Open Source Tomb Raider Engine
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Render.cpp 45KB

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  1. /*!
  2. * \file src/Render.cpp
  3. * \brief OpenRaider Renderer class
  4. *
  5. * \author Mongoose
  6. * \author xythobuz
  7. */
  8. #include <algorithm>
  9. #ifdef __APPLE__
  10. #include <OpenGL/gl.h>
  11. #else
  12. #include <GL/gl.h>
  13. #endif
  14. #include <stdlib.h>
  15. #include <math.h>
  16. #include <string.h>
  17. #include "global.h"
  18. #include "main.h"
  19. #include "Game.h"
  20. #include "OpenRaider.h"
  21. #include "Render.h"
  22. bool compareEntites(const void *voidA, const void *voidB)
  23. {
  24. entity_t *a = (entity_t *)voidA, *b = (entity_t *)voidB;
  25. vec_t distA, distB;
  26. if (!a || !b)
  27. return false; // error really
  28. distA = getRender().mViewVolume.getDistToSphereFromNear(a->pos[0],
  29. a->pos[1],
  30. a->pos[2],
  31. 1.0f);
  32. distB = getRender().mViewVolume.getDistToSphereFromNear(b->pos[0],
  33. b->pos[1],
  34. b->pos[2],
  35. 1.0f);
  36. return (distA < distB);
  37. }
  38. bool compareStaticModels(const void *voidA, const void *voidB)
  39. {
  40. static_model_t *a = (static_model_t *)voidA, *b = (static_model_t *)voidB;
  41. vec_t distA, distB;
  42. if (!a || !b)
  43. return false; // error really
  44. distA = getRender().mViewVolume.getDistToSphereFromNear(a->pos[0],
  45. a->pos[1],
  46. a->pos[2],
  47. 128.0f);
  48. distB = getRender().mViewVolume.getDistToSphereFromNear(b->pos[0],
  49. b->pos[1],
  50. b->pos[2],
  51. 128.0f);
  52. return (distA < distB);
  53. }
  54. bool compareRoomDist(const void *voidA, const void *voidB)
  55. {
  56. const RenderRoom *a = static_cast<const RenderRoom *>(voidA);
  57. const RenderRoom *b = static_cast<const RenderRoom *>(voidB);
  58. if (!a || !b || !a->room || !b->room)
  59. return false; // error really
  60. return (a->dist < b->dist);
  61. }
  62. ////////////////////////////////////////////////////////////
  63. // Constructors
  64. ////////////////////////////////////////////////////////////
  65. Render::Render()
  66. {
  67. mSkyMesh = -1;
  68. mSkyMeshRotation = false;
  69. mMode = Render::modeDisabled;
  70. mLock = 0;
  71. mFlags = (fRoomAlpha | fViewModel | fSprites |
  72. fRoomModels | fEntityModels |
  73. fUsePortals | fUpdateRoomListPerFrame);
  74. }
  75. Render::~Render()
  76. {
  77. ClearWorld();
  78. }
  79. ////////////////////////////////////////////////////////////
  80. // Public Accessors
  81. ////////////////////////////////////////////////////////////
  82. void Render::screenShot(char *filenameBase)
  83. {
  84. mTexture.glScreenShot(filenameBase, getWindow().mWidth, getWindow().mHeight);
  85. }
  86. unsigned int Render::getFlags() {
  87. return mFlags;
  88. }
  89. ////////////////////////////////////////////////////////////
  90. // Public Mutators
  91. ////////////////////////////////////////////////////////////
  92. void Render::addRoom(RenderRoom *room)
  93. {
  94. mRooms.push_back(room);
  95. }
  96. void Render::loadTexture(unsigned char *image,
  97. unsigned int width, unsigned int height,
  98. unsigned int id)
  99. {
  100. glColor3fv(WHITE);
  101. mTexture.loadBufferSlot(image, width, height, Texture::RGBA, 32, id);
  102. }
  103. int Render::initTextures(char *textureDir) {
  104. char filename[128];
  105. unsigned int numTextures = 0;
  106. unsigned char color[4];
  107. mTexture.reset();
  108. mTexture.setMaxTextureCount(128); /* TR never needs more than 32 iirc
  109. However, color texturegen is a lot */
  110. mTexture.setFlag(Texture::fUseMipmaps);
  111. color[0] = 0xff;
  112. color[1] = 0xff;
  113. color[2] = 0xff;
  114. color[3] = 0xff;
  115. if (mTexture.loadColorTexture(color, 32, 32) > -1)
  116. numTextures++;
  117. //! \fixme Error Checking. Return negative error code, check in calling place too
  118. snprintf(filename, 126, "%s/%s", textureDir, "splash.tga");
  119. filename[127] = 0;
  120. if (mTexture.loadTGA(filename) > -1)
  121. numTextures++;
  122. return numTextures;
  123. }
  124. void Render::ClearWorld()
  125. {
  126. mRoomRenderList.clear();
  127. for (unsigned int i = 0; i < mRooms.size(); i++) {
  128. if (mRooms[i])
  129. delete mRooms[i];
  130. }
  131. mRooms.clear();
  132. for (unsigned int i = 0; i < mModels.size(); i++) {
  133. if (mModels[i])
  134. delete mModels[i];
  135. }
  136. mModels.clear();
  137. }
  138. // Texture must be set to WHITE solid color texture
  139. void renderTrace(int color, vec3_t start, vec3_t end)
  140. {
  141. const float widthStart = 10.0f; //5.0f;
  142. const float widthEnd = 10.0f;
  143. float delta = randomNum(0.01f, 0.16f); // for flicker fx
  144. // Draw two long quads that skrink and fade the they go further out
  145. glBegin(GL_QUADS);
  146. switch (color)
  147. {
  148. case 0:
  149. glColor3f(0.9f - delta, 0.2f, 0.2f);
  150. break;
  151. case 1:
  152. glColor3f(0.2f, 0.9f - delta, 0.2f);
  153. break;
  154. case 2:
  155. default:
  156. glColor3f(0.2f, 0.2f, 0.9f - delta);
  157. }
  158. glVertex3f(start[0], start[1], start[2]);
  159. glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
  160. glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
  161. glVertex3f(end[0], end[1], end[2]);
  162. glVertex3f(start[0], start[1], start[2]);
  163. glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
  164. glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
