Open Source Tomb Raider Engine
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Render.cpp 48KB

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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. #include <GL/gl.h>
  22. #include <GL/glu.h>
  23. #include <stdlib.h>
  24. #include <math.h>
  25. #include <string.h>
  26. #ifdef USING_EMITTER
  27. # include "Emitter.h"
  28. #endif
  29. #ifdef DEBUG_MEMEORY
  30. # include "memeory_test.h"
  31. #endif
  32. #ifdef DEBUG_GL
  33. # include "gl_test.cpp"
  34. #endif
  35. #ifdef USING_MD3
  36. # include "Md3AnimModel.h"
  37. extern Md3AnimModel gMd3;
  38. #endif
  39. #include "Render.h"
  40. extern entity_t *LARA;
  41. extern World gWorld;
  42. // Colors
  43. const float BLACK[] = { 0.0, 0.0, 0.0, 1.0 };
  44. const float DIM_WHITE[] = { 0.5, 0.5, 0.5, 1.0 };
  45. const float WHITE[] = { 1.0, 1.0, 1.0, 1.0 };
  46. const float RED[] = { 1.0, 0.0, 0.0, 1.0 };
  47. const float GREEN[] = { 0.0, 1.0, 0.0, 1.0 };
  48. const float NEXT_PURPLE[] = { 0.3, 0.3, 0.5, 1.0 };
  49. const float OR_BLUE[] = { 0.5, 0.7, 1.0, 1.0 };
  50. const float PINK[] = { 1.0, 0.0, 1.0, 1.0 };
  51. const float YELLOW[] = { 1.0, 1.0, 0.0, 1.0 };
  52. const float CYAN[] = { 0.0, 1.0, 1.0, 1.0 };
  53. ViewVolume gViewVolume; /* View volume for frustum culling */
  54. int compareEntites(const void *voidA, const void *voidB)
  55. {
  56. entity_t *a = (entity_t *)voidA, *b = (entity_t *)voidB;
  57. vec_t distA, distB;
  58. if (!a || !b)
  59. return -1; // error really
  60. distA = gViewVolume.getDistToSphereFromNear(a->pos[0],
  61. a->pos[1],
  62. a->pos[2],
  63. 1.0f);
  64. distB = gViewVolume.getDistToSphereFromNear(b->pos[0],
  65. b->pos[1],
  66. b->pos[2],
  67. 1.0f);
  68. // less than
  69. if (distA < distB)
  70. return -1;
  71. // greater than ( no need for equal )
  72. return 1;
  73. }
  74. int compareStaticModels(const void *voidA, const void *voidB)
  75. {
  76. static_model_t *a = (static_model_t *)voidA, *b = (static_model_t *)voidB;
  77. vec_t distA, distB;
  78. if (!a || !b)
  79. return -1; // error really
  80. distA = gViewVolume.getDistToSphereFromNear(a->pos[0],
  81. a->pos[1],
  82. a->pos[2],
  83. 128.0f);
  84. distB = gViewVolume.getDistToSphereFromNear(b->pos[0],
  85. b->pos[1],
  86. b->pos[2],
  87. 128.0f);
  88. // less than
  89. if (distA < distB)
  90. return -1;
  91. // greater than ( no need for equal )
  92. return 1;
  93. }
  94. int compareRoomDist(const void *voidA, const void *voidB)
  95. {
  96. RenderRoom *a = (RenderRoom *)voidA, *b = (RenderRoom *)voidB;
  97. if (!a || !b || !a->room || !b->room)
  98. return -1; // error really
  99. // less than
  100. if (a->dist < b->dist)
  101. return -1;
  102. // greater than ( no need for equal )
  103. return 1;
  104. }
  105. ////////////////////////////////////////////////////////////
  106. // Constructors
  107. ////////////////////////////////////////////////////////////
  108. Render::Render()
  109. {
  110. #ifdef USING_EMITTER
  111. mEmitter = 0x0;
  112. #endif
  113. mCamera = 0x0;
  114. mSkyMesh = -1;
  115. mMode = Render::modeDisabled;
  116. mLock = 0;
  117. mFlags = (Render::fRoomAlpha | Render::fViewModel | Render::fSprites |
  118. Render::fRoomModels | Render::fEntityModels |
  119. Render::fUsePortals | fUpdateRoomListPerFrame);
  120. mModels.setError(0x0);
  121. mRooms.setError(0x0);
  122. mRoomRenderList.setError(0x0);
  123. }
  124. Render::~Render()
  125. {
  126. ClearWorld();
  127. }
  128. ////////////////////////////////////////////////////////////
  129. // Public Accessors
  130. ////////////////////////////////////////////////////////////
  131. void Render::screenShot(char *filenameBase)
  132. {
  133. mTexture.glScreenShot(filenameBase, mWidth, mHeight);
  134. }
  135. ////////////////////////////////////////////////////////////
  136. // Public Mutators
  137. ////////////////////////////////////////////////////////////
  138. void Render::addRoom(RenderRoom *room)
  139. {
  140. mRooms.pushBack(room);
  141. }
  142. void Render::loadTexture(unsigned char *image,
  143. unsigned int width, unsigned int height,
  144. unsigned int id)
  145. {
  146. glColor3fv(WHITE);
