Open Source Tomb Raider Engine
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Render.cpp 50KB

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  1. /* -*- Mode: C++; tab-width: 3; indent-tabs-mode: t; c-basic-offset: 3 -*- */
  2. /*================================================================
  3. *
  4. * Project : Render
  5. * Author : Mongoose
  6. * Website : http://www.westga.edu/~stu7440/
  7. * Email : stu7440@westga.edu
  8. * Object : Render
  9. * License : No use w/o permission (C) 2001 Mongoose
  10. * Comments: This is the renderer class for OpenRaider
  11. *
  12. *
  13. * This file was generated using Mongoose's C++
  14. * template generator script. <stu7440@westga.edu>
  15. *
  16. *-- History -------------------------------------------------
  17. *
  18. * 2001.05.21:
  19. * Mongoose - Created
  20. =================================================================*/
  21. #ifdef __APPLE__
  22. #include <OpenGL/gl.h>
  23. #include <OpenGL/glu.h>
  24. #else
  25. #include <GL/gl.h>
  26. #include <GL/glu.h>
  27. #endif
  28. #include <stdlib.h>
  29. #include <math.h>
  30. #include <string.h>
  31. #ifdef USING_EMITTER
  32. # include "Emitter.h"
  33. #endif
  34. #ifdef DEBUG_MEMEORY
  35. # include "memeory_test.h"
  36. #endif
  37. #ifdef DEBUG_GL
  38. # include "gl_test.cpp"
  39. #endif
  40. #ifdef USING_MD3
  41. # include "Md3AnimModel.h"
  42. extern Md3AnimModel gMd3;
  43. #endif
  44. #include "Render.h"
  45. extern entity_t *LARA;
  46. extern World gWorld;
  47. // Colors
  48. const float BLACK[] = { 0.0, 0.0, 0.0, 1.0 };
  49. const float DIM_WHITE[] = { 0.5, 0.5, 0.5, 1.0 };
  50. const float WHITE[] = { 1.0, 1.0, 1.0, 1.0 };
  51. const float RED[] = { 1.0, 0.0, 0.0, 1.0 };
  52. const float GREEN[] = { 0.0, 1.0, 0.0, 1.0 };
  53. const float NEXT_PURPLE[] = { 0.3, 0.3, 0.5, 1.0 };
  54. const float OR_BLUE[] = { 0.5, 0.7, 1.0, 1.0 };
  55. const float PINK[] = { 1.0, 0.0, 1.0, 1.0 };
  56. const float YELLOW[] = { 1.0, 1.0, 0.0, 1.0 };
  57. const float CYAN[] = { 0.0, 1.0, 1.0, 1.0 };
  58. ViewVolume gViewVolume; /* View volume for frustum culling */
  59. int compareEntites(const void *voidA, const void *voidB)
  60. {
  61. entity_t *a = (entity_t *)voidA, *b = (entity_t *)voidB;
  62. vec_t distA, distB;
  63. if (!a || !b)
  64. return -1; // error really
  65. distA = gViewVolume.getDistToSphereFromNear(a->pos[0],
  66. a->pos[1],
  67. a->pos[2],
  68. 1.0f);
  69. distB = gViewVolume.getDistToSphereFromNear(b->pos[0],
  70. b->pos[1],
  71. b->pos[2],
  72. 1.0f);
  73. // less than
  74. if (distA < distB)
  75. return -1;
  76. // greater than ( no need for equal )
  77. return 1;
  78. }
  79. int compareStaticModels(const void *voidA, const void *voidB)
  80. {
  81. static_model_t *a = (static_model_t *)voidA, *b = (static_model_t *)voidB;
  82. vec_t distA, distB;
  83. if (!a || !b)
  84. return -1; // error really
  85. distA = gViewVolume.getDistToSphereFromNear(a->pos[0],
  86. a->pos[1],
  87. a->pos[2],
  88. 128.0f);
  89. distB = gViewVolume.getDistToSphereFromNear(b->pos[0],
  90. b->pos[1],
  91. b->pos[2],
  92. 128.0f);
  93. // less than
  94. if (distA < distB)
  95. return -1;
  96. // greater than ( no need for equal )
  97. return 1;
  98. }
  99. int compareRoomDist(const void *voidA, const void *voidB)
  100. {
  101. RenderRoom *a = (RenderRoom *)voidA, *b = (RenderRoom *)voidB;
  102. if (!a || !b || !a->room || !b->room)
  103. return -1; // error really
  104. // less than
  105. if (a->dist < b->dist)
  106. return -1;
  107. // greater than ( no need for equal )
  108. return 1;
  109. }
  110. ////////////////////////////////////////////////////////////