  165. glVertex3f(end[0], end[1], end[2]);
  166. glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
  167. glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
  168. glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
  169. glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
  170. glEnd();
  171. }
  172. void setLighting(bool on)
  173. {
  174. if (on)
  175. {
  176. glEnable(GL_LIGHTING);
  177. glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
  178. glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, WHITE);
  179. glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, WHITE);
  180. glLightModelfv(GL_LIGHT_MODEL_AMBIENT, DIM_WHITE);
  181. }
  182. else
  183. {
  184. glDisable(GL_LIGHTING);
  185. }
  186. }
  187. void lightRoom(RenderRoom *room)
  188. {
  189. unsigned int i;
  190. Light *light;
  191. for (i = 0; i < room->lights.size(); ++i)
  192. {
  193. light = room->lights[i];
  194. if (!light)
  195. continue;
  196. glEnable(GL_LIGHT0 + i);
  197. switch (light->mType)
  198. {
  199. case Light::typeSpot:
  200. glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, light->mCutoff);
  201. glLightfv(GL_LIGHT0 + i, GL_POSITION, light->mPos);
  202. glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, light->mDir);
  203. glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, light->mColor);
  204. break;
  205. case Light::typePoint:
  206. case Light::typeDirectional:
  207. glLightf(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, 1.0); // 1.0
  208. // GL_QUADRATIC_ATTENUATION
  209. // GL_LINEAR_ATTENUATION
  210. glLightf(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, light->mAtt);
  211. glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, light->mColor); // GL_DIFFUSE
  212. glLightfv(GL_LIGHT0 + i, GL_POSITION, light->mPos);
  213. break;
  214. }
  215. }
  216. }
  217. void Render::clearFlags(unsigned int flags)
  218. {
  219. // _defaults |= flags; // Force removal if it wasn't set
  220. mFlags ^= flags;
  221. if (flags & Render::fFog)
  222. {
  223. if (glIsEnabled(GL_FOG))
  224. {
  225. glDisable(GL_FOG);
  226. }
  227. }
  228. if (flags & Render::fGL_Lights)
  229. {
  230. setLighting(false);
  231. }
  232. }
  233. void Render::setFlags(unsigned int flags)
  234. {
  235. mFlags |= flags;
  236. if (flags & Render::fFog)
  237. {
  238. glEnable(GL_FOG);
  239. glFogf(GL_FOG_MODE, GL_EXP2);
  240. glFogf(GL_FOG_DENSITY, 0.00008f);
  241. glFogf(GL_FOG_START, 30000.0f);
  242. glFogf(GL_FOG_END, 50000.0f);
  243. glFogfv(GL_FOG_COLOR, BLACK);
  244. }
  245. if (flags & Render::fGL_Lights)
  246. {
  247. setLighting(true);
  248. }
  249. }
  250. int Render::getMode()
  251. {
  252. return mMode;
  253. }
  254. void Render::setMode(int n)
  255. {
  256. mMode = n;
  257. switch (mMode)
  258. {
  259. case Render::modeDisabled:
  260. break;
  261. case Render::modeSolid:
  262. case Render::modeWireframe:
  263. glClearColor(NEXT_PURPLE[0], NEXT_PURPLE[1],
  264. NEXT_PURPLE[2], NEXT_PURPLE[3]);
  265. glDisable(GL_TEXTURE_2D);
  266. break;
  267. default:
  268. if (mMode == Render::modeLoadScreen)
  269. {
  270. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  271. }
  272. else
  273. {
  274. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  275. }
  276. glClearColor(BLACK[0], BLACK[1], BLACK[2], BLACK[3]);
  277. glEnable(GL_TEXTURE_2D);
  278. }
  279. }
  280. // Replaced the deprecated gluLookAt with slightly modified code from here:
  281. // http://www.khronos.org/message_boards/showthread.php/4991
  282. void gluLookAt(float eyeX, float eyeY, float eyeZ,
  283. float lookAtX, float lookAtY, float lookAtZ,
  284. float upX, float upY, float upZ) {
  285. float f[3];
  286. // calculating the viewing vector
  287. f[0] = lookAtX - eyeX;
  288. f[1] = lookAtY - eyeY;
  289. f[2] = lookAtZ - eyeZ;
  290. float fMag, upMag;
  291. fMag = sqrtf(f[0] * f[0] + f[1] * f[1] + f[2] * f[2]);
  292. upMag = sqrtf(upX * upX + upY * upY + upZ * upZ);
  293. // normalizing the viewing vector
  294. f[0] = f[0] / fMag;
  295. f[1] = f[1] / fMag;
  296. f[2] = f[2] / fMag;
  297. float s[3] = {
  298. f[1] * upZ - upY * f[2],
  299. upX * f[2] - f[0] * upZ,
  300. f[0] * upY - upX * f[1]
  301. };
  302. float u[3] = {
  303. s[1] * f[2] - f[1] * s[2],
  304. f[0] * s[2] - s[0] * f[2],
  305. s[0] * f[1] - f[0] * s[1]
  306. };
  307. float m[16] = {
  308. s[0], u[0], -f[0], 0,
  309. s[1], u[1], -f[1], 0,
  310. s[2], u[2], -f[2], 0,
  311. 0, 0, 0, 1
  312. };
  313. glMultMatrixf(m);
  314. glTranslatef(-eyeX, -eyeY, -eyeZ);
  315. }
  316. void Render::display()
  317. {
  318. vec3_t curPos;
  319. vec3_t camPos;
  320. vec3_t atPos;
  321. RenderRoom *room;
  322. int index;
  323. switch (mMode)
  324. {
  325. case Render::modeDisabled:
  326. return;
  327. case Render::modeLoadScreen:
  328. //! \fixme entry for seperate main drawing method -- Mongoose 2002.01.01
  329. drawLoadScreen();
  330. return;
  331. default:
  332. ;
  333. }
  334. if (mMode == Render::modeWireframe)
  335. glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  336. else
  337. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  338. index = -1;
  339. if (getGame().mLara)
  340. {
  341. float yaw;
  342. int sector;
  343. float camOffsetH = 0.0f;
  344. switch (getGame().mLara->moveType)
  345. {
  346. case worldMoveType_fly:
  347. case worldMoveType_noClipping:
  348. case worldMoveType_swim:
  349. camOffsetH = 64.0f;
  350. break;
  351. case worldMoveType_walk:
  352. case worldMoveType_walkNoSwim:
  353. camOffsetH = 512.0f;
  354. break;
  355. }
  356. curPos[0] = getGame().mLara->pos[0];
  357. curPos[1] = getGame().mLara->pos[1];
  358. curPos[2] = getGame().mLara->pos[2];
  359. yaw = getGame().mLara->angles[1];
  360. index = getGame().mLara->room;
  361. // Mongoose 2002.08.24, New 3rd person camera hack
  362. camPos[0] = curPos[0];
  363. camPos[1] = curPos[1] - camOffsetH; // UP is lower val
  364. camPos[2] = curPos[2];
  365. camPos[0] -= (1024.0f * sinf(yaw));
  366. camPos[2] -= (1024.0f * cosf(yaw));
  367. sector = getWorld().getSector(index, camPos[0], camPos[2]);
  368. // Handle camera out of world
  369. if (sector < 0 || getWorld().isWall(index, sector))
  370. {
  371. camPos[0] = curPos[0] + (64.0f * sinf(yaw));
  372. camPos[1] -= 64.0f;
  373. camPos[2] = curPos[2] + (64.0f * cosf(yaw));
  374. }
  375. getCamera().setPosition(camPos);
  376. }
  377. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  378. glLoadIdentity();
  379. // Setup view in OpenGL with camera
  380. getCamera().update();
  381. getCamera().getPosition(camPos);
  382. getCamera().getTarget(atPos);
  383. // Mongoose 2002.08.13, Quick fix to render OpenRaider upside down
  384. gluLookAt(camPos[0], camPos[1], camPos[2], atPos[0], atPos[1], atPos[2], 0.0f, -1.0f, 0.0f);
  385. // Update view volume for vising
  386. updateViewVolume();
  387. // Let's see the LoS -- should be event controled
  388. if (getGame().mLara)
  389. {
  390. // SkeletalModel *mdl = getGame().mLara->tmpHook;
  391. // Draw in solid colors
  392. glDisable(GL_TEXTURE_2D);
  393. glDisable(GL_CULL_FACE);
  394. if (getGame().mLara->state == 64) // eWeaponFire
  395. {
  396. vec3_t u, v; //, s, t;
  397. // Center of getGame().mLara
  398. u[0] = curPos[0];
  399. u[1] = curPos[1] - 512.0f;
  400. u[2] = curPos[2];
  401. // Location getGame().mLara is aiming at? ( Not finished yet )
  402. v[0] = u[0] + (9000.0f * sinf(getGame().mLara->angles[1]));
  403. v[1] = u[1] + (9000.0f * sinf(getGame().mLara->angles[2]));
  404. v[2] = u[2] + (9000.0f * cosf(getGame().mLara->angles[1]));
  405. // Test tracing of aim
  406. renderTrace(0, u, v); // v = target
  407. }
  408. entity_t *route = getGame().mLara->master;
  409. while (route)
  410. {
  411. if (route->master)
  412. {
  413. renderTrace(1, route->pos, route->master->pos);
  414. }
  415. route = route->master;
  416. }
  417. glEnable(GL_CULL_FACE);
  418. glEnable(GL_TEXTURE_2D);
  419. }
  420. // Render world
  421. glColor3fv(DIM_WHITE); // was WHITE
  422. drawSkyMesh(96.0);
  423. // Figure out how much of the map to render
  424. newRoomRenderList(index);
  425. // Room solid pass, need to do depth sorting to avoid 2 pass render
  426. for (unsigned int i = 0; i < mRoomRenderList.size(); i++)
  427. {
  428. room = mRoomRenderList[i];
  429. if (room)
  430. {
  431. if (mFlags & Render::fGL_Lights)
  432. {
  433. lightRoom(room);
  434. }
  435. drawRoom(room, false);
  436. }
  437. }
  438. // Draw all visible enities
  439. if (mFlags & Render::fEntityModels)
  440. {
  441. entity_t *e;
  442. std::vector<entity_t *> entityRenderList;
  443. std::vector<entity_t *> *entities = getWorld().getEntities();
  444. for (unsigned int i = 0; i < entities->size(); i++)
  445. {
  446. e = entities->at(i);
  447. // Mongoose 2002.03.26, Don't show lara to it's own player
  448. if (!e || e == getGame().mLara)
  449. {
  450. continue;
  451. }
  452. // Mongoose 2002.08.15, Nothing to draw, skip
  453. // Mongoose 2002.12.24, Some entities have no animation =p
  454. if (e->tmpHook)
  455. if (e->tmpHook->model->animation.empty())
  456. continue;
  457. // Is it in view volume? ( Hack to use sphere )
  458. if (!isVisible(e->pos[0], e->pos[1], e->pos[2], 512.0f))
  459. continue;
  460. //! \fixme Is it in a room we're rendering?
  461. //if (mRoomRenderList[e->room] == 0x0)
  462. //{
  463. // continue;
  464. //}
  465. entityRenderList.push_back(e);
  466. }
  467. // Draw objects not tied to rooms
  468. glPushMatrix();
  469. drawObjects();
  470. glPopMatrix();
  471. // Depth sort entityRenderList with qsort
  472. std::sort(entityRenderList.begin(), entityRenderList.end(), compareEntites);
  473. for (unsigned int i = 0; i < entityRenderList.size(); i++)
  474. {
  475. e = entityRenderList[i];
  476. glPushMatrix();
  477. glTranslatef(e->pos[0], e->pos[1], e->pos[2]);
  478. glRotatef(e->angles[1], 0, 1, 0);
  479. drawModel(e->tmpHook);
  480. glPopMatrix();
  481. }
  482. }
  483. // Room alpha pass
  484. // Skip room alpha pass for modes w/o texture
  485. if (!(mMode == Render::modeSolid || mMode == Render::modeWireframe))
  486. {
  487. for (unsigned int i = 0; i < mRoomRenderList.size(); i++)
  488. {
  489. room = mRoomRenderList[i];
  490. if (room)
  491. {
  492. drawRoom(room, true);
  493. }
  494. }
  495. }
  496. if (mMode == Render::modeWireframe)
  497. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  498. glFlush();
  499. }
  500. void Render::drawLoadScreen()
  501. {
  502. float x = 0.0f, y = 0.0f, z = -160.0f;
  503. float w, h;
  504. if (getWindow().mWidth < getWindow().mHeight)
  505. w = h = (float)getWindow().mWidth;
  506. else
  507. w = h = (float)getWindow().mHeight;
  508. if (mTexture.getTextureCount() <= 0)
  509. return;
  510. // Mongoose 2002.01.01, Rendered while game is loading...
