Open Source Tomb Raider Engine
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Render.cpp 57KB

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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[] = { 0.0, 0.0, 0.0, 1.0 };
  42. const float DIM_WHITE[] = { 0.5, 0.5, 0.5, 1.0 };
  43. const float WHITE[] = { 1.0, 1.0, 1.0, 1.0 };
  44. const float RED[] = { 1.0, 0.0, 0.0, 1.0 };
  45. const float GREEN[] = { 0.0, 1.0, 0.0, 1.0 };
  46. const float NEXT_PURPLE[] = { 0.3, 0.3, 0.5, 1.0 };
  47. const float OR_BLUE[] = { 0.5, 0.7, 1.0, 1.0 };
  48. const float PINK[] = { 1.0, 0.0, 1.0, 1.0 };
  49. const float YELLOW[] = { 1.0, 1.0, 0.0, 1.0 };
  50. const float CYAN[] = { 0.0, 1.0, 1.0, 1.0 };
  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. RenderRoom *a = (RenderRoom *)voidA, *b = (RenderRoom *)voidB;
  95. if (!a || !b || !a->room || !b->room)
  96. return -1; // error really
  97. // less than
  98. if (a->dist < b->dist)
  99. return -1;
  100. // greater than ( no need for equal )
  101. return 1;
  102. }
  103. ////////////////////////////////////////////////////////////
  104. // Constructors
  105. ////////////////////////////////////////////////////////////
  106. Render::Render()
  107. {
  108. #ifdef USING_EMITTER
  109. mEmitter = 0x0;
  110. #endif
  111. mCamera = 0x0;
  112. mSkyMesh = -1;
  113. mMode = Render::modeDisabled;
  114. mLock = 0;
  115. mFlags = (Render::fRoomAlpha | Render::fViewModel | Render::fSprites |
  116. Render::fRoomModels | Render::fEntityModels |
  117. Render::fUsePortals | fUpdateRoomListPerFrame);
  118. mModels.setError(0x0);
  119. mRooms.setError(0x0);
  120. mRoomRenderList.setError(0x0);
  121. }
  122. Render::~Render()
  123. {
  124. ClearWorld();
  125. }
  126. ////////////////////////////////////////////////////////////
  127. // Public Accessors
  128. ////////////////////////////////////////////////////////////
  129. void Render::screenShot(char *filenameBase)
  130. {
  131. mTexture.glScreenShot(filenameBase, mWidth, mHeight);
  132. }
  133. ////////////////////////////////////////////////////////////
  134. // Public Mutators
  135. ////////////////////////////////////////////////////////////
  136. void Render::addRoom(RenderRoom *room)
  137. {
  138. mRooms.pushBack(room);
  139. }
  140. void Render::loadTexture(unsigned char *image,
  141. unsigned int width, unsigned int height,
  142. unsigned int id)
  143. {
  144. glColor3fv(WHITE);
  145. mTexture.loadBufferSlot(image, width, height, Texture::RGBA, 32, id);
  146. }
  147. void Render::initTextures(char *textureDir, unsigned int *numLoaded,
  148. unsigned int *nextId)
  149. {
  150. char filename[128];
  151. bool fastCard = mFlags & Render::fFastCard;
  152. const char *console = "Toggle the Console with [`] key";
  153. const char *menu = "Press <esc> for menu";
  154. int font_id;
  155. int snow1_id;
  156. int snow2_id;
  157. int bg_id;
  158. int err;
  159. unsigned int numTextures = 0;
  160. unsigned char color[4];
  161. // We want to update as needed later
  162. mNumTexturesLoaded = numLoaded;
  163. mNextTextureId = nextId;
  164. mTexture.reset();
  165. mTexture.setMaxTextureCount(128); /* TR never needs more than 32 iirc
  166. However, color texturegen is a lot */
  167. if (fastCard)
  168. {
  169. mTexture.setFlag(Texture::fUseMipmaps);
  170. }
  171. printf("Processing Textures:\n");
  172. color[0] = 0xff;
  173. color[1] = 0xff;
  174. color[2] = 0xff;
  175. color[3] = 0xff;
  176. if ((font_id = mTexture.loadColorTexture(color, 32, 32)) > -1)
  177. {
  178. ++numTextures;
  179. }
  180. snprintf(filename, 126, "%s%s", textureDir, "splash.tga");
  181. filename[127] = 0;
  182. if ((bg_id = mTexture.loadTGA(filename)) > -1)
  183. {
  184. ++numTextures;
  185. }
  186. snprintf(filename, 126, "%s%s", textureDir, "snow.tga");
  187. filename[127] = 0;
  188. if ((snow1_id = mTexture.loadTGA(filename)) > -1)
  189. {
  190. ++numTextures;
  191. }
  192. snprintf(filename, 126, "%s%s", textureDir, "snow2.tga");
  193. filename[127] = 0;
  194. if ((snow2_id = mTexture.loadTGA(filename)) > -1)
  195. {
  196. ++numTextures;
  197. }
  198. extern char *gFontFilename;
  199. if ((font_id = mTexture.loadFontTTF(gFontFilename,
  200. //0x303f, 0x3093-0x303f)) // Hiragana
  201. 32, 126 - 32)) // ASCII
  202. > -1)
  203. {
  204. ++numTextures;
  205. }
  206. // Werid that it isn't linear, must be some storage deal in Texture
  207. // I forgot about Id allocation
  208. *nextId = font_id;
  209. // Setup particle system test
  210. initEmitter("Snow test", 650, snow1_id, snow2_id);
  211. mString.Init(5);
  212. // String 0: OpenRaider version in lower right corner
  213. mString.Scale(1.00);
  214. err = mString.glPrintf(mWidth - 15 * strlen(VERSION),
  215. mHeight-35, VERSION);
  216. mString.SetString(0, VERSION);
  217. if (err)
  218. {
  219. printf("\n*** GLPrint test: ERROR %i\n", err);
  220. }
  221. // String 1: Used for FPS in game text output
  222. mString.Scale(0.75);
  223. err = mString.glPrintf(8, mHeight - 25, " ");
  224. mString.SetString(1, " ");
  225. if (err)
  226. {
  227. printf("\n*** GLPrint test: ERROR %i\n", err);
  228. }
  229. // String 2: Used for game console
  230. mString.Scale(1.0);
  231. err = mString.glPrintf(8, 25, console);
  232. mString.SetString(2, console);
  233. if (err)
  234. {
  235. printf("\n*** GLPrint test: ERROR %i\n", err);
  236. }
  237. // String 3: Used for one line map select menu
  238. mString.Scale(1.75);
  239. err = mString.glPrintf(mWidth/2-235, mHeight/2-24, menu);
  240. mString.SetString(3, menu);
  241. if (err)
  242. {
  243. printf("\n*** GLPrint test: ERROR %i\n", err);
  244. }
  245. // String 4: Used for one line in game text output
  246. mString.Scale(1.0);
  247. err = mString.glPrintf(8, 55, " ");
  248. mString.SetString(4, " ");
  249. if (err)
  250. {
  251. printf("\n*** GLPrint test: ERROR %i\n", err);
  252. }
  253. printf("\n");
  254. *numLoaded = numTextures;
  255. }
  256. void Render::initEmitter(const char *name, unsigned int size,
  257. unsigned int snowTex1, unsigned int snowTex2)
  258. {
  259. #ifdef USING_EMITTER
  260. // Mongoose 2002.01.01, Screwing around with particle emitter test
  261. // note this is backwards b/c load screen is rendered upsidedown
  262. mEmitter = new Emitter(/*name*/"snow", size);
  263. mEmitter->SetTextureId(snowTex1);
  264. mEmitter->TextureId(120, 280, snowTex2);
  265. mEmitter->TextureId(400, 450, snowTex2);
  266. mEmitter->TextureId(500, 550, snowTex2);
  267. // Mongoose 2002.01.01, Varing force and speed should look
  268. // like varing mass/SA in wind, maybe
  269. mEmitter->Speed(0, 150, 3500, 3000, 3500);
  270. mEmitter->Speed(150, 350, 3000, 4000, 3000);
  271. mEmitter->Speed(400, 500, 2000, 5000, 2000);
  272. mEmitter->Speed(400, 500, 2000, 5000, 2000);
  273. mEmitter->Force(100, 200, 0.0, 7.0, 0.0);
  274. mEmitter->Force(200, 300, 0.0, 5.0, 0.0);
  275. mEmitter->Force(300, 500, 0.0, 10.0, 0.0);
  276. mEmitter->Force(500, 650, 0.0, 9.0, 0.0);
  277. #endif
  278. }
  279. void Render::ClearWorld()
  280. {
  281. LARA = NULL;
  282. mRoomRenderList.clear();
  283. mRooms.erase();
  284. mModels.erase();
  285. #ifdef USING_EMITTER
  286. if (mEmitter)
  287. {
  288. delete mEmitter;
  289. mEmitter = 0x0;
  290. }
  291. #endif
  292. }
  293. // Texture must be set to WHITE solid color texture
  294. void renderTrace(int color, vec3_t start, vec3_t end)
  295. {
  296. const float widthStart = 10.0f; //5.0f;
  297. const float widthEnd = 10.0f;
  298. float delta = 0.01 + (0.15*rand()/(RAND_MAX+1.0)); // for flicker fx
  299. // Draw two long quads that skrink and fade the they go further out
  300. glBegin(GL_QUADS);
  301. switch (color)
  302. {
  303. case 0:
  304. glColor3f(0.9 - delta, 0.2, 0.2);
  305. break;
  306. case 1:
  307. glColor3f(0.2, 0.9 - delta, 0.2);
  308. break;
  309. case 2:
  310. default:
  311. glColor3f(0.2, 0.2, 0.9 - delta);
  312. }
  313. glVertex3f(start[0], start[1], start[2]);
  314. glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
  315. glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
