Open Source Tomb Raider Engine
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Render.cpp 58KB

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  1. /* -*- Mode: C++; tab-width: 3; indent-tabs-mode: t; c-basic-offset: 3 -*- */
  2. /*================================================================
  3. *
  4. * Project : Render
  5. * Author : Mongoose
  6. * Website : http://www.westga.edu/~stu7440/
  7. * Email : stu7440@westga.edu
  8. * Object : Render
  9. * License : No use w/o permission (C) 2001 Mongoose
  10. * Comments: This is the renderer class for OpenRaider
  11. *
  12. *
  13. * This file was generated using Mongoose's C++
  14. * template generator script. <stu7440@westga.edu>
  15. *
  16. *-- History -------------------------------------------------
  17. *
  18. * 2001.05.21:
  19. * Mongoose - Created
  20. =================================================================*/
  21. #ifdef __APPLE__
  22. #include <OpenGL/gl.h>
  23. #include <OpenGL/glu.h>
  24. #else
  25. #include <GL/gl.h>
  26. #include <GL/glu.h>
  27. #endif
  28. #include <stdlib.h>
  29. #include <math.h>
  30. #include <string.h>
  31. #ifdef USING_EMITTER
  32. #include <Emitter.h>
  33. #endif
  34. #ifdef DEBUG_MEMORY
  35. #include <memory_test.h>
  36. #endif
  37. #include <Render.h>
  38. extern entity_t *LARA;
  39. extern World gWorld;
  40. // Colors
  41. const float BLACK[] = { 0.0f, 0.0f, 0.0f, 1.0f };
  42. const float DIM_WHITE[] = { 0.5f, 0.5f, 0.5f, 1.0f };
  43. const float WHITE[] = { 1.0f, 1.0f, 1.0f, 1.0f };
  44. const float RED[] = { 1.0f, 0.0f, 0.0f, 1.0f };
  45. const float GREEN[] = { 0.0f, 1.0f, 0.0f, 1.0f };
  46. const float NEXT_PURPLE[] = { 0.3f, 0.3f, 0.5f, 1.0f };
  47. const float OR_BLUE[] = { 0.5f, 0.7f, 1.0f, 1.0f };
  48. const float PINK[] = { 1.0f, 0.0f, 1.0f, 1.0f };
  49. const float YELLOW[] = { 1.0f, 1.0f, 0.0f, 1.0f };
  50. const float CYAN[] = { 0.0f, 1.0f, 1.0f, 1.0f };
  51. ViewVolume gViewVolume; /* View volume for frustum culling */
  52. int compareEntites(const void *voidA, const void *voidB)
  53. {
  54. entity_t *a = (entity_t *)voidA, *b = (entity_t *)voidB;
  55. vec_t distA, distB;
  56. if (!a || !b)
  57. return -1; // error really
  58. distA = gViewVolume.getDistToSphereFromNear(a->pos[0],
  59. a->pos[1],
  60. a->pos[2],
  61. 1.0f);
  62. distB = gViewVolume.getDistToSphereFromNear(b->pos[0],
  63. b->pos[1],
  64. b->pos[2],
  65. 1.0f);
  66. // less than
  67. if (distA < distB)
  68. return -1;
  69. // greater than ( no need for equal )
  70. return 1;
  71. }
  72. int compareStaticModels(const void *voidA, const void *voidB)
  73. {
  74. static_model_t *a = (static_model_t *)voidA, *b = (static_model_t *)voidB;
  75. vec_t distA, distB;
  76. if (!a || !b)
  77. return -1; // error really
  78. distA = gViewVolume.getDistToSphereFromNear(a->pos[0],
  79. a->pos[1],
  80. a->pos[2],
  81. 128.0f);
  82. distB = gViewVolume.getDistToSphereFromNear(b->pos[0],
  83. b->pos[1],
  84. b->pos[2],
  85. 128.0f);
  86. // less than
  87. if (distA < distB)
  88. return -1;
  89. // greater than ( no need for equal )
  90. return 1;
  91. }
  92. int compareRoomDist(const void *voidA, const void *voidB)
  93. {
  94. const RenderRoom *a = static_cast<const RenderRoom *>(voidA);
  95. const RenderRoom *b = static_cast<const RenderRoom *>(voidB);
  96. if (!a || !b || !a->room || !b->room)
  97. return -1; // error really
  98. // less than
  99. if (a->dist < b->dist)
  100. return -1;
  101. // greater than ( no need for equal )
  102. return 1;
  103. }
  104. ////////////////////////////////////////////////////////////
  105. // Constructors
  106. ////////////////////////////////////////////////////////////
  107. Render::Render()
  108. {
  109. #ifdef USING_EMITTER
  110. mEmitter = 0x0;
  111. #endif
  112. mCamera = 0x0;
  113. mSkyMesh = -1;
  114. mSkyMeshRotation = false;
  115. mMode = Render::modeDisabled;
  116. mLock = 0;
  117. mFlags = (Render::fRoomAlpha | Render::fViewModel | Render::fSprites |
  118. Render::fRoomModels | Render::fEntityModels |
  119. Render::fUsePortals | fUpdateRoomListPerFrame);
  120. mModels.setError(0x0);
  121. mRooms.setError(0x0);
  122. mRoomRenderList.setError(0x0);
  123. mNextTextureId = NULL;
  124. mNumTexturesLoaded = NULL;
  125. mWidth = 640;
  126. mHeight = 480;
  127. }
  128. Render::~Render()
  129. {
  130. ClearWorld();
  131. }
  132. ////////////////////////////////////////////////////////////
  133. // Public Accessors
  134. ////////////////////////////////////////////////////////////
  135. void Render::screenShot(char *filenameBase)
  136. {
  137. mTexture.glScreenShot(filenameBase, mWidth, mHeight);
  138. }
  139. ////////////////////////////////////////////////////////////
  140. // Public Mutators
  141. ////////////////////////////////////////////////////////////
  142. void Render::addRoom(RenderRoom *room)
  143. {
  144. mRooms.pushBack(room);
  145. }
  146. void Render::loadTexture(unsigned char *image,
  147. unsigned int width, unsigned int height,
  148. unsigned int id)
  149. {
  150. glColor3fv(WHITE);
  151. mTexture.loadBufferSlot(image, width, height, Texture::RGBA, 32, id);
  152. }
  153. void Render::initTextures(char *textureDir, unsigned int *numLoaded,
  154. unsigned int *nextId)
  155. {
  156. char filename[128];
  157. bool fastCard = mFlags & Render::fFastCard;
  158. const char *console = "Toggle the Console with [`] key";
  159. const char *menu = "Press <esc> for menu";
  160. int font_id;
  161. int snow1_id;
  162. int snow2_id;
  163. int bg_id;
  164. int err;
  165. unsigned int numTextures = 0;
  166. unsigned char color[4];
  167. // We want to update as needed later
  168. mNumTexturesLoaded = numLoaded;
  169. mNextTextureId = nextId;
  170. mTexture.reset();
  171. mTexture.setMaxTextureCount(128); /* TR never needs more than 32 iirc
  172. However, color texturegen is a lot */
  173. if (fastCard)
  174. {
  175. mTexture.setFlag(Texture::fUseMipmaps);
  176. }
  177. printf("Processing Textures:\n");
  178. color[0] = 0xff;
  179. color[1] = 0xff;
  180. color[2] = 0xff;
  181. color[3] = 0xff;
  182. if ((font_id = mTexture.loadColorTexture(color, 32, 32)) > -1)
  183. {
  184. ++numTextures;
  185. }
  186. snprintf(filename, 126, "%s%s", textureDir, "splash.tga");
  187. filename[127] = 0;
  188. if ((bg_id = mTexture.loadTGA(filename)) > -1)
  189. {
  190. ++numTextures;
  191. }
  192. snprintf(filename, 126, "%s%s", textureDir, "snow.tga");
  193. filename[127] = 0;
  194. if ((snow1_id = mTexture.loadTGA(filename)) > -1)
  195. {
  196. ++numTextures;
  197. }
  198. snprintf(filename, 126, "%s%s", textureDir, "snow2.tga");
  199. filename[127] = 0;
  200. if ((snow2_id = mTexture.loadTGA(filename)) > -1)
  201. {
  202. ++numTextures;
  203. }
  204. extern char *gFontFilename;
  205. if ((font_id = mTexture.loadFontTTF(gFontFilename,
  206. //0x303f, 0x3093-0x303f)) // Hiragana
  207. 32, 126 - 32)) // ASCII
  208. > -1)
  209. {
  210. ++numTextures;
  211. }
  212. // Weird that it isn't linear, must be some storage deal in Texture
  213. // I forgot about Id allocation
  214. *nextId = font_id;
  215. // Setup particle system test
  216. initEmitter("Snow test", 650, snow1_id, snow2_id);
  217. mString.Init(5);
  218. // String 0: OpenRaider version in lower right corner
  219. mString.Scale(1.00);
  220. err = mString.glPrintf(mWidth - 15 * strlen(VERSION),
  221. mHeight-35, VERSION);
  222. mString.SetString(0, VERSION);
  223. if (err)
  224. {
  225. printf("\n*** GLPrint test: ERROR %i\n", err);
  226. }
  227. // String 1: Used for FPS in game text output
  228. mString.Scale(0.75);
  229. err = mString.glPrintf(8, mHeight - 25, " ");
  230. mString.SetString(1, " ");
  231. if (err)
  232. {
  233. printf("\n*** GLPrint test: ERROR %i\n", err);
  234. }
  235. // String 2: Used for game console
  236. mString.Scale(1.0);
  237. err = mString.glPrintf(8, 25, console);
  238. mString.SetString(2, console);
  239. if (err)
  240. {
  241. printf("\n*** GLPrint test: ERROR %i\n", err);
  242. }
  243. // String 3: Used for one line map select menu
  244. mString.Scale(1.75);
  245. err = mString.glPrintf(mWidth/2-235, mHeight/2-24, menu);