  147. mTexture.loadBufferSlot(image, width, height, Texture::RGBA, 32, id);
  148. }
  149. void Render::initTextures(char *textureDir, unsigned int *numLoaded,
  150. unsigned int *nextId)
  151. {
  152. char filename[128];
  153. bool fastCard = mFlags & Render::fFastCard;
  154. char *console = "Toggle the Console with [`] key, Menu with <esc>";
  155. int font_id;
  156. int snow1_id;
  157. int snow2_id;
  158. int bg_id;
  159. int err;
  160. int id[5];
  161. unsigned int numTextures = 0;
  162. unsigned char color[4];
  163. // We want to update as needed later
  164. mNumTexturesLoaded = numLoaded;
  165. mNextTextureId = nextId;
  166. mTexture.reset();
  167. mTexture.setMaxTextureCount(128); /* TR never needs more than 32 iirc
  168. However, color texturegen is a lot */
  169. if (fastCard)
  170. {
  171. mTexture.setFlag(Texture::fUseMipmaps);
  172. }
  173. printf("Processing textures: ");
  174. color[0] = 0xff;
  175. color[1] = 0xff;
  176. color[2] = 0xff;
  177. color[3] = 0xff;
  178. if ((font_id = mTexture.loadColorTexture(color, 32, 32)) > -1)
  179. {
  180. ++numTextures;
  181. }
  182. snprintf(filename, 126, "%s%s", textureDir, "splash.tga");
  183. filename[127] = 0;
  184. if ((bg_id = mTexture.loadTGA(filename)) > -1)
  185. {
  186. ++numTextures;
  187. }
  188. snprintf(filename, 126, "%s%s", textureDir, "snow.tga");
  189. filename[127] = 0;
  190. if ((snow1_id = mTexture.loadTGA(filename)) > -1)
  191. {
  192. ++numTextures;
  193. }
  194. snprintf(filename, 126, "%s%s", textureDir, "snow2.tga");
  195. filename[127] = 0;
  196. if ((snow2_id = mTexture.loadTGA(filename)) > -1)
  197. {
  198. ++numTextures;
  199. }
  200. extern char *gFontFilename;
  201. if ((mTexture.loadFontTTF(gFontFilename,
  202. //0x303f, 0x3093-0x303f)) // Hiragana
  203. 32, 126 - 32)) // ASCII
  204. > -1)
  205. {
  206. ++numTextures;
  207. }
  208. snprintf(filename, 126, "%s%s", textureDir, "font-0.tga");
  209. filename[127] = 0;
  210. if ((font_id = mTexture.loadTGA(filename)) > -1)
  211. {
  212. ++numTextures;
  213. }
  214. // Werid that it isn't linear, must be some storage deal in Texture
  215. // I forgot about Id allocation
  216. *nextId = font_id;
  217. // Setup particle system test
  218. initEmitter("Snow test", 650, snow1_id, snow2_id);
  219. // Mongoose 2002.01.01, Temp placement of GLString init
  220. id[0] = font_id;
  221. id[4] = id[3] = id[2] = id[1] = -1;
  222. mString.Init(5, 5, id);
  223. // String 0: OpenRaider version in lower right corner
  224. mString.Scale(0.90);
  225. err = mString.glPrintf(mWidth - 14 * strlen(VERSION),
  226. mHeight-24*3, 0, VERSION);
  227. mString.SetString(0, VERSION);
  228. mString.Scale(1.0);
  229. if (err)
  230. {
  231. printf("\n*** GLPrint test: ERROR %i font_tex %i\n", err, id[0]);
  232. }
  233. // String 1: Used for FPS in game text output
  234. err = mString.glPrintf(8, 0, 0, " ");
  235. if (err)
  236. {
  237. printf("\n*** GLPrint test: ERROR %i font_tex %i\n", err, id[0]);
  238. }
  239. // String 2: Used for game console
  240. err = mString.glPrintf(8, -24, 0, console);
  241. if (err)
  242. {
  243. printf("\n*** GLPrint test: ERROR %i font_tex %i\n", err, id[0]);
  244. }
  245. // String 3: Used for one line map select menu
  246. mString.Scale(1.75);
  247. err = mString.glPrintf(mWidth/2-200, mHeight/2-24, 0, "Press <esc> for menu");
  248. mString.Scale(1.0);
  249. if (err)
  250. {
  251. printf("\n*** GLPrint test: ERROR %i font_tex %i\n", err, id[0]);
  252. }
  253. // String 4: Used for one line in game text output
  254. err = mString.glPrintf(8, 18*2, 0, " ");
  255. if (err)
  256. {
  257. printf("\n*** GLPrint test: ERROR %i font_tex %i\n", err, id[0]);
  258. }
  259. printf("\n");
  260. *numLoaded = numTextures;
  261. }
  262. void Render::loadMd3(char *model, char *skin)
  263. {
  264. #ifdef USING_MD3
  265. char filename[256];
  266. snprintf(filename, 255, "data/models/players/%s", model);
  267. if (gMd3.load(filename, skin, MD3_LOD_HIGH) < 0)
  268. {
  269. printf("ERROR: MD3 '%s' not loaded\n", filename);
  270. }
  271. else
  272. {
  273. gMd3.loadWeapon("data/models/weapons2/railgun", "railgun");