  511. //! \fixme seperate logo/particle coor later
  512. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  513. glLoadIdentity();
  514. glColor3fv(WHITE);
  515. if (mFlags & Render::fGL_Lights)
  516. glDisable(GL_LIGHTING);
  517. // Mongoose 2002.01.01, Draw logo/load screen
  518. glTranslatef(0.0f, 0.0f, -2000.0f);
  519. glRotatef(180.0f, 1.0f, 0.0f, 0.0f);
  520. mTexture.bindTextureId(1); //! \fixme store texture id somewhere
  521. glBegin(GL_TRIANGLE_STRIP);
  522. glTexCoord2f(1.0, 1.0);
  523. glVertex3f(x + w, y + h, z);
  524. glTexCoord2f(0.0, 1.0);
  525. glVertex3f(x - w, y + h, z);
  526. glTexCoord2f(1.0, 0.0);
  527. glVertex3f(x + w, y - h, z);
  528. glTexCoord2f(0.0, 0.0);
  529. glVertex3f(x - w, y - h, z);
  530. glEnd();
  531. if (mFlags & Render::fGL_Lights)
  532. glEnable(GL_LIGHTING);
  533. glFlush();
  534. }
  535. void Render::newRoomRenderList(int index)
  536. {
  537. static int currentRoomId = -1;
  538. RenderRoom *room;
  539. if (mFlags & Render::fUsePortals)
  540. {
  541. if (index == -1) // -1 is error, so draw room 0, for the hell of it
  542. {
  543. room = mRooms[0];
  544. mRoomRenderList.clear();
  545. if (room)
  546. {
  547. mRoomRenderList.push_back(room);
  548. }
  549. }
  550. else
  551. {
  552. // Update room render list if needed
  553. if (mFlags & Render::fUpdateRoomListPerFrame ||
  554. currentRoomId != index)
  555. {
  556. mRoomRenderList.clear();
  557. room = mRooms[index];
  558. buildRoomRenderList(room);
  559. }
  560. }
  561. }
  562. else // Render all rooms pretty much
  563. {
  564. if (currentRoomId != index || index == -1)
  565. {
  566. printf("*** Room render list -> %i\n", index);
  567. mRoomRenderList.clear();
  568. for (unsigned int i = 0; i < mRooms.size(); i++)
  569. {
  570. room = mRooms[i];
  571. if (!room || !room->room)
  572. continue;
  573. if (!isVisible(room->room->bbox_min, room->room->bbox_max))
  574. continue;
  575. //room->dist =
  576. //mViewVolume.getDistToBboxFromNear(room->room->bbox_min,
  577. // room->room->bbox_max);
  578. mRoomRenderList.push_back(room);
  579. }
  580. }
  581. }
  582. // Depth Sort roomRenderList ( no use in that, work on portals first )
  583. std::sort(mRoomRenderList.begin(), mRoomRenderList.end(), compareRoomDist);
  584. currentRoomId = index;
  585. }
  586. void Render::buildRoomRenderList(RenderRoom *rRoom)
  587. {
  588. RenderRoom *rRoom2;
  589. // Must exist
  590. if (!rRoom || !rRoom->room)
  591. return;
  592. // Must be visible
  593. //! \fixme Add depth sorting here - remove multipass
  594. if (!isVisible(rRoom->room->bbox_min, rRoom->room->bbox_max))
  595. return;
  596. // Must not already be cached
  597. for (unsigned int i = 0; i < mRoomRenderList.size(); i++)
  598. {
  599. rRoom2 = mRoomRenderList[i];
  600. if (rRoom2 == rRoom)
  601. return;
  602. }
  603. //rRoom->dist =
  604. //mViewVolume.getDistToBboxFromNear(rRoom->room->bbox_min,
  605. // rRoom->room->bbox_max);
  606. /* Add current room to list */
  607. mRoomRenderList.push_back(rRoom);
  608. if (mFlags & Render::fOneRoom)
  609. {
  610. return;
  611. }
  612. else if (mFlags & Render::fAllRooms) /* Are you serious? */
  613. {
  614. for (unsigned int i = 0; i < mRooms.size(); i++)
  615. {
  616. rRoom2 = mRooms[i];
  617. if (rRoom2 && rRoom2 != rRoom)
  618. {
  619. buildRoomRenderList(rRoom2);
  620. }
  621. }
  622. return;
  623. }
  624. // Try to add adj rooms and their adj rooms, skip this room
  625. for (unsigned int i = 1; i < rRoom->room->adjacentRooms.size(); i++)
  626. {
  627. if (rRoom->room->adjacentRooms[i] < 0)
  628. continue;
  629. rRoom2 = mRooms[rRoom->room->adjacentRooms[i]];
  630. // Mongoose 2002.03.22, Add portal visibility check here
  631. if (rRoom2 && rRoom2 != rRoom)
  632. {
  633. buildRoomRenderList(rRoom2);
  634. }
  635. }
  636. }
  637. void Render::drawSkyMesh(float scale)
  638. {
  639. skeletal_model_t *model = getWorld().getModel(mSkyMesh);
  640. if (!model)
  641. return;
  642. glDisable(GL_DEPTH_TEST);
  643. glPushMatrix();
  644. if (mSkyMeshRotation)
  645. {
  646. glRotated(90.0, 1, 0, 0);
  647. }
  648. glTranslated(0.0, 1000.0, 0.0);
  649. glScaled(scale, scale, scale);
  650. //drawModel(model);
  651. //drawModelMesh(getWorld().getMesh(mSkyMesh), );
  652. glPopMatrix();
  653. glEnable(GL_DEPTH_TEST);
  654. }
  655. void Render::drawObjects()
  656. {
  657. #ifdef USING_FPS_CAMERA
  658. vec3_t curPos;
  659. #endif
  660. sprite_seq_t *sprite;
  661. int frame;
  662. // Draw lara or other player model ( move to entity rendering method )
  663. if (mFlags & Render::fViewModel && getGame().mLara && getGame().mLara->tmpHook)
  664. {
  665. SkeletalModel *mdl = getGame().mLara->tmpHook;
  666. if (mdl)
  667. {
  668. // Mongoose 2002.03.22, Test 'idle' aniamtions
  669. if (!getGame().mLara->moving)
  670. {
  671. frame = mdl->getIdleAnimation();
  672. // Mongoose 2002.08.15, Stop flickering of idle lara here
  673. if (frame == 11)
  674. {
  675. mdl->setFrame(0);
  676. }
  677. }
  678. else
  679. {
  680. frame = mdl->getAnimation();
  681. }
  682. animation_frame_t *animation = mdl->model->animation[frame];
  683. if (animation && mdl->getFrame() > (int)animation->frame.size()-1)
  684. {
  685. mdl->setFrame(0);
  686. }
  687. }
  688. glPushMatrix();
  689. #ifdef USING_FPS_CAMERA
  690. getCamera().getPosition(curPos);
  691. glTranslated(curPos[0], curPos[1], curPos[2]);
  692. glRotated(OR_RAD_TO_DEG(getCamera().getRadianYaw()), 0, 1, 0);
  693. glTranslated(0, 500, 1200);
  694. #else
  695. glTranslated(getGame().mLara->pos[0], getGame().mLara->pos[1], getGame().mLara->pos[2]);
  696. glRotated(OR_RAD_TO_DEG(getCamera().getRadianYaw()), 0, 1, 0);