  246. mString.SetString(3, menu);
  247. if (err)
  248. {
  249. printf("\n*** GLPrint test: ERROR %i\n", err);
  250. }
  251. // String 4: Used for one line in game text output
  252. mString.Scale(1.0);
  253. err = mString.glPrintf(8, 55, " ");
  254. mString.SetString(4, " ");
  255. if (err)
  256. {
  257. printf("\n*** GLPrint test: ERROR %i\n", err);
  258. }
  259. printf("\n");
  260. *numLoaded = numTextures;
  261. }
  262. void Render::initEmitter(const char *name, unsigned int size,
  263. unsigned int snowTex1, unsigned int snowTex2)
  264. {
  265. #ifdef USING_EMITTER
  266. if (mEmitter)
  267. delete mEmitter; // Public, so avoid possible leak
  268. // Mongoose 2002.01.01, Screwing around with particle emitter test
  269. // note this is backwards b/c load screen is rendered upsidedown
  270. //mEmitter = new Emitter(/*name*/"snow", size);
  271. mEmitter = new Emitter(name, size);
  272. mEmitter->SetTextureId(snowTex1);
  273. mEmitter->TextureId(120, 280, snowTex2);
  274. mEmitter->TextureId(400, 450, snowTex2);
  275. mEmitter->TextureId(500, 550, snowTex2);
  276. // Mongoose 2002.01.01, Varing force and speed should look
  277. // like varing mass/SA in wind, maybe
  278. mEmitter->Speed(0, 150, 3500, 3000, 3500);
  279. mEmitter->Speed(150, 350, 3000, 4000, 3000);
  280. mEmitter->Speed(400, 500, 2000, 5000, 2000);
  281. mEmitter->Speed(400, 500, 2000, 5000, 2000);
  282. mEmitter->Force(100, 200, 0.0, 7.0, 0.0);
  283. mEmitter->Force(200, 300, 0.0, 5.0, 0.0);
  284. mEmitter->Force(300, 500, 0.0, 10.0, 0.0);
  285. mEmitter->Force(500, 650, 0.0, 9.0, 0.0);
  286. #endif
  287. }
  288. void Render::ClearWorld()
  289. {
  290. LARA = NULL;
  291. mRoomRenderList.clear();
  292. mRooms.erase();
  293. mModels.erase();
  294. #ifdef USING_EMITTER
  295. if (mEmitter)
  296. {
  297. delete mEmitter;
  298. mEmitter = 0x0;
  299. }
  300. #endif
  301. }
  302. // Texture must be set to WHITE solid color texture
  303. void renderTrace(int color, vec3_t start, vec3_t end)
  304. {
  305. const float widthStart = 10.0f; //5.0f;
  306. const float widthEnd = 10.0f;
  307. float delta = helRandomNum(0.01f, 0.16f); // for flicker fx
  308. // Draw two long quads that skrink and fade the they go further out
  309. glBegin(GL_QUADS);
  310. switch (color)
  311. {
  312. case 0:
  313. glColor3f(0.9f - delta, 0.2f, 0.2f);
  314. break;
  315. case 1:
  316. glColor3f(0.2f, 0.9f - delta, 0.2f);
  317. break;
  318. case 2:
  319. default:
  320. glColor3f(0.2f, 0.2f, 0.9f - delta);
  321. }
  322. glVertex3f(start[0], start[1], start[2]);
  323. glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
  324. glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
  325. glVertex3f(end[0], end[1], end[2]);
  326. glVertex3f(start[0], start[1], start[2]);
  327. glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
  328. glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
  329. glVertex3f(end[0], end[1], end[2]);
  330. glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
  331. glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
  332. glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
  333. glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
  334. glEnd();
  335. }
  336. void Render::Init(int width, int height, bool fast_card)
  337. {
  338. char *s;
  339. mWidth = width;
  340. mHeight = height;
  341. mFlags |= Render::fFastCard;
  342. if (!fast_card)
  343. {
  344. mFlags ^= Render::fFastCard;
  345. }
  346. // Print driver support information
  347. printf("\n## GL Driver Info ##\n");
  348. printf("Vendor : %s\n", glGetString(GL_VENDOR));
  349. printf("Renderer : %s\n", glGetString(GL_RENDERER));
  350. printf("Version : %s\n\n", glGetString(GL_VERSION));
  351. //printf("\tExtensions : %s\n\n\n", (char*)glGetString(GL_EXTENSIONS));
  352. // Testing for goodies
  353. // Mongoose 2001.12.31, Fixed string use to check for bad strings
  354. s = (char*)glGetString(GL_EXTENSIONS);
  355. if (s && s[0])
  356. {
  357. printf("\tGL_ARB_multitexture \t\t");
  358. if (strstr(s, "GL_ARB_multitexture"))
  359. {
  360. mFlags |= Render::fMultiTexture;
  361. printf("YES\n");
  362. }
  363. else
  364. {
  365. printf("NO\n");
  366. }
  367. printf("\tGL_EXT_texture_env_combine\t\t");
  368. if (strstr(s, "GL_EXT_texture_env_combine"))
  369. {
  370. printf("YES\n");
  371. }
  372. else
  373. {
  374. printf("NO\n");
  375. }
  376. }
  377. // Set up Z buffer
  378. glEnable(GL_DEPTH_TEST);
  379. glDepthFunc(GL_LESS);
  380. // Set up culling
  381. glEnable(GL_CULL_FACE);
  382. glFrontFace(GL_CW);
  383. //glFrontFace(GL_CCW);
  384. //glCullFace(GL_FRONT);
  385. // Set background to black
  386. glClearColor(BLACK[0], BLACK[1], BLACK[2], BLACK[3]);
  387. // Disable lighting
  388. glDisable(GL_LIGHTING);
  389. // Set up alpha blending
  390. if (fast_card)
  391. {
  392. glEnable(GL_BLEND);
  393. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  394. //glEnable(GL_ALPHA_TEST); // Disable per pixel alpha blending
  395. glAlphaFunc(GL_GREATER, 0);
  396. }
  397. else
  398. {
  399. glDisable(GL_BLEND);
  400. glDisable(GL_ALPHA_TEST);
  401. }
  402. glPointSize(5.0);
  403. // Setup shading
  404. glShadeModel(GL_SMOOTH);
  405. if (fast_card)
  406. {
  407. glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
  408. glHint(GL_FOG_HINT, GL_NICEST);
  409. glEnable(GL_COLOR_MATERIAL);
  410. glEnable(GL_DITHER);
  411. // AA polygon edges
  412. //glEnable(GL_POLYGON_SMOOTH);
  413. //glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
  414. }
  415. else
  416. {
  417. glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
  418. glHint(GL_FOG_HINT, GL_FASTEST);
  419. glDisable(GL_COLOR_MATERIAL);
  420. glDisable(GL_DITHER);
  421. glDisable(GL_POLYGON_SMOOTH);
  422. }
  423. glDisable(GL_LINE_SMOOTH);
  424. glDisable(GL_POINT_SMOOTH);
  425. glDisable(GL_AUTO_NORMAL);
  426. glDisable(GL_LOGIC_OP);
  427. glDisable(GL_TEXTURE_1D);
  428. glDisable(GL_STENCIL_TEST);
  429. glDisable(GL_FOG);
  430. glDisable(GL_NORMALIZE);
  431. glEnableClientState(GL_VERTEX_ARRAY);
  432. glDisableClientState(GL_EDGE_FLAG_ARRAY);
  433. glDisableClientState(GL_COLOR_ARRAY);
  434. glDisableClientState(GL_NORMAL_ARRAY);
  435. glPolygonMode(GL_FRONT, GL_FILL);
  436. glMatrixMode(GL_MODELVIEW);
  437. }
  438. void setLighting(bool on)
  439. {
  440. if (on)
  441. {
  442. glEnable(GL_LIGHTING);
  443. glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
  444. glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, WHITE);
  445. glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, WHITE);
  446. glLightModelfv(GL_LIGHT_MODEL_AMBIENT, DIM_WHITE);
  447. }
  448. else
  449. {
  450. glDisable(GL_LIGHTING);
  451. }
  452. }
  453. void lightRoom(RenderRoom *room)
  454. {
  455. unsigned int i;
  456. Light *light;
  457. for (i = 0; i < room->lights.size(); ++i)
  458. {
  459. light = room->lights[i];
  460. if (!light)
  461. continue;
  462. glEnable(GL_LIGHT0 + i);
  463. switch (light->mType)
  464. {
  465. case Light::typeSpot:
  466. glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, light->mCutoff);
  467. glLightfv(GL_LIGHT0 + i, GL_POSITION, light->mPos);
  468. glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, light->mDir);
  469. glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, light->mColor);
  470. break;
  471. case Light::typePoint:
  472. case Light::typeDirectional:
  473. glLightf(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, 1.0); // 1.0
  474. // GL_QUADRATIC_ATTENUATION
  475. // GL_LINEAR_ATTENUATION
  476. glLightf(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, light->mAtt);
  477. glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, light->mColor); // GL_DIFFUSE
  478. glLightfv(GL_LIGHT0 + i, GL_POSITION, light->mPos);
  479. break;
  480. }
  481. }
  482. }
  483. void Render::toggleFlag(unsigned int flag)
  484. {
  485. if (mFlags & flag)
  486. clearFlags(flag);
  487. else
  488. setFlags(flag);
  489. }
  490. void Render::clearFlags(unsigned int flags)
  491. {
  492. // _defaults |= flags; // Force removal if it wasn't set
  493. mFlags ^= flags;
  494. if (flags & Render::fFog)
