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- /*!
- * \file src/Render.cpp
- * \brief OpenRaider Renderer class
- *
- * \author Mongoose
- * \author xythobuz
- */
-
- #include <algorithm>
-
- #include <stdlib.h>
- #include <math.h>
- #include <string.h>
-
- #include "global.h"
- #include "Game.h"
- #include "OpenRaider.h"
- #include "Render.h"
- #include "utils/strings.h"
- #include "utils/tga.h"
- #include "Window.h"
-
- Render::Render() {
- mSkyMesh = -1;
- mSkyMeshRotation = false;
- mMode = Render::modeDisabled;
- mLock = 0;
- mFlags = (fRoomAlpha | fViewModel |
- fEntityModels | fRenderPonytail |
- fUsePortals | fUpdateRoomListPerFrame);
- }
-
-
- Render::~Render() {
- ClearWorld();
- }
-
- void Render::ClearWorld() {
- mRoomRenderList.clear();
- }
-
-
- void Render::screenShot(char *filenameBase)
- {
- int sz = getWindow().getWidth() * getWindow().getHeight();
- unsigned char *image = new unsigned char[sz * 3];
- char *filename = NULL;
- static int count = 0;
- bool done = false;
-
- assert(filenameBase != NULL);
-
- // Don't overwrite files
- while (!done) {
- filename = bufferString("%s-%04i.tga", filenameBase, count++);
-
- FILE *f = fopen(filename, "rb");
-
- if (f)
- fclose(f);
- else
- done = true;
- }
-
- // Capture frame buffer
- glReadPixels(0, 0, getWindow().getWidth(), getWindow().getHeight(), GL_BGR_EXT, GL_UNSIGNED_BYTE, image);
-
- tgaSave(filename, image, getWindow().getWidth(), getWindow().getHeight(), 0);
- printf("Took screenshot '%s'.\n", filename);
-
- delete [] filename;
- delete [] image;
- }
-
- unsigned int Render::getFlags() {
- return mFlags;
- }
-
-
- void Render::loadTexture(unsigned char *image,
- unsigned int width, unsigned int height,
- unsigned int id)
- {
- glColor3fv(WHITE);
- mTexture.loadBufferSlot(image, width, height, TextureManager::RGBA, 32, id);
- }
-
-
- int Render::initTextures(char *textureDir) {
- char *filename;
- unsigned int numTextures = 0;
- unsigned char color[4];
-
- mTexture.reset();
- mTexture.setMaxTextureCount(128); /* TR never needs more than 32 iirc
- However, color texturegen is a lot */
-
- mTexture.setFlag(TextureManager::fUseMipmaps);
-
- color[0] = 0xff;
- color[1] = 0xff;
- color[2] = 0xff;
- color[3] = 0xff;
-
- if (mTexture.loadColorTexture(color, 32, 32) > -1)
- numTextures++;
-
- // Temporary
- filename = bufferString("%s/tr2/TITLE.PCX", getOpenRaider().mPakDir);
- if (mTexture.loadPCX(filename) > -1) {
- numTextures++;
- delete [] filename;
- } else {
- delete [] filename;
- //! \fixme Error Checking. Return negative error code, check in calling place too
- filename = bufferString("%s/%s", textureDir, "splash.tga");
- if (mTexture.loadTGA(filename) > -1)
- numTextures++;
- delete [] filename;
- }
-
- return numTextures;
- }
-
-
- // Texture must be set to WHITE solid color texture
- void renderTrace(int color, vec3_t start, vec3_t end)
- {
- const float widthStart = 10.0f; //5.0f;
- const float widthEnd = 10.0f;
- float delta = randomNum(0.01f, 0.16f); // for flicker fx
-
-
- // Draw two long quads that skrink and fade the they go further out
- glBegin(GL_QUADS);
-
- switch (color)
- {
- case 0:
- glColor3f(0.9f - delta, 0.2f, 0.2f);
- break;
- case 1:
- glColor3f(0.2f, 0.9f - delta, 0.2f);
- break;
- case 2:
- default:
- glColor3f(0.2f, 0.2f, 0.9f - delta);
- }
-
- glVertex3f(start[0], start[1], start[2]);
- glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
- glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
- glVertex3f(end[0], end[1], end[2]);
-
