_FOG);
  456. glFogf(GL_FOG_MODE, GL_EXP2);
  457. glFogf(GL_FOG_DENSITY, 0.00008f);
  458. glFogf(GL_FOG_START, 30000.0f);
  459. glFogf(GL_FOG_END, 50000.0f);
  460. glFogfv(GL_FOG_COLOR, BLACK);
  461. }
  462. if (flags & Render::fGL_Lights)
  463. {
  464. setLighting(true);
  465. }
  466. }
  467. void Render::Update(int width, int height)
  468. {
  469. mWidth = width;
  470. mHeight = height;
  471. }
  472. int Render::getMode()
  473. {
  474. return mMode;
  475. }
  476. void Render::setMode(int n)
  477. {
  478. mMode = n;
  479. switch (mMode)
  480. {
  481. case Render::modeDisabled:
  482. break;
  483. case Render::modeSolid:
  484. case Render::modeWireframe:
  485. glClearColor(NEXT_PURPLE[0], NEXT_PURPLE[1],
  486. NEXT_PURPLE[2], NEXT_PURPLE[3]);
  487. glDisable(GL_TEXTURE_2D);
  488. break;
  489. default:
  490. if (mMode == Render::modeLoadScreen)
  491. {
  492. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  493. }
  494. else
  495. {
  496. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  497. }
  498. glClearColor(BLACK[0], BLACK[1], BLACK[2], BLACK[3]);
  499. glEnable(GL_TEXTURE_2D);
  500. }
  501. }
  502. // Replaced the deprecated gluLookAt with slightly modified code from here:
  503. // http://www.khronos.org/message_boards/showthread.php/4991
  504. void CrossProd(float x1, float y1, float z1, float x2, float y2, float z2, float res[3])
  505. {
  506. res[0] = y1*z2 - y2*z1;
  507. res[1] = x2*z1 - x1*z2;
  508. res[2] = x1*y2 - x2*y1;
  509. }
  510. void deprecated_gluLookAt(float eyeX, float eyeY, float eyeZ, float lookAtX, float lookAtY, float lookAtZ, float upX, float upY, float upZ)
  511. {
  512. float f[3];
  513. // calculating the viewing vector
  514. f[0] = lookAtX - eyeX;
  515. f[1] = lookAtY - eyeY;
  516. f[2] = lookAtZ - eyeZ;
  517. float fMag, upMag;
  518. fMag = sqrtf(f[0]*f[0] + f[1]*f[1] + f[2]*f[2]);
  519. upMag = sqrtf(upX*upX + upY*upY + upZ*upZ);
  520. // normalizing the viewing vector
  521. f[0] = f[0]/fMag;
  522. f[1] = f[1]/fMag;
  523. f[2] = f[2]/fMag;
  524. // normalising the up vector. no need for this here if you have your
  525. // up vector already normalised, which is mostly the case.
  526. upX = upX/upMag;
  527. upY = upY/upMag;
  528. upZ = upZ/upMag;
  529. float s[3], u[3];
  530. CrossProd(f[0], f[1], f[2], upX, upY, upZ, s);
  531. CrossProd(s[0], s[1], s[2], f[0], f[1], f[2], u);
  532. float M[]=
  533. {
  534. s[0], u[0], -f[0], 0,
  535. s[1], u[1], -f[1], 0,
  536. s[2], u[2], -f[2], 0,
  537. 0, 0, 0, 1
  538. };
  539. glMultMatrixf(M);
  540. glTranslatef (-eyeX, -eyeY, -eyeZ);
  541. }
  542. void Render::Display()
  543. {
  544. vec3_t curPos;
  545. vec3_t camPos;
  546. vec3_t atPos;
  547. RenderRoom *room;
  548. int index;
  549. #ifdef DEBUG_MATRIX
  550. gl_test_reset();
  551. #endif
  552. // Assertion: Rendering is disabled without texture or camera
  553. if (!mCamera)
  554. {
  555. fprintf(stderr, "Render::Display> ERROR: No camera is registered\n");
  556. return;
  557. }
  558. switch (mMode)
  559. {
  560. case Render::modeDisabled:
  561. return;
  562. case Render::modeLoadScreen:
  563. //! \fixme entry for seperate main drawing method -- Mongoose 2002.01.01
  564. drawLoadScreen();
  565. return;
  566. default:
  567. ;
  568. }
  569. if (mMode == Render::modeWireframe)
  570. glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  571. else
  572. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  573. index = -1;
  574. if (LARA)
  575. {
  576. float yaw;
  577. int sector;
  578. float camOffsetH = 0.0f;
  579. switch (LARA->moveType)
  580. {
  581. case worldMoveType_fly:
  582. case worldMoveType_noClipping:
  583. case worldMoveType_swim:
  584. camOffsetH = 64.0f;
  585. break;
  586. case worldMoveType_walk:
  587. case worldMoveType_walkNoSwim:
  588. camOffsetH = 512.0f;
  589. break;
  590. }
  591. curPos[0] = LARA->pos[0];
  592. curPos[1] = LARA->pos[1];
  593. curPos[2] = LARA->pos[2];
  594. yaw = LARA->angles[1];
  595. index = LARA->room;
  596. // Mongoose 2002.08.24, New 3rd person camera hack
  597. camPos[0] = curPos[0];
  598. camPos[1] = curPos[1] - camOffsetH; // UP is lower val
  599. camPos[2] = curPos[2];
  600. camPos[0] -= (1024.0f * sinf(yaw));
  601. camPos[2] -= (1024.0f * cosf(yaw));
  602. sector = gWorld.getSector(index, camPos[0], camPos[2]);
  603. // Handle camera out of world
  604. if (sector < 0 || gWorld.isWall(index, sector))
  605. {
  606. camPos[0] = curPos[0] + (64.0f * sinf(yaw));
  607. camPos[1] -= 64.0f;
  608. camPos[2] = curPos[2] + (64.0f * cosf(yaw));
  609. }
  610. mCamera->setPosition(camPos);
  611. }
  612. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  613. glLoadIdentity();
  614. // Setup view in OpenGL with camera
  615. mCamera->update();
  616. mCamera->getPosition(camPos);
  617. mCamera->getTarget(atPos);
  618. // Mongoose 2002.08.13, Quick fix to render OpenRaider upside down
  619. // gluLookAt(camPos[0], camPos[1], camPos[2], atPos[0], atPos[1], atPos[2], 0.0, -1.0, 0.0);