  697. #endif
  698. drawModel(getGame().mLara->tmpHook);
  699. glPopMatrix();
  700. }
  701. // Mongoose 2002.03.22, Draw sprites after player to handle alpha
  702. if (mFlags & Render::fSprites)
  703. {
  704. std::vector<sprite_seq_t *> *sprites;
  705. sprites = getWorld().getSprites();
  706. for (unsigned int i = 0; i < sprites->size(); i++)
  707. {
  708. sprite = sprites->at(i);
  709. if (!sprite)
  710. continue;
  711. if (sprite->sprite && sprite->num_sprites)
  712. {
  713. for (int j = 0; j < sprite->num_sprites; j++)
  714. {
  715. drawSprite((sprite_t *)(sprite->sprite+j));
  716. }
  717. }
  718. }
  719. }
  720. }
  721. void Render::drawModel(SkeletalModel *model)
  722. {
  723. animation_frame_t *animation;
  724. bone_frame_t *boneframe;
  725. bone_frame_t *boneframe2 = 0x0;
  726. bone_tag_t *tag;
  727. bone_tag_t *tag2;
  728. int bframe, aframe;
  729. skeletal_model_t *mdl;
  730. if (!model || !model->model)
  731. return;
  732. mdl = model->model;
  733. aframe = model->getAnimation();
  734. bframe = model->getFrame();
  735. animation = mdl->animation[aframe];
  736. if (!animation)
  737. {
  738. #ifdef DEBUG
  739. printf("ERROR: No animation for model[%i].aframe[%i] %lu\n",
  740. mdl->id, aframe, mdl->animation.size());
  741. #endif
  742. return;
  743. }
  744. if (animation->frame.empty())
  745. {
  746. #ifdef DEBUG
  747. printf("ERROR: No boneframes?!?! *** %i:%i ***\n",
  748. mdl->id, bframe);
  749. #endif
  750. return;
  751. }
  752. boneframe = animation->frame[bframe];
  753. if (!boneframe)
  754. return;
  755. if (boneframe->tag.empty())
  756. {
  757. printf("Empty bone frame?!?!\n");
  758. return;
  759. }
  760. glTranslatef(boneframe->pos[0], boneframe->pos[1], boneframe->pos[2]);
  761. for (unsigned int a = 0; a < boneframe->tag.size(); a++)
  762. {
  763. tag = boneframe->tag[a];
  764. if (!tag)
  765. continue;
  766. if (a == 0)
  767. {
  768. if (!equalEpsilon(tag->rot[1], 0.0f)) // was just if (tag->rot[1])
  769. glRotatef(tag->rot[1], 0, 1, 0);
  770. if (!equalEpsilon(tag->rot[0], 0.0f))
  771. glRotatef(tag->rot[0], 1, 0, 0);
  772. if (!equalEpsilon(tag->rot[2], 0.0f))
  773. glRotatef(tag->rot[2], 0, 0, 1);
  774. }
  775. else
  776. {
  777. if (tag->flag & 0x01)
  778. glPopMatrix();
  779. if (tag->flag & 0x02)
  780. glPushMatrix();
  781. glTranslatef(tag->off[0], tag->off[1], tag->off[2]);
  782. if (!equalEpsilon(tag->rot[1], 0.0f))
  783. glRotatef(tag->rot[1], 0, 1, 0);
  784. if (!equalEpsilon(tag->rot[0], 0.0f))
  785. glRotatef(tag->rot[0], 1, 0, 0);
  786. if (!equalEpsilon(tag->rot[2], 0.0f))
  787. glRotatef(tag->rot[2], 0, 0, 1);
  788. }
  789. // Draw layered lara in TR4 ( 2 meshes per tag )
  790. if (mdl->tr4Overlay == 1)
  791. {
  792. boneframe2 = (mdl->animation[0])->frame[0];
  793. if (boneframe2)
  794. {
  795. tag2 = boneframe2->tag[a];
  796. if (tag2)
  797. {
  798. drawModelMesh(getWorld().getMesh(tag2->mesh), Render::skeletalMesh);
  799. }
  800. }
  801. }
  802. if (mFlags & Render::fRenderPonytail)
  803. {
  804. if (mdl->ponytailId > 0 &&
  805. a == 14)
  806. {
  807. glPushMatrix();
  808. // Mongoose 2002.08.30, TEST to align offset
  809. glTranslatef(mdl->ponytail[0], mdl->ponytail[1], mdl->ponytail[2]);
  810. glRotatef(mdl->ponytailAngle, 1, 0, 0);
  811. // HACK: To fill TR4 void between ponytail/head
  812. // since no vertex welds are implemented yet
  813. if (mdl->tr4Overlay == 1)
  814. {
  815. glScalef(1.20f, 1.20f, 1.20f);
  816. }
  817. #ifdef EXPERIMENTAL_NON_ITEM_RENDER
  818. drawModel(mModels[mdl->ponytail], 0, 0);
  819. #else
  820. for (unsigned int i = 0; i < mdl->ponytailNumMeshes; ++i)
  821. {
  822. glPushMatrix();
  823. if (i > 0)
  824. {
  825. glRotatef(randomNum(-8.0f, -10.0f), 1, 0, 0);
  826. glRotatef(randomNum(-5.0f, 5.0f), 0, 1, 0);
  827. glRotatef(randomNum(-5.0f, 5.0f), 0, 0, 1);
  828. glTranslatef(0.0, 0.0, mdl->ponyOff);
  829. }
  830. if (mdl->pigtails)
  831. {
  832. glPushMatrix();
  833. glTranslatef(mdl->ponyOff2, 0.0, 0.0);
  834. drawModelMesh(getWorld().getMesh(mdl->ponytailMeshId + i),
  835. Render::skeletalMesh);
  836. glPopMatrix();
  837. glPushMatrix();
  838. glTranslatef(-mdl->ponyOff2, 0.0, 0.0);
  839. drawModelMesh(getWorld().getMesh(mdl->ponytailMeshId + i),
  840. Render::skeletalMesh);
  841. glPopMatrix();
  842. }
  843. else
  844. {
  845. drawModelMesh(getWorld().getMesh(mdl->ponytailMeshId + i),
  846. Render::skeletalMesh);
  847. }
  848. }
  849. for (unsigned int i = 0; i < mdl->ponytailNumMeshes; ++i)
  850. {
  851. glPopMatrix();
  852. }
  853. #endif
  854. glPopMatrix();
  855. }
  856. }
  857. drawModelMesh(getWorld().getMesh(tag->mesh), Render::skeletalMesh);
  858. }
  859. // Cycle frames ( cheap hack from old ent state based system )
  860. if (mFlags & fAnimateAllModels)
  861. {
  862. if (model->getFrame() + 1 > (int)animation->frame.size()-1)
  863. {
  864. model->setFrame(0);
  865. }
  866. else
  867. {
  868. model->setFrame(model->getFrame()+1);
  869. }
  870. }
  871. }
  872. void draw_bbox(vec3_t min, vec3_t max, bool draw_points)
  873. {
  874. // Bind before entering now
  875. //glBindTexture(GL_TEXTURE_2D, 1);
  876. glPointSize(4.0);
  877. //glLineWidth(1.25);
  878. //! \fixme Need to make custom color key for this
  879. glColor3fv(RED);
  880. glBegin(GL_POINTS);
  881. glVertex3f(max[0], max[1], max[2]);
  882. glVertex3f(min[0], min[1], min[2]);
  883. if (draw_points)
  884. {
  885. glVertex3f(max[0], min[1], max[2]);
  886. glVertex3f(min[0], max[1], max[2]);
  887. glVertex3f(max[0], max[1], min[2]);
  888. glVertex3f(min[0], min[1], max[2]);
  889. glVertex3f(min[0], max[1], min[2]);