  274. gMd3.loadWeapon("data/models/weapons2/plasma", "plasma");
  275. gMd3.loadWeapon("data/models/weapons2/machinegun", "machinegun");
  276. gMd3.setAnimUpper(TORSO_STAND);
  277. gMd3.setAnimLower(LEGS_WALK);
  278. // Setup textures
  279. for (unsigned int i = 0; i < gMd3.texNumTest; ++i)
  280. {
  281. snprintf(filename, 255, "data/%s", gMd3.texTest[i].name);
  282. gMd3.texTest[i].gl_texture_id = mTexture.loadTGA(filename, true);
  283. if (gMd3.texTest[i].gl_texture_id < 0)
  284. {
  285. printf("ERROR: Md3 texture '%s' not loaded\n", filename);
  286. }
  287. else
  288. {
  289. (*mNumTexturesLoaded)++;
  290. (*mNextTextureId) = gMd3.texTest[i].gl_texture_id;
  291. }
  292. }
  293. }
  294. #endif
  295. }
  296. void Render::initEmitter(char *name, unsigned int size,
  297. unsigned int snowTex1, unsigned int snowTex2)
  298. {
  299. #ifdef USING_EMITTER
  300. // Mongoose 2002.01.01, Screwing around with particle emitter test
  301. // note this is backwards b/c load screen is rendered upsidedown
  302. mEmitter = new Emitter(/*name*/"snow", size);
  303. mEmitter->SetTextureId(snowTex1);
  304. mEmitter->TextureId(120, 280, snowTex2);
  305. mEmitter->TextureId(400, 450, snowTex2);
  306. mEmitter->TextureId(500, 550, snowTex2);
  307. // Mongoose 2002.01.01, Varing force and speed should look
  308. // like varing mass/SA in wind, maybe
  309. mEmitter->Speed(0, 150, 3500, 3000, 3500);
  310. mEmitter->Speed(150, 350, 3000, 4000, 3000);
  311. mEmitter->Speed(400, 500, 2000, 5000, 2000);
  312. mEmitter->Speed(400, 500, 2000, 5000, 2000);
  313. mEmitter->Force(100, 200, 0.0, 7.0, 0.0);
  314. mEmitter->Force(200, 300, 0.0, 5.0, 0.0);
  315. mEmitter->Force(300, 500, 0.0, 10.0, 0.0);
  316. mEmitter->Force(500, 650, 0.0, 9.0, 0.0);
  317. #endif
  318. }
  319. void Render::ClearWorld()
  320. {
  321. LARA = NULL;
  322. mRoomRenderList.clear();
  323. mRooms.erase();
  324. mModels.erase();
  325. #ifdef USING_EMITTER
  326. if (mEmitter)
  327. {
  328. delete mEmitter;
  329. mEmitter = 0x0;
  330. }
  331. #endif
  332. }
  333. // Texture must be set to WHITE solid color texture
  334. void renderTrace(int color, vec3_t start, vec3_t end)
  335. {
  336. const float widthStart = 10.0f; //5.0f;
  337. const float widthEnd = 10.0f;
  338. float delta = 0.01 + (0.15*rand()/(RAND_MAX+1.0)); // for flicker fx
  339. // Draw two long quads that skrink and fade the they go further out
  340. glBegin(GL_QUADS);
  341. switch (color)
  342. {
  343. case 0:
  344. glColor3f(0.9 - delta, 0.2, 0.2);
  345. break;
  346. case 1:
  347. glColor3f(0.2, 0.9 - delta, 0.2);
  348. break;
  349. case 2:
  350. default:
  351. glColor3f(0.2, 0.2, 0.9 - delta);
  352. }
  353. glVertex3f(start[0], start[1], start[2]);
  354. glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
  355. glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
  356. glVertex3f(end[0], end[1], end[2]);
  357. glVertex3f(start[0], start[1], start[2]);
  358. glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
  359. glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
  360. glVertex3f(end[0], end[1], end[2]);
  361. glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
  362. glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
  363. glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
  364. glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
  365. glEnd();
  366. }
  367. void Render::Init(int width, int height, bool fast_card)
  368. {
  369. char *s;
  370. mWidth = width;
  371. mHeight = height;
  372. mFlags |= Render::fFastCard;
  373. if (!fast_card)
  374. {
  375. mFlags ^= Render::fFastCard;
  376. }
  377. // Print driver support information
  378. printf("\n\n\t## GL Driver Info ##\n");
  379. printf("\tVendor : %s\n", glGetString(GL_VENDOR));
  380. printf("\tRenderer : %s\n", glGetString(GL_RENDERER));
  381. printf("\tVersion : %s\n", glGetString(GL_VERSION));
  382. printf("\tExtensions : %s\n\n\n", (char*)glGetString(GL_EXTENSIONS));
  383. // Testing for goodies
  384. // Mongoose 2001.12.31, Fixed string use to check for bad strings
  385. s = (char*)glGetString(GL_EXTENSIONS);
  386. if (s && s[0])
  387. {
  388. printf("\tGL_ARB_multitexture \t\t");