  620. deprecated_gluLookAt(camPos[0], camPos[1], camPos[2], atPos[0], atPos[1], atPos[2], 0.0f, -1.0f, 0.0f);
  621. // Update view volume for vising
  622. updateViewVolume();
  623. // Let's see the LoS -- should be event controled
  624. if (LARA)
  625. {
  626. // SkeletalModel *mdl = (SkeletalModel *)LARA->tmpHook;
  627. // Draw in solid colors
  628. glDisable(GL_TEXTURE_2D);
  629. glDisable(GL_CULL_FACE);
  630. if (LARA->state == 64) // eWeaponFire
  631. {
  632. vec3_t u, v; //, s, t;
  633. // Center of LARA
  634. u[0] = curPos[0];
  635. u[1] = curPos[1] - 512.0f;
  636. u[2] = curPos[2];
  637. // Location LARA is aiming at? ( Not finished yet )
  638. v[0] = u[0] + (9000.0f * sinf(LARA->angles[1]));
  639. v[1] = u[1] + (9000.0f * sinf(LARA->angles[2]));
  640. v[2] = u[2] + (9000.0f * cosf(LARA->angles[1]));
  641. // Test tracing of aim
  642. renderTrace(0, u, v); // v = target
  643. }
  644. entity_t *route = LARA->master;
  645. while (route)
  646. {
  647. if (route->master)
  648. {
  649. renderTrace(1, route->pos, route->master->pos);
  650. }
  651. route = route->master;
  652. }
  653. glEnable(GL_CULL_FACE);
  654. glEnable(GL_TEXTURE_2D);
  655. }
  656. // Render world
  657. glColor3fv(DIM_WHITE); // was WHITE
  658. drawSkyMesh(96.0);
  659. // Figure out how much of the map to render
  660. newRoomRenderList(index);
  661. // Room solid pass, need to do depth sorting to avoid 2 pass render
  662. for (mRoomRenderList.start(); mRoomRenderList.forward();
  663. mRoomRenderList.next())
  664. {
  665. room = mRoomRenderList.current();
  666. if (room)
  667. {
  668. if (mFlags & Render::fGL_Lights)
  669. {
  670. lightRoom(room);
  671. }
  672. drawRoom(room, false);
  673. }
  674. }
  675. // Draw all visible enities
  676. if (mFlags & Render::fEntityModels)
  677. {
  678. entity_t *e;
  679. Vector<entity_t *> entityRenderList;
  680. Vector<entity_t *> *entities = gWorld.getEntities();
  681. for (entities->start(); entities->forward(); entities->next())
  682. {
  683. e = entities->current();
  684. // Mongoose 2002.03.26, Don't show lara to it's own player
  685. if (!e || e == LARA)
  686. {
  687. continue;
  688. }
  689. // Mongoose 2002.08.15, Nothing to draw, skip
  690. // Mongoose 2002.12.24, Some entities have no animation =p
  691. if (e->tmpHook)
  692. {
  693. SkeletalModel *mdl = static_cast<SkeletalModel *>(e->tmpHook);
  694. if (mdl->model->animation.empty())
  695. continue;
  696. }
  697. // Is it in view volume? ( Hack to use sphere )
  698. if (!isVisible(e->pos[0], e->pos[1], e->pos[2], 512.0f))
  699. continue;
  700. // Is it in a room we're rendering?
  701. //if (mRoomRenderList[e->room] == 0x0)
  702. //{
  703. // continue;
  704. //}
  705. entityRenderList.pushBack(e);
  706. }
  707. // Draw objects not tied to rooms
  708. glPushMatrix();
  709. drawObjects();
  710. glPopMatrix();
  711. // Depth sort entityRenderList with qsort
  712. entityRenderList.qSort(compareEntites);
  713. for (entityRenderList.start(); entityRenderList.forward();
  714. entityRenderList.next())
  715. {
  716. e = entityRenderList.current();
  717. glPushMatrix();
  718. glTranslatef(e->pos[0], e->pos[1], e->pos[2]);
  719. glRotatef(e->angles[1], 0, 1, 0);
  720. drawModel(static_cast<SkeletalModel *>(e->tmpHook));
  721. glPopMatrix();
  722. }
  723. }
  724. // Room alpha pass
  725. // Skip room alpha pass for modes w/o texture
  726. if (!(mMode == Render::modeSolid || mMode == Render::modeWireframe))
  727. {
  728. for (mRoomRenderList.start(); mRoomRenderList.forward();
  729. mRoomRenderList.next())
  730. {
  731. room = mRoomRenderList.current();
  732. if (room)
  733. {
  734. drawRoom(room, true);
  735. }
  736. }
  737. }
  738. #ifdef USING_EMITTER_IN_GAME
  739. // Mongoose 2002.01.01, Test particle prototype in game
  740. if (EMIT && mFlags & RENDER_F_PARTICLES)
  741. {
  742. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  743. glPushMatrix();
  744. glLoadIdentity();
  745. glEnable(GL_BLEND);
  746. glRotatef(180.0, 1.0, 0.0, 0.0);
  747. glTranslatef(0.0, -820.0, 575.0);
  748. glScalef(80.0, 80.0, 80.0);
  749. EMIT->Draw();
  750. glPopMatrix();
  751. // Mongoose 2002.03.26, Account for particle system
  752. // not using new binds by setting WHITE texture here
  753. mTexture.bindTextureId(0);
  754. }
  755. #endif
  756. if (mMode == Render::modeWireframe)
  757. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  758. glEnterMode2d(mWidth, mHeight);
  759. glColor3fv(OR_BLUE);
  760. mString.Render();
  761. glExitMode2d();
  762. #ifdef USING_EMITTER
  763. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  764. #endif
  765. // Mongoose 2002.01.01, Test matrix ops
  766. #ifdef DEBUG_MATRIX
  767. if (gl_test_val())
  768. {
  769. printf("ERROR in matrix stack %i\n", gl_test_val());
  770. }
  771. #endif
  772. glFlush();
  773. }
  774. void Render::newRoomRenderList(int index)
  775. {
  776. static int currentRoomId = -1;
  777. RenderRoom *room;
  778. if (mFlags & Render::fUsePortals)
  779. {