  495. {
  496. if (glIsEnabled(GL_FOG))
  497. {
  498. glDisable(GL_FOG);
  499. }
  500. }
  501. if (flags & Render::fGL_Lights)
  502. {
  503. setLighting(false);
  504. }
  505. }
  506. void Render::setFlags(unsigned int flags)
  507. {
  508. mFlags |= flags;
  509. if (flags & Render::fFog)
  510. {
  511. glEnable(GL_FOG);
  512. glFogf(GL_FOG_MODE, GL_EXP2);
  513. glFogf(GL_FOG_DENSITY, 0.00008f);
  514. glFogf(GL_FOG_START, 30000.0f);
  515. glFogf(GL_FOG_END, 50000.0f);
  516. glFogfv(GL_FOG_COLOR, BLACK);
  517. }
  518. if (flags & Render::fGL_Lights)
  519. {
  520. setLighting(true);
  521. }
  522. }
  523. void Render::Update(int width, int height)
  524. {
  525. mWidth = width;
  526. mHeight = height;
  527. }
  528. int Render::getMode()
  529. {
  530. return mMode;
  531. }
  532. void Render::setMode(int n)
  533. {
  534. mMode = n;
  535. switch (mMode)
  536. {
  537. case Render::modeDisabled:
  538. break;
  539. case Render::modeSolid:
  540. case Render::modeWireframe:
  541. glClearColor(NEXT_PURPLE[0], NEXT_PURPLE[1],
  542. NEXT_PURPLE[2], NEXT_PURPLE[3]);
  543. glDisable(GL_TEXTURE_2D);
  544. break;
  545. default:
  546. if (mFlags & Render::fFastCard)
  547. {
  548. if (mMode == Render::modeLoadScreen)
  549. {
  550. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  551. }
  552. else
  553. {
  554. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  555. }
  556. }
  557. glClearColor(BLACK[0], BLACK[1], BLACK[2], BLACK[3]);
  558. glEnable(GL_TEXTURE_2D);
  559. }
  560. }
  561. // Replaced the deprecated gluLookAt with slightly modified code from here:
  562. // http://www.khronos.org/message_boards/showthread.php/4991
  563. void CrossProd(float x1, float y1, float z1, float x2, float y2, float z2, float res[3])
  564. {
  565. res[0] = y1*z2 - y2*z1;
  566. res[1] = x2*z1 - x1*z2;
  567. res[2] = x1*y2 - x2*y1;
  568. }
  569. void deprecated_gluLookAt(float eyeX, float eyeY, float eyeZ, float lookAtX, float lookAtY, float lookAtZ, float upX, float upY, float upZ)
  570. {
  571. float f[3];
  572. // calculating the viewing vector
  573. f[0] = lookAtX - eyeX;
  574. f[1] = lookAtY - eyeY;
  575. f[2] = lookAtZ - eyeZ;
  576. float fMag, upMag;
  577. fMag = sqrtf(f[0]*f[0] + f[1]*f[1] + f[2]*f[2]);
  578. upMag = sqrtf(upX*upX + upY*upY + upZ*upZ);
  579. // normalizing the viewing vector
  580. f[0] = f[0]/fMag;
  581. f[1] = f[1]/fMag;
  582. f[2] = f[2]/fMag;
  583. // normalising the up vector. no need for this here if you have your
  584. // up vector already normalised, which is mostly the case.
  585. upX = upX/upMag;
  586. upY = upY/upMag;
  587. upZ = upZ/upMag;
  588. float s[3], u[3];
  589. CrossProd(f[0], f[1], f[2], upX, upY, upZ, s);
  590. CrossProd(s[0], s[1], s[2], f[0], f[1], f[2], u);
  591. float M[]=
  592. {
  593. s[0], u[0], -f[0], 0,
  594. s[1], u[1], -f[1], 0,
  595. s[2], u[2], -f[2], 0,
  596. 0, 0, 0, 1
  597. };
  598. glMultMatrixf(M);
  599. glTranslatef (-eyeX, -eyeY, -eyeZ);
  600. }
  601. void Render::Display()
  602. {
  603. vec3_t curPos;
  604. vec3_t camPos;
  605. vec3_t atPos;
  606. RenderRoom *room;
  607. int index;
  608. #ifdef DEBUG_MATRIX
  609. gl_test_reset();
  610. #endif
  611. // Assertion: Rendering is disabled without texture or camera
  612. if (!mCamera)
  613. {
  614. fprintf(stderr, "Render::Display> ERROR: No camera is registered\n");
  615. return;
  616. }
  617. switch (mMode)
  618. {
  619. case Render::modeDisabled:
  620. return;
  621. case Render::modeLoadScreen:
  622. //! \fixme entry for seperate main drawing method -- Mongoose 2002.01.01
  623. drawLoadScreen();
  624. return;
  625. default:
  626. ;
  627. }
  628. if (mMode == Render::modeWireframe)
  629. glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  630. else
  631. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  632. index = -1;
  633. if (LARA)
  634. {
  635. float yaw;
  636. int sector;
  637. float camOffsetH = 0.0f;
  638. switch (LARA->moveType)
  639. {
  640. case worldMoveType_fly:
  641. case worldMoveType_noClipping:
  642. case worldMoveType_swim:
  643. camOffsetH = 64.0f;
  644. break;
  645. default:
  646. case worldMoveType_walk:
  647. case worldMoveType_walkNoSwim:
  648. camOffsetH = 512.0f;
  649. }
  650. curPos[0] = LARA->pos[0];
  651. curPos[1] = LARA->pos[1];
  652. curPos[2] = LARA->pos[2];
  653. yaw = LARA->angles[1];
  654. index = LARA->room;
  655. // Mongoose 2002.08.24, New 3rd person camera hack
  656. camPos[0] = curPos[0];
  657. camPos[1] = curPos[1] - camOffsetH; // UP is lower val
  658. camPos[2] = curPos[2];
  659. camPos[0] -= (1024.0f * sinf(yaw));
  660. camPos[2] -= (1024.0f * cosf(yaw));
  661. sector = gWorld.getSector(index, camPos[0], camPos[2]);
  662. // Handle camera out of world
  663. if (sector < 0 || gWorld.isWall(index, sector))
  664. {
  665. camPos[0] = curPos[0] + (64.0f * sinf(yaw));
  666. camPos[1] -= 64.0f;
  667. camPos[2] = curPos[2] + (64.0f * cosf(yaw));
  668. }
  669. mCamera->setPosition(camPos);
  670. }
  671. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  672. glLoadIdentity();
  673. // Setup view in OpenGL with camera
  674. mCamera->update();
  675. mCamera->getPosition(camPos);
  676. mCamera->getTarget(atPos);
  677. // Mongoose 2002.08.13, Quick fix to render OpenRaider upside down
  678. // gluLookAt(camPos[0], camPos[1], camPos[2], atPos[0], atPos[1], atPos[2], 0.0, -1.0, 0.0);
  679. deprecated_gluLookAt(camPos[0], camPos[1], camPos[2], atPos[0], atPos[1], atPos[2], 0.0f, -1.0f, 0.0f);
  680. // Update view volume for vising
  681. updateViewVolume();
  682. // Let's see the LoS -- should be event controled
  683. if (LARA)
  684. {
  685. // SkeletalModel *mdl = (SkeletalModel *)LARA->tmpHook;
  686. // Draw in solid colors
  687. glDisable(GL_TEXTURE_2D);
  688. glDisable(GL_CULL_FACE);
  689. if (LARA->state == 64) // eWeaponFire
  690. {
  691. vec3_t u, v; //, s, t;
  692. // Center of LARA
  693. u[0] = curPos[0];
  694. u[1] = curPos[1] - 512.0f;
  695. u[2] = curPos[2];
  696. // Location LARA is aiming at? ( Not finished yet )
  697. v[0] = u[0] + (9000.0f * sinf(LARA->angles[1]));
  698. v[1] = u[1] + (9000.0f * sinf(LARA->angles[2]));
  699. v[2] = u[2] + (9000.0f * cosf(LARA->angles[1]));
  700. //mtkVectorSubtract(u, v, t);
  701. //mtkVectorSubtract(u, curPos, s);
  702. //printf("* %f rad\n", LARA->angles[1]);
  703. // Test tracing of aim
  704. renderTrace(0, u, v); // v = target
  705. }
  706. entity_t *route = LARA->master;
  707. while (route)
  708. {
  709. if (route->master)
  710. {
  711. renderTrace(1, route->pos, route->master->pos);
  712. }
  713. route = route->master;
  714. }
  715. glEnable(GL_CULL_FACE);
  716. glEnable(GL_TEXTURE_2D);
  717. }
  718. // Render world
  719. glColor3fv(DIM_WHITE); // was WHITE
  720. drawSkyMesh(96.0);
  721. // Figure out how much of the map to render
  722. newRoomRenderList(index);
  723. // Room solid pass, need to do depth sorting to avoid 2 pass render
  724. for (mRoomRenderList.start(); mRoomRenderList.forward();
  725. mRoomRenderList.next())
  726. {
  727. room = mRoomRenderList.current();
  728. if (room)
  729. {
  730. if (mFlags & Render::fGL_Lights)
  731. {
  732. lightRoom(room);
  733. }
  734. drawRoom(room, false);
  735. }
  736. }
  737. // Draw all visible enities
  738. if (mFlags & Render::fEntityModels)
  739. {
  740. entity_t *e;
  741. Vector<entity_t *> entityRenderList;
  742. Vector<entity_t *> *entities = gWorld.getEntities();
  743. for (entities->start(); entities->forward(); entities->next())
  744. {
  745. e = entities->current();
  746. // Mongoose 2002.03.26, Don't show lara to it's own player
  747. if (!e || e == LARA)
  748. {
  749. continue;
  750. }
  751. // Mongoose 2002.08.15, Nothing to draw, skip
  752. // Mongoose 2002.12.24, Some entities have no animation =p
  753. if (e->tmpHook)
  754. {
  755. SkeletalModel *mdl = static_cast<SkeletalModel *>(e->tmpHook);
  756. if (mdl->model->animation.empty())
  757. continue;
  758. }
  759. // Is it in view volume? ( Hack to use sphere )
  760. if (!isVisible(e->pos[0], e->pos[1], e->pos[2], 512.0f))
  761. continue;
  762. // Is it in a room we're rendering?