  316. glVertex3f(end[0], end[1], end[2]);
  317. glVertex3f(start[0], start[1], start[2]);
  318. glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
  319. glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
  320. glVertex3f(end[0], end[1], end[2]);
  321. glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
  322. glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
  323. glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
  324. glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
  325. glEnd();
  326. }
  327. void Render::Init(int width, int height, bool fast_card)
  328. {
  329. char *s;
  330. mWidth = width;
  331. mHeight = height;
  332. mFlags |= Render::fFastCard;
  333. if (!fast_card)
  334. {
  335. mFlags ^= Render::fFastCard;
  336. }
  337. // Print driver support information
  338. printf("\n## GL Driver Info ##\n");
  339. printf("Vendor : %s\n", glGetString(GL_VENDOR));
  340. printf("Renderer : %s\n", glGetString(GL_RENDERER));
  341. printf("Version : %s\n\n", glGetString(GL_VERSION));
  342. //printf("\tExtensions : %s\n\n\n", (char*)glGetString(GL_EXTENSIONS));
  343. // Testing for goodies
  344. // Mongoose 2001.12.31, Fixed string use to check for bad strings
  345. s = (char*)glGetString(GL_EXTENSIONS);
  346. if (s && s[0])
  347. {
  348. printf("\tGL_ARB_multitexture \t\t");
  349. if (strstr(s, "GL_ARB_multitexture"))
  350. {
  351. mFlags |= Render::fMultiTexture;
  352. printf("YES\n");
  353. }
  354. else
  355. {
  356. printf("NO\n");
  357. }
  358. printf("\tGL_EXT_texture_env_combine\t\t");
  359. if (strstr(s, "GL_EXT_texture_env_combine"))
  360. {
  361. printf("YES\n");
  362. }
  363. else
  364. {
  365. printf("NO\n");
  366. }
  367. }
  368. // Set up Z buffer
  369. glEnable(GL_DEPTH_TEST);
  370. glDepthFunc(GL_LESS);
  371. // Set up culling
  372. glEnable(GL_CULL_FACE);
  373. glFrontFace(GL_CW);
  374. //glFrontFace(GL_CCW);
  375. //glCullFace(GL_FRONT);
  376. // Set background to black
  377. glClearColor(BLACK[0], BLACK[1], BLACK[2], BLACK[3]);
  378. // Disable lighting
  379. glDisable(GL_LIGHTING);
  380. // Set up alpha blending
  381. if (fast_card)
  382. {
  383. glEnable(GL_BLEND);
  384. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  385. //glEnable(GL_ALPHA_TEST); // Disable per pixel alpha blending
  386. glAlphaFunc(GL_GREATER, 0);
  387. }
  388. else
  389. {
  390. glDisable(GL_BLEND);
  391. glDisable(GL_ALPHA_TEST);
  392. }
  393. glPointSize(5.0);
  394. // Setup shading
  395. glShadeModel(GL_SMOOTH);
  396. if (fast_card)
  397. {
  398. glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
  399. glHint(GL_FOG_HINT, GL_NICEST);
  400. glEnable(GL_COLOR_MATERIAL);
  401. glEnable(GL_DITHER);
  402. // AA polygon edges
  403. //glEnable(GL_POLYGON_SMOOTH);
  404. //glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
  405. }
  406. else
  407. {
  408. glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
  409. glHint(GL_FOG_HINT, GL_FASTEST);
  410. glDisable(GL_COLOR_MATERIAL);
  411. glDisable(GL_DITHER);
  412. glDisable(GL_POLYGON_SMOOTH);
  413. }
  414. glDisable(GL_LINE_SMOOTH);
  415. glDisable(GL_POINT_SMOOTH);
  416. glDisable(GL_AUTO_NORMAL);
  417. glDisable(GL_LOGIC_OP);
  418. glDisable(GL_TEXTURE_1D);
  419. glDisable(GL_STENCIL_TEST);
  420. glDisable(GL_FOG);
  421. glDisable(GL_NORMALIZE);
  422. glEnableClientState(GL_VERTEX_ARRAY);
  423. glDisableClientState(GL_EDGE_FLAG_ARRAY);
  424. glDisableClientState(GL_COLOR_ARRAY);
  425. glDisableClientState(GL_NORMAL_ARRAY);
  426. glPolygonMode(GL_FRONT, GL_FILL);
  427. glMatrixMode(GL_MODELVIEW);
  428. }
  429. void setLighting(bool on)
  430. {
  431. if (on)
  432. {
  433. glEnable(GL_LIGHTING);
  434. glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
  435. glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, WHITE);
  436. glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, WHITE);
  437. glLightModelfv(GL_LIGHT_MODEL_AMBIENT, DIM_WHITE);
  438. }
  439. else
  440. {
  441. glDisable(GL_LIGHTING);
  442. }
  443. }
  444. void lightRoom(RenderRoom *room)
  445. {
  446. unsigned int i;
  447. Light *light;
  448. for (i = 0; i < room->lights.size(); ++i)
  449. {
  450. light = room->lights[i];
  451. if (!light)
  452. continue;
  453. glEnable(GL_LIGHT0 + i);
  454. switch (light->mType)
  455. {
  456. case Light::typeSpot:
  457. glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, light->mCutoff);
  458. glLightfv(GL_LIGHT0 + i, GL_POSITION, light->mPos);
  459. glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, light->mDir);
  460. glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, light->mColor);
  461. break;
  462. case Light::typePoint:
  463. case Light::typeDirectional:
  464. glLightf(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, 1.0); // 1.0
  465. // GL_QUADRATIC_ATTENUATION
  466. // GL_LINEAR_ATTENUATION
  467. glLightf(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, light->mAtt);
  468. glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, light->mColor); // GL_DIFFUSE
  469. glLightfv(GL_LIGHT0 + i, GL_POSITION, light->mPos);
  470. break;
  471. }
  472. }
  473. }
  474. void Render::toggleFlag(unsigned int flag)
  475. {
  476. if (mFlags & flag)
  477. clearFlags(flag);
  478. else
  479. setFlags(flag);
  480. }
  481. void Render::clearFlags(unsigned int flags)
  482. {
  483. // _defaults |= flags; // Force removal if it wasn't set
  484. mFlags ^= flags;
  485. if (flags & Render::fFog)
  486. {
  487. if (glIsEnabled(GL_FOG))
  488. {
  489. glDisable(GL_FOG);
  490. }
  491. }
  492. if (flags & Render::fGL_Lights)
  493. {
  494. setLighting(false);
  495. }
  496. }
  497. void Render::setFlags(unsigned int flags)
  498. {
  499. mFlags |= flags;
  500. if (flags & Render::fFog)
  501. {
  502. glEnable(GL_FOG);
  503. glFogf(GL_FOG_MODE, GL_EXP2);
  504. glFogf(GL_FOG_DENSITY, 0.00008);
  505. glFogf(GL_FOG_START, 30000.0);
  506. glFogf(GL_FOG_END, 50000.0);
  507. glFogfv(GL_FOG_COLOR, BLACK);
  508. }
  509. if (flags & Render::fGL_Lights)
  510. {
  511. setLighting(true);
  512. }
  513. }
  514. void Render::Update(int width, int height)
  515. {
  516. mWidth = width;
  517. mHeight = height;
  518. }
  519. int Render::getMode()
  520. {
  521. return mMode;
  522. }
  523. void Render::setMode(int n)
  524. {
  525. mMode = n;
  526. switch (mMode)
  527. {
  528. case Render::modeDisabled:
  529. break;
  530. case Render::modeSolid:
  531. case Render::modeWireframe:
  532. glClearColor(NEXT_PURPLE[0], NEXT_PURPLE[1],
  533. NEXT_PURPLE[2], NEXT_PURPLE[3]);
  534. glDisable(GL_TEXTURE_2D);
  535. break;
  536. default:
  537. if (mFlags & Render::fFastCard)
  538. {
  539. if (mMode == Render::modeLoadScreen)
  540. {
  541. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  542. }
  543. else
  544. {
  545. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  546. }
  547. }
  548. glClearColor(BLACK[0], BLACK[1], BLACK[2], BLACK[3]);
  549. glEnable(GL_TEXTURE_2D);
  550. }
  551. }
  552. // Replaced the deprecated gluLookAt with slightly modified code from here:
  553. // http://www.khronos.org/message_boards/showthread.php/4991
  554. void CrossProd(float x1, float y1, float z1, float x2, float y2, float z2, float res[3])
  555. {
  556. res[0] = y1*z2 - y2*z1;
  557. res[1] = x2*z1 - x1*z2;
  558. res[2] = x1*y2 - x2*y1;
  559. }
  560. void deprecated_gluLookAt(float eyeX, float eyeY, float eyeZ, float lookAtX, float lookAtY, float lookAtZ, float upX, float upY, float upZ)
  561. {
  562. float f[3];
  563. // calculating the viewing vector
  564. f[0] = lookAtX - eyeX;
  565. f[1] = lookAtY - eyeY;
  566. f[2] = lookAtZ - eyeZ;
  567. float fMag, upMag;
  568. fMag = sqrt(f[0]*f[0] + f[1]*f[1] + f[2]*f[2]);
  569. upMag = sqrt(upX*upX + upY*upY + upZ*upZ);
  570. // normalizing the viewing vector
  571. if( fMag != 0)
  572. {
  573. f[0] = f[0]/fMag;
  574. f[1] = f[1]/fMag;
  575. f[2] = f[2]/fMag;
  576. }
  577. // normalising the up vector. no need for this here if you have your
  578. // up vector already normalised, which is mostly the case.