  780. if (index == -1) // -1 is error, so draw room 0, for the hell of it
  781. {
  782. room = mRooms[0];
  783. mRoomRenderList.clear();
  784. if (room)
  785. {
  786. mRoomRenderList.pushBack(room);
  787. }
  788. }
  789. else
  790. {
  791. // Update room render list if needed
  792. if (mFlags & Render::fUpdateRoomListPerFrame ||
  793. currentRoomId != index)
  794. {
  795. mRoomRenderList.clear();
  796. room = mRooms[index];
  797. buildRoomRenderList(room);
  798. }
  799. }
  800. }
  801. else // Render all rooms pretty much
  802. {
  803. if (currentRoomId != index || index == -1)
  804. {
  805. printf("*** Room render list -> %i\n", index);
  806. mRoomRenderList.clear();
  807. for (mRooms.start(); mRooms.forward(); mRooms.next())
  808. {
  809. room = mRooms.current();
  810. if (!room || !room->room)
  811. continue;
  812. if (!isVisible(room->room->bbox_min, room->room->bbox_max))
  813. continue;
  814. //room->dist =
  815. //gViewVolume.getDistToBboxFromNear(room->room->bbox_min,
  816. // room->room->bbox_max);
  817. mRoomRenderList.pushBack(room);
  818. }
  819. }
  820. }
  821. // Depth Sort roomRenderList ( no use in that, work on portals first )
  822. mRoomRenderList.qSort(compareRoomDist);
  823. currentRoomId = index;
  824. }
  825. void Render::buildRoomRenderList(RenderRoom *rRoom)
  826. {
  827. RenderRoom *rRoom2;
  828. // Must exist
  829. if (!rRoom || !rRoom->room)
  830. return;
  831. // Must be visible
  832. //! \fixme Add depth sorting here - remove multipass
  833. if (!isVisible(rRoom->room->bbox_min, rRoom->room->bbox_max))
  834. return;
  835. // Must not already be cached
  836. for (mRoomRenderList.start(); mRoomRenderList.forward();
  837. mRoomRenderList.next())
  838. {
  839. rRoom2 = mRoomRenderList.current();
  840. if (rRoom2 == rRoom)
  841. return;
  842. }
  843. //rRoom->dist =
  844. //gViewVolume.getDistToBboxFromNear(rRoom->room->bbox_min,
  845. // rRoom->room->bbox_max);
  846. /* Add current room to list */
  847. mRoomRenderList.pushBack(rRoom);
  848. if (mFlags & Render::fOneRoom)
  849. {
  850. return;
  851. }
  852. else if (mFlags & Render::fAllRooms) /* Are you serious? */
  853. {
  854. for (mRooms.start(); mRooms.forward(); mRooms.next())
  855. {
  856. rRoom2 = mRooms.current();
  857. if (rRoom2 && rRoom2 != rRoom)
  858. {
  859. buildRoomRenderList(rRoom2);
  860. }
  861. }
  862. return;
  863. }
  864. // Try to add adj rooms and their adj rooms, skip this room
  865. for (rRoom->room->adjacentRooms.start(), rRoom->room->adjacentRooms.next();
  866. rRoom->room->adjacentRooms.forward(); rRoom->room->adjacentRooms.next())
  867. {
  868. if (rRoom->room->adjacentRooms.current() < 0)
  869. continue;
  870. rRoom2 = mRooms[rRoom->room->adjacentRooms.current()];
  871. // Mongoose 2002.03.22, Add portal visibility check here
  872. if (rRoom2 && rRoom2 != rRoom)
  873. {
  874. buildRoomRenderList(rRoom2);
  875. }
  876. }
  877. }
  878. void Render::drawSkyMesh(float scale)
  879. {
  880. skeletal_model_t *model = gWorld.getModel(mSkyMesh);
  881. if (!model)
  882. return;
  883. glDisable(GL_DEPTH_TEST);
  884. glPushMatrix();
  885. if (mSkyMeshRotation)
  886. {
  887. glRotated(90.0, 1, 0, 0);
  888. }
  889. glTranslated(0.0, 1000.0, 0.0);
  890. glScaled(scale, scale, scale);
  891. //drawModel(model);
  892. //drawModelMesh(gWorld.getMesh(mSkyMesh), );
  893. glPopMatrix();
  894. glEnable(GL_DEPTH_TEST);
  895. }
  896. void Render::drawLoadScreen()
  897. {
  898. static float wrap = 0.0001f;
  899. float x = 0.0f, y = 0.0f, z = -160.0f;
  900. float w = 500.0f, h = 500.0f;
  901. if (mTexture.getTextureCount() <= 0)
  902. return;
  903. // Mongoose 2002.01.01, Rendered while game is loading...
  904. //! \fixme seperate logo/particle coor later
  905. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  906. glLoadIdentity();
  907. glColor3fv(WHITE);
  908. if (mFlags & Render::fGL_Lights)
  909. glDisable(GL_LIGHTING);
  910. // Mongoose 2002.01.01, Draw logo/load screen
  911. glTranslatef(0.0f, 0.0f, -2000.0f);
  912. glRotatef(180.0f, 1.0f, 0.0f, 0.0f);
  913. // Mongoose 2002.03.26, Account for particle system not using new binds
  914. // by not using them here either
  915. //mTexture.Bind(1); // Second loaded texture ( index + 1 = 2 )
  916. if (mFlags & Render::fMultiTexture && wrap < 1.121096f)
  917. {
  918. mTexture.bindMultiTexture(1, 3);
  919. glBegin(GL_TRIANGLE_STRIP);
  920. mTexture.useMultiTexture(1.0f, 1.0f, 0.5f - wrap, 1.0f);
  921. glColor3fv(WHITE);
  922. glVertex3f(x + w, y + h, z);
  923. mTexture.useMultiTexture(0.0f, 1.0f, 0.0f - wrap, 1.0f);
  924. glColor3fv(WHITE);
  925. glVertex3f(x - w, y + h, z);
  926. mTexture.useMultiTexture(1.0f, 0.0f, 0.5f - wrap, 0.5f);
  927. glColor3fv(WHITE);
  928. glVertex3f(x + w, y - h, z);
  929. mTexture.useMultiTexture(0.0f, 0.0f, 0.0f - wrap, 0.5f);
  930. glColor3fv(WHITE);
  931. glVertex3f(x - w, y - h, z);
  932. glEnd();
  933. // wrap += 0.0012f;
  934. // The Loading Screen sat around for 25s, doing nothing.