- glVertex3f(start[0], start[1], start[2]);
- glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
- glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
- glVertex3f(end[0], end[1], end[2]);
-
- glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
- glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
- glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
- glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
- glEnd();
- }
-
-
- void setLighting(bool on)
- {
- if (on)
- {
- glEnable(GL_LIGHTING);
- glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, WHITE);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, WHITE);
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT, DIM_WHITE);
- }
- else
- {
- glDisable(GL_LIGHTING);
- }
- }
-
-
- void lightRoom(Room &room)
- {
- for (unsigned int i = 0; i < room.sizeLights(); ++i)
- {
- Light &light = room.getLight(i);
- vec4_t pos, color;
- vec3_t dir;
- light.getPos(pos);
- light.getColor(color);
- light.getDir(dir);
-
- glEnable(GL_LIGHT0 + i);
-
- switch (light.getType())
- {
- case Light::typeSpot:
- glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, light.getCutoff());
- glLightfv(GL_LIGHT0 + i, GL_POSITION, pos);
- glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, dir);
- glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, color);
- break;
- case Light::typePoint:
- case Light::typeDirectional:
- glLightf(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, 1.0); // 1.0
-
- // GL_QUADRATIC_ATTENUATION
- // GL_LINEAR_ATTENUATION
- glLightf(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, light.getAtt());
-
- glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, color); // GL_DIFFUSE
- glLightfv(GL_LIGHT0 + i, GL_POSITION, pos);
- break;
- }
- }
- }
-
-
- void Render::clearFlags(unsigned int flags)
- {
- mFlags &= ~flags;
-
- if (flags & Render::fFog)
- {
- if (glIsEnabled(GL_FOG))
- {
- glDisable(GL_FOG);
- }
- }
-
- if (flags & Render::fGL_Lights)
- {
- setLighting(false);
- }
- }
-
-
- void Render::setFlags(unsigned int flags)
- {
- mFlags |= flags;
-
- if (flags & Render::fFog)
- {
- glEnable(GL_FOG);
- glFogf(GL_FOG_MODE, GL_EXP2);
- glFogf(GL_FOG_DENSITY, 0.00008f);
- glFogf(GL_FOG_START, 30000.0f);
- glFogf(GL_FOG_END, 50000.0f);
- glFogfv(GL_FOG_COLOR, BLACK);
- }
-
- if (flags & Render::fGL_Lights)
- {
- setLighting(true);
- }
- }
-
-
- int Render::getMode()
- {
- return mMode;
- }
-
-
- void Render::setMode(int n)
- {
- mMode = n;
-
- switch (mMode)
- {
- case Render::modeDisabled:
- break;
- case Render::modeSolid:
- case Render::modeWireframe:
- glClearColor(NEXT_PURPLE[0], NEXT_PURPLE[1],
- NEXT_PURPLE[2], NEXT_PURPLE[3]);
- glDisable(GL_TEXTURE_2D);
- break;
- default:
- if (mMode == Render::modeLoadScreen)
- {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- }
- else
- {
- glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- }
-
- glClearColor(BLACK[0], BLACK[1], BLACK[2], BLACK[3]);
-
- glEnable(GL_TEXTURE_2D);
- }
- }
-
- // Replaced the deprecated gluLookAt with slightly modified code from here:
- // http://www.khronos.org/message_boards/showthread.php/4991
- void gluLookAt(float eyeX, float eyeY, float eyeZ,
- float lookAtX, float lookAtY, float lookAtZ,
- float upX, float upY, float upZ) {
- float f[3];
-
- // calculating the viewing vector
- f[0] = lookAtX - eyeX;
- f[1] = lookAtY - eyeY;
- f[2] = lookAtZ - eyeZ;
-
- float fMag = sqrtf(f[0] * f[0] + f[1] * f[1] + f[2] * f[2]);
- //float upMag = sqrtf(upX * upX + upY * upY + upZ * upZ);
-
- // normalizing the viewing vector