  579. if( upMag != 0 )
  580. {
  581. upX = upX/upMag;
  582. upY = upY/upMag;
  583. upZ = upZ/upMag;
  584. }
  585. float s[3], u[3];
  586. CrossProd(f[0], f[1], f[2], upX, upY, upZ, s);
  587. CrossProd(s[0], s[1], s[2], f[0], f[1], f[2], u);
  588. float M[]=
  589. {
  590. s[0], u[0], -f[0], 0,
  591. s[1], u[1], -f[1], 0,
  592. s[2], u[2], -f[2], 0,
  593. 0, 0, 0, 1
  594. };
  595. glMultMatrixf(M);
  596. glTranslatef (-eyeX, -eyeY, -eyeZ);
  597. }
  598. void Render::Display()
  599. {
  600. vec3_t curPos;
  601. vec3_t camPos;
  602. vec3_t atPos;
  603. RenderRoom *room;
  604. int index;
  605. #ifdef DEBUG_MATRIX
  606. gl_test_reset();
  607. #endif
  608. // Assertion: Rendering is disabled without texture or camera
  609. if (!mCamera)
  610. {
  611. fprintf(stderr, "Render::Display> ERROR: No camera is registered\n");
  612. return;
  613. }
  614. switch (mMode)
  615. {
  616. case Render::modeDisabled:
  617. return;
  618. break;
  619. case Render::modeLoadScreen:
  620. //! \fixme entry for seperate main drawing method -- Mongoose 2002.01.01
  621. drawLoadScreen();
  622. return;
  623. default:
  624. ;
  625. }
  626. if (mMode == Render::modeWireframe)
  627. glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  628. else
  629. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  630. index = -1;
  631. if (LARA)
  632. {
  633. float yaw;
  634. int sector;
  635. float camOffsetH = 0.0f;
  636. switch (LARA->moveType)
  637. {
  638. case worldMoveType_fly:
  639. case worldMoveType_noClipping:
  640. case worldMoveType_swim:
  641. camOffsetH = 64.0f;
  642. break;
  643. default:
  644. camOffsetH = 512.0f;
  645. }
  646. curPos[0] = LARA->pos[0];
  647. curPos[1] = LARA->pos[1];
  648. curPos[2] = LARA->pos[2];
  649. yaw = LARA->angles[1];
  650. index = LARA->room;
  651. // Mongoose 2002.08.24, New 3rd person camera hack
  652. camPos[0] = curPos[0];
  653. camPos[1] = curPos[1] - camOffsetH; // UP is lower val
  654. camPos[2] = curPos[2];
  655. camPos[0] -= (1024.0 * sin(yaw));
  656. camPos[2] -= (1024.0 * cos(yaw));
  657. sector = gWorld.getSector(index, camPos[0], camPos[2]);
  658. // Handle camera out of world
  659. if (sector < 0 || gWorld.isWall(index, sector))
  660. {
  661. camPos[0] = curPos[0] + (64.0 * sin(yaw));
  662. camPos[1] -= 64.0;
  663. camPos[2] = curPos[2] + (64.0 * cos(yaw));
  664. }
  665. mCamera->setPosition(camPos);
  666. }
  667. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  668. glLoadIdentity();
  669. // Setup view in OpenGL with camera
  670. mCamera->update();
  671. mCamera->getPosition(camPos);
  672. mCamera->getTarget(atPos);
  673. // Mongoose 2002.08.13, Quick fix to render OpenRaider upside down
  674. // gluLookAt(camPos[0], camPos[1], camPos[2], atPos[0], atPos[1], atPos[2], 0.0, -1.0, 0.0);
  675. deprecated_gluLookAt(camPos[0], camPos[1], camPos[2], atPos[0], atPos[1], atPos[2], 0.0, -1.0, 0.0);
  676. // Update view volume for vising
  677. updateViewVolume();
  678. // Let's see the LoS -- should be event controled
  679. if (LARA)
  680. {
  681. // SkeletalModel *mdl = (SkeletalModel *)LARA->tmpHook;
  682. // Draw in solid colors
  683. glDisable(GL_TEXTURE_2D);
  684. glDisable(GL_CULL_FACE);
  685. if (LARA->state == 64) // eWeaponFire
  686. {
  687. vec3_t u, v; //, s, t;
  688. // Center of LARA
  689. u[0] = curPos[0];
  690. u[1] = curPos[1] - 512.0;
  691. u[2] = curPos[2];
  692. // Location LARA is aiming at? ( Not finished yet )
  693. v[0] = u[0] + (9000.0 * sin(LARA->angles[1]));
  694. v[1] = u[1] + (9000.0 * sin(LARA->angles[2]));
  695. v[2] = u[2] + (9000.0 * cos(LARA->angles[1]));
  696. //mtkVectorSubtract(u, v, t);
  697. //mtkVectorSubtract(u, curPos, s);
  698. //printf("* %f rad\n", LARA->angles[1]);
  699. // Test tracing of aim
  700. renderTrace(0, u, v); // v = target
  701. }
  702. entity_t *route = LARA->master;
  703. while (route)
  704. {
  705. if (route->master)
  706. {
  707. renderTrace(1, route->pos, route->master->pos);
  708. }
  709. route = route->master;
  710. }
  711. glEnable(GL_CULL_FACE);
  712. glEnable(GL_TEXTURE_2D);
  713. }
  714. // Render world
  715. glColor3fv(DIM_WHITE); // was WHITE
  716. drawSkyMesh(96.0);
  717. // Figure out how much of the map to render
  718. newRoomRenderList(index);
  719. // Room solid pass, need to do depth sorting to avoid 2 pass render
  720. for (mRoomRenderList.start(); mRoomRenderList.forward();
  721. mRoomRenderList.next())
  722. {
  723. room = mRoomRenderList.current();
  724. if (room)
  725. {
  726. if (mFlags & Render::fGL_Lights)
  727. {
  728. lightRoom(room);
  729. }
  730. drawRoom(room, false);
  731. }
  732. }
  733. // Draw all visible enities
  734. if (mFlags & Render::fEntityModels)
  735. {
  736. entity_t *e;
  737. Vector<entity_t *> entityRenderList;
  738. Vector<entity_t *> *entities = gWorld.getEntities();
  739. for (entities->start(); entities->forward(); entities->next())
  740. {
  741. e = entities->current();
  742. // Mongoose 2002.03.26, Don't show lara to it's own player
  743. if (!e || e == LARA)
  744. {
  745. continue;
  746. }
  747. // Mongoose 2002.08.15, Nothing to draw, skip
  748. // Mongoose 2002.12.24, Some entities have no animation =p
  749. if (e->tmpHook)
  750. {
  751. SkeletalModel *mdl = (SkeletalModel *)e->tmpHook;
  752. if (mdl->model->animation.empty())
  753. continue;
  754. }
  755. // Is it in view volume? ( Hack to use sphere )
  756. if (!isVisible(e->pos[0], e->pos[1], e->pos[2], 512.0f))
  757. continue;
  758. // Is it in a room we're rendering?