  389. if (strstr(s, "GL_ARB_multitexture"))
  390. {
  391. mFlags |= Render::fMultiTexture;
  392. printf("YES\n");
  393. }
  394. else
  395. {
  396. printf("NO\n");
  397. }
  398. printf("\tGL_EXT_texture_env_combine\t\t");
  399. if (strstr(s, "GL_EXT_texture_env_combine"))
  400. {
  401. printf("YES\n");
  402. }
  403. else
  404. {
  405. printf("NO\n");
  406. }
  407. }
  408. // Set up Z buffer
  409. glEnable(GL_DEPTH_TEST);
  410. glDepthFunc(GL_LESS);
  411. // Set up culling
  412. glEnable(GL_CULL_FACE);
  413. glFrontFace(GL_CW);
  414. //glFrontFace(GL_CCW);
  415. //glCullFace(GL_FRONT);
  416. // Set background to black
  417. glClearColor(BLACK[0], BLACK[1], BLACK[2], BLACK[3]);
  418. // Disable lighting
  419. glDisable(GL_LIGHTING);
  420. // Set up alpha blending
  421. if (fast_card)
  422. {
  423. glEnable(GL_BLEND);
  424. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  425. //glEnable(GL_ALPHA_TEST); // Disable per pixel alpha blending
  426. glAlphaFunc(GL_GREATER, 0);
  427. }
  428. else
  429. {
  430. glDisable(GL_BLEND);
  431. glDisable(GL_ALPHA_TEST);
  432. }
  433. glPointSize(5.0);
  434. // Setup shading
  435. glShadeModel(GL_SMOOTH);
  436. if (fast_card)
  437. {
  438. glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
  439. glHint(GL_FOG_HINT, GL_NICEST);
  440. glEnable(GL_COLOR_MATERIAL);
  441. glEnable(GL_DITHER);
  442. // AA polygon edges
  443. //glEnable(GL_POLYGON_SMOOTH);
  444. //glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
  445. }
  446. else
  447. {
  448. glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
  449. glHint(GL_FOG_HINT, GL_FASTEST);
  450. glDisable(GL_COLOR_MATERIAL);
  451. glDisable(GL_DITHER);
  452. glDisable(GL_POLYGON_SMOOTH);
  453. }
  454. glDisable(GL_LINE_SMOOTH);
  455. glDisable(GL_POINT_SMOOTH);
  456. glDisable(GL_AUTO_NORMAL);
  457. glDisable(GL_LOGIC_OP);
  458. glDisable(GL_TEXTURE_1D);
  459. glDisable(GL_STENCIL_TEST);
  460. glDisable(GL_FOG);
  461. glDisable(GL_NORMALIZE);
  462. glEnableClientState(GL_VERTEX_ARRAY);
  463. glDisableClientState(GL_EDGE_FLAG_ARRAY);
  464. glDisableClientState(GL_COLOR_ARRAY);
  465. glDisableClientState(GL_NORMAL_ARRAY);
  466. glPolygonMode(GL_FRONT, GL_FILL);
  467. glMatrixMode(GL_MODELVIEW);
  468. }
  469. void setLighting(bool on)
  470. {
  471. if (on)
  472. {
  473. glEnable(GL_LIGHTING);
  474. glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
  475. glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, WHITE);
  476. glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, WHITE);
  477. glLightModelfv(GL_LIGHT_MODEL_AMBIENT, DIM_WHITE);
  478. }
  479. else
  480. {
  481. glDisable(GL_LIGHTING);
  482. }
  483. }
  484. void lightRoom(RenderRoom *room)
  485. {
  486. unsigned int i;
  487. Light *light;
  488. for (i = 0; i < room->lights.size(); ++i)
  489. {
  490. light = room->lights[i];
  491. if (!light)
  492. continue;
  493. glEnable(GL_LIGHT0 + i);
  494. switch (light->mType)
  495. {
  496. case Light::typeSpot:
  497. glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, light->mCutoff);
  498. glLightfv(GL_LIGHT0 + i, GL_POSITION, light->mPos);
  499. glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, light->mDir);
  500. glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, light->mColor);
  501. break;
  502. case Light::typePoint:
  503. case Light::typeDirectional:
  504. glLightf(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, 1.0); // 1.0
  505. // GL_QUADRATIC_ATTENUATION
  506. // GL_LINEAR_ATTENUATION
  507. glLightf(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, light->mAtt);
  508. glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, light->mColor); // GL_DIFFUSE
  509. glLightfv(GL_LIGHT0 + i, GL_POSITION, light->mPos);
  510. break;
  511. }
  512. }
  513. }
  514. void Render::toggleFlag(unsigned int flag)
  515. {
  516. if (mFlags & flag)
  517. clearFlags(flag);
  518. else
  519. setFlags(flag);
  520. }
  521. void Render::clearFlags(unsigned int flags)
  522. {
  523. // _defaults |= flags; // Force removal if it wasn't set
  524. mFlags ^= flags;
  525. if (flags & Render::fFog)
  526. {
  527. if (glIsEnabled(GL_FOG))
  528. {