  890. glVertex3f(max[0], min[1], min[2]);
  891. }
  892. glEnd();
  893. glColor3fv(GREEN);
  894. glBegin(GL_LINES);
  895. // max, top quad
  896. glVertex3f(max[0], max[1], max[2]);
  897. glVertex3f(max[0], min[1], max[2]);
  898. glVertex3f(max[0], max[1], max[2]);
  899. glVertex3f(min[0], max[1], max[2]);
  900. glVertex3f(max[0], max[1], max[2]);
  901. glVertex3f(max[0], max[1], min[2]);
  902. // max-min, vertical quads
  903. glVertex3f(min[0], max[1], max[2]);
  904. glVertex3f(min[0], max[1], min[2]);
  905. glVertex3f(max[0], min[1], max[2]);
  906. glVertex3f(max[0], min[1], min[2]);
  907. glVertex3f(max[0], min[1], max[2]);
  908. glVertex3f(min[0], min[1], max[2]);
  909. // min-max, vertical quads
  910. glVertex3f(max[0], max[1], min[2]);
  911. glVertex3f(max[0], min[1], min[2]);
  912. glVertex3f(max[0], max[1], min[2]);
  913. glVertex3f(min[0], max[1], min[2]);
  914. glVertex3f(min[0], max[1], max[2]);
  915. glVertex3f(min[0], min[1], max[2]);
  916. // min, bottom quad
  917. glVertex3f(min[0], min[1], min[2]);
  918. glVertex3f(min[0], max[1], min[2]);
  919. glVertex3f(min[0], min[1], min[2]);
  920. glVertex3f(max[0], min[1], min[2]);
  921. glVertex3f(min[0], min[1], min[2]);
  922. glVertex3f(min[0], min[1], max[2]);
  923. glEnd();
  924. glPointSize(1.0);
  925. //glLineWidth(1.0);
  926. }
  927. void draw_bbox_color(vec3_t min, vec3_t max, bool draw_points,
  928. const vec4_t c1, const vec4_t c2)
  929. {
  930. // Bind before entering now
  931. //glBindTexture(GL_TEXTURE_2D, 1);
  932. glPointSize(4.0);
  933. //glLineWidth(1.25);
  934. //! \fixme Need to make custom color key for this
  935. glColor3fv(c1);
  936. glBegin(GL_POINTS);
  937. glVertex3f(max[0], max[1], max[2]);
  938. glVertex3f(min[0], min[1], min[2]);
  939. if (draw_points)
  940. {
  941. glVertex3f(max[0], min[1], max[2]);
  942. glVertex3f(min[0], max[1], max[2]);
  943. glVertex3f(max[0], max[1], min[2]);
  944. glVertex3f(min[0], min[1], max[2]);
  945. glVertex3f(min[0], max[1], min[2]);
  946. glVertex3f(max[0], min[1], min[2]);
  947. }
  948. glEnd();
  949. glColor3fv(c2);
  950. glBegin(GL_LINES);
  951. // max, top quad
  952. glVertex3f(max[0], max[1], max[2]);
  953. glVertex3f(max[0], min[1], max[2]);
  954. glVertex3f(max[0], max[1], max[2]);
  955. glVertex3f(min[0], max[1], max[2]);
  956. glVertex3f(max[0], max[1], max[2]);
  957. glVertex3f(max[0], max[1], min[2]);
  958. // max-min, vertical quads
  959. glVertex3f(min[0], max[1], max[2]);
  960. glVertex3f(min[0], max[1], min[2]);
  961. glVertex3f(max[0], min[1], max[2]);
  962. glVertex3f(max[0], min[1], min[2]);
  963. glVertex3f(max[0], min[1], max[2]);
  964. glVertex3f(min[0], min[1], max[2]);
  965. // min-max, vertical quads
  966. glVertex3f(max[0], max[1], min[2]);
  967. glVertex3f(max[0], min[1], min[2]);
  968. glVertex3f(max[0], max[1], min[2]);
  969. glVertex3f(min[0], max[1], min[2]);
  970. glVertex3f(min[0], max[1], max[2]);
  971. glVertex3f(min[0], min[1], max[2]);
  972. // min, bottom quad
  973. glVertex3f(min[0], min[1], min[2]);
  974. glVertex3f(min[0], max[1], min[2]);
  975. glVertex3f(min[0], min[1], min[2]);
  976. glVertex3f(max[0], min[1], min[2]);
  977. glVertex3f(min[0], min[1], min[2]);
  978. glVertex3f(min[0], min[1], max[2]);
  979. glEnd();
  980. glPointSize(1.0);
  981. //glLineWidth(1.0);
  982. }
  983. void Render::drawRoom(RenderRoom *rRoom, bool draw_alpha)
  984. {
  985. room_mesh_t *room;
  986. if (!rRoom || !rRoom->room)
  987. return;
  988. room = rRoom->room;
  989. if (!(mFlags & Render::fRoomAlpha) && draw_alpha)
  990. return;
  991. glPushMatrix();
  992. //LightingSetup();
  993. mTexture.bindTextureId(0); // WHITE texture
  994. if (!draw_alpha &&
  995. (mFlags & Render::fPortals || mMode == Render::modeWireframe))
  996. {
  997. portal_t *portal;
  998. glLineWidth(2.0);
  999. glColor3fv(RED);
  1000. for (unsigned int i = 0; i < room->portals.size(); i++)
  1001. {
  1002. portal = room->portals[i];
  1003. if (!portal)
  1004. continue;
  1005. glBegin(GL_LINE_LOOP);
  1006. glVertex3fv(portal->vertices[0]);
  1007. glVertex3fv(portal->vertices[1]);
  1008. glVertex3fv(portal->vertices[2]);
  1009. glVertex3fv(portal->vertices[3]);
  1010. glEnd();
  1011. }
  1012. glLineWidth(1.0);
  1013. #ifdef OBSOLETE
  1014. glColor3fv(RED);
  1015. for (i = 0; i < (int)room->num_boxes; ++i)
  1016. {
  1017. // Mongoose 2002.08.14, This is a simple test -
  1018. // these like portals are really planes
  1019. glBegin(GL_QUADS);
  1020. glVertex3fv(room->boxes[i].a.pos);
  1021. glVertex3fv(room->boxes[i].b.pos);
  1022. glVertex3fv(room->boxes[i].c.pos);
  1023. glVertex3fv(room->boxes[i].d.pos);
  1024. glEnd();
  1025. }
  1026. #endif
  1027. }
  1028. if (mMode == Render::modeWireframe && !draw_alpha)
  1029. {
  1030. draw_bbox(room->bbox_min, room->bbox_max, true);
  1031. }
  1032. glTranslated(room->pos[0], room->pos[1], room->pos[2]);
  1033. // Reset since GL_MODULATE used, reset to WHITE
  1034. glColor3fv(WHITE);
  1035. switch (mMode)
  1036. {
  1037. case modeWireframe:
  1038. rRoom->mesh.mMode = Mesh::MeshModeWireframe;
  1039. break;
  1040. case modeSolid:
  1041. rRoom->mesh.mMode = Mesh::MeshModeSolid;
  1042. break;
  1043. default:
  1044. rRoom->mesh.mMode = Mesh::MeshModeTexture;
  1045. break;
  1046. }
  1047. if (draw_alpha)
  1048. {
  1049. rRoom->mesh.drawAlpha();
  1050. }
  1051. else
  1052. {
  1053. rRoom->mesh.drawSolid();
  1054. }
  1055. glPopMatrix();
  1056. //mTexture.bindTextureId(0);
  1057. // Draw other room meshes and sprites
  1058. if (draw_alpha || mMode == modeWireframe || mMode == modeSolid)
  1059. {
  1060. if (mFlags & Render::fRoomModels)