  759. //if (mRoomRenderList[e->room] == 0x0)
  760. //{
  761. // continue;
  762. //}
  763. entityRenderList.pushBack(e);
  764. }
  765. // Draw objects not tied to rooms
  766. glPushMatrix();
  767. drawObjects();
  768. glPopMatrix();
  769. // Depth sort entityRenderList with qsort
  770. entityRenderList.qSort(compareEntites);
  771. for (entityRenderList.start(); entityRenderList.forward();
  772. entityRenderList.next())
  773. {
  774. e = entityRenderList.current();
  775. glPushMatrix();
  776. glTranslatef(e->pos[0], e->pos[1], e->pos[2]);
  777. glRotatef(e->angles[1], 0, 1, 0);
  778. drawModel((SkeletalModel *)e->tmpHook);
  779. glPopMatrix();
  780. }
  781. }
  782. // Room alpha pass
  783. // Skip room alpha pass for modes w/o texture
  784. if (!(mMode == Render::modeSolid || mMode == Render::modeWireframe))
  785. {
  786. for (mRoomRenderList.start(); mRoomRenderList.forward();
  787. mRoomRenderList.next())
  788. {
  789. room = mRoomRenderList.current();
  790. if (room)
  791. {
  792. drawRoom(room, true);
  793. }
  794. }
  795. }
  796. #ifdef USING_EMITTER_IN_GAME
  797. // Mongoose 2002.01.01, Test particle prototype in game
  798. if (EMIT && mFlags & RENDER_F_PARTICLES)
  799. {
  800. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  801. glPushMatrix();
  802. glLoadIdentity();
  803. glEnable(GL_BLEND);
  804. glRotatef(180.0, 1.0, 0.0, 0.0);
  805. glTranslatef(0.0, -820.0, 575.0);
  806. glScalef(80.0, 80.0, 80.0);
  807. EMIT->Draw();
  808. glPopMatrix();
  809. // Mongoose 2002.03.26, Account for particle system
  810. // not using new binds by setting WHITE texture here
  811. mTexture.bindTextureId(0);
  812. }
  813. #endif
  814. if (mMode == Render::modeWireframe)
  815. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  816. glEnterMode2d(mWidth, mHeight);
  817. glColor3fv(OR_BLUE);
  818. mString.Render(mWidth, mHeight);
  819. glExitMode2d();
  820. #ifdef USING_EMITTER
  821. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  822. #endif
  823. // Mongoose 2002.01.01, Test matrix ops
  824. #ifdef DEBUG_MATRIX
  825. if (gl_test_val())
  826. {
  827. printf("ERROR in matrix stack %i\n", gl_test_val());
  828. }
  829. #endif
  830. glFlush();
  831. }
  832. void Render::newRoomRenderList(int index)
  833. {
  834. static int currentRoomId = -1;
  835. RenderRoom *room;
  836. if (mFlags & Render::fUsePortals)
  837. {
  838. if (index == -1) // -1 is error, so draw room 0, for the hell of it
  839. {
  840. room = mRooms[0];
  841. mRoomRenderList.clear();
  842. if (room)
  843. {
  844. mRoomRenderList.pushBack(room);
  845. }
  846. }
  847. else
  848. {
  849. // Update room render list if needed
  850. if (mFlags & Render::fUpdateRoomListPerFrame ||
  851. currentRoomId != index)
  852. {
  853. mRoomRenderList.clear();
  854. room = mRooms[index];
  855. buildRoomRenderList(room);
  856. }
  857. }
  858. }
  859. else // Render all rooms pretty much
  860. {
  861. if (currentRoomId != index || index == -1)
  862. {
  863. printf("*** Room render list -> %i\n", index);
  864. mRoomRenderList.clear();
  865. for (mRooms.start(); mRooms.forward(); mRooms.next())
  866. {
  867. room = mRooms.current();
  868. if (!room || !room->room)
  869. continue;
  870. if (!isVisible(room->room->bbox_min, room->room->bbox_max))
  871. continue;
  872. //room->dist =
  873. //gViewVolume.getDistToBboxFromNear(room->room->bbox_min,
  874. // room->room->bbox_max);
  875. mRoomRenderList.pushBack(room);
  876. }
  877. }
  878. }
  879. // Depth Sort roomRenderList ( no use in that, work on portals first )
  880. mRoomRenderList.qSort(compareRoomDist);
  881. currentRoomId = index;
  882. }
  883. void Render::buildRoomRenderList(RenderRoom *rRoom)
  884. {
  885. RenderRoom *rRoom2;
  886. // Must exist
  887. if (!rRoom || !rRoom->room)
  888. return;
  889. // Must be visible
  890. //! \fixme Add depth sorting here - remove multipass
  891. if (!isVisible(rRoom->room->bbox_min, rRoom->room->bbox_max))
  892. return;
  893. // Must not already be cached
  894. for (mRoomRenderList.start(); mRoomRenderList.forward();
  895. mRoomRenderList.next())
  896. {
  897. rRoom2 = mRoomRenderList.current();
  898. if (rRoom2 == rRoom)
  899. return;
  900. }
  901. //rRoom->dist =
  902. //gViewVolume.getDistToBboxFromNear(rRoom->room->bbox_min,
  903. // rRoom->room->bbox_max);
  904. /* Add current room to list */
  905. mRoomRenderList.pushBack(rRoom);
  906. if (mFlags & Render::fOneRoom)
  907. {
  908. return;
  909. }
  910. else if (mFlags & Render::fAllRooms) /* Are you serious? */
  911. {
  912. for (mRooms.start(); mRooms.forward(); mRooms.next())
  913. {
  914. rRoom2 = mRooms.current();
  915. if (rRoom2 && rRoom2 != rRoom)
  916. {
  917. buildRoomRenderList(rRoom2);
  918. }
  919. }
  920. return;
  921. }
  922. // Try to add adj rooms and their adj rooms, skip this room
  923. for (rRoom->room->adjacentRooms.start(), rRoom->room->adjacentRooms.next();
  924. rRoom->room->adjacentRooms.forward(); rRoom->room->adjacentRooms.next())
  925. {
  926. if (rRoom->room->adjacentRooms.current() < 0)
  927. continue;
  928. rRoom2 = mRooms[rRoom->room->adjacentRooms.current()];
  929. // Mongoose 2002.03.22, Add portal visibility check here
  930. if (rRoom2 && rRoom2 != rRoom)
  931. {
  932. buildRoomRenderList(rRoom2);
  933. }
  934. }
  935. }
  936. void Render::drawSkyMesh(float scale)
  937. {
  938. skeletal_model_t *model = gWorld.getModel(mSkyMesh);
  939. if (!model)
  940. return;
  941. glDisable(GL_DEPTH_TEST);
  942. glPushMatrix();
  943. if (mSkyMeshRotation)
  944. {
  945. glRotated(90.0, 1, 0, 0);
  946. }
  947. glTranslated(0.0, 1000.0, 0.0);
  948. glScaled(scale, scale, scale);
  949. //drawModel(model);
  950. //drawModelMesh(gWorld.getMesh(mSkyMesh), );
  951. glPopMatrix();
  952. glEnable(GL_DEPTH_TEST);
  953. }
  954. void Render::drawLoadScreen()
  955. {
  956. static float wrap = 0.0001f;
  957. float x = 0.0f, y = 0.0f, z = -160.0f;
  958. float w = 500.0f, h = 500.0f;
  959. if (mTexture.getTextureCount() <= 0)
  960. return;
  961. // Mongoose 2002.01.01, Rendered while game is loading...
  962. //! \fixme seperate logo/particle coor later
  963. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  964. glLoadIdentity();
  965. glColor3fv(WHITE);
  966. if (mFlags & Render::fGL_Lights)
  967. glDisable(GL_LIGHTING);
  968. // Mongoose 2002.01.01, Draw logo/load screen
  969. glTranslatef(0.0, 0.0, -2000.0);
  970. glRotatef(180.0, 1.0, 0.0, 0.0);
  971. // Mongoose 2002.03.26, Account for particle system not using new binds
  972. // by not using them here either
  973. //mTexture.Bind(1); // Second loaded texture ( index + 1 = 2 )
  974. if (mFlags & Render::fMultiTexture && wrap < 1.121096f)
  975. {
  976. mTexture.bindMultiTexture(1, 3);
  977. glBegin(GL_TRIANGLE_STRIP);
  978. mTexture.useMultiTexture(1.0, 1.0, 0.5 - wrap, 1.0);
  979. glColor3fv(WHITE);
  980. glVertex3f(x + w, y + h, z);
  981. mTexture.useMultiTexture(0.0, 1.0, 0.0 - wrap, 1.0);
  982. glColor3fv(WHITE);
  983. glVertex3f(x - w, y + h, z);
  984. mTexture.useMultiTexture(1.0, 0.0, 0.5 - wrap, 0.5);
  985. glColor3fv(WHITE);
  986. glVertex3f(x + w, y - h, z);
  987. mTexture.useMultiTexture(0.0, 0.0, 0.0 - wrap, 0.5);
  988. glColor3fv(WHITE);
  989. glVertex3f(x - w, y - h, z);
  990. glEnd();
  991. // wrap += 0.0012f;
  992. // The Loading Screen sat around for 25s, doing nothing.