  529. glDisable(GL_FOG);
  530. }
  531. }
  532. if (flags & Render::fGL_Lights)
  533. {
  534. setLighting(false);
  535. }
  536. }
  537. void Render::setFlags(unsigned int flags)
  538. {
  539. mFlags |= flags;
  540. if (flags & Render::fFog)
  541. {
  542. glEnable(GL_FOG);
  543. glFogf(GL_FOG_MODE, GL_EXP2);
  544. glFogf(GL_FOG_DENSITY, 0.00008);
  545. glFogf(GL_FOG_START, 30000.0);
  546. glFogf(GL_FOG_END, 50000.0);
  547. glFogfv(GL_FOG_COLOR, BLACK);
  548. }
  549. if (flags & Render::fGL_Lights)
  550. {
  551. setLighting(true);
  552. }
  553. }
  554. void Render::Update(int width, int height)
  555. {
  556. mWidth = width;
  557. mHeight = height;
  558. }
  559. int Render::getMode()
  560. {
  561. return mMode;
  562. }
  563. void Render::setMode(int n)
  564. {
  565. mMode = n;
  566. switch (mMode)
  567. {
  568. case Render::modeDisabled:
  569. break;
  570. case Render::modeSolid:
  571. case Render::modeWireframe:
  572. glClearColor(NEXT_PURPLE[0], NEXT_PURPLE[1],
  573. NEXT_PURPLE[2], NEXT_PURPLE[3]);
  574. glDisable(GL_TEXTURE_2D);
  575. break;
  576. default:
  577. if (mFlags & Render::fFastCard)
  578. {
  579. if (mMode == Render::modeLoadScreen)
  580. {
  581. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  582. }
  583. else
  584. {
  585. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  586. }
  587. }
  588. glClearColor(BLACK[0], BLACK[1], BLACK[2], BLACK[3]);
  589. glEnable(GL_TEXTURE_2D);
  590. }
  591. }
  592. void Render::Display()
  593. {
  594. vec3_t curPos;
  595. vec3_t camPos;
  596. vec3_t atPos;
  597. RenderRoom *room;
  598. int index;
  599. #ifdef DEBUG_MATRIX
  600. gl_test_reset();
  601. #endif
  602. // Assertion: Rendering is disabled without texture or camera
  603. if (!mCamera)
  604. {
  605. fprintf(stderr, "Render::Display> ERROR: No camera is registered\n");
  606. return;
  607. }
  608. switch (mMode)
  609. {
  610. case Render::modeDisabled:
  611. return;
  612. break;
  613. case Render::modeLoadScreen:
  614. // Mongoose 2002.01.01, FIXME entry for seperate main drawing method
  615. drawLoadScreen();
  616. return;
  617. default:
  618. ;
  619. }
  620. if (mMode == Render::modeWireframe)
  621. glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  622. else
  623. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  624. index = -1;
  625. if (LARA)
  626. {
  627. float yaw;
  628. int sector;
  629. float camOffsetH = 0.0f;
  630. switch (LARA->moveType)
  631. {
  632. case worldMoveType_fly:
  633. case worldMoveType_noClipping:
  634. case worldMoveType_swim:
  635. camOffsetH = 64.0f;
  636. break;
  637. default:
  638. camOffsetH = 512.0f;
  639. }
  640. curPos[0] = LARA->pos[0];
  641. curPos[1] = LARA->pos[1];
  642. curPos[2] = LARA->pos[2];
  643. yaw = LARA->angles[1];
  644. index = LARA->room;
  645. // Mongoose 2002.08.24, New 3rd person camera hack
  646. camPos[0] = curPos[0];
  647. camPos[1] = curPos[1] - camOffsetH; // UP is lower val
  648. camPos[2] = curPos[2];
  649. camPos[0] -= (1024.0 * sin(yaw));
  650. camPos[2] -= (1024.0 * cos(yaw));
  651. sector = gWorld.getSector(index, camPos[0], camPos[2]);
  652. // Handle camera out of world
  653. if (sector < 0 || gWorld.isWall(index, sector))
  654. {
  655. camPos[0] = curPos[0] + (64.0 * sin(yaw));
  656. camPos[1] -= 64.0;
  657. camPos[2] = curPos[2] + (64.0 * cos(yaw));
  658. }
  659. mCamera->setPosition(camPos);
  660. }
  661. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  662. glLoadIdentity();
  663. // Setup view in OpenGL with camera
  664. mCamera->update();
  665. mCamera->getPosition(camPos);
  666. mCamera->getTarget(atPos);
  667. // Mongoose 2002.08.13, Quick fix to render OpenRaider upside down
  668. gluLookAt(camPos[0], camPos[1], camPos[2],
  669. atPos[0], atPos[1], atPos[2],
  670. 0.0, -1.0, 0.0);
  671. // Update view volume for vising
  672. updateViewVolume();
  673. // Let's see the LoS -- should be event controled
  674. if (LARA)
  675. {
  676. // SkeletalModel *mdl = (SkeletalModel *)LARA->tmpHook;
  677. // Draw in solid colors
  678. glDisable(GL_TEXTURE_2D);
  679. glDisable(GL_CULL_FACE);
  680. if (LARA->state == 64) // eWeaponFire
  681. {