  763. //if (mRoomRenderList[e->room] == 0x0)
  764. //{
  765. // continue;
  766. //}
  767. entityRenderList.pushBack(e);
  768. }
  769. // Draw objects not tied to rooms
  770. glPushMatrix();
  771. drawObjects();
  772. glPopMatrix();
  773. // Depth sort entityRenderList with qsort
  774. entityRenderList.qSort(compareEntites);
  775. for (entityRenderList.start(); entityRenderList.forward();
  776. entityRenderList.next())
  777. {
  778. e = entityRenderList.current();
  779. glPushMatrix();
  780. glTranslatef(e->pos[0], e->pos[1], e->pos[2]);
  781. glRotatef(e->angles[1], 0, 1, 0);
  782. drawModel(static_cast<SkeletalModel *>(e->tmpHook));
  783. glPopMatrix();
  784. }
  785. }
  786. // Room alpha pass
  787. // Skip room alpha pass for modes w/o texture
  788. if (!(mMode == Render::modeSolid || mMode == Render::modeWireframe))
  789. {
  790. for (mRoomRenderList.start(); mRoomRenderList.forward();
  791. mRoomRenderList.next())
  792. {
  793. room = mRoomRenderList.current();
  794. if (room)
  795. {
  796. drawRoom(room, true);
  797. }
  798. }
  799. }
  800. #ifdef USING_EMITTER_IN_GAME
  801. // Mongoose 2002.01.01, Test particle prototype in game
  802. if (EMIT && mFlags & RENDER_F_PARTICLES)
  803. {
  804. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  805. glPushMatrix();
  806. glLoadIdentity();
  807. glEnable(GL_BLEND);
  808. glRotatef(180.0, 1.0, 0.0, 0.0);
  809. glTranslatef(0.0, -820.0, 575.0);
  810. glScalef(80.0, 80.0, 80.0);
  811. EMIT->Draw();
  812. glPopMatrix();
  813. // Mongoose 2002.03.26, Account for particle system
  814. // not using new binds by setting WHITE texture here
  815. mTexture.bindTextureId(0);
  816. }
  817. #endif
  818. if (mMode == Render::modeWireframe)
  819. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  820. glEnterMode2d(mWidth, mHeight);
  821. glColor3fv(OR_BLUE);
  822. mString.Render();
  823. glExitMode2d();
  824. #ifdef USING_EMITTER
  825. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  826. #endif
  827. // Mongoose 2002.01.01, Test matrix ops
  828. #ifdef DEBUG_MATRIX
  829. if (gl_test_val())
  830. {
  831. printf("ERROR in matrix stack %i\n", gl_test_val());
  832. }
  833. #endif
  834. glFlush();
  835. }
  836. void Render::newRoomRenderList(int index)
  837. {
  838. static int currentRoomId = -1;
  839. RenderRoom *room;
  840. if (mFlags & Render::fUsePortals)
  841. {
  842. if (index == -1) // -1 is error, so draw room 0, for the hell of it
  843. {
  844. room = mRooms[0];
  845. mRoomRenderList.clear();
  846. if (room)
  847. {
  848. mRoomRenderList.pushBack(room);
  849. }
  850. }
  851. else
  852. {
  853. // Update room render list if needed
  854. if (mFlags & Render::fUpdateRoomListPerFrame ||
  855. currentRoomId != index)
  856. {
  857. mRoomRenderList.clear();
  858. room = mRooms[index];
  859. buildRoomRenderList(room);
  860. }
  861. }
  862. }
  863. else // Render all rooms pretty much
  864. {
  865. if (currentRoomId != index || index == -1)
  866. {
  867. printf("*** Room render list -> %i\n", index);
  868. mRoomRenderList.clear();
  869. for (mRooms.start(); mRooms.forward(); mRooms.next())
  870. {
  871. room = mRooms.current();
  872. if (!room || !room->room)
  873. continue;
  874. if (!isVisible(room->room->bbox_min, room->room->bbox_max))
  875. continue;
  876. //room->dist =
  877. //gViewVolume.getDistToBboxFromNear(room->room->bbox_min,
  878. // room->room->bbox_max);
  879. mRoomRenderList.pushBack(room);
  880. }
  881. }
  882. }
  883. // Depth Sort roomRenderList ( no use in that, work on portals first )
  884. mRoomRenderList.qSort(compareRoomDist);
  885. currentRoomId = index;
  886. }
  887. void Render::buildRoomRenderList(RenderRoom *rRoom)
  888. {
  889. RenderRoom *rRoom2;
  890. // Must exist
  891. if (!rRoom || !rRoom->room)
  892. return;
  893. // Must be visible
  894. //! \fixme Add depth sorting here - remove multipass
  895. if (!isVisible(rRoom->room->bbox_min, rRoom->room->bbox_max))
  896. return;
  897. // Must not already be cached
  898. for (mRoomRenderList.start(); mRoomRenderList.forward();
  899. mRoomRenderList.next())
  900. {
  901. rRoom2 = mRoomRenderList.current();
  902. if (rRoom2 == rRoom)
  903. return;
  904. }
  905. //rRoom->dist =
  906. //gViewVolume.getDistToBboxFromNear(rRoom->room->bbox_min,
  907. // rRoom->room->bbox_max);
  908. /* Add current room to list */
  909. mRoomRenderList.pushBack(rRoom);
  910. if (mFlags & Render::fOneRoom)
  911. {
  912. return;
  913. }
  914. else if (mFlags & Render::fAllRooms) /* Are you serious? */
  915. {
  916. for (mRooms.start(); mRooms.forward(); mRooms.next())
  917. {
  918. rRoom2 = mRooms.current();
  919. if (rRoom2 && rRoom2 != rRoom)
  920. {
  921. buildRoomRenderList(rRoom2);
  922. }
  923. }
  924. return;
  925. }
  926. // Try to add adj rooms and their adj rooms, skip this room
  927. for (rRoom->room->adjacentRooms.start(), rRoom->room->adjacentRooms.next();
  928. rRoom->room->adjacentRooms.forward(); rRoom->room->adjacentRooms.next())
  929. {
  930. if (rRoom->room->adjacentRooms.current() < 0)
  931. continue;
  932. rRoom2 = mRooms[rRoom->room->adjacentRooms.current()];
  933. // Mongoose 2002.03.22, Add portal visibility check here
  934. if (rRoom2 && rRoom2 != rRoom)
  935. {
  936. buildRoomRenderList(rRoom2);
  937. }
  938. }
  939. }
  940. void Render::drawSkyMesh(float scale)
  941. {
  942. skeletal_model_t *model = gWorld.getModel(mSkyMesh);
  943. if (!model)
  944. return;
  945. glDisable(GL_DEPTH_TEST);
  946. glPushMatrix();
  947. if (mSkyMeshRotation)
  948. {
  949. glRotated(90.0, 1, 0, 0);
  950. }
  951. glTranslated(0.0, 1000.0, 0.0);
  952. glScaled(scale, scale, scale);
  953. //drawModel(model);
  954. //drawModelMesh(gWorld.getMesh(mSkyMesh), );
  955. glPopMatrix();
  956. glEnable(GL_DEPTH_TEST);
  957. }
  958. void Render::drawLoadScreen()
  959. {
  960. static float wrap = 0.0001f;
  961. float x = 0.0f, y = 0.0f, z = -160.0f;
  962. float w = 500.0f, h = 500.0f;
  963. if (mTexture.getTextureCount() <= 0)
  964. return;
  965. // Mongoose 2002.01.01, Rendered while game is loading...