- f[0] = f[0] / fMag;
- f[1] = f[1] / fMag;
- f[2] = f[2] / fMag;
-
- float s[3] = {
- f[1] * upZ - upY * f[2],
- upX * f[2] - f[0] * upZ,
- f[0] * upY - upX * f[1]
- };
-
- float u[3] = {
- s[1] * f[2] - f[1] * s[2],
- f[0] * s[2] - s[0] * f[2],
- s[0] * f[1] - f[0] * s[1]
- };
-
- float m[16] = {
- s[0], u[0], -f[0], 0,
- s[1], u[1], -f[1], 0,
- s[2], u[2], -f[2], 0,
- 0, 0, 0, 1
- };
- glMultMatrixf(m);
- glTranslatef(-eyeX, -eyeY, -eyeZ);
- }
-
- void Render::display()
- {
- switch (mMode)
- {
- case Render::modeDisabled:
- return;
- case Render::modeLoadScreen:
- //! \fixme entry for seperate main drawing method -- Mongoose 2002.01.01
- drawLoadScreen();
- return;
- default:
- break;
- }
-
- if (mMode == Render::modeWireframe)
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- else
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-
- float camOffsetH = 0.0f;
-
- switch (getGame().getLara().getMoveType())
- {
- case Entity::MoveTypeFly:
- case Entity::MoveTypeNoClipping:
- case Entity::MoveTypeSwim:
- //camOffsetH = 64.0f;
- camOffsetH = 512.0f;
- break;
- case Entity::MoveTypeWalk:
- case Entity::MoveTypeWalkNoSwim:
- camOffsetH = 512.0f;
- break;
- }
-
- vec3_t curPos;
- vec3_t camPos;
- vec3_t atPos;
-
- curPos[0] = getGame().getLara().getPos(0);
- curPos[1] = getGame().getLara().getPos(1);
- curPos[2] = getGame().getLara().getPos(2);
- vec_t yaw = getGame().getLara().getAngle(1);
-
- // Mongoose 2002.08.24, New 3rd person camera hack
- camPos[0] = curPos[0] - (1024.0f * sinf(yaw));
- camPos[1] = curPos[1] - camOffsetH; // UP is lower val
- camPos[2] = curPos[2] - (1024.0f * cosf(yaw));
-
- int index = getGame().getLara().getRoom();
- int sector = getWorld().getRoom(index).getSector(camPos[0], camPos[2]);
-
- // Handle camera out of world
- if ((sector < 0) ||
- ((unsigned int)sector >= getWorld().getRoom(index).sizeSectors()) ||
- getWorld().getRoom(index).isWall(sector)) {
- camPos[0] = curPos[0] + (64.0f * sinf(yaw));
- camPos[1] -= 64.0f;
- camPos[2] = curPos[2] + (64.0f * cosf(yaw));
- }
-
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glLoadIdentity();
-
- // Setup view in OpenGL with camera
- getCamera().setPosition(camPos);
- getCamera().update();
- getCamera().getTarget(atPos);
- // Mongoose 2002.08.13, Quick fix to render OpenRaider upside down
- gluLookAt(camPos[0], camPos[1], camPos[2], atPos[0], atPos[1], atPos[2], 0.0f, -1.0f, 0.0f);
-
- // Update view volume for vising
- updateViewVolume();
-
- // Render world
- glColor3fv(DIM_WHITE); // was WHITE
- drawSkyMesh(96.0);
-
- // Figure out how much of the map to render
- newRoomRenderList(index);
-
- // Room solid pass, need to do depth sorting to avoid 2 pass render
- for (unsigned int i = 0; i < mRoomRenderList.size(); i++) {
- Room &room = *mRoomRenderList[i];
-
- if (mFlags & Render::fGL_Lights)
- lightRoom(room);
-
- room.display(false);
- }
-
- // Draw all visible enities
- if (mFlags & Render::fEntityModels) {
- std::vector<Entity *> entityRenderList;
-
- for (unsigned int i = 0; i < getWorld().sizeEntity(); i++) {
- Entity &e = getWorld().getEntity(i);
-
- // Don't show Lara to the player
- if (&e == &getGame().getLara())
- continue;
-
- // Mongoose 2002.08.15, Nothing to draw, skip
- // Mongoose 2002.12.24, Some entities have no animation =p
- if (e.getModel().size() == 0)
- continue;
-
- // Is it in view volume? ( Hack to use sphere )
- if (!isVisible(e.getPos(0), e.getPos(1), e.getPos(2), 512.0f))
- continue;
-
- //! \fixme Is it in a room we're rendering?