  682. vec3_t u, v; //, s, t;
  683. // Center of LARA
  684. u[0] = curPos[0];
  685. u[1] = curPos[1] - 512.0;
  686. u[2] = curPos[2];
  687. // Location LARA is aiming at? ( Not finished yet )
  688. v[0] = u[0] + (9000.0 * sin(LARA->angles[1]));
  689. v[1] = u[1] + (9000.0 * sin(LARA->angles[2]));
  690. v[2] = u[2] + (9000.0 * cos(LARA->angles[1]));
  691. //mtkVectorSubtract(u, v, t);
  692. //mtkVectorSubtract(u, curPos, s);
  693. //printf("* %f rad\n", LARA->angles[1]);
  694. // Test tracing of aim
  695. renderTrace(0, u, v); // v = target
  696. }
  697. entity_t *route = LARA->master;
  698. while (route)
  699. {
  700. if (route->master)
  701. {
  702. renderTrace(1, route->pos, route->master->pos);
  703. }
  704. route = route->master;
  705. }
  706. glEnable(GL_CULL_FACE);
  707. glEnable(GL_TEXTURE_2D);
  708. }
  709. // Render world
  710. glColor3fv(DIM_WHITE); // was WHITE
  711. drawSkyMesh(96.0);
  712. // Figure out how much of the map to render
  713. newRoomRenderList(index);
  714. // Room solid pass, need to do depth sorting to avoid 2 pass render
  715. for (mRoomRenderList.start(); mRoomRenderList.forward();
  716. mRoomRenderList.next())
  717. {
  718. room = mRoomRenderList.current();
  719. if (room)
  720. {
  721. if (mFlags & Render::fGL_Lights)
  722. {
  723. lightRoom(room);
  724. }
  725. drawRoom(room, false);
  726. }
  727. }
  728. // Draw all visible enities
  729. if (mFlags & Render::fEntityModels)
  730. {
  731. entity_t *e;
  732. Vector<entity_t *> entityRenderList;
  733. Vector<entity_t *> *entities = gWorld.getEntities();
  734. for (entities->start(); entities->forward(); entities->next())
  735. {
  736. e = entities->current();
  737. // Mongoose 2002.03.26, Don't show lara to it's own player
  738. if (!e || e == LARA)
  739. {
  740. continue;
  741. }
  742. // Mongoose 2002.08.15, Nothing to draw, skip
  743. // Mongoose 2002.12.24, Some entities have no animation =p
  744. if (e->tmpHook)
  745. {
  746. SkeletalModel *mdl = (SkeletalModel *)e->tmpHook;
  747. if (mdl->model->animation.empty())
  748. continue;
  749. }
  750. // Is it in view volume? ( Hack to use sphere )
  751. if (!isVisible(e->pos[0], e->pos[1], e->pos[2], 512.0f))
  752. continue;
  753. // Is it in a room we're rendering?
  754. //if (mRoomRenderList[e->room] == 0x0)
  755. //{
  756. // continue;
  757. //}
  758. entityRenderList.pushBack(e);
  759. }
  760. // Draw objects not tied to rooms
  761. glPushMatrix();
  762. drawObjects();
  763. glPopMatrix();
  764. // Depth sort entityRenderList with qsort
  765. entityRenderList.qSort(compareEntites);
  766. for (entityRenderList.start(); entityRenderList.forward();
  767. entityRenderList.next())
  768. {
  769. e = entityRenderList.current();
  770. glPushMatrix();
  771. glTranslatef(e->pos[0], e->pos[1], e->pos[2]);
  772. glRotatef(e->angles[1], 0, 1, 0);
  773. drawModel((SkeletalModel *)e->tmpHook);
  774. glPopMatrix();
  775. }
  776. }
  777. // Room alpha pass
  778. // Skip room alpha pass for modes w/o texture
  779. if (!(mMode == Render::modeSolid || mMode == Render::modeWireframe))
  780. {
  781. for (mRoomRenderList.start(); mRoomRenderList.forward();
  782. mRoomRenderList.next())
  783. {
  784. room = mRoomRenderList.current();
  785. if (room)
  786. {
  787. drawRoom(room, true);
  788. }
  789. }
  790. }
  791. #ifdef USING_EMITTER_IN_GAME
  792. // Mongoose 2002.01.01, Test particle prototype in game
  793. if (EMIT && mFlags & RENDER_F_PARTICLES)
  794. {
  795. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  796. glPushMatrix();
  797. glLoadIdentity();
  798. glEnable(GL_BLEND);
  799. glRotatef(180.0, 1.0, 0.0, 0.0);
  800. glTranslatef(0.0, -820.0, 575.0);
  801. glScalef(80.0, 80.0, 80.0);
  802. EMIT->Draw();
  803. glPopMatrix();
  804. // Mongoose 2002.03.26, Account for particle system
  805. // not using new binds by setting WHITE texture here
  806. mTexture.bindTextureId(0);
  807. }
  808. #endif
  809. if (mMode == Render::modeWireframe)
  810. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  811. glEnterMode2d(mWidth, mHeight);
  812. glColor3fv(OR_BLUE);
  813. mString.Render(mWidth, mHeight);
  814. glExitMode2d();