  966. //! \fixme seperate logo/particle coor later
  967. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  968. glLoadIdentity();
  969. glColor3fv(WHITE);
  970. if (mFlags & Render::fGL_Lights)
  971. glDisable(GL_LIGHTING);
  972. // Mongoose 2002.01.01, Draw logo/load screen
  973. glTranslatef(0.0f, 0.0f, -2000.0f);
  974. glRotatef(180.0f, 1.0f, 0.0f, 0.0f);
  975. // Mongoose 2002.03.26, Account for particle system not using new binds
  976. // by not using them here either
  977. //mTexture.Bind(1); // Second loaded texture ( index + 1 = 2 )
  978. if (mFlags & Render::fMultiTexture && wrap < 1.121096f)
  979. {
  980. mTexture.bindMultiTexture(1, 3);
  981. glBegin(GL_TRIANGLE_STRIP);
  982. mTexture.useMultiTexture(1.0f, 1.0f, 0.5f - wrap, 1.0f);
  983. glColor3fv(WHITE);
  984. glVertex3f(x + w, y + h, z);
  985. mTexture.useMultiTexture(0.0f, 1.0f, 0.0f - wrap, 1.0f);
  986. glColor3fv(WHITE);
  987. glVertex3f(x - w, y + h, z);
  988. mTexture.useMultiTexture(1.0f, 0.0f, 0.5f - wrap, 0.5f);
  989. glColor3fv(WHITE);
  990. glVertex3f(x + w, y - h, z);
  991. mTexture.useMultiTexture(0.0f, 0.0f, 0.0f - wrap, 0.5f);
  992. glColor3fv(WHITE);
  993. glVertex3f(x - w, y - h, z);
  994. glEnd();
  995. // wrap += 0.0012f;
  996. // The Loading Screen sat around for 25s, doing nothing.
  997. // Incrementing wrap by a much bigger number speeds up the animation
  998. // thus greatly reducing startup time?! -- xythobuz
  999. wrap += 0.075f;
  1000. if (wrap > 1.121096f)
  1001. mTexture.disableMultiTexture();
  1002. }
  1003. else
  1004. {
  1005. glBindTexture(GL_TEXTURE_2D, 2);
  1006. glBegin(GL_TRIANGLE_STRIP);
  1007. glTexCoord2f(1.0, 1.0);
  1008. glVertex3f(x + w, y + h, z);
  1009. glTexCoord2f(0.0, 1.0);
  1010. glVertex3f(x - w, y + h, z);
  1011. glTexCoord2f(1.0, 0.0);
  1012. glVertex3f(x + w, y - h, z);
  1013. glTexCoord2f(0.0, 0.0);
  1014. glVertex3f(x - w, y - h, z);
  1015. glEnd();
  1016. }
  1017. if (mFlags & Render::fGL_Lights)
  1018. glEnable(GL_LIGHTING);
  1019. #ifdef USING_EMITTER
  1020. // Mongoose 2002.01.01, Test particle prototype on load screen
  1021. if (mEmitter && mFlags & Render::fParticles)
  1022. {
  1023. glPushMatrix();
  1024. glLoadIdentity();
  1025. glEnable(GL_BLEND);
  1026. glRotatef(180.0, 1.0, 0.0, 0.0);
  1027. glTranslatef(0.0, -820.0, 575.0);
  1028. glScalef(80.0, 80.0, 80.0);
  1029. // Update view volume for vising
  1030. updateViewVolume();
  1031. gViewVolume.getFrustum(mEmitter->mFrustum);
  1032. mEmitter->Flags(Emitter::fUseDepthSorting, true);
  1033. mEmitter->Draw();
  1034. glPopMatrix();
  1035. }
  1036. #endif
  1037. glEnterMode2d(mWidth, mHeight);
  1038. glColor3fv(OR_BLUE);
  1039. mString.Render();
  1040. glExitMode2d();
  1041. glFlush();
  1042. }
  1043. void Render::drawObjects()
  1044. {
  1045. #ifdef USING_FPS_CAMERA
  1046. vec3_t curPos;
  1047. #endif
  1048. sprite_seq_t *sprite;
  1049. int frame;
  1050. // Draw lara or other player model ( move to entity rendering method )
  1051. if (mFlags & Render::fViewModel && LARA && LARA->tmpHook)
  1052. {
  1053. SkeletalModel *mdl = static_cast<SkeletalModel *>(LARA->tmpHook);
  1054. if (mdl)
  1055. {
  1056. // Mongoose 2002.03.22, Test 'idle' aniamtions
  1057. if (!LARA->moving)
  1058. {
  1059. frame = mdl->getIdleAnimation();
  1060. // Mongoose 2002.08.15, Stop flickering of idle lara here
  1061. if (frame == 11)
  1062. {
  1063. mdl->setFrame(0);
  1064. }
  1065. }
  1066. else
  1067. {
  1068. frame = mdl->getAnimation();
  1069. }
  1070. animation_frame_t *animation = mdl->model->animation[frame];
  1071. if (animation && mdl->getFrame() > (int)animation->frame.size()-1)
  1072. {
  1073. mdl->setFrame(0);
  1074. }
  1075. }
  1076. glPushMatrix();
  1077. #ifdef USING_FPS_CAMERA
  1078. mCamera->getPosition(curPos);
  1079. glTranslated(curPos[0], curPos[1], curPos[2]);
  1080. glRotated(mCamera->getYaw(), 0, 1, 0);
  1081. glTranslated(0, 500, 1200);
  1082. #else
  1083. glTranslated(LARA->pos[0], LARA->pos[1], LARA->pos[2]);
  1084. glRotated(mCamera->getYaw(), 0, 1, 0);
  1085. #endif
  1086. drawModel(static_cast<SkeletalModel *>(LARA->tmpHook));
  1087. glPopMatrix();
  1088. }
  1089. // Mongoose 2002.03.22, Draw sprites after player to handle alpha
  1090. if (mFlags & Render::fSprites)
  1091. {
  1092. Vector<sprite_seq_t *> *sprites;
  1093. sprites = gWorld.getSprites();
  1094. for (sprites->start(); sprites->forward(); sprites->next())
  1095. {
  1096. sprite = sprites->current();
  1097. if (!sprite)
  1098. continue;
  1099. if (sprite->sprite && sprite->num_sprites)
  1100. {
  1101. for (int i = 0; i < sprite->num_sprites; i++)
  1102. {
  1103. drawSprite((sprite_t *)(sprite->sprite+i));
  1104. }
  1105. }
  1106. }
  1107. }
  1108. }
  1109. void Render::drawModel(SkeletalModel *model)
  1110. {
  1111. animation_frame_t *animation;
  1112. bone_frame_t *boneframe;
  1113. bone_frame_t *boneframe2 = 0x0;
  1114. bone_tag_t *tag;
  1115. bone_tag_t *tag2;
  1116. int bframe, aframe;
  1117. skeletal_model_t *mdl;
  1118. if (!model || !model->model)
  1119. return;
  1120. mdl = model->model;
  1121. aframe = model->getAnimation();
  1122. bframe = model->getFrame();
  1123. animation = mdl->animation[aframe];
  1124. if (!animation)
  1125. {
  1126. #ifdef DEBUG
  1127. printf("ERROR: No animation for model[%i].aframe[%i] %u\n",
  1128. mdl->id, aframe, mdl->animation.size());
  1129. #endif
  1130. return;
  1131. }
  1132. if (animation->frame.empty())
  1133. {
  1134. #ifdef DEBUG_RENDER
  1135. printf("ERROR: No boneframes?!?! *** %i:%i ***\n",
  1136. mdl->id, bframe);
  1137. #endif
  1138. return;
  1139. }
  1140. boneframe = animation->frame[bframe];
  1141. if (!boneframe)
  1142. return;
  1143. if (boneframe->tag.empty())
  1144. {
  1145. printf("Empty bone frame?!?!\n");
  1146. return;
  1147. }
  1148. glTranslatef(boneframe->pos[0], boneframe->pos[1], boneframe->pos[2]);
  1149. for (boneframe->tag.start(); boneframe->tag.forward(); boneframe->tag.next())
  1150. {
  1151. tag = boneframe->tag.current();
  1152. if (!tag)
  1153. continue;
  1154. if (boneframe->tag.getCurrentIndex() == 0)
  1155. {
  1156. if (!equalEpsilon(tag->rot[1], 0.0f)) // was just if (tag->rot[1])
  1157. glRotatef(tag->rot[1], 0, 1, 0);
  1158. if (!equalEpsilon(tag->rot[0], 0.0f))
  1159. glRotatef(tag->rot[0], 1, 0, 0);
  1160. if (!equalEpsilon(tag->rot[2], 0.0f))
  1161. glRotatef(tag->rot[2], 0, 0, 1);
  1162. }
  1163. else
  1164. {
  1165. if (tag->flag & 0x01)
  1166. glPopMatrix();
  1167. if (tag->flag & 0x02)
  1168. glPushMatrix();
  1169. glTranslatef(tag->off[0], tag->off[1], tag->off[2]);
  1170. if (!equalEpsilon(tag->rot[1], 0.0f))
  1171. glRotatef(tag->rot[1], 0, 1, 0);
  1172. if (!equalEpsilon(tag->rot[0], 0.0f))
  1173. glRotatef(tag->rot[0], 1, 0, 0);
  1174. if (!equalEpsilon(tag->rot[2], 0.0f))
  1175. glRotatef(tag->rot[2], 0, 0, 1);
  1176. }
  1177. // Draw layered lara in TR4 ( 2 meshes per tag )