- //if (mRoomRenderList[e->room] == 0x0)
- //{
- // continue;
- //}
-
- entityRenderList.push_back(&e);
- }
-
- // Draw objects not tied to rooms
- glPushMatrix();
-
- // Draw lara or other player model ( move to entity rendering method )
- if (mFlags & Render::fViewModel)
- getGame().getLara().display();
-
- // Draw sprites after player to handle alpha
- for (unsigned int i = 0; i < getWorld().sizeSprite(); i++) {
- SpriteSequence &sprite = getWorld().getSprite(i);
- for (unsigned int j = 0; j < sprite.size(); j++)
- sprite.get(j).display();
- }
-
- glPopMatrix();
-
- // Depth sort entityRenderList with qsort
- std::sort(entityRenderList.begin(), entityRenderList.end());
-
- for (unsigned int i = 0; i < entityRenderList.size(); i++) {
- entityRenderList[i]->display();
- }
- }
-
- // Room alpha pass
- // Skip room alpha pass for modes w/o texture
- if (!(mMode == Render::modeSolid || mMode == Render::modeWireframe)) {
- for (unsigned int i = 0; i < mRoomRenderList.size(); i++)
- mRoomRenderList[i]->display(true);
- }
-
- if (mMode == Render::modeWireframe)
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-
- glFlush();
- }
-
- void Render::drawLoadScreen()
- {
- float x = 0.0f, y = 0.0f, z = -160.0f;
- float w = getWindow().getWidth(), h = getWindow().getHeight();
-
- if (mTexture.getTextureCount() <= 0)
- return;
-
- // Mongoose 2002.01.01, Rendered while game is loading...
- //! \fixme seperate logo/particle coor later
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glLoadIdentity();
-
- glColor3fv(WHITE);
-
- if (mFlags & Render::fGL_Lights)
- glDisable(GL_LIGHTING);
-
- // Mongoose 2002.01.01, Draw logo/load screen
- glTranslatef(0.0f, 0.0f, -2000.0f);
- glRotatef(180.0f, 1.0f, 0.0f, 0.0f);
-
- mTexture.bindTextureId(1); //! \fixme store texture id somewhere
-
- glBegin(GL_TRIANGLE_STRIP);
- glTexCoord2f(1.0, 1.0);
- glVertex3f(x + w, y + h, z);
- glTexCoord2f(0.0, 1.0);
- glVertex3f(x - w, y + h, z);
- glTexCoord2f(1.0, 0.0);
- glVertex3f(x + w, y - h, z);
- glTexCoord2f(0.0, 0.0);
- glVertex3f(x - w, y - h, z);
- glEnd();
-
- if (mFlags & Render::fGL_Lights)
- glEnable(GL_LIGHTING);
-
- glFlush();
- }
-
- void Render::newRoomRenderList(int index)
- {
- static int currentRoomId = -1;
-
- if (mFlags & Render::fUsePortals)
- {
- if (index == -1) // -1 is error, so draw room 0, for the hell of it
- {
- mRoomRenderList.clear();
- mRoomRenderList.push_back(&getWorld().getRoom(0));
- }
- else
- {
- // Update room render list if needed
- if (mFlags & Render::fUpdateRoomListPerFrame ||
- currentRoomId != index)
- {
- buildRoomRenderList(getWorld().getRoom(index));
- }
- }
- }
- else // Render all rooms pretty much
- {
- if (currentRoomId != index || index == -1)
- {
- printf("*** Room render list -> %i\n", index);
- mRoomRenderList.clear();
-
- for (unsigned int i = 0; i < getWorld().sizeRoom(); i++)
- {