  815. #ifdef USING_EMITTER
  816. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  817. #endif
  818. // Mongoose 2002.01.01, Test matrix ops
  819. #ifdef DEBUG_MATRIX
  820. if (gl_test_val())
  821. {
  822. printf("ERROR in matrix stack %i\n", gl_test_val());
  823. }
  824. #endif
  825. glFlush();
  826. }
  827. void Render::newRoomRenderList(int index)
  828. {
  829. static int currentRoomId = -1;
  830. RenderRoom *room;
  831. if (mFlags & Render::fUsePortals)
  832. {
  833. if (index == -1) // -1 is error, so draw room 0, for the hell of it
  834. {
  835. room = mRooms[0];
  836. mRoomRenderList.clear();
  837. if (room)
  838. {
  839. mRoomRenderList.pushBack(room);
  840. }
  841. }
  842. else
  843. {
  844. // Update room render list if needed
  845. if (mFlags & Render::fUpdateRoomListPerFrame ||
  846. currentRoomId != index)
  847. {
  848. mRoomRenderList.clear();
  849. room = mRooms[index];
  850. buildRoomRenderList(room);
  851. }
  852. }
  853. }
  854. else // Render all rooms pretty much
  855. {
  856. if (currentRoomId != index || index == -1)
  857. {
  858. printf("*** Room render list -> %i\n", index);
  859. mRoomRenderList.clear();
  860. for (mRooms.start(); mRooms.forward(); mRooms.next())
  861. {
  862. room = mRooms.current();
  863. if (!room || !room->room)
  864. continue;
  865. if (!isVisible(room->room->bbox_min, room->room->bbox_max))
  866. continue;
  867. //room->dist =
  868. //gViewVolume.getDistToBboxFromNear(room->room->bbox_min,
  869. // room->room->bbox_max);
  870. mRoomRenderList.pushBack(room);
  871. }
  872. }
  873. }
  874. // Depth Sort roomRenderList ( no use in that, work on portals first )
  875. mRoomRenderList.qSort(compareRoomDist);
  876. currentRoomId = index;
  877. }
  878. void Render::buildRoomRenderList(RenderRoom *rRoom)
  879. {
  880. RenderRoom *rRoom2;
  881. // Must exist
  882. if (!rRoom || !rRoom->room)
  883. return;
  884. // Must be visible, FIXME: Add depth sorting here - remove multipass
  885. if (!isVisible(rRoom->room->bbox_min, rRoom->room->bbox_max))
  886. return;
  887. // Must not already be cached
  888. for (mRoomRenderList.start(); mRoomRenderList.forward();
  889. mRoomRenderList.next())
  890. {
  891. rRoom2 = mRoomRenderList.current();
  892. if (rRoom2 == rRoom)
  893. return;
  894. }
  895. //rRoom->dist =
  896. //gViewVolume.getDistToBboxFromNear(rRoom->room->bbox_min,
  897. // rRoom->room->bbox_max);
  898. /* Add current room to list */
  899. mRoomRenderList.pushBack(rRoom);
  900. if (mFlags & Render::fOneRoom)
  901. {
  902. return;
  903. }
  904. else if (mFlags & Render::fAllRooms) /* Are you serious? */
  905. {
  906. for (mRooms.start(); mRooms.forward(); mRooms.next())
  907. {
  908. rRoom2 = mRooms.current();
  909. if (rRoom2 && rRoom2 != rRoom)
  910. {
  911. buildRoomRenderList(rRoom2);
  912. }
  913. }
  914. return;
  915. }
  916. // Try to add adj rooms and their adj rooms, skip this room
  917. for (rRoom->room->adjacentRooms.start(), rRoom->room->adjacentRooms.next();
  918. rRoom->room->adjacentRooms.forward(); rRoom->room->adjacentRooms.next())
  919. {
  920. if (rRoom->room->adjacentRooms.current() < 0)
  921. continue;
  922. rRoom2 = mRooms[rRoom->room->adjacentRooms.current()];
  923. // Mongoose 2002.03.22, Add portal visibility check here
  924. if (rRoom2 && rRoom2 != rRoom)
  925. {
  926. buildRoomRenderList(rRoom2);
  927. }
  928. }
  929. }
  930. void Render::drawSkyMesh(float scale)
  931. {
  932. skeletal_model_t *model = gWorld.getModel(mSkyMesh);
  933. if (!model)
  934. return;
  935. glDisable(GL_DEPTH_TEST);
  936. glPushMatrix();
  937. if (mSkyMeshRotation)
  938. {
  939. glRotated(90.0, 1, 0, 0);
  940. }
  941. glTranslated(0.0, 1000.0, 0.0);
  942. glScaled(scale, scale, scale);
  943. //drawModel(model);
  944. //drawModelMesh(gWorld.getMesh(mSkyMesh), );
  945. glPopMatrix();
  946. glEnable(GL_DEPTH_TEST);
  947. }
  948. void Render::drawLoadScreen()
  949. {
  950. static float wrap = 0.0001f;
  951. float x = 0.0f, y = 0.0f, z = -160.0f;
  952. float w = 500.0f, h = 500.0f;
  953. if (mTexture.getTextureCount() <= 0)
  954. return;
  955. // Mongoose 2002.01.01, Rendered while game is loading...