  935. // Incrementing wrap by a much bigger number speeds up the animation
  936. // thus greatly reducing startup time?! -- xythobuz
  937. wrap += 0.075f;
  938. if (wrap > 1.121096f)
  939. mTexture.disableMultiTexture();
  940. }
  941. else
  942. {
  943. glBindTexture(GL_TEXTURE_2D, 2);
  944. glBegin(GL_TRIANGLE_STRIP);
  945. glTexCoord2f(1.0, 1.0);
  946. glVertex3f(x + w, y + h, z);
  947. glTexCoord2f(0.0, 1.0);
  948. glVertex3f(x - w, y + h, z);
  949. glTexCoord2f(1.0, 0.0);
  950. glVertex3f(x + w, y - h, z);
  951. glTexCoord2f(0.0, 0.0);
  952. glVertex3f(x - w, y - h, z);
  953. glEnd();
  954. }
  955. if (mFlags & Render::fGL_Lights)
  956. glEnable(GL_LIGHTING);
  957. #ifdef USING_EMITTER
  958. // Mongoose 2002.01.01, Test particle prototype on load screen
  959. if (mEmitter && mFlags & Render::fParticles)
  960. {
  961. glPushMatrix();
  962. glLoadIdentity();
  963. glEnable(GL_BLEND);
  964. glRotatef(180.0, 1.0, 0.0, 0.0);
  965. glTranslatef(0.0, -820.0, 575.0);
  966. glScalef(80.0, 80.0, 80.0);
  967. // Update view volume for vising
  968. updateViewVolume();
  969. gViewVolume.getFrustum(mEmitter->mFrustum);
  970. mEmitter->Flags(Emitter::fUseDepthSorting, true);
  971. mEmitter->Draw();
  972. glPopMatrix();
  973. }
  974. #endif
  975. glEnterMode2d(mWidth, mHeight);
  976. glColor3fv(OR_BLUE);
  977. mString.Render();
  978. glExitMode2d();
  979. glFlush();
  980. }
  981. void Render::drawObjects()
  982. {
  983. #ifdef USING_FPS_CAMERA
  984. vec3_t curPos;
  985. #endif
  986. sprite_seq_t *sprite;
  987. int frame;
  988. // Draw lara or other player model ( move to entity rendering method )
  989. if (mFlags & Render::fViewModel && LARA && LARA->tmpHook)
  990. {
  991. SkeletalModel *mdl = static_cast<SkeletalModel *>(LARA->tmpHook);
  992. if (mdl)
  993. {
  994. // Mongoose 2002.03.22, Test 'idle' aniamtions
  995. if (!LARA->moving)
  996. {
  997. frame = mdl->getIdleAnimation();
  998. // Mongoose 2002.08.15, Stop flickering of idle lara here
  999. if (frame == 11)
  1000. {
  1001. mdl->setFrame(0);
  1002. }
  1003. }
  1004. else
  1005. {
  1006. frame = mdl->getAnimation();
  1007. }
  1008. animation_frame_t *animation = mdl->model->animation[frame];
  1009. if (animation && mdl->getFrame() > (int)animation->frame.size()-1)
  1010. {
  1011. mdl->setFrame(0);
  1012. }
  1013. }
  1014. glPushMatrix();
  1015. #ifdef USING_FPS_CAMERA
  1016. mCamera->getPosition(curPos);
  1017. glTranslated(curPos[0], curPos[1], curPos[2]);
  1018. glRotated(mCamera->getYaw(), 0, 1, 0);
  1019. glTranslated(0, 500, 1200);
  1020. #else
  1021. glTranslated(LARA->pos[0], LARA->pos[1], LARA->pos[2]);
  1022. glRotated(mCamera->getYaw(), 0, 1, 0);
  1023. #endif
  1024. drawModel(static_cast<SkeletalModel *>(LARA->tmpHook));
  1025. glPopMatrix();
  1026. }
  1027. // Mongoose 2002.03.22, Draw sprites after player to handle alpha
  1028. if (mFlags & Render::fSprites)
  1029. {
  1030. Vector<sprite_seq_t *> *sprites;
  1031. sprites = gWorld.getSprites();
  1032. for (sprites->start(); sprites->forward(); sprites->next())
  1033. {
  1034. sprite = sprites->current();
  1035. if (!sprite)
  1036. continue;
  1037. if (sprite->sprite && sprite->num_sprites)
  1038. {
  1039. for (int i = 0; i < sprite->num_sprites; i++)
  1040. {
  1041. drawSprite((sprite_t *)(sprite->sprite+i));
  1042. }
  1043. }
  1044. }
  1045. }
  1046. }
  1047. void Render::drawModel(SkeletalModel *model)
  1048. {
  1049. animation_frame_t *animation;
  1050. bone_frame_t *boneframe;
  1051. bone_frame_t *boneframe2 = 0x0;
  1052. bone_tag_t *tag;
  1053. bone_tag_t *tag2;
  1054. int bframe, aframe;
  1055. skeletal_model_t *mdl;
  1056. if (!model || !model->model)
  1057. return;
  1058. mdl = model->model;
  1059. aframe = model->getAnimation();
  1060. bframe = model->getFrame();
  1061. animation = mdl->animation[aframe];
  1062. if (!animation)
  1063. {
  1064. #ifdef DEBUG
  1065. printf("ERROR: No animation for model[%i].aframe[%i] %u\n",
  1066. mdl->id, aframe, mdl->animation.size());
  1067. #endif
  1068. return;
  1069. }
  1070. if (animation->frame.empty())
  1071. {
  1072. #ifdef DEBUG_RENDER
  1073. printf("ERROR: No boneframes?!?! *** %i:%i ***\n",
  1074. mdl->id, bframe);
  1075. #endif
  1076. return;
  1077. }
  1078. boneframe = animation->frame[bframe];
  1079. if (!boneframe)
  1080. return;
  1081. if (boneframe->tag.empty())
  1082. {
  1083. printf("Empty bone frame?!?!\n");
  1084. return;
  1085. }
  1086. glTranslatef(boneframe->pos[0], boneframe->pos[1], boneframe->pos[2]);
  1087. for (boneframe->tag.start(); boneframe->tag.forward(); boneframe->tag.next())
  1088. {
  1089. tag = boneframe->tag.current();
  1090. if (!tag)
  1091. continue;
  1092. if (boneframe->tag.getCurrentIndex() == 0)
  1093. {
  1094. if (!equalEpsilon(tag->rot[1], 0.0f)) // was just if (tag->rot[1])
  1095. glRotatef(tag->rot[1], 0, 1, 0);
  1096. if (!equalEpsilon(tag->rot[0], 0.0f))
  1097. glRotatef(tag->rot[0], 1, 0, 0);
  1098. if (!equalEpsilon(tag->rot[2], 0.0f))
  1099. glRotatef(tag->rot[2], 0, 0, 1);
  1100. }
  1101. else
  1102. {
  1103. if (tag->flag & 0x01)
  1104. glPopMatrix();
  1105. if (tag->flag & 0x02)
  1106. glPushMatrix();
  1107. glTranslatef(tag->off[0], tag->off[1], tag->off[2]);