  1061. {
  1062. static_model_t *mdl;
  1063. for (unsigned int i = 0; i < room->models.size(); i++)
  1064. {
  1065. mdl = room->models[i];
  1066. if (!mdl)
  1067. continue;
  1068. mdl->pos[0] += room->pos[0];
  1069. mdl->pos[1] += room->pos[1];
  1070. mdl->pos[2] += room->pos[2];
  1071. // Depth sort room model render list with qsort
  1072. std::sort(room->models.begin(), room->models.end(), compareStaticModels);
  1073. mdl->pos[0] -= room->pos[0];
  1074. mdl->pos[1] -= room->pos[1];
  1075. mdl->pos[2] -= room->pos[2];
  1076. }
  1077. for (unsigned int i = 0; i < room->models.size(); i++)
  1078. {
  1079. drawRoomModel(room->models[i]);
  1080. }
  1081. }
  1082. // Draw other room alpha polygon objects
  1083. if (mFlags & Render::fSprites)
  1084. {
  1085. for (unsigned int i = 0; i < room->sprites.size(); i++)
  1086. {
  1087. drawSprite(room->sprites[i]);
  1088. }
  1089. }
  1090. }
  1091. }
  1092. void Render::drawSprite(sprite_t *sprite)
  1093. {
  1094. if (!sprite)
  1095. return;
  1096. if (!isVisible(sprite->pos[0], sprite->pos[1], sprite->pos[2],
  1097. sprite->radius))
  1098. return;
  1099. glPushMatrix();
  1100. glTranslated(sprite->pos[0], sprite->pos[1], sprite->pos[2]);
  1101. // Sprites must always face camera, because they have no depth =)
  1102. glRotated(OR_RAD_TO_DEG(getCamera().getRadianYaw()), 0, 1, 0);
  1103. switch (mMode)
  1104. {
  1105. // No vertex lighting on sprites, as far as I see in specs
  1106. // So just draw normal texture, no case 2
  1107. case Render::modeSolid:
  1108. glBegin(GL_TRIANGLE_STRIP);
  1109. glColor3f(sprite->texel[0].st[0], sprite->texel[0].st[1], 0.5);
  1110. glVertex3fv(sprite->vertex[0].pos);
  1111. glColor3f(sprite->texel[1].st[0], sprite->texel[1].st[1], 0.5);
  1112. glVertex3fv(sprite->vertex[1].pos);
  1113. glColor3f(sprite->texel[3].st[0], sprite->texel[3].st[1], 0.5);
  1114. glVertex3fv(sprite->vertex[3].pos);
  1115. glColor3f(sprite->texel[2].st[0], sprite->texel[2].st[1], 0.5);
  1116. glVertex3fv(sprite->vertex[2].pos);
  1117. glEnd();
  1118. break;
  1119. case Render::modeWireframe:
  1120. glColor3fv(CYAN);
  1121. glBegin(GL_LINE_LOOP);
  1122. glVertex3fv(sprite->vertex[0].pos);
  1123. glVertex3fv(sprite->vertex[1].pos);
  1124. glVertex3fv(sprite->vertex[2].pos);
  1125. glVertex3fv(sprite->vertex[3].pos);
  1126. glEnd();
  1127. glColor3fv(WHITE);
  1128. break;
  1129. default:
  1130. glBindTexture(GL_TEXTURE_2D, sprite->texture+1);
  1131. glBegin(GL_TRIANGLE_STRIP);
  1132. glTexCoord2fv(sprite->texel[0].st);
  1133. glVertex3fv(sprite->vertex[0].pos);
  1134. glTexCoord2fv(sprite->texel[1].st);
  1135. glVertex3fv(sprite->vertex[1].pos);
  1136. glTexCoord2fv(sprite->texel[3].st);
  1137. glVertex3fv(sprite->vertex[3].pos);
  1138. glTexCoord2fv(sprite->texel[2].st);
  1139. glVertex3fv(sprite->vertex[2].pos);
  1140. glEnd();
  1141. }
  1142. glPopMatrix();
  1143. }
  1144. void Render::drawRoomModel(static_model_t *mesh)
  1145. {
  1146. model_mesh_t *r_mesh;
  1147. if (!mesh)
  1148. return;
  1149. r_mesh = getWorld().getMesh(mesh->index);
  1150. if (!r_mesh)
  1151. return;
  1152. if (!isVisible(mesh->pos[0], mesh->pos[1], mesh->pos[2], r_mesh->radius))
  1153. return;
  1154. glPushMatrix();
  1155. glTranslated(mesh->pos[0], mesh->pos[1], mesh->pos[2]);
  1156. glRotated(mesh->yaw, 0, 1, 0);
  1157. drawModelMesh(r_mesh, roomMesh);
  1158. glPopMatrix();
  1159. }
  1160. void Render::tmpRenderModelMesh(model_mesh_t *r_mesh, texture_tri_t *ttri)
  1161. {
  1162. glBegin(GL_TRIANGLES);
  1163. switch (mMode)
  1164. {
  1165. case modeSolid:
  1166. case modeVertexLight:
  1167. if (r_mesh->colors)
  1168. {
  1169. glColor3fv(r_mesh->colors+ttri->index[0]);
  1170. glTexCoord2fv(ttri->st);
  1171. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1172. glColor3fv(r_mesh->colors+ttri->index[1]);
  1173. glTexCoord2fv(ttri->st+2);
  1174. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1175. glColor3fv(r_mesh->colors+ttri->index[2]);
  1176. glTexCoord2fv(ttri->st+4);
  1177. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1178. }
  1179. else if (r_mesh->normals)
  1180. {
  1181. glNormal3fv(r_mesh->normals+ttri->index[0]*3);
  1182. glTexCoord2fv(ttri->st);
  1183. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1184. glNormal3fv(r_mesh->normals+ttri->index[1]*3);
  1185. glTexCoord2fv(ttri->st+2);
  1186. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1187. glNormal3fv(r_mesh->normals+ttri->index[2]*3);
  1188. glTexCoord2fv(ttri->st+4);
  1189. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1190. }
  1191. else
  1192. {
  1193. glTexCoord2fv(ttri->st);
  1194. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1195. glTexCoord2fv(ttri->st+2);
  1196. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1197. glTexCoord2fv(ttri->st+4);
  1198. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1199. }
  1200. break;
  1201. case modeWireframe:
  1202. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1203. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1204. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1205. break;
  1206. default:
  1207. glTexCoord2fv(ttri->st);
  1208. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1209. glTexCoord2fv(ttri->st+2);
  1210. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1211. glTexCoord2fv(ttri->st+4);
  1212. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1213. }
  1214. glEnd();
  1215. }
  1216. void Render::drawModelMesh(model_mesh_t *r_mesh, RenderMeshType type)
  1217. {
  1218. texture_tri_t *ttri;
  1219. int lastTexture = -1;
  1220. // If they pass NULL structs let it hang up - this is tmp