  993. // Incrementing wrap by a much bigger number speeds up the animation
  994. // thus greatly reducing startup time?! -- xythobuz
  995. wrap += 0.05;
  996. if (wrap > 1.121096f)
  997. mTexture.disableMultiTexture();
  998. }
  999. else
  1000. {
  1001. glBindTexture(GL_TEXTURE_2D, 2);
  1002. glBegin(GL_TRIANGLE_STRIP);
  1003. glTexCoord2f(1.0, 1.0);
  1004. glVertex3f(x + w, y + h, z);
  1005. glTexCoord2f(0.0, 1.0);
  1006. glVertex3f(x - w, y + h, z);
  1007. glTexCoord2f(1.0, 0.0);
  1008. glVertex3f(x + w, y - h, z);
  1009. glTexCoord2f(0.0, 0.0);
  1010. glVertex3f(x - w, y - h, z);
  1011. glEnd();
  1012. }
  1013. if (mFlags & Render::fGL_Lights)
  1014. glEnable(GL_LIGHTING);
  1015. #ifdef USING_EMITTER
  1016. // Mongoose 2002.01.01, Test particle prototype on load screen
  1017. if (mEmitter && mFlags & Render::fParticles)
  1018. {
  1019. glPushMatrix();
  1020. glLoadIdentity();
  1021. glEnable(GL_BLEND);
  1022. glRotatef(180.0, 1.0, 0.0, 0.0);
  1023. glTranslatef(0.0, -820.0, 575.0);
  1024. glScalef(80.0, 80.0, 80.0);
  1025. // Update view volume for vising
  1026. updateViewVolume();
  1027. gViewVolume.getFrustum(mEmitter->mFrustum);
  1028. mEmitter->Flags(Emitter::fUseDepthSorting, true);
  1029. mEmitter->Draw();
  1030. glPopMatrix();
  1031. }
  1032. #endif
  1033. glEnterMode2d(mWidth, mHeight);
  1034. glColor3fv(OR_BLUE);
  1035. mString.Render(mWidth, mHeight);
  1036. glExitMode2d();
  1037. glFlush();
  1038. }
  1039. void Render::drawObjects()
  1040. {
  1041. #ifdef USING_FPS_CAMERA
  1042. vec3_t curPos;
  1043. #endif
  1044. sprite_seq_t *sprite;
  1045. // Draw lara or other player model ( move to entity rendering method )
  1046. if (mFlags & Render::fViewModel && LARA && LARA->tmpHook)
  1047. {
  1048. SkeletalModel *mdl = (SkeletalModel *)LARA->tmpHook;
  1049. int frame = mdl->getAnimation();
  1050. // Mongoose 2002.03.22, Test 'idle' aniamtions
  1051. if (!LARA->moving)
  1052. {
  1053. frame = mdl->getIdleAnimation();
  1054. // Mongoose 2002.08.15, Stop flickering of idle lara here
  1055. if (frame == 11)
  1056. {
  1057. mdl->setFrame(0);
  1058. }
  1059. }
  1060. if (mdl)
  1061. {
  1062. animation_frame_t *animation = mdl->model->animation[frame];
  1063. if (animation && mdl->getFrame() > (int)animation->frame.size()-1)
  1064. {
  1065. mdl->setFrame(0);
  1066. }
  1067. }
  1068. glPushMatrix();
  1069. #ifdef USING_FPS_CAMERA
  1070. mCamera->getPosition(curPos);
  1071. glTranslated(curPos[0], curPos[1], curPos[2]);
  1072. glRotated(mCamera->getYaw(), 0, 1, 0);
  1073. glTranslated(0, 500, 1200);
  1074. #else
  1075. glTranslated(LARA->pos[0], LARA->pos[1], LARA->pos[2]);
  1076. glRotated(mCamera->getYaw(), 0, 1, 0);
  1077. #endif
  1078. drawModel((SkeletalModel *)LARA->tmpHook);
  1079. glPopMatrix();
  1080. }
  1081. // Mongoose 2002.03.22, Draw sprites after player to handle alpha
  1082. if (mFlags & Render::fSprites)
  1083. {
  1084. Vector<sprite_seq_t *> *sprites;
  1085. sprites = gWorld.getSprites();
  1086. for (sprites->start(); sprites->forward(); sprites->next())
  1087. {
  1088. sprite = sprites->current();
  1089. if (!sprite)
  1090. continue;
  1091. if (sprite->sprite && sprite->num_sprites)
  1092. {
  1093. for (int i = 0; i < sprite->num_sprites; i++)
  1094. {
  1095. drawSprite((sprite_t *)(sprite->sprite+i));
  1096. }
  1097. }
  1098. }
  1099. }
  1100. }
  1101. void Render::drawModel(SkeletalModel *model)
  1102. {
  1103. animation_frame_t *animation;
  1104. bone_frame_t *boneframe;
  1105. bone_frame_t *boneframe2 = 0x0;
  1106. bone_tag_t *tag;
  1107. bone_tag_t *tag2;
  1108. unsigned int i;
  1109. int bframe, aframe;
  1110. skeletal_model_t *mdl;
  1111. if (!model || !model->model)
  1112. return;
  1113. mdl = model->model;
  1114. aframe = model->getAnimation();
  1115. bframe = model->getFrame();
  1116. animation = mdl->animation[aframe];
  1117. if (!animation)
  1118. {
  1119. #ifdef DEBUG
  1120. printf("ERROR: No animation for model[%i].aframe[%i] %i\n",
  1121. mdl->id, aframe, mdl->animation.size());
  1122. #endif
  1123. return;
  1124. }
  1125. if (animation->frame.empty())
  1126. {
  1127. #ifdef DEBUG_RENDER
  1128. printf("ERROR: No boneframes?!?! *** %i:%i ***\n",
  1129. mdl->id, bframe);
  1130. #endif
  1131. return;
  1132. }
  1133. boneframe = animation->frame[bframe];
  1134. if (!boneframe)
  1135. return;
  1136. if (boneframe->tag.empty())
  1137. {
  1138. printf("Empty bone frame?!?!\n");
  1139. return;
  1140. }
  1141. glTranslatef(boneframe->pos[0], boneframe->pos[1], boneframe->pos[2]);
  1142. for (boneframe->tag.start(); boneframe->tag.forward(); boneframe->tag.next())
  1143. {
  1144. tag = boneframe->tag.current();
  1145. if (!tag)
  1146. continue;
  1147. if (boneframe->tag.getCurrentIndex() == 0)
  1148. {
  1149. if (tag->rot[1])
  1150. glRotatef(tag->rot[1], 0, 1, 0);
  1151. if (tag->rot[0])
  1152. glRotatef(tag->rot[0], 1, 0, 0);
  1153. if (tag->rot[2])
  1154. glRotatef(tag->rot[2], 0, 0, 1);
  1155. }
  1156. else
  1157. {
  1158. if (tag->flag & 0x01)
  1159. glPopMatrix();
  1160. if (tag->flag & 0x02)
  1161. glPushMatrix();
  1162. glTranslatef(tag->off[0], tag->off[1], tag->off[2]);
  1163. if (tag->rot[1])
  1164. glRotatef(tag->rot[1], 0, 1, 0);
  1165. if (tag->rot[0])
  1166. glRotatef(tag->rot[0], 1, 0, 0);
  1167. if (tag->rot[2])
  1168. glRotatef(tag->rot[2], 0, 0, 1);
  1169. }
  1170. // Draw layered lara in TR4 ( 2 meshes per tag )
  1171. if (mdl->tr4Overlay == 1)
  1172. {
  1173. boneframe2 = (mdl->animation[0])->frame[0];
  1174. if (boneframe2)
  1175. {
  1176. tag2 = boneframe2->tag[boneframe->tag.getCurrentIndex()];
  1177. if (tag2)
  1178. {
  1179. drawModelMesh(gWorld.getMesh(tag2->mesh), Render::skeletalMesh);
  1180. }
  1181. }
  1182. }
  1183. if (mFlags & Render::fRenderPonytail)
  1184. {
  1185. if (mdl->ponytailId > 0 &&
  1186. boneframe->tag.getCurrentIndex() == 14)
  1187. {
  1188. glPushMatrix();
  1189. // Mongoose 2002.08.30, TEST to align offset
  1190. glTranslatef(mdl->ponytail[0], mdl->ponytail[1], mdl->ponytail[2]);
  1191. glRotatef(mdl->ponytailAngle, 1, 0, 0);
  1192. // HACK: To fill TR4 void between ponytail/head
  1193. // since no vertex welds are implemented yet
  1194. if (mdl->tr4Overlay == 1)
  1195. {
  1196. glScalef(1.20, 1.20, 1.20);
  1197. }
  1198. #ifdef EXPERIMENTAL_NON_ITEM_RENDER
  1199. drawModel(mModels[mdl->ponytail], 0, 0);
  1200. #else
  1201. for (i = 0; i < mdl->ponytailNumMeshes; ++i)
  1202. {
  1203. glPushMatrix();
  1204. if (i > 0)
  1205. {
  1206. glRotatef(helRandomNum(-8.0, -10.0), 1, 0, 0);