  1108. if (!equalEpsilon(tag->rot[1], 0.0f))
  1109. glRotatef(tag->rot[1], 0, 1, 0);
  1110. if (!equalEpsilon(tag->rot[0], 0.0f))
  1111. glRotatef(tag->rot[0], 1, 0, 0);
  1112. if (!equalEpsilon(tag->rot[2], 0.0f))
  1113. glRotatef(tag->rot[2], 0, 0, 1);
  1114. }
  1115. // Draw layered lara in TR4 ( 2 meshes per tag )
  1116. if (mdl->tr4Overlay == 1)
  1117. {
  1118. boneframe2 = (mdl->animation[0])->frame[0];
  1119. if (boneframe2)
  1120. {
  1121. tag2 = boneframe2->tag[boneframe->tag.getCurrentIndex()];
  1122. if (tag2)
  1123. {
  1124. drawModelMesh(gWorld.getMesh(tag2->mesh), Render::skeletalMesh);
  1125. }
  1126. }
  1127. }
  1128. if (mFlags & Render::fRenderPonytail)
  1129. {
  1130. if (mdl->ponytailId > 0 &&
  1131. boneframe->tag.getCurrentIndex() == 14)
  1132. {
  1133. glPushMatrix();
  1134. // Mongoose 2002.08.30, TEST to align offset
  1135. glTranslatef(mdl->ponytail[0], mdl->ponytail[1], mdl->ponytail[2]);
  1136. glRotatef(mdl->ponytailAngle, 1, 0, 0);
  1137. // HACK: To fill TR4 void between ponytail/head
  1138. // since no vertex welds are implemented yet
  1139. if (mdl->tr4Overlay == 1)
  1140. {
  1141. glScalef(1.20f, 1.20f, 1.20f);
  1142. }
  1143. #ifdef EXPERIMENTAL_NON_ITEM_RENDER
  1144. drawModel(mModels[mdl->ponytail], 0, 0);
  1145. #else
  1146. for (unsigned int i = 0; i < mdl->ponytailNumMeshes; ++i)
  1147. {
  1148. glPushMatrix();
  1149. if (i > 0)
  1150. {
  1151. glRotatef(helRandomNum(-8.0f, -10.0f), 1, 0, 0);
  1152. glRotatef(helRandomNum(-5.0f, 5.0f), 0, 1, 0);
  1153. glRotatef(helRandomNum(-5.0f, 5.0f), 0, 0, 1);
  1154. glTranslatef(0.0, 0.0, mdl->ponyOff);
  1155. }
  1156. if (mdl->pigtails)
  1157. {
  1158. glPushMatrix();
  1159. glTranslatef(mdl->ponyOff2, 0.0, 0.0);
  1160. drawModelMesh(gWorld.getMesh(mdl->ponytailMeshId + i),
  1161. Render::skeletalMesh);
  1162. glPopMatrix();
  1163. glPushMatrix();
  1164. glTranslatef(-mdl->ponyOff2, 0.0, 0.0);
  1165. drawModelMesh(gWorld.getMesh(mdl->ponytailMeshId + i),
  1166. Render::skeletalMesh);
  1167. glPopMatrix();
  1168. }
  1169. else
  1170. {
  1171. drawModelMesh(gWorld.getMesh(mdl->ponytailMeshId + i),
  1172. Render::skeletalMesh);
  1173. }
  1174. }
  1175. for (unsigned int i = 0; i < mdl->ponytailNumMeshes; ++i)
  1176. {
  1177. glPopMatrix();
  1178. }
  1179. #endif
  1180. glPopMatrix();
  1181. }
  1182. }
  1183. drawModelMesh(gWorld.getMesh(tag->mesh), Render::skeletalMesh);
  1184. }
  1185. // Cycle frames ( cheap hack from old ent state based system )
  1186. if (mFlags & fAnimateAllModels)
  1187. {
  1188. if (model->getFrame() + 1 > (int)animation->frame.size()-1)
  1189. {
  1190. model->setFrame(0);
  1191. }
  1192. else
  1193. {
  1194. model->setFrame(model->getFrame()+1);
  1195. }
  1196. }
  1197. }
  1198. void draw_bbox(vec3_t min, vec3_t max, bool draw_points)
  1199. {
  1200. // Bind before entering now
  1201. //glBindTexture(GL_TEXTURE_2D, 1);
  1202. glPointSize(4.0);
  1203. //glLineWidth(1.25);
  1204. //! \fixme Need to make custom color key for this
  1205. glColor3fv(RED);
  1206. glBegin(GL_POINTS);
  1207. glVertex3f(max[0], max[1], max[2]);
  1208. glVertex3f(min[0], min[1], min[2]);
  1209. if (draw_points)
  1210. {
  1211. glVertex3f(max[0], min[1], max[2]);
  1212. glVertex3f(min[0], max[1], max[2]);
  1213. glVertex3f(max[0], max[1], min[2]);
  1214. glVertex3f(min[0], min[1], max[2]);
  1215. glVertex3f(min[0], max[1], min[2]);
  1216. glVertex3f(max[0], min[1], min[2]);
  1217. }
  1218. glEnd();
  1219. glColor3fv(GREEN);
  1220. glBegin(GL_LINES);
  1221. // max, top quad
  1222. glVertex3f(max[0], max[1], max[2]);
  1223. glVertex3f(max[0], min[1], max[2]);
  1224. glVertex3f(max[0], max[1], max[2]);
  1225. glVertex3f(min[0], max[1], max[2]);
  1226. glVertex3f(max[0], max[1], max[2]);
  1227. glVertex3f(max[0], max[1], min[2]);
  1228. // max-min, vertical quads
  1229. glVertex3f(min[0], max[1], max[2]);
  1230. glVertex3f(min[0], max[1], min[2]);
  1231. glVertex3f(max[0], min[1], max[2]);
  1232. glVertex3f(max[0], min[1], min[2]);
  1233. glVertex3f(max[0], min[1], max[2]);
  1234. glVertex3f(min[0], min[1], max[2]);
  1235. // min-max, vertical quads
  1236. glVertex3f(max[0], max[1], min[2]);
  1237. glVertex3f(max[0], min[1], min[2]);
  1238. glVertex3f(max[0], max[1], min[2]);
  1239. glVertex3f(min[0], max[1], min[2]);
  1240. glVertex3f(min[0], max[1], max[2]);
  1241. glVertex3f(min[0], min[1], max[2]);
  1242. // min, bottom quad
  1243. glVertex3f(min[0], min[1], min[2]);
  1244. glVertex3f(min[0], max[1], min[2]);
  1245. glVertex3f(min[0], min[1], min[2]);
  1246. glVertex3f(max[0], min[1], min[2]);
  1247. glVertex3f(min[0], min[1], min[2]);
  1248. glVertex3f(min[0], min[1], max[2]);
  1249. glEnd();
  1250. glPointSize(1.0);
  1251. //glLineWidth(1.0);
  1252. }
  1253. void draw_bbox_color(vec3_t min, vec3_t max, bool draw_points,
  1254. const vec4_t c1, const vec4_t c2)
  1255. {
  1256. // Bind before entering now
  1257. //glBindTexture(GL_TEXTURE_2D, 1);
  1258. glPointSize(4.0);
  1259. //glLineWidth(1.25);
  1260. //! \fixme Need to make custom color key for this
  1261. glColor3fv(c1);
  1262. glBegin(GL_POINTS);
  1263. glVertex3f(max[0], max[1], max[2]);
  1264. glVertex3f(min[0], min[1], min[2]);
  1265. if (draw_points)
  1266. {
  1267. glVertex3f(max[0], min[1], max[2]);