  1221. //! \fixme Duh, vis tests need to be put back
  1222. //if (!isVisible(r_mesh->center, r_mesh->radius, r_mesh->bbox))
  1223. //{
  1224. // return;
  1225. //}
  1226. #ifdef USE_GL_ARRAYS
  1227. // Setup Arrays ( move these to another method depends on mMode )
  1228. glEnableClientState(GL_VERTEX_ARRAY);
  1229. glVertexPointer(3, GL_FLOAT, 0, r_mesh->vertices);
  1230. if (r_mesh->normals)
  1231. {
  1232. glEnableClientState(GL_NORMAL_ARRAY);
  1233. glNormalPointer(3, GL_FLOAT, 0, r_mesh->normals);
  1234. }
  1235. if (r_mesh->colors)
  1236. {
  1237. glEnableClientState(GL_COLOR_ARRAY);
  1238. glColorPointer(4, GL_FLOAT, 0, r_mesh->colors);
  1239. }
  1240. //glTexCoordPointer(2, GL_FLOAT, 0, ttri->st);
  1241. //glDrawArrays(GL_TRIANGLES, i * 3, 3 * j);
  1242. glBegin(GL_TRIANGLES);
  1243. for (unsigned int i = 0; i < r_mesh->texturedTriangles.size(); i++)
  1244. {
  1245. ttri = r_mesh->texturedTriangles[i];
  1246. if (!ttri)
  1247. continue;
  1248. for (k = 0; k < 4; ++k)
  1249. {
  1250. index = mQuads[i].quads[j*4+k];
  1251. glTexCoord2fv(mQuads[i].texcoors[j*4+k]);
  1252. glArrayElement(mVertices[index]);
  1253. }
  1254. }
  1255. glEnd();
  1256. #endif
  1257. //! \fixme 'AMBIENT' -- Mongoose 2002.01.08
  1258. glColor3fv(WHITE);
  1259. if (mMode == modeWireframe)
  1260. {
  1261. switch (type)
  1262. {
  1263. case roomMesh:
  1264. glColor3fv(YELLOW);
  1265. break;
  1266. case skeletalMesh:
  1267. glColor3fv(WHITE);
  1268. break;
  1269. }
  1270. }
  1271. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1272. glBindTexture(GL_TEXTURE_2D, 1); // White texture for colors
  1273. // Colored Triagles
  1274. for (unsigned int i = 0; i < r_mesh->coloredTriangles.size(); i++)
  1275. {
  1276. ttri = r_mesh->coloredTriangles[i];
  1277. if (!ttri)
  1278. continue;
  1279. if (mMode != modeWireframe && mMode != modeSolid &&
  1280. ttri->texture != lastTexture)
  1281. {
  1282. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1283. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1284. lastTexture = ttri->texture;
  1285. }
  1286. tmpRenderModelMesh(r_mesh, ttri);
  1287. }
  1288. // Colored Rectagles
  1289. for (unsigned int i = 0; i < r_mesh->coloredRectangles.size(); i++)
  1290. {
  1291. ttri = r_mesh->coloredRectangles[i];
  1292. if (!ttri)
  1293. continue;
  1294. if (mMode != modeWireframe && mMode != modeSolid &&
  1295. ttri->texture != lastTexture)
  1296. {
  1297. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1298. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1299. lastTexture = ttri->texture;
  1300. }
  1301. tmpRenderModelMesh(r_mesh, ttri);
  1302. }
  1303. // Textured Tris
  1304. for (unsigned int i = 0; i < r_mesh->texturedTriangles.size(); i++)
  1305. {
  1306. ttri = r_mesh->texturedTriangles[i];
  1307. if (!ttri)
  1308. continue;
  1309. if (mMode != modeWireframe && mMode != modeSolid &&
  1310. ttri->texture != lastTexture)
  1311. {
  1312. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1313. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1314. lastTexture = ttri->texture;
  1315. }
  1316. tmpRenderModelMesh(r_mesh, ttri);
  1317. }
  1318. // Textured Quads
  1319. for (unsigned int i = 0; i < r_mesh->texturedRectangles.size(); i++)
  1320. {
  1321. ttri = r_mesh->texturedRectangles[i];
  1322. if (!ttri)
  1323. continue;
  1324. if (mMode != modeWireframe && mMode != modeSolid &&
  1325. ttri->texture != lastTexture)
  1326. {
  1327. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1328. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1329. lastTexture = ttri->texture;
  1330. }
  1331. tmpRenderModelMesh(r_mesh, ttri);
  1332. }
  1333. }
  1334. void Render::setSkyMesh(int index, bool rot)
  1335. {
  1336. mSkyMesh = index;
  1337. mSkyMeshRotation = rot;
  1338. }
  1339. void Render::ViewModel(entity_t *ent, int index)
  1340. {
  1341. skeletal_model_t *model;
  1342. if (!ent)
  1343. {
  1344. return;
  1345. }
  1346. model = getWorld().getModel(index);
  1347. if (model)
  1348. {
  1349. ent->modelId = index;
  1350. printf("Viewmodel skeletal model %i\n", model->id);
  1351. }
  1352. }
  1353. void Render::addSkeletalModel(SkeletalModel *mdl)
  1354. {
  1355. mModels.push_back(mdl);
  1356. }
  1357. void Render::updateViewVolume()
  1358. {
  1359. matrix_t proj;
  1360. matrix_t mdl;
  1361. glGetFloatv(GL_PROJECTION_MATRIX, proj);
  1362. glGetFloatv(GL_MODELVIEW_MATRIX, mdl);
  1363. mViewVolume.updateFrame(proj, mdl);
  1364. }
  1365. bool Render::isVisible(float bbox_min[3], float bbox_max[3])
  1366. {
  1367. // For debugging purposes
  1368. if (mMode == Render::modeWireframe)
  1369. {
  1370. //glPointSize(5.0);
  1371. //glColor3fv(PINK);
  1372. //glBegin(GL_POINTS);
  1373. //glVertex3fv(bbox_min);
  1374. //glVertex3fv(bbox_max);
  1375. //glEnd();
  1376. draw_bbox_color(bbox_min, bbox_max, true, PINK, RED);
  1377. }
  1378. return mViewVolume.isBboxInFrustum(bbox_min, bbox_max);
  1379. }
  1380. bool Render::isVisible(float x, float y, float z)
  1381. {
  1382. // For debugging purposes
  1383. if (mMode == Render::modeWireframe)
  1384. {
  1385. glPointSize(5.0);
  1386. glColor3fv(PINK);
  1387. glBegin(GL_POINTS);
  1388. glVertex3f(x, y, z);
  1389. glEnd();
  1390. }
  1391. return (mViewVolume.isPointInFrustum(x, y, z));
  1392. }
  1393. bool Render::isVisible(float x, float y, float z, float radius)
  1394. {
  1395. // For debugging purposes
  1396. if (mMode == Render::modeWireframe)
  1397. {
  1398. glPointSize(5.0);
  1399. glColor3fv(PINK);
  1400. glBegin(GL_POINTS);
  1401. glVertex3f(x, y, z);
  1402. glEnd();
  1403. }
  1404. return (mViewVolume.isSphereInFrustum(x, y, z, radius));
  1405. }