  1207. glRotatef(helRandomNum(-5.0, 5.0), 0, 1, 0);
  1208. glRotatef(helRandomNum(-5.0, 5.0), 0, 0, 1);
  1209. glTranslatef(0.0, 0.0, mdl->ponyOff);
  1210. }
  1211. if (mdl->pigtails)
  1212. {
  1213. glPushMatrix();
  1214. glTranslatef(mdl->ponyOff2, 0.0, 0.0);
  1215. drawModelMesh(gWorld.getMesh(mdl->ponytailMeshId + i),
  1216. Render::skeletalMesh);
  1217. glPopMatrix();
  1218. glPushMatrix();
  1219. glTranslatef(-mdl->ponyOff2, 0.0, 0.0);
  1220. drawModelMesh(gWorld.getMesh(mdl->ponytailMeshId + i),
  1221. Render::skeletalMesh);
  1222. glPopMatrix();
  1223. }
  1224. else
  1225. {
  1226. drawModelMesh(gWorld.getMesh(mdl->ponytailMeshId + i),
  1227. Render::skeletalMesh);
  1228. }
  1229. }
  1230. for (i = 0; i < mdl->ponytailNumMeshes; ++i)
  1231. {
  1232. glPopMatrix();
  1233. }
  1234. #endif
  1235. glPopMatrix();
  1236. }
  1237. }
  1238. drawModelMesh(gWorld.getMesh(tag->mesh), Render::skeletalMesh);
  1239. }
  1240. // Cycle frames ( cheap hack from old ent state based system )
  1241. if (mFlags & fAnimateAllModels)
  1242. {
  1243. if (model->getFrame() + 1 > (int)animation->frame.size()-1)
  1244. {
  1245. model->setFrame(0);
  1246. }
  1247. else
  1248. {
  1249. model->setFrame(model->getFrame()+1);
  1250. }
  1251. }
  1252. }
  1253. void draw_bbox(vec3_t min, vec3_t max, bool draw_points)
  1254. {
  1255. // Bind before entering now
  1256. //glBindTexture(GL_TEXTURE_2D, 1);
  1257. glPointSize(4.0);
  1258. //glLineWidth(1.25);
  1259. //! \fixme Need to make custom color key for this
  1260. glColor3fv(RED);
  1261. glBegin(GL_POINTS);
  1262. glVertex3f(max[0], max[1], max[2]);
  1263. glVertex3f(min[0], min[1], min[2]);
  1264. if (draw_points)
  1265. {
  1266. glVertex3f(max[0], min[1], max[2]);
  1267. glVertex3f(min[0], max[1], max[2]);
  1268. glVertex3f(max[0], max[1], min[2]);
  1269. glVertex3f(min[0], min[1], max[2]);
  1270. glVertex3f(min[0], max[1], min[2]);
  1271. glVertex3f(max[0], min[1], min[2]);
  1272. }
  1273. glEnd();
  1274. glColor3fv(GREEN);
  1275. glBegin(GL_LINES);
  1276. // max, top quad
  1277. glVertex3f(max[0], max[1], max[2]);
  1278. glVertex3f(max[0], min[1], max[2]);
  1279. glVertex3f(max[0], max[1], max[2]);
  1280. glVertex3f(min[0], max[1], max[2]);
  1281. glVertex3f(max[0], max[1], max[2]);
  1282. glVertex3f(max[0], max[1], min[2]);
  1283. // max-min, vertical quads
  1284. glVertex3f(min[0], max[1], max[2]);
  1285. glVertex3f(min[0], max[1], min[2]);
  1286. glVertex3f(max[0], min[1], max[2]);
  1287. glVertex3f(max[0], min[1], min[2]);
  1288. glVertex3f(max[0], min[1], max[2]);
  1289. glVertex3f(min[0], min[1], max[2]);
  1290. // min-max, vertical quads
  1291. glVertex3f(max[0], max[1], min[2]);
  1292. glVertex3f(max[0], min[1], min[2]);
  1293. glVertex3f(max[0], max[1], min[2]);
  1294. glVertex3f(min[0], max[1], min[2]);
  1295. glVertex3f(min[0], max[1], max[2]);
  1296. glVertex3f(min[0], min[1], max[2]);
  1297. // min, bottom quad
  1298. glVertex3f(min[0], min[1], min[2]);
  1299. glVertex3f(min[0], max[1], min[2]);
  1300. glVertex3f(min[0], min[1], min[2]);
  1301. glVertex3f(max[0], min[1], min[2]);
  1302. glVertex3f(min[0], min[1], min[2]);
  1303. glVertex3f(min[0], min[1], max[2]);
  1304. glEnd();
  1305. glPointSize(1.0);
  1306. //glLineWidth(1.0);
  1307. }
  1308. void draw_bbox_color(vec3_t min, vec3_t max, bool draw_points,
  1309. const vec4_t c1, const vec4_t c2)
  1310. {
  1311. // Bind before entering now
  1312. //glBindTexture(GL_TEXTURE_2D, 1);
  1313. glPointSize(4.0);
  1314. //glLineWidth(1.25);
  1315. //! \fixme Need to make custom color key for this
  1316. glColor3fv(c1);
  1317. glBegin(GL_POINTS);
  1318. glVertex3f(max[0], max[1], max[2]);
  1319. glVertex3f(min[0], min[1], min[2]);
  1320. if (draw_points)
  1321. {
  1322. glVertex3f(max[0], min[1], max[2]);
  1323. glVertex3f(min[0], max[1], max[2]);
  1324. glVertex3f(max[0], max[1], min[2]);
  1325. glVertex3f(min[0], min[1], max[2]);
  1326. glVertex3f(min[0], max[1], min[2]);
  1327. glVertex3f(max[0], min[1], min[2]);
  1328. }
  1329. glEnd();
  1330. glColor3fv(c2);
  1331. glBegin(GL_LINES);
  1332. // max, top quad
  1333. glVertex3f(max[0], max[1], max[2]);
  1334. glVertex3f(max[0], min[1], max[2]);
  1335. glVertex3f(max[0], max[1], max[2]);
  1336. glVertex3f(min[0], max[1], max[2]);
  1337. glVertex3f(max[0], max[1], max[2]);
  1338. glVertex3f(max[0], max[1], min[2]);
  1339. // max-min, vertical quads
  1340. glVertex3f(min[0], max[1], max[2]);
  1341. glVertex3f(min[0], max[1], min[2]);
  1342. glVertex3f(max[0], min[1], max[2]);
  1343. glVertex3f(max[0], min[1], min[2]);
  1344. glVertex3f(max[0], min[1], max[2]);
  1345. glVertex3f(min[0], min[1], max[2]);
  1346. // min-max, vertical quads
  1347. glVertex3f(max[0], max[1], min[2]);
  1348. glVertex3f(max[0], min[1], min[2]);
  1349. glVertex3f(max[0], max[1], min[2]);
  1350. glVertex3f(min[0], max[1], min[2]);
  1351. glVertex3f(min[0], max[1], max[2]);
  1352. glVertex3f(min[0], min[1], max[2]);
  1353. // min, bottom quad
  1354. glVertex3f(min[0], min[1], min[2]);
  1355. glVertex3f(min[0], max[1], min[2]);
  1356. glVertex3f(min[0], min[1], min[2]);
  1357. glVertex3f(max[0], min[1], min[2]);
  1358. glVertex3f(min[0], min[1], min[2]);
  1359. glVertex3f(min[0], min[1], max[2]);
  1360. glEnd();
  1361. glPointSize(1.0);
  1362. //glLineWidth(1.0);
  1363. }
  1364. void Render::drawRoom(RenderRoom *rRoom, bool draw_alpha)
  1365. {
  1366. room_mesh_t *room;
  1367. if (!rRoom || !rRoom->room)
  1368. return;
  1369. room = rRoom->room;
  1370. if (!(mFlags & Render::fRoomAlpha) && draw_alpha)
  1371. return;
  1372. glPushMatrix();
  1373. //LightingSetup();
  1374. glBindTexture(GL_TEXTURE_2D, 1); // WHITE texture
  1375. if (!draw_alpha &&
  1376. (mFlags & Render::fPortals || mMode == Render::modeWireframe))
  1377. {
  1378. portal_t *portal;
  1379. glLineWidth(2.0);
  1380. glColor3fv(RED);
  1381. for (room->portals.start(); room->portals.forward(); room->portals.next())
  1382. {
  1383. portal = room->portals.current();
  1384. if (!portal)
  1385. continue;
  1386. glBegin(GL_LINE_LOOP);
  1387. glVertex3fv(portal->vertices[0]);
  1388. glVertex3fv(portal->vertices[1]);
  1389. glVertex3fv(portal->vertices[2]);
  1390. glVertex3fv(portal->vertices[3]);
  1391. glEnd();
  1392. }
  1393. glLineWidth(1.0);
  1394. #ifdef OBSOLETE
  1395. glColor3fv(RED);
  1396. for (i = 0; i < (int)room->num_boxes; ++i)
  1397. {
  1398. // Mongoose 2002.08.14, This is a simple test -
  1399. // these like portals are really planes