  1268. glVertex3f(min[0], max[1], max[2]);
  1269. glVertex3f(max[0], max[1], min[2]);
  1270. glVertex3f(min[0], min[1], max[2]);
  1271. glVertex3f(min[0], max[1], min[2]);
  1272. glVertex3f(max[0], min[1], min[2]);
  1273. }
  1274. glEnd();
  1275. glColor3fv(c2);
  1276. glBegin(GL_LINES);
  1277. // max, top quad
  1278. glVertex3f(max[0], max[1], max[2]);
  1279. glVertex3f(max[0], min[1], max[2]);
  1280. glVertex3f(max[0], max[1], max[2]);
  1281. glVertex3f(min[0], max[1], max[2]);
  1282. glVertex3f(max[0], max[1], max[2]);
  1283. glVertex3f(max[0], max[1], min[2]);
  1284. // max-min, vertical quads
  1285. glVertex3f(min[0], max[1], max[2]);
  1286. glVertex3f(min[0], max[1], min[2]);
  1287. glVertex3f(max[0], min[1], max[2]);
  1288. glVertex3f(max[0], min[1], min[2]);
  1289. glVertex3f(max[0], min[1], max[2]);
  1290. glVertex3f(min[0], min[1], max[2]);
  1291. // min-max, vertical quads
  1292. glVertex3f(max[0], max[1], min[2]);
  1293. glVertex3f(max[0], min[1], min[2]);
  1294. glVertex3f(max[0], max[1], min[2]);
  1295. glVertex3f(min[0], max[1], min[2]);
  1296. glVertex3f(min[0], max[1], max[2]);
  1297. glVertex3f(min[0], min[1], max[2]);
  1298. // min, bottom quad
  1299. glVertex3f(min[0], min[1], min[2]);
  1300. glVertex3f(min[0], max[1], min[2]);
  1301. glVertex3f(min[0], min[1], min[2]);
  1302. glVertex3f(max[0], min[1], min[2]);
  1303. glVertex3f(min[0], min[1], min[2]);
  1304. glVertex3f(min[0], min[1], max[2]);
  1305. glEnd();
  1306. glPointSize(1.0);
  1307. //glLineWidth(1.0);
  1308. }
  1309. void Render::drawRoom(RenderRoom *rRoom, bool draw_alpha)
  1310. {
  1311. room_mesh_t *room;
  1312. if (!rRoom || !rRoom->room)
  1313. return;
  1314. room = rRoom->room;
  1315. if (!(mFlags & Render::fRoomAlpha) && draw_alpha)
  1316. return;
  1317. glPushMatrix();
  1318. //LightingSetup();
  1319. glBindTexture(GL_TEXTURE_2D, 1); // WHITE texture
  1320. if (!draw_alpha &&
  1321. (mFlags & Render::fPortals || mMode == Render::modeWireframe))
  1322. {
  1323. portal_t *portal;
  1324. glLineWidth(2.0);
  1325. glColor3fv(RED);
  1326. for (room->portals.start(); room->portals.forward(); room->portals.next())
  1327. {
  1328. portal = room->portals.current();
  1329. if (!portal)
  1330. continue;
  1331. glBegin(GL_LINE_LOOP);
  1332. glVertex3fv(portal->vertices[0]);
  1333. glVertex3fv(portal->vertices[1]);
  1334. glVertex3fv(portal->vertices[2]);
  1335. glVertex3fv(portal->vertices[3]);
  1336. glEnd();
  1337. }
  1338. glLineWidth(1.0);
  1339. #ifdef OBSOLETE
  1340. glColor3fv(RED);
  1341. for (i = 0; i < (int)room->num_boxes; ++i)
  1342. {
  1343. // Mongoose 2002.08.14, This is a simple test -
  1344. // these like portals are really planes
  1345. glBegin(GL_QUADS);
  1346. glVertex3fv(room->boxes[i].a.pos);
  1347. glVertex3fv(room->boxes[i].b.pos);
  1348. glVertex3fv(room->boxes[i].c.pos);
  1349. glVertex3fv(room->boxes[i].d.pos);
  1350. glEnd();
  1351. }
  1352. #endif
  1353. }
  1354. if (mMode == Render::modeWireframe && !draw_alpha)
  1355. {
  1356. draw_bbox(room->bbox_min, room->bbox_max, true);
  1357. }
  1358. glTranslated(room->pos[0], room->pos[1], room->pos[2]);
  1359. // Reset since GL_MODULATE used, reset to WHITE
  1360. glColor3fv(WHITE);
  1361. switch (mMode)
  1362. {
  1363. case modeWireframe:
  1364. rRoom->mesh.mMode = Mesh::MeshModeWireframe;
  1365. break;
  1366. case modeSolid:
  1367. rRoom->mesh.mMode = Mesh::MeshModeSolid;
  1368. break;
  1369. default:
  1370. rRoom->mesh.mMode = Mesh::MeshModeTexture;
  1371. break;
  1372. }
  1373. if (draw_alpha)
  1374. {
  1375. rRoom->mesh.drawAlpha();
  1376. }
  1377. else
  1378. {
  1379. rRoom->mesh.drawSolid();
  1380. }
  1381. glPopMatrix();
  1382. //mTexture.bindTextureId(0);
  1383. // Draw other room meshes and sprites
  1384. if (draw_alpha || mMode == modeWireframe || mMode == modeSolid)
  1385. {
  1386. if (mFlags & Render::fRoomModels)
  1387. {
  1388. static_model_t *mdl;
  1389. for (room->models.start(); room->models.forward();
  1390. room->models.next())
  1391. {
  1392. mdl = room->models.current();
  1393. if (!mdl)
  1394. continue;
  1395. mdl->pos[0] += room->pos[0];
  1396. mdl->pos[1] += room->pos[1];
  1397. mdl->pos[2] += room->pos[2];
  1398. // Depth sort room model render list with qsort
  1399. room->models.qSort(compareStaticModels);
  1400. mdl->pos[0] -= room->pos[0];
  1401. mdl->pos[1] -= room->pos[1];
  1402. mdl->pos[2] -= room->pos[2];
  1403. }
  1404. for (room->models.start(); room->models.forward();
  1405. room->models.next())
  1406. {
  1407. drawRoomModel(room->models.current());
  1408. }
  1409. }
  1410. // Draw other room alpha polygon objects
  1411. if (mFlags & Render::fSprites)
  1412. {
  1413. for (room->sprites.start(); room->sprites.forward(); room->sprites.next())
  1414. {
  1415. drawSprite(room->sprites.current());
  1416. }
  1417. }
  1418. }
  1419. }
  1420. void Render::drawSprite(sprite_t *sprite)
  1421. {
  1422. if (!sprite)
  1423. return;
  1424. if (!isVisible(sprite->pos[0], sprite->pos[1], sprite->pos[2],
  1425. sprite->radius))
  1426. return;
  1427. glPushMatrix();
  1428. glTranslated(sprite->pos[0], sprite->pos[1], sprite->pos[2]);
  1429. // Sprites must always face camera, because they have no depth =)