  1178. if (mdl->tr4Overlay == 1)
  1179. {
  1180. boneframe2 = (mdl->animation[0])->frame[0];
  1181. if (boneframe2)
  1182. {
  1183. tag2 = boneframe2->tag[boneframe->tag.getCurrentIndex()];
  1184. if (tag2)
  1185. {
  1186. drawModelMesh(gWorld.getMesh(tag2->mesh), Render::skeletalMesh);
  1187. }
  1188. }
  1189. }
  1190. if (mFlags & Render::fRenderPonytail)
  1191. {
  1192. if (mdl->ponytailId > 0 &&
  1193. boneframe->tag.getCurrentIndex() == 14)
  1194. {
  1195. glPushMatrix();
  1196. // Mongoose 2002.08.30, TEST to align offset
  1197. glTranslatef(mdl->ponytail[0], mdl->ponytail[1], mdl->ponytail[2]);
  1198. glRotatef(mdl->ponytailAngle, 1, 0, 0);
  1199. // HACK: To fill TR4 void between ponytail/head
  1200. // since no vertex welds are implemented yet
  1201. if (mdl->tr4Overlay == 1)
  1202. {
  1203. glScalef(1.20f, 1.20f, 1.20f);
  1204. }
  1205. #ifdef EXPERIMENTAL_NON_ITEM_RENDER
  1206. drawModel(mModels[mdl->ponytail], 0, 0);
  1207. #else
  1208. for (unsigned int i = 0; i < mdl->ponytailNumMeshes; ++i)
  1209. {
  1210. glPushMatrix();
  1211. if (i > 0)
  1212. {
  1213. glRotatef(helRandomNum(-8.0f, -10.0f), 1, 0, 0);
  1214. glRotatef(helRandomNum(-5.0f, 5.0f), 0, 1, 0);
  1215. glRotatef(helRandomNum(-5.0f, 5.0f), 0, 0, 1);
  1216. glTranslatef(0.0, 0.0, mdl->ponyOff);
  1217. }
  1218. if (mdl->pigtails)
  1219. {
  1220. glPushMatrix();
  1221. glTranslatef(mdl->ponyOff2, 0.0, 0.0);
  1222. drawModelMesh(gWorld.getMesh(mdl->ponytailMeshId + i),
  1223. Render::skeletalMesh);
  1224. glPopMatrix();
  1225. glPushMatrix();
  1226. glTranslatef(-mdl->ponyOff2, 0.0, 0.0);
  1227. drawModelMesh(gWorld.getMesh(mdl->ponytailMeshId + i),
  1228. Render::skeletalMesh);
  1229. glPopMatrix();
  1230. }
  1231. else
  1232. {
  1233. drawModelMesh(gWorld.getMesh(mdl->ponytailMeshId + i),
  1234. Render::skeletalMesh);
  1235. }
  1236. }
  1237. for (unsigned int i = 0; i < mdl->ponytailNumMeshes; ++i)
  1238. {
  1239. glPopMatrix();
  1240. }
  1241. #endif
  1242. glPopMatrix();
  1243. }
  1244. }
  1245. drawModelMesh(gWorld.getMesh(tag->mesh), Render::skeletalMesh);
  1246. }
  1247. // Cycle frames ( cheap hack from old ent state based system )
  1248. if (mFlags & fAnimateAllModels)
  1249. {
  1250. if (model->getFrame() + 1 > (int)animation->frame.size()-1)
  1251. {
  1252. model->setFrame(0);
  1253. }
  1254. else
  1255. {
  1256. model->setFrame(model->getFrame()+1);
  1257. }
  1258. }
  1259. }
  1260. void draw_bbox(vec3_t min, vec3_t max, bool draw_points)
  1261. {
  1262. // Bind before entering now
  1263. //glBindTexture(GL_TEXTURE_2D, 1);
  1264. glPointSize(4.0);
  1265. //glLineWidth(1.25);
  1266. //! \fixme Need to make custom color key for this
  1267. glColor3fv(RED);
  1268. glBegin(GL_POINTS);
  1269. glVertex3f(max[0], max[1], max[2]);
  1270. glVertex3f(min[0], min[1], min[2]);
  1271. if (draw_points)
  1272. {
  1273. glVertex3f(max[0], min[1], max[2]);
  1274. glVertex3f(min[0], max[1], max[2]);
  1275. glVertex3f(max[0], max[1], min[2]);
  1276. glVertex3f(min[0], min[1], max[2]);
  1277. glVertex3f(min[0], max[1], min[2]);
  1278. glVertex3f(max[0], min[1], min[2]);
  1279. }
  1280. glEnd();
  1281. glColor3fv(GREEN);
  1282. glBegin(GL_LINES);
  1283. // max, top quad
  1284. glVertex3f(max[0], max[1], max[2]);
  1285. glVertex3f(max[0], min[1], max[2]);
  1286. glVertex3f(max[0], max[1], max[2]);
  1287. glVertex3f(min[0], max[1], max[2]);
  1288. glVertex3f(max[0], max[1], max[2]);
  1289. glVertex3f(max[0], max[1], min[2]);
  1290. // max-min, vertical quads
  1291. glVertex3f(min[0], max[1], max[2]);
  1292. glVertex3f(min[0], max[1], min[2]);
  1293. glVertex3f(max[0], min[1], max[2]);
  1294. glVertex3f(max[0], min[1], min[2]);
  1295. glVertex3f(max[0], min[1], max[2]);
  1296. glVertex3f(min[0], min[1], max[2]);
  1297. // min-max, vertical quads
  1298. glVertex3f(max[0], max[1], min[2]);
  1299. glVertex3f(max[0], min[1], min[2]);
  1300. glVertex3f(max[0], max[1], min[2]);
  1301. glVertex3f(min[0], max[1], min[2]);
  1302. glVertex3f(min[0], max[1], max[2]);
  1303. glVertex3f(min[0], min[1], max[2]);
  1304. // min, bottom quad
  1305. glVertex3f(min[0], min[1], min[2]);
  1306. glVertex3f(min[0], max[1], min[2]);
  1307. glVertex3f(min[0], min[1], min[2]);
  1308. glVertex3f(max[0], min[1], min[2]);
  1309. glVertex3f(min[0], min[1], min[2]);
  1310. glVertex3f(min[0], min[1], max[2]);
  1311. glEnd();
  1312. glPointSize(1.0);
  1313. //glLineWidth(1.0);
  1314. }
  1315. void draw_bbox_color(vec3_t min, vec3_t max, bool draw_points,
  1316. const vec4_t c1, const vec4_t c2)
  1317. {
  1318. // Bind before entering now
  1319. //glBindTexture(GL_TEXTURE_2D, 1);
  1320. glPointSize(4.0);
  1321. //glLineWidth(1.25);
  1322. //! \fixme Need to make custom color key for this
  1323. glColor3fv(c1);
  1324. glBegin(GL_POINTS);
  1325. glVertex3f(max[0], max[1], max[2]);
  1326. glVertex3f(min[0], min[1], min[2]);
  1327. if (draw_points)
  1328. {
  1329. glVertex3f(max[0], min[1], max[2]);
  1330. glVertex3f(min[0], max[1], max[2]);
  1331. glVertex3f(max[0], max[1], min[2]);
  1332. glVertex3f(min[0], min[1], max[2]);
  1333. glVertex3f(min[0], max[1], min[2]);
  1334. glVertex3f(max[0], min[1], min[2]);
  1335. }
  1336. glEnd();
  1337. glColor3fv(c2);
  1338. glBegin(GL_LINES);
  1339. // max, top quad
  1340. glVertex3f(max[0], max[1], max[2]);
  1341. glVertex3f(max[0], min[1], max[2]);
  1342. glVertex3f(max[0], max[1], max[2]);
  1343. glVertex3f(min[0], max[1], max[2]);
  1344. glVertex3f(max[0], max[1], max[2]);
  1345. glVertex3f(max[0], max[1], min[2]);
  1346. // max-min, vertical quads
  1347. glVertex3f(min[0], max[1], max[2]);
  1348. glVertex3f(min[0], max[1], min[2]);
  1349. glVertex3f(max[0], min[1], max[2]);
  1350. glVertex3f(max[0], min[1], min[2]);
  1351. glVertex3f(max[0], min[1], max[2]);
  1352. glVertex3f(min[0], min[1], max[2]);
  1353. // min-max, vertical quads
  1354. glVertex3f(max[0], max[1], min[2]);
  1355. glVertex3f(max[0], min[1], min[2]);
  1356. glVertex3f(max[0], max[1], min[2]);
  1357. glVertex3f(min[0], max[1], min[2]);
  1358. glVertex3f(min[0], max[1], max[2]);
  1359. glVertex3f(min[0], min[1], max[2]);
  1360. // min, bottom quad
  1361. glVertex3f(min[0], min[1], min[2]);
  1362. glVertex3f(min[0], max[1], min[2]);
  1363. glVertex3f(min[0], min[1], min[2]);
  1364. glVertex3f(max[0], min[1], min[2]);
  1365. glVertex3f(min[0], min[1], min[2]);
  1366. glVertex3f(min[0], min[1], max[2]);
  1367. glEnd();
  1368. glPointSize(1.0);
  1369. //glLineWidth(1.0);
  1370. }
  1371. void Render::drawRoom(RenderRoom *rRoom, bool draw_alpha)
  1372. {
  1373. room_mesh_t *room;
  1374. if (!rRoom || !rRoom->room)
  1375. return;
  1376. room = rRoom->room;
  1377. if (!(mFlags & Render::fRoomAlpha) && draw_alpha)
  1378. return;
  1379. glPushMatrix();
  1380. //LightingSetup();
  1381. glBindTexture(GL_TEXTURE_2D, 1); // WHITE texture
  1382. if (!draw_alpha &&