- if (!isVisible(getWorld().getRoom(i).getBoundingBox()))
- continue;
-
- mRoomRenderList.push_back(&getWorld().getRoom(i));
- }
- }
- }
-
- currentRoomId = index;
- }
-
-
- void Render::buildRoomRenderList(Room &room)
- {
-
- // Must be visible
- //! \fixme Add depth sorting here - remove multipass
- if (!isVisible(room.getBoundingBox()))
- return;
-
- // Must not already be cached
- for (unsigned int i = 0; i < mRoomRenderList.size(); i++)
- {
- Room &room2 = *mRoomRenderList[i];
-
- if (&room2 == &room)
- return;
- }
-
- /* Add current room to list */
- mRoomRenderList.push_back(&room);
-
- if (mFlags & Render::fOneRoom)
- {
- return;
- }
- else if (mFlags & Render::fAllRooms) /* Are you serious? */
- {
- for (unsigned int i = 0; i < getWorld().sizeRoom(); i++)
- {
- Room &room2 = getWorld().getRoom(i);
-
- if (&room2 != &room)
- {
- buildRoomRenderList(room2);
- }
- }
-
- return;
- }
-
- // Try to add adj rooms and their adj rooms, skip this room
- for (unsigned int i = 1; i < room.sizeAdjacentRooms(); i++)
- {
- if (room.getAdjacentRoom(i) < 0)
- continue;
-
- Room &room2 = getWorld().getRoom(room.getAdjacentRoom(i));
-
- // Mongoose 2002.03.22, Add portal visibility check here
-
- if (&room2 != &room)
- {
- buildRoomRenderList(room2);
- }
- }
- }
-
-
- void Render::drawSkyMesh(float scale)
- {
- //skeletal_model_t *model = getWorld().getModel(mSkyMesh);
- //if (!model)
- // return;
-
- glDisable(GL_DEPTH_TEST);
- glPushMatrix();
-
- if (mSkyMeshRotation)
- glRotated(90.0, 1, 0, 0);
-
- glTranslated(0.0, 1000.0, 0.0);
- glScaled(scale, scale, scale);
- //drawModel(model);
- //drawModelMesh(getWorld().getMesh(mSkyMesh), );
- glPopMatrix();
- glEnable(GL_DEPTH_TEST);
- }
-
-
- void Render::setSkyMesh(int index, bool rot)
- {
- mSkyMesh = index;
- mSkyMeshRotation = rot;
- }
-
-
- void Render::updateViewVolume()
- {
- matrix_t proj;
- matrix_t mdl;
-
-
- glGetFloatv(GL_PROJECTION_MATRIX, proj);
- glGetFloatv(GL_MODELVIEW_MATRIX, mdl);
- mViewVolume.updateFrame(proj, mdl);
- }
-
- bool Render::isVisible(BoundingBox &box) {
- vec3_t bbox[2];
- box.getBoundingBox(bbox);
-
- // For debugging purposes
- if (mMode == Render::modeWireframe)
- box.display(true, PINK, RED);
-
- return mViewVolume.isBboxInFrustum(bbox[0], bbox[1]);
- }
-
-
- bool Render::isVisible(float x, float y, float z)
- {
- // For debugging purposes
- if (mMode == Render::modeWireframe)
- {
- glPointSize(5.0);
- glColor3fv(PINK);
- glBegin(GL_POINTS);
- glVertex3f(x, y, z);
- glEnd();
- }
-
- return (mViewVolume.isPointInFrustum(x, y, z));
- }
-
-
- bool Render::isVisible(float x, float y, float z, float radius)
- {
- // For debugging purposes
- if (mMode == Render::modeWireframe)
- {
- glPointSize(5.0);
- glColor3fv(PINK);
- glBegin(GL_POINTS);
- glVertex3f(x, y, z);
- glEnd();
- }
-
- return (mViewVolume.isSphereInFrustum(x, y, z, radius));
- }
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