  1430. glRotated(mCamera->getYaw(), 0, 1, 0);
  1431. switch (mMode)
  1432. {
  1433. // No vertex lighting on sprites, as far as I see in specs
  1434. // So just draw normal texture, no case 2
  1435. case Render::modeSolid:
  1436. glBegin(GL_TRIANGLE_STRIP);
  1437. glColor3f(sprite->texel[0].st[0], sprite->texel[0].st[1], 0.5);
  1438. glVertex3fv(sprite->vertex[0].pos);
  1439. glColor3f(sprite->texel[1].st[0], sprite->texel[1].st[1], 0.5);
  1440. glVertex3fv(sprite->vertex[1].pos);
  1441. glColor3f(sprite->texel[3].st[0], sprite->texel[3].st[1], 0.5);
  1442. glVertex3fv(sprite->vertex[3].pos);
  1443. glColor3f(sprite->texel[2].st[0], sprite->texel[2].st[1], 0.5);
  1444. glVertex3fv(sprite->vertex[2].pos);
  1445. glEnd();
  1446. break;
  1447. case Render::modeWireframe:
  1448. glColor3fv(CYAN);
  1449. glBegin(GL_LINE_LOOP);
  1450. glVertex3fv(sprite->vertex[0].pos);
  1451. glVertex3fv(sprite->vertex[1].pos);
  1452. glVertex3fv(sprite->vertex[2].pos);
  1453. glVertex3fv(sprite->vertex[3].pos);
  1454. glEnd();
  1455. glColor3fv(WHITE);
  1456. break;
  1457. default:
  1458. glBindTexture(GL_TEXTURE_2D, sprite->texture+1);
  1459. glBegin(GL_TRIANGLE_STRIP);
  1460. glTexCoord2fv(sprite->texel[0].st);
  1461. glVertex3fv(sprite->vertex[0].pos);
  1462. glTexCoord2fv(sprite->texel[1].st);
  1463. glVertex3fv(sprite->vertex[1].pos);
  1464. glTexCoord2fv(sprite->texel[3].st);
  1465. glVertex3fv(sprite->vertex[3].pos);
  1466. glTexCoord2fv(sprite->texel[2].st);
  1467. glVertex3fv(sprite->vertex[2].pos);
  1468. glEnd();
  1469. }
  1470. glPopMatrix();
  1471. }
  1472. void Render::drawRoomModel(static_model_t *mesh)
  1473. {
  1474. model_mesh_t *r_mesh;
  1475. if (!mesh)
  1476. return;
  1477. r_mesh = gWorld.getMesh(mesh->index);
  1478. if (!r_mesh)
  1479. return;
  1480. if (!isVisible(mesh->pos[0], mesh->pos[1], mesh->pos[2], r_mesh->radius))
  1481. return;
  1482. glPushMatrix();
  1483. glTranslated(mesh->pos[0], mesh->pos[1], mesh->pos[2]);
  1484. glRotated(mesh->yaw, 0, 1, 0);
  1485. drawModelMesh(r_mesh, roomMesh);
  1486. glPopMatrix();
  1487. }
  1488. void Render::tmpRenderModelMesh(model_mesh_t *r_mesh, texture_tri_t *ttri)
  1489. {
  1490. glBegin(GL_TRIANGLES);
  1491. switch (mMode)
  1492. {
  1493. case modeSolid:
  1494. case modeVertexLight:
  1495. if (r_mesh->colors)
  1496. {
  1497. glColor3fv(r_mesh->colors+ttri->index[0]);
  1498. glTexCoord2fv(ttri->st);
  1499. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1500. glColor3fv(r_mesh->colors+ttri->index[1]);
  1501. glTexCoord2fv(ttri->st+2);
  1502. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1503. glColor3fv(r_mesh->colors+ttri->index[2]);
  1504. glTexCoord2fv(ttri->st+4);
  1505. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1506. }
  1507. else if (r_mesh->normals)
  1508. {
  1509. glNormal3fv(r_mesh->normals+ttri->index[0]*3);
  1510. glTexCoord2fv(ttri->st);
  1511. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1512. glNormal3fv(r_mesh->normals+ttri->index[1]*3);
  1513. glTexCoord2fv(ttri->st+2);
  1514. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1515. glNormal3fv(r_mesh->normals+ttri->index[2]*3);
  1516. glTexCoord2fv(ttri->st+4);
  1517. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1518. }
  1519. else
  1520. {
  1521. glTexCoord2fv(ttri->st);
  1522. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1523. glTexCoord2fv(ttri->st+2);
  1524. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1525. glTexCoord2fv(ttri->st+4);
  1526. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1527. }
  1528. break;
  1529. case modeWireframe:
  1530. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1531. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1532. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1533. break;
  1534. default:
  1535. glTexCoord2fv(ttri->st);
  1536. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1537. glTexCoord2fv(ttri->st+2);
  1538. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1539. glTexCoord2fv(ttri->st+4);
  1540. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1541. }
  1542. glEnd();
  1543. }
  1544. void Render::drawModelMesh(model_mesh_t *r_mesh, RenderMeshType type)
  1545. {
  1546. texture_tri_t *ttri;
  1547. int lastTexture = -1;
  1548. // If they pass NULL structs let it hang up - this is tmp
  1549. //! \fixme Duh, vis tests need to be put back
  1550. //if (!isVisible(r_mesh->center, r_mesh->radius, r_mesh->bbox))
  1551. //{
  1552. // return;
  1553. //}
  1554. #ifdef USE_GL_ARRAYS
  1555. // Setup Arrays ( move these to another method depends on mMode )
  1556. glEnableClientState(GL_VERTEX_ARRAY);
  1557. glVertexPointer(3, GL_FLOAT, 0, r_mesh->vertices);
  1558. if (r_mesh->normals)
  1559. {
  1560. glEnableClientState(GL_NORMAL_ARRAY);
  1561. glNormalPointer(3, GL_FLOAT, 0, r_mesh->normals);
  1562. }
  1563. if (r_mesh->colors)
  1564. {
  1565. glEnableClientState(GL_COLOR_ARRAY);
  1566. glColorPointer(4, GL_FLOAT, 0, r_mesh->colors);
  1567. }
  1568. //glTexCoordPointer(2, GL_FLOAT, 0, ttri->st);
  1569. //glDrawArrays(GL_TRIANGLES, i * 3, 3 * j);
  1570. glBegin(GL_TRIANGLES);
  1571. for (r_mesh->texturedTriangles.start();
  1572. r_mesh->texturedTriangles.forward();
  1573. r_mesh->texturedTriangles.next())
  1574. {