  1400. glBegin(GL_QUADS);
  1401. glVertex3fv(room->boxes[i].a.pos);
  1402. glVertex3fv(room->boxes[i].b.pos);
  1403. glVertex3fv(room->boxes[i].c.pos);
  1404. glVertex3fv(room->boxes[i].d.pos);
  1405. glEnd();
  1406. }
  1407. #endif
  1408. }
  1409. if (mMode == Render::modeWireframe && !draw_alpha)
  1410. {
  1411. draw_bbox(room->bbox_min, room->bbox_max, true);
  1412. }
  1413. glTranslated(room->pos[0], room->pos[1], room->pos[2]);
  1414. // Reset since GL_MODULATE used, reset to WHITE
  1415. glColor3fv(WHITE);
  1416. switch (mMode)
  1417. {
  1418. case modeWireframe:
  1419. rRoom->mesh.mMode = OpenGLMesh::OpenGLMeshModeWireframe;
  1420. break;
  1421. case modeSolid:
  1422. rRoom->mesh.mMode = OpenGLMesh::OpenGLMeshModeSolid;
  1423. break;
  1424. default:
  1425. rRoom->mesh.mMode = OpenGLMesh::OpenGLMeshModeTexture;
  1426. break;
  1427. }
  1428. if (draw_alpha)
  1429. {
  1430. rRoom->mesh.drawAlpha();
  1431. }
  1432. else
  1433. {
  1434. rRoom->mesh.drawSolid();
  1435. }
  1436. glPopMatrix();
  1437. //mTexture.bindTextureId(0);
  1438. // Draw other room meshes and sprites
  1439. if (draw_alpha || mMode == modeWireframe || mMode == modeSolid)
  1440. {
  1441. if (mFlags & Render::fRoomModels)
  1442. {
  1443. static_model_t *mdl;
  1444. for (room->models.start(); room->models.forward();
  1445. room->models.next())
  1446. {
  1447. mdl = room->models.current();
  1448. if (!mdl)
  1449. continue;
  1450. mdl->pos[0] += room->pos[0];
  1451. mdl->pos[1] += room->pos[1];
  1452. mdl->pos[2] += room->pos[2];
  1453. // Depth sort room model render list with qsort
  1454. room->models.qSort(compareStaticModels);
  1455. mdl->pos[0] -= room->pos[0];
  1456. mdl->pos[1] -= room->pos[1];
  1457. mdl->pos[2] -= room->pos[2];
  1458. }
  1459. for (room->models.start(); room->models.forward();
  1460. room->models.next())
  1461. {
  1462. drawRoomModel(room->models.current());
  1463. }
  1464. }
  1465. // Draw other room alpha polygon objects
  1466. if (mFlags & Render::fSprites)
  1467. {
  1468. for (room->sprites.start(); room->sprites.forward(); room->sprites.next())
  1469. {
  1470. drawSprite(room->sprites.current());
  1471. }
  1472. }
  1473. }
  1474. }
  1475. void Render::drawSprite(sprite_t *sprite)
  1476. {
  1477. if (!sprite)
  1478. return;
  1479. if (!isVisible(sprite->pos[0], sprite->pos[1], sprite->pos[2],
  1480. sprite->radius))
  1481. return;
  1482. glPushMatrix();
  1483. glTranslated(sprite->pos[0], sprite->pos[1], sprite->pos[2]);
  1484. // Sprites must always face camera, because they have no depth =)
  1485. glRotated(mCamera->getYaw(), 0, 1, 0);
  1486. switch (mMode)
  1487. {
  1488. // No vertex lighting on sprites, as far as I see in specs
  1489. // So just draw normal texture, no case 2
  1490. case Render::modeSolid:
  1491. glBegin(GL_TRIANGLE_STRIP);
  1492. glColor3f(sprite->texel[0].st[0], sprite->texel[0].st[1], 0.5);
  1493. glVertex3fv(sprite->vertex[0].pos);
  1494. glColor3f(sprite->texel[1].st[0], sprite->texel[1].st[1], 0.5);
  1495. glVertex3fv(sprite->vertex[1].pos);
  1496. glColor3f(sprite->texel[3].st[0], sprite->texel[3].st[1], 0.5);
  1497. glVertex3fv(sprite->vertex[3].pos);
  1498. glColor3f(sprite->texel[2].st[0], sprite->texel[2].st[1], 0.5);
  1499. glVertex3fv(sprite->vertex[2].pos);
  1500. glEnd();
  1501. break;
  1502. case Render::modeWireframe:
  1503. glColor3fv(CYAN);
  1504. glBegin(GL_LINE_LOOP);
  1505. glVertex3fv(sprite->vertex[0].pos);
  1506. glVertex3fv(sprite->vertex[1].pos);
  1507. glVertex3fv(sprite->vertex[2].pos);
  1508. glVertex3fv(sprite->vertex[3].pos);
  1509. glEnd();
  1510. glColor3fv(WHITE);
  1511. break;
  1512. default:
  1513. glBindTexture(GL_TEXTURE_2D, sprite->texture+1);
  1514. glBegin(GL_TRIANGLE_STRIP);
  1515. glTexCoord2fv(sprite->texel[0].st);
  1516. glVertex3fv(sprite->vertex[0].pos);
  1517. glTexCoord2fv(sprite->texel[1].st);
  1518. glVertex3fv(sprite->vertex[1].pos);
  1519. glTexCoord2fv(sprite->texel[3].st);
  1520. glVertex3fv(sprite->vertex[3].pos);
  1521. glTexCoord2fv(sprite->texel[2].st);
  1522. glVertex3fv(sprite->vertex[2].pos);
  1523. glEnd();
  1524. }
  1525. glPopMatrix();
  1526. }
  1527. void Render::drawRoomModel(static_model_t *mesh)
  1528. {
  1529. model_mesh_t *r_mesh;
  1530. if (!mesh)
  1531. return;
  1532. r_mesh = gWorld.getMesh(mesh->index);
  1533. if (!r_mesh)
  1534. return;
  1535. if (!isVisible(mesh->pos[0], mesh->pos[1], mesh->pos[2], r_mesh->radius))
  1536. return;
  1537. glPushMatrix();
  1538. glTranslated(mesh->pos[0], mesh->pos[1], mesh->pos[2]);
  1539. glRotated(mesh->yaw, 0, 1, 0);
  1540. drawModelMesh(r_mesh, roomMesh);
  1541. glPopMatrix();
  1542. }
  1543. void Render::tmpRenderModelMesh(model_mesh_t *r_mesh, texture_tri_t *ttri)
  1544. {
  1545. glBegin(GL_TRIANGLES);
  1546. switch (mMode)
  1547. {
  1548. case modeSolid:
  1549. case modeVertexLight:
  1550. if (r_mesh->colors)
  1551. {
  1552. glColor3fv(r_mesh->colors+ttri->index[0]);
  1553. glTexCoord2fv(ttri->st);
  1554. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1555. glColor3fv(r_mesh->colors+ttri->index[1]);
  1556. glTexCoord2fv(ttri->st+2);
  1557. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1558. glColor3fv(r_mesh->colors+ttri->index[2]);
  1559. glTexCoord2fv(ttri->st+4);
  1560. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1561. }
  1562. else if (r_mesh->normals)
  1563. {
  1564. glNormal3fv(r_mesh->normals+ttri->index[0]*3);
  1565. glTexCoord2fv(ttri->st);
  1566. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1567. glNormal3fv(r_mesh->normals+ttri->index[1]*3);
  1568. glTexCoord2fv(ttri->st+2);
  1569. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1570. glNormal3fv(r_mesh->normals+ttri->index[2]*3);
  1571. glTexCoord2fv(ttri->st+4);
  1572. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1573. }
  1574. else
  1575. {
  1576. glTexCoord2fv(ttri->st);
  1577. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1578. glTexCoord2fv(ttri->st+2);
  1579. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1580. glTexCoord2fv(ttri->st+4);
  1581. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1582. }
  1583. break;
  1584. case modeWireframe:
  1585. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1586. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1587. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1588. break;
  1589. default:
  1590. glTexCoord2fv(ttri->st);
  1591. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1592. glTexCoord2fv(ttri->st+2);
  1593. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1594. glTexCoord2fv(ttri->st+4);