  1383. (mFlags & Render::fPortals || mMode == Render::modeWireframe))
  1384. {
  1385. portal_t *portal;
  1386. glLineWidth(2.0);
  1387. glColor3fv(RED);
  1388. for (room->portals.start(); room->portals.forward(); room->portals.next())
  1389. {
  1390. portal = room->portals.current();
  1391. if (!portal)
  1392. continue;
  1393. glBegin(GL_LINE_LOOP);
  1394. glVertex3fv(portal->vertices[0]);
  1395. glVertex3fv(portal->vertices[1]);
  1396. glVertex3fv(portal->vertices[2]);
  1397. glVertex3fv(portal->vertices[3]);
  1398. glEnd();
  1399. }
  1400. glLineWidth(1.0);
  1401. #ifdef OBSOLETE
  1402. glColor3fv(RED);
  1403. for (i = 0; i < (int)room->num_boxes; ++i)
  1404. {
  1405. // Mongoose 2002.08.14, This is a simple test -
  1406. // these like portals are really planes
  1407. glBegin(GL_QUADS);
  1408. glVertex3fv(room->boxes[i].a.pos);
  1409. glVertex3fv(room->boxes[i].b.pos);
  1410. glVertex3fv(room->boxes[i].c.pos);
  1411. glVertex3fv(room->boxes[i].d.pos);
  1412. glEnd();
  1413. }
  1414. #endif
  1415. }
  1416. if (mMode == Render::modeWireframe && !draw_alpha)
  1417. {
  1418. draw_bbox(room->bbox_min, room->bbox_max, true);
  1419. }
  1420. glTranslated(room->pos[0], room->pos[1], room->pos[2]);
  1421. // Reset since GL_MODULATE used, reset to WHITE
  1422. glColor3fv(WHITE);
  1423. switch (mMode)
  1424. {
  1425. case modeWireframe:
  1426. rRoom->mesh.mMode = Mesh::MeshModeWireframe;
  1427. break;
  1428. case modeSolid:
  1429. rRoom->mesh.mMode = Mesh::MeshModeSolid;
  1430. break;
  1431. default:
  1432. rRoom->mesh.mMode = Mesh::MeshModeTexture;
  1433. break;
  1434. }
  1435. if (draw_alpha)
  1436. {
  1437. rRoom->mesh.drawAlpha();
  1438. }
  1439. else
  1440. {
  1441. rRoom->mesh.drawSolid();
  1442. }
  1443. glPopMatrix();
  1444. //mTexture.bindTextureId(0);
  1445. // Draw other room meshes and sprites
  1446. if (draw_alpha || mMode == modeWireframe || mMode == modeSolid)
  1447. {
  1448. if (mFlags & Render::fRoomModels)
  1449. {
  1450. static_model_t *mdl;
  1451. for (room->models.start(); room->models.forward();
  1452. room->models.next())
  1453. {
  1454. mdl = room->models.current();
  1455. if (!mdl)
  1456. continue;
  1457. mdl->pos[0] += room->pos[0];
  1458. mdl->pos[1] += room->pos[1];
  1459. mdl->pos[2] += room->pos[2];
  1460. // Depth sort room model render list with qsort
  1461. room->models.qSort(compareStaticModels);
  1462. mdl->pos[0] -= room->pos[0];
  1463. mdl->pos[1] -= room->pos[1];
  1464. mdl->pos[2] -= room->pos[2];
  1465. }
  1466. for (room->models.start(); room->models.forward();
  1467. room->models.next())
  1468. {
  1469. drawRoomModel(room->models.current());
  1470. }
  1471. }
  1472. // Draw other room alpha polygon objects
  1473. if (mFlags & Render::fSprites)
  1474. {
  1475. for (room->sprites.start(); room->sprites.forward(); room->sprites.next())
  1476. {
  1477. drawSprite(room->sprites.current());
  1478. }
  1479. }
  1480. }
  1481. }
  1482. void Render::drawSprite(sprite_t *sprite)
  1483. {
  1484. if (!sprite)
  1485. return;
  1486. if (!isVisible(sprite->pos[0], sprite->pos[1], sprite->pos[2],
  1487. sprite->radius))
  1488. return;
  1489. glPushMatrix();
  1490. glTranslated(sprite->pos[0], sprite->pos[1], sprite->pos[2]);
  1491. // Sprites must always face camera, because they have no depth =)
  1492. glRotated(mCamera->getYaw(), 0, 1, 0);
  1493. switch (mMode)
  1494. {
  1495. // No vertex lighting on sprites, as far as I see in specs
  1496. // So just draw normal texture, no case 2
  1497. case Render::modeSolid:
  1498. glBegin(GL_TRIANGLE_STRIP);
  1499. glColor3f(sprite->texel[0].st[0], sprite->texel[0].st[1], 0.5);
  1500. glVertex3fv(sprite->vertex[0].pos);
  1501. glColor3f(sprite->texel[1].st[0], sprite->texel[1].st[1], 0.5);
  1502. glVertex3fv(sprite->vertex[1].pos);
  1503. glColor3f(sprite->texel[3].st[0], sprite->texel[3].st[1], 0.5);
  1504. glVertex3fv(sprite->vertex[3].pos);
  1505. glColor3f(sprite->texel[2].st[0], sprite->texel[2].st[1], 0.5);
  1506. glVertex3fv(sprite->vertex[2].pos);
  1507. glEnd();
  1508. break;
  1509. case Render::modeWireframe:
  1510. glColor3fv(CYAN);
  1511. glBegin(GL_LINE_LOOP);
  1512. glVertex3fv(sprite->vertex[0].pos);
  1513. glVertex3fv(sprite->vertex[1].pos);
  1514. glVertex3fv(sprite->vertex[2].pos);
  1515. glVertex3fv(sprite->vertex[3].pos);
  1516. glEnd();
  1517. glColor3fv(WHITE);
  1518. break;
  1519. default:
  1520. glBindTexture(GL_TEXTURE_2D, sprite->texture+1);
  1521. glBegin(GL_TRIANGLE_STRIP);
  1522. glTexCoord2fv(sprite->texel[0].st);
  1523. glVertex3fv(sprite->vertex[0].pos);
  1524. glTexCoord2fv(sprite->texel[1].st);
  1525. glVertex3fv(sprite->vertex[1].pos);
  1526. glTexCoord2fv(sprite->texel[3].st);
  1527. glVertex3fv(sprite->vertex[3].pos);
  1528. glTexCoord2fv(sprite->texel[2].st);
  1529. glVertex3fv(sprite->vertex[2].pos);
  1530. glEnd();
  1531. }
  1532. glPopMatrix();
  1533. }
  1534. void Render::drawRoomModel(static_model_t *mesh)
  1535. {
  1536. model_mesh_t *r_mesh;
  1537. if (!mesh)
  1538. return;
  1539. r_mesh = gWorld.getMesh(mesh->index);
  1540. if (!r_mesh)
  1541. return;
  1542. if (!isVisible(mesh->pos[0], mesh->pos[1], mesh->pos[2], r_mesh->radius))
  1543. return;
  1544. glPushMatrix();
  1545. glTranslated(mesh->pos[0], mesh->pos[1], mesh->pos[2]);
  1546. glRotated(mesh->yaw, 0, 1, 0);
  1547. drawModelMesh(r_mesh, roomMesh);
  1548. glPopMatrix();
  1549. }
  1550. void Render::tmpRenderModelMesh(model_mesh_t *r_mesh, texture_tri_t *ttri)
  1551. {
  1552. glBegin(GL_TRIANGLES);
  1553. switch (mMode)
  1554. {
  1555. case modeSolid:
  1556. case modeVertexLight:
  1557. if (r_mesh->colors)
  1558. {
  1559. glColor3fv(r_mesh->colors+ttri->index[0]);
  1560. glTexCoord2fv(ttri->st);
  1561. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1562. glColor3fv(r_mesh->colors+ttri->index[1]);
  1563. glTexCoord2fv(ttri->st+2);
  1564. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1565. glColor3fv(r_mesh->colors+ttri->index[2]);
  1566. glTexCoord2fv(ttri->st+4);
  1567. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1568. }
  1569. else if (r_mesh->normals)
  1570. {
  1571. glNormal3fv(r_mesh->normals+ttri->index[0]*3);
  1572. glTexCoord2fv(ttri->st);
  1573. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1574. glNormal3fv(r_mesh->normals+ttri->index[1]*3);
  1575. glTexCoord2fv(ttri->st+2);
  1576. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1577. glNormal3fv(r_mesh->normals+ttri->index[2]*3);
  1578. glTexCoord2fv(ttri->st+4);
  1579. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1580. }
  1581. else
  1582. {
  1583. glTexCoord2fv(ttri->st);
  1584. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1585. glTexCoord2fv(ttri->st+2);
  1586. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1587. glTexCoord2fv(ttri->st+4);
  1588. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1589. }
  1590. break;
  1591. case modeWireframe:
  1592. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1593. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1594. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1595. break;
  1596. default:
  1597. glTexCoord2fv(ttri->st);
  1598. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1599. glTexCoord2fv(ttri->st+2);
  1600. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1601. glTexCoord2fv(ttri->st+4);
  1602. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1603. }
  1604. glEnd();
  1605. }
  1606. void Render::drawModelMesh(model_mesh_t *r_mesh, RenderMeshType type)
  1607. {
  1608. texture_tri_t *ttri;
  1609. int lastTexture = -1;
  1610. // If they pass NULL structs let it hang up - this is tmp
  1611. //! \fixme Duh, vis tests need to be put back
  1612. //if (!isVisible(r_mesh->center, r_mesh->radius, r_mesh->bbox))
  1613. //{
  1614. // return;
  1615. //}
  1616. #ifdef USE_GL_ARRAYS
  1617. // Setup Arrays ( move these to another method depends on mMode )
  1618. glEnableClientState(GL_VERTEX_ARRAY);
  1619. glVertexPointer(3, GL_FLOAT, 0, r_mesh->vertices);
  1620. if (r_mesh->normals)
  1621. {
  1622. glEnableClientState(GL_NORMAL_ARRAY);
  1623. glNormalPointer(3, GL_FLOAT, 0, r_mesh->normals);
  1624. }
  1625. if (r_mesh->colors)
  1626. {
  1627. glEnableClientState(GL_COLOR_ARRAY);
  1628. glColorPointer(4, GL_FLOAT, 0, r_mesh->colors);
  1629. }
  1630. //glTexCoordPointer(2, GL_FLOAT, 0, ttri->st);
  1631. //glDrawArrays(GL_TRIANGLES, i * 3, 3 * j);
  1632. glBegin(GL_TRIANGLES);
  1633. for (r_mesh->texturedTriangles.start();
  1634. r_mesh->texturedTriangles.forward();
  1635. r_mesh->texturedTriangles.next())
  1636. {
  1637. ttri = r_mesh->texturedTriangles.current();
  1638. if (!ttri)
  1639. continue;
  1640. for (k = 0; k < 4; ++k)
  1641. {
  1642. index = mQuads[i].quads[j*4+k];
  1643. glTexCoord2fv(mQuads[i].texcoors[j*4+k]);
  1644. glArrayElement(mVertices[index]);
  1645. }
  1646. }
  1647. glEnd();
  1648. #endif
  1649. //! \fixme 'AMBIENT' -- Mongoose 2002.01.08
  1650. glColor3fv(WHITE);
  1651. if (mMode == modeWireframe)
  1652. {
  1653. switch (type)
  1654. {
  1655. case roomMesh:
  1656. glColor3fv(YELLOW);
  1657. break;
  1658. case skeletalMesh:
  1659. glColor3fv(WHITE);
  1660. break;
  1661. }
  1662. }
  1663. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1664. glBindTexture(GL_TEXTURE_2D, 1); // White texture for colors
  1665. // Colored Triagles
  1666. for (r_mesh->coloredTriangles.start();
  1667. r_mesh->coloredTriangles.forward();
  1668. r_mesh->coloredTriangles.next())
  1669. {
  1670. ttri = r_mesh->coloredTriangles.current();
  1671. if (!ttri)
  1672. continue;
  1673. if (mMode != modeWireframe && mMode != modeSolid &&
  1674. ttri->texture != lastTexture)
  1675. {
  1676. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1677. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1678. lastTexture = ttri->texture;
  1679. }
  1680. tmpRenderModelMesh(r_mesh, ttri);
  1681. }
  1682. // Colored Rectagles
  1683. for (r_mesh->coloredRectangles.start();
  1684. r_mesh->coloredRectangles.forward();
  1685. r_mesh->coloredRectangles.next())
  1686. {
  1687. ttri = r_mesh->coloredRectangles.current();
  1688. if (!ttri)
  1689. continue;
  1690. if (mMode != modeWireframe && mMode != modeSolid &&
  1691. ttri->texture != lastTexture)
  1692. {
  1693. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1694. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1695. lastTexture = ttri->texture;
  1696. }
  1697. tmpRenderModelMesh(r_mesh, ttri);
  1698. }
  1699. // Textured Tris
  1700. for (r_mesh->texturedTriangles.start();
  1701. r_mesh->texturedTriangles.forward();
  1702. r_mesh->texturedTriangles.next())
  1703. {
  1704. ttri = r_mesh->texturedTriangles.current();
  1705. if (!ttri)
  1706. continue;
  1707. if (mMode != modeWireframe && mMode != modeSolid &&
  1708. ttri->texture != lastTexture)
  1709. {
  1710. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1711. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1712. lastTexture = ttri->texture;
  1713. }
  1714. tmpRenderModelMesh(r_mesh, ttri);
  1715. }
  1716. // Textured Quads
  1717. for (r_mesh->texturedRectangles.start();
  1718. r_mesh->texturedRectangles.forward();
  1719. r_mesh->texturedRectangles.next())
  1720. {
  1721. ttri = r_mesh->texturedRectangles.current();
  1722. if (!ttri)
  1723. continue;
  1724. if (mMode != modeWireframe && mMode != modeSolid &&
  1725. ttri->texture != lastTexture)
  1726. {
  1727. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1728. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1729. lastTexture = ttri->texture;
  1730. }
  1731. tmpRenderModelMesh(r_mesh, ttri);
  1732. }
  1733. }
  1734. void Render::setSkyMesh(int index, bool rot)
  1735. {
  1736. mSkyMesh = index;
  1737. mSkyMeshRotation = rot;
  1738. }
  1739. void Render::ViewModel(entity_t *ent, int index)
  1740. {
  1741. skeletal_model_t *model;
  1742. if (!ent)
  1743. {
  1744. return;
  1745. }
  1746. model = gWorld.getModel(index);
  1747. if (model)
  1748. {
  1749. ent->modelId = index;
  1750. printf("Viewmodel skeletal model %i\n", model->id);
  1751. }
  1752. }
  1753. void Render::RegisterCamera(Camera *camera)
  1754. {
  1755. if (camera)
  1756. {
  1757. mCamera = camera;
  1758. }
  1759. }
  1760. GLString *Render::GetString()
  1761. {
  1762. return &mString;
  1763. }
  1764. void Render::addSkeletalModel(SkeletalModel *mdl)
  1765. {
  1766. mModels.pushBack(mdl);
  1767. }
  1768. void Render::updateViewVolume()
  1769. {
  1770. matrix_t proj;
  1771. matrix_t mdl;
  1772. glGetFloatv(GL_PROJECTION_MATRIX, proj);
  1773. glGetFloatv(GL_MODELVIEW_MATRIX, mdl);
  1774. gViewVolume.updateFrame(proj, mdl);
  1775. }
  1776. bool Render::isVisible(float bbox_min[3], float bbox_max[3])
  1777. {
  1778. // For debugging purposes
  1779. if (mMode == Render::modeWireframe)
  1780. {
  1781. //glPointSize(5.0);
  1782. //glColor3fv(PINK);
  1783. //glBegin(GL_POINTS);
  1784. //glVertex3fv(bbox_min);
  1785. //glVertex3fv(bbox_max);
  1786. //glEnd();
  1787. draw_bbox_color(bbox_min, bbox_max, true, PINK, RED);
  1788. }
  1789. return gViewVolume.isBboxInFrustum(bbox_min, bbox_max);
  1790. }
  1791. bool Render::isVisible(float x, float y, float z)
  1792. {
  1793. // For debugging purposes
  1794. if (mMode == Render::modeWireframe)
  1795. {
  1796. glPointSize(5.0);
  1797. glColor3fv(PINK);
  1798. glBegin(GL_POINTS);
  1799. glVertex3f(x, y, z);
  1800. glEnd();
  1801. }
  1802. return (gViewVolume.isPointInFrustum(x, y, z));
  1803. }
  1804. bool Render::isVisible(float x, float y, float z, float radius)
  1805. {
  1806. // For debugging purposes
  1807. if (mMode == Render::modeWireframe)
  1808. {
  1809. glPointSize(5.0);
  1810. glColor3fv(PINK);
  1811. glBegin(GL_POINTS);
  1812. glVertex3f(x, y, z);
  1813. glEnd();
  1814. }
  1815. return (gViewVolume.isSphereInFrustum(x, y, z, radius));
  1816. }