  1575. ttri = r_mesh->texturedTriangles.current();
  1576. if (!ttri)
  1577. continue;
  1578. for (k = 0; k < 4; ++k)
  1579. {
  1580. index = mQuads[i].quads[j*4+k];
  1581. glTexCoord2fv(mQuads[i].texcoors[j*4+k]);
  1582. glArrayElement(mVertices[index]);
  1583. }
  1584. }
  1585. glEnd();
  1586. #endif
  1587. //! \fixme 'AMBIENT' -- Mongoose 2002.01.08
  1588. glColor3fv(WHITE);
  1589. if (mMode == modeWireframe)
  1590. {
  1591. switch (type)
  1592. {
  1593. case roomMesh:
  1594. glColor3fv(YELLOW);
  1595. break;
  1596. case skeletalMesh:
  1597. glColor3fv(WHITE);
  1598. break;
  1599. }
  1600. }
  1601. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1602. glBindTexture(GL_TEXTURE_2D, 1); // White texture for colors
  1603. // Colored Triagles
  1604. for (r_mesh->coloredTriangles.start();
  1605. r_mesh->coloredTriangles.forward();
  1606. r_mesh->coloredTriangles.next())
  1607. {
  1608. ttri = r_mesh->coloredTriangles.current();
  1609. if (!ttri)
  1610. continue;
  1611. if (mMode != modeWireframe && mMode != modeSolid &&
  1612. ttri->texture != lastTexture)
  1613. {
  1614. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1615. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1616. lastTexture = ttri->texture;
  1617. }
  1618. tmpRenderModelMesh(r_mesh, ttri);
  1619. }
  1620. // Colored Rectagles
  1621. for (r_mesh->coloredRectangles.start();
  1622. r_mesh->coloredRectangles.forward();
  1623. r_mesh->coloredRectangles.next())
  1624. {
  1625. ttri = r_mesh->coloredRectangles.current();
  1626. if (!ttri)
  1627. continue;
  1628. if (mMode != modeWireframe && mMode != modeSolid &&
  1629. ttri->texture != lastTexture)
  1630. {
  1631. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1632. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1633. lastTexture = ttri->texture;
  1634. }
  1635. tmpRenderModelMesh(r_mesh, ttri);
  1636. }
  1637. // Textured Tris
  1638. for (r_mesh->texturedTriangles.start();
  1639. r_mesh->texturedTriangles.forward();
  1640. r_mesh->texturedTriangles.next())
  1641. {
  1642. ttri = r_mesh->texturedTriangles.current();
  1643. if (!ttri)
  1644. continue;
  1645. if (mMode != modeWireframe && mMode != modeSolid &&
  1646. ttri->texture != lastTexture)
  1647. {
  1648. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1649. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1650. lastTexture = ttri->texture;
  1651. }
  1652. tmpRenderModelMesh(r_mesh, ttri);
  1653. }
  1654. // Textured Quads
  1655. for (r_mesh->texturedRectangles.start();
  1656. r_mesh->texturedRectangles.forward();
  1657. r_mesh->texturedRectangles.next())
  1658. {
  1659. ttri = r_mesh->texturedRectangles.current();
  1660. if (!ttri)
  1661. continue;
  1662. if (mMode != modeWireframe && mMode != modeSolid &&
  1663. ttri->texture != lastTexture)
  1664. {
  1665. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1666. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1667. lastTexture = ttri->texture;
  1668. }
  1669. tmpRenderModelMesh(r_mesh, ttri);
  1670. }
  1671. }
  1672. void Render::setSkyMesh(int index, bool rot)
  1673. {
  1674. mSkyMesh = index;
  1675. mSkyMeshRotation = rot;
  1676. }
  1677. void Render::ViewModel(entity_t *ent, int index)
  1678. {
  1679. skeletal_model_t *model;
  1680. if (!ent)
  1681. {
  1682. return;
  1683. }
  1684. model = gWorld.getModel(index);
  1685. if (model)
  1686. {
  1687. ent->modelId = index;
  1688. printf("Viewmodel skeletal model %i\n", model->id);
  1689. }
  1690. }
  1691. void Render::RegisterCamera(Camera *camera)
  1692. {
  1693. if (camera)
  1694. {
  1695. mCamera = camera;
  1696. }
  1697. }
  1698. GLString *Render::GetString()
  1699. {
  1700. return &mString;
  1701. }
  1702. void Render::addSkeletalModel(SkeletalModel *mdl)
  1703. {
  1704. mModels.pushBack(mdl);
  1705. }
  1706. void Render::updateViewVolume()
  1707. {
  1708. matrix_t proj;
  1709. matrix_t mdl;
  1710. glGetFloatv(GL_PROJECTION_MATRIX, proj);
  1711. glGetFloatv(GL_MODELVIEW_MATRIX, mdl);
  1712. gViewVolume.updateFrame(proj, mdl);
  1713. }
  1714. bool Render::isVisible(float bbox_min[3], float bbox_max[3])
  1715. {
  1716. // For debugging purposes
  1717. if (mMode == Render::modeWireframe)
  1718. {
  1719. //glPointSize(5.0);
  1720. //glColor3fv(PINK);
  1721. //glBegin(GL_POINTS);
  1722. //glVertex3fv(bbox_min);
  1723. //glVertex3fv(bbox_max);
  1724. //glEnd();
  1725. draw_bbox_color(bbox_min, bbox_max, true, PINK, RED);
  1726. }
  1727. return gViewVolume.isBboxInFrustum(bbox_min, bbox_max);
  1728. }
  1729. bool Render::isVisible(float x, float y, float z)
  1730. {
  1731. // For debugging purposes
  1732. if (mMode == Render::modeWireframe)
  1733. {
  1734. glPointSize(5.0);
  1735. glColor3fv(PINK);
  1736. glBegin(GL_POINTS);
  1737. glVertex3f(x, y, z);
  1738. glEnd();
  1739. }
  1740. return (gViewVolume.isPointInFrustum(x, y, z));
  1741. }
  1742. bool Render::isVisible(float x, float y, float z, float radius)
  1743. {
  1744. // For debugging purposes
  1745. if (mMode == Render::modeWireframe)
  1746. {
  1747. glPointSize(5.0);
  1748. glColor3fv(PINK);
  1749. glBegin(GL_POINTS);
  1750. glVertex3f(x, y, z);
  1751. glEnd();
  1752. }
  1753. return (gViewVolume.isSphereInFrustum(x, y, z, radius));
  1754. }