  1595. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1596. }
  1597. glEnd();
  1598. }
  1599. void Render::drawModelMesh(model_mesh_t *r_mesh, RenderMeshType type)
  1600. {
  1601. texture_tri_t *ttri;
  1602. int lastTexture = -1;
  1603. // If they pass NULL structs let it hang up - this is tmp
  1604. //! \fixme Duh, vis tests need to be put back
  1605. //if (!isVisible(r_mesh->center, r_mesh->radius, r_mesh->bbox))
  1606. //{
  1607. // return;
  1608. //}
  1609. #ifdef USE_GL_ARRAYS
  1610. // Setup Arrays ( move these to another method depends on mMode )
  1611. glEnableClientState(GL_VERTEX_ARRAY);
  1612. glVertexPointer(3, GL_FLOAT, 0, r_mesh->vertices);
  1613. if (r_mesh->normals)
  1614. {
  1615. glEnableClientState(GL_NORMAL_ARRAY);
  1616. glNormalPointer(3, GL_FLOAT, 0, r_mesh->normals);
  1617. }
  1618. if (r_mesh->colors)
  1619. {
  1620. glEnableClientState(GL_COLOR_ARRAY);
  1621. glColorPointer(4, GL_FLOAT, 0, r_mesh->colors);
  1622. }
  1623. //glTexCoordPointer(2, GL_FLOAT, 0, ttri->st);
  1624. //glDrawArrays(GL_TRIANGLES, i * 3, 3 * j);
  1625. glBegin(GL_TRIANGLES);
  1626. for (r_mesh->texturedTriangles.start();
  1627. r_mesh->texturedTriangles.forward();
  1628. r_mesh->texturedTriangles.next())
  1629. {
  1630. ttri = r_mesh->texturedTriangles.current();
  1631. if (!ttri)
  1632. continue;
  1633. for (k = 0; k < 4; ++k)
  1634. {
  1635. index = mQuads[i].quads[j*4+k];
  1636. glTexCoord2fv(mQuads[i].texcoors[j*4+k]);
  1637. glArrayElement(mVertices[index]);
  1638. }
  1639. }
  1640. glEnd();
  1641. #endif
  1642. //! \fixme 'AMBIENT' -- Mongoose 2002.01.08
  1643. glColor3fv(WHITE);
  1644. if (mMode == modeWireframe)
  1645. {
  1646. switch (type)
  1647. {
  1648. case roomMesh:
  1649. glColor3fv(YELLOW);
  1650. break;
  1651. case skeletalMesh:
  1652. glColor3fv(WHITE);
  1653. break;
  1654. }
  1655. }
  1656. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1657. glBindTexture(GL_TEXTURE_2D, 1); // White texture for colors
  1658. // Colored Triagles
  1659. for (r_mesh->coloredTriangles.start();
  1660. r_mesh->coloredTriangles.forward();
  1661. r_mesh->coloredTriangles.next())
  1662. {
  1663. ttri = r_mesh->coloredTriangles.current();
  1664. if (!ttri)
  1665. continue;
  1666. if (mMode != modeWireframe && mMode != modeSolid &&
  1667. ttri->texture != lastTexture)
  1668. {
  1669. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1670. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1671. lastTexture = ttri->texture;
  1672. }
  1673. tmpRenderModelMesh(r_mesh, ttri);
  1674. }
  1675. // Colored Rectagles
  1676. for (r_mesh->coloredRectangles.start();
  1677. r_mesh->coloredRectangles.forward();
  1678. r_mesh->coloredRectangles.next())
  1679. {
  1680. ttri = r_mesh->coloredRectangles.current();
  1681. if (!ttri)
  1682. continue;
  1683. if (mMode != modeWireframe && mMode != modeSolid &&
  1684. ttri->texture != lastTexture)
  1685. {
  1686. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1687. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1688. lastTexture = ttri->texture;
  1689. }
  1690. tmpRenderModelMesh(r_mesh, ttri);
  1691. }
  1692. // Textured Tris
  1693. for (r_mesh->texturedTriangles.start();
  1694. r_mesh->texturedTriangles.forward();
  1695. r_mesh->texturedTriangles.next())
  1696. {
  1697. ttri = r_mesh->texturedTriangles.current();
  1698. if (!ttri)
  1699. continue;
  1700. if (mMode != modeWireframe && mMode != modeSolid &&
  1701. ttri->texture != lastTexture)
  1702. {
  1703. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1704. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1705. lastTexture = ttri->texture;
  1706. }
  1707. tmpRenderModelMesh(r_mesh, ttri);
  1708. }
  1709. // Textured Quads
  1710. for (r_mesh->texturedRectangles.start();
  1711. r_mesh->texturedRectangles.forward();
  1712. r_mesh->texturedRectangles.next())
  1713. {
  1714. ttri = r_mesh->texturedRectangles.current();
  1715. if (!ttri)
  1716. continue;
  1717. if (mMode != modeWireframe && mMode != modeSolid &&
  1718. ttri->texture != lastTexture)
  1719. {
  1720. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1721. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1722. lastTexture = ttri->texture;
  1723. }
  1724. tmpRenderModelMesh(r_mesh, ttri);
  1725. }
  1726. }
  1727. void Render::setSkyMesh(int index, bool rot)
  1728. {
  1729. mSkyMesh = index;
  1730. mSkyMeshRotation = rot;
  1731. }
  1732. void Render::ViewModel(entity_t *ent, int index)
  1733. {
  1734. skeletal_model_t *model;
  1735. if (!ent)
  1736. {
  1737. return;
  1738. }
  1739. model = gWorld.getModel(index);
  1740. if (model)
  1741. {
  1742. ent->modelId = index;
  1743. printf("Viewmodel skeletal model %i\n", model->id);
  1744. }
  1745. }
  1746. void Render::RegisterCamera(Camera *camera)
  1747. {
  1748. if (camera)
  1749. {
  1750. mCamera = camera;
  1751. }
  1752. }
  1753. GLString *Render::GetString()
  1754. {
  1755. return &mString;
  1756. }
  1757. void Render::addSkeletalModel(SkeletalModel *mdl)
  1758. {
  1759. mModels.pushBack(mdl);
  1760. }
  1761. void Render::updateViewVolume()
  1762. {
  1763. matrix_t proj;
  1764. matrix_t mdl;
  1765. glGetFloatv(GL_PROJECTION_MATRIX, proj);
  1766. glGetFloatv(GL_MODELVIEW_MATRIX, mdl);
  1767. gViewVolume.updateFrame(proj, mdl);
  1768. }
  1769. bool Render::isVisible(float bbox_min[3], float bbox_max[3])
  1770. {
  1771. // For debugging purposes
  1772. if (mMode == Render::modeWireframe)
  1773. {
  1774. //glPointSize(5.0);
  1775. //glColor3fv(PINK);
  1776. //glBegin(GL_POINTS);
  1777. //glVertex3fv(bbox_min);
  1778. //glVertex3fv(bbox_max);
  1779. //glEnd();
  1780. draw_bbox_color(bbox_min, bbox_max, true, PINK, RED);
  1781. }
  1782. return gViewVolume.isBboxInFrustum(bbox_min, bbox_max);
  1783. }
  1784. bool Render::isVisible(float x, float y, float z)
  1785. {
  1786. // For debugging purposes
  1787. if (mMode == Render::modeWireframe)
  1788. {
  1789. glPointSize(5.0);
  1790. glColor3fv(PINK);
  1791. glBegin(GL_POINTS);
  1792. glVertex3f(x, y, z);
  1793. glEnd();
  1794. }
  1795. return (gViewVolume.isPointInFrustum(x, y, z));
  1796. }
  1797. bool Render::isVisible(float x, float y, float z, float radius)
  1798. {
  1799. // For debugging purposes
  1800. if (mMode == Render::modeWireframe)
  1801. {
  1802. glPointSize(5.0);
  1803. glColor3fv(PINK);
  1804. glBegin(GL_POINTS);
  1805. glVertex3f(x, y, z);
  1806. glEnd();
  1807. }
  1808. return (gViewVolume.isSphereInFrustum(x, y, z, radius));
  1809. }