  956. // FIXME seperate logo/particle coor later
  957. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  958. glLoadIdentity();
  959. glColor3fv(WHITE);
  960. if (mFlags & Render::fGL_Lights)
  961. glDisable(GL_LIGHTING);
  962. // Mongoose 2002.01.01, Draw logo/load screen
  963. glTranslatef(0.0, 0.0, -2000.0);
  964. glRotatef(180.0, 1.0, 0.0, 0.0);
  965. // Mongoose 2002.03.26, Account for particle system not using new binds
  966. // by not using them here either
  967. //mTexture.Bind(1); // Second loaded texture ( index + 1 = 2 )
  968. if (mFlags & Render::fMultiTexture && wrap < 1.121096f)
  969. {
  970. mTexture.bindMultiTexture(1, 3);
  971. glBegin(GL_TRIANGLE_STRIP);
  972. mTexture.useMultiTexture(1.0, 1.0, 0.5 - wrap, 1.0);
  973. glColor3fv(WHITE);
  974. glVertex3f(x + w, y + h, z);
  975. mTexture.useMultiTexture(0.0, 1.0, 0.0 - wrap, 1.0);
  976. glColor3fv(WHITE);
  977. glVertex3f(x - w, y + h, z);
  978. mTexture.useMultiTexture(1.0, 0.0, 0.5 - wrap, 0.5);
  979. glColor3fv(WHITE);
  980. glVertex3f(x + w, y - h, z);
  981. mTexture.useMultiTexture(0.0, 0.0, 0.0 - wrap, 0.5);
  982. glColor3fv(WHITE);
  983. glVertex3f(x - w, y - h, z);
  984. glEnd();
  985. wrap += 0.0012f;
  986. if (wrap > 1.121096f)
  987. mTexture.disableMultiTexture();
  988. }
  989. else
  990. {
  991. glBindTexture(GL_TEXTURE_2D, 2);
  992. glBegin(GL_TRIANGLE_STRIP);
  993. glTexCoord2f(1.0, 1.0);
  994. glVertex3f(x + w, y + h, z);
  995. glTexCoord2f(0.0, 1.0);
  996. glVertex3f(x - w, y + h, z);
  997. glTexCoord2f(1.0, 0.0);
  998. glVertex3f(x + w, y - h, z);
  999. glTexCoord2f(0.0, 0.0);
  1000. glVertex3f(x - w, y - h, z);
  1001. glEnd();
  1002. }
  1003. if (mFlags & Render::fGL_Lights)
  1004. glEnable(GL_LIGHTING);
  1005. #ifdef USING_EMITTER
  1006. // Mongoose 2002.01.01, Test particle prototype on load screen
  1007. if (mEmitter && mFlags & Render::fParticles)
  1008. {
  1009. glPushMatrix();
  1010. glLoadIdentity();
  1011. glEnable(GL_BLEND);
  1012. glRotatef(180.0, 1.0, 0.0, 0.0);
  1013. glTranslatef(0.0, -820.0, 575.0);
  1014. glScalef(80.0, 80.0, 80.0);
  1015. // Update view volume for vising
  1016. updateViewVolume();
  1017. gViewVolume.getFrustum(mEmitter->mFrustum);
  1018. mEmitter->Flags(Emitter::fUseDepthSorting, true);
  1019. mEmitter->Draw();
  1020. glPopMatrix();
  1021. }
  1022. #endif
  1023. glEnterMode2d(mWidth, mHeight);
  1024. glColor3fv(OR_BLUE);
  1025. mString.Render(mWidth, mHeight);
  1026. glExitMode2d();
  1027. glFlush();
  1028. }
  1029. void Render::drawObjects()
  1030. {
  1031. #ifdef USING_FPS_CAMERA
  1032. vec3_t curPos;
  1033. #endif
  1034. sprite_seq_t *sprite;
  1035. // Draw lara or other player model ( move to entity rendering method )
  1036. if (mFlags & Render::fViewModel && LARA && LARA->tmpHook)
  1037. {
  1038. SkeletalModel *mdl = (SkeletalModel *)LARA->tmpHook;
  1039. int frame = mdl->getAnimation();
  1040. // Mongoose 2002.03.22, Test 'idle' aniamtions
  1041. if (!LARA->moving)
  1042. {
  1043. frame = mdl->getIdleAnimation();
  1044. // Mongoose 2002.08.15, Stop flickering of idle lara here
  1045. if (frame == 11)
  1046. {
  1047. mdl->setFrame(0);
  1048. }
  1049. }
  1050. if (mdl)
  1051. {
  1052. animation_frame_t *animation = mdl->model->animation[frame];
  1053. if (animation && mdl->getFrame() > (int)animation->frame.size()-1)
  1054. {
  1055. mdl->setFrame(0);
  1056. }
  1057. }
  1058. glPushMatrix();
  1059. #ifdef USING_FPS_CAMERA
  1060. mCamera->getPosition(curPos);
  1061. glTranslated(curPos[0], curPos[1], curPos[2]);
  1062. glRotated(mCamera->getYaw(), 0, 1, 0);
  1063. glTranslated(0, 500, 1200);
  1064. #else
  1065. glTranslated(LARA->pos[0], LARA->pos[1], LARA->pos[2]);
  1066. glRotated(mCamera->getYaw(), 0, 1, 0);
  1067. #endif
  1068. #ifdef USING_MD3
  1069. glPushMatrix();
  1070. glTranslated(0, -250, -250);
  1071. glRotatef(90.0f, 1, 0, 0);
  1072. glRotatef(90.0f, 0, 0, 1);
  1073. glScalef(0.15, 0.15, 0.15);
  1074. gMd3.render();
  1075. glPopMatrix();
  1076. #else
  1077. drawModel((SkeletalModel *)LARA->tmpHook);
  1078. #endif
  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 = OpenGLMeshModeWireframe;
  1420. break;
  1421. case modeSolid:
  1422. rRoom->mesh.mMode = OpenGLMeshModeSolid;
  1423. break;
  1424. default:
  1425. rRoom->mesh.mMode = 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[2], 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[2], 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. // Mongoose 2002.01.08, FIXME 'AMBIENT'
  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. }