Open Source Tomb Raider Engine
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Render.cpp 49KB

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