  111. // Constructors
  112. ////////////////////////////////////////////////////////////
  113. Render::Render()
  114. {
  115. #ifdef USING_EMITTER
  116. mEmitter = 0x0;
  117. #endif
  118. mCamera = 0x0;
  119. mSkyMesh = -1;
  120. mMode = Render::modeDisabled;
  121. mLock = 0;
  122. mFlags = (Render::fRoomAlpha | Render::fViewModel | Render::fSprites |
  123. Render::fRoomModels | Render::fEntityModels |
  124. Render::fUsePortals | fUpdateRoomListPerFrame);
  125. mModels.setError(0x0);
  126. mRooms.setError(0x0);
  127. mRoomRenderList.setError(0x0);
  128. }
  129. Render::~Render()
  130. {
  131. ClearWorld();
  132. }
  133. ////////////////////////////////////////////////////////////
  134. // Public Accessors
  135. ////////////////////////////////////////////////////////////
  136. void Render::screenShot(char *filenameBase)
  137. {
  138. mTexture.glScreenShot(filenameBase, mWidth, mHeight);
  139. }
  140. ////////////////////////////////////////////////////////////
  141. // Public Mutators
  142. ////////////////////////////////////////////////////////////
  143. void Render::addRoom(RenderRoom *room)
  144. {
  145. mRooms.pushBack(room);
  146. }
  147. void Render::loadTexture(unsigned char *image,
  148. unsigned int width, unsigned int height,
  149. unsigned int id)
  150. {
  151. glColor3fv(WHITE);
  152. mTexture.loadBufferSlot(image, width, height, Texture::RGBA, 32, id);
  153. }
  154. void Render::initTextures(char *textureDir, unsigned int *numLoaded,
  155. unsigned int *nextId)
  156. {
  157. char filename[128];
  158. bool fastCard = mFlags & Render::fFastCard;
  159. const char *console = "Toggle the Console with [`] key";
  160. const char *menu = "Press <esc> for menu";
  161. int font_id;
  162. int snow1_id;
  163. int snow2_id;
  164. int bg_id;
  165. int err;
  166. int id[5];
  167. unsigned int numTextures = 0;
  168. unsigned char color[4];
  169. // We want to update as needed later
  170. mNumTexturesLoaded = numLoaded;
  171. mNextTextureId = nextId;
  172. mTexture.reset();
  173. mTexture.setMaxTextureCount(128); /* TR never needs more than 32 iirc
  174. However, color texturegen is a lot */
  175. if (fastCard)
  176. {
  177. mTexture.setFlag(Texture::fUseMipmaps);
  178. }
  179. printf("Processing textures: ");
  180. color[0] = 0xff;
  181. color[1] = 0xff;
  182. color[2] = 0xff;
  183. color[3] = 0xff;
  184. if ((font_id = mTexture.loadColorTexture(color, 32, 32)) > -1)
  185. {
  186. ++numTextures;
  187. }
  188. snprintf(filename, 126, "%s%s", textureDir, "splash.tga");
  189. filename[127] = 0;
  190. if ((bg_id = mTexture.loadTGA(filename)) > -1)
  191. {
  192. ++numTextures;
  193. }
  194. snprintf(filename, 126, "%s%s", textureDir, "snow.tga");
  195. filename[127] = 0;
  196. if ((snow1_id = mTexture.loadTGA(filename)) > -1)
  197. {
  198. ++numTextures;
  199. }
  200. snprintf(filename, 126, "%s%s", textureDir, "snow2.tga");
  201. filename[127] = 0;
  202. if ((snow2_id = mTexture.loadTGA(filename)) > -1)
  203. {
  204. ++numTextures;
  205. }
  206. extern char *gFontFilename;
  207. if ((mTexture.loadFontTTF(gFontFilename,
  208. //0x303f, 0x3093-0x303f)) // Hiragana
  209. 32, 126 - 32)) // ASCII
  210. > -1)
  211. {
  212. ++numTextures;
  213. }
  214. snprintf(filename, 126, "%s%s", textureDir, "font-0.tga");
  215. filename[127] = 0;
  216. if ((font_id = mTexture.loadTGA(filename)) > -1)
  217. {
  218. ++numTextures;
  219. }
  220. // Werid that it isn't linear, must be some storage deal in Texture
  221. // I forgot about Id allocation
  222. *nextId = font_id;
  223. // Setup particle system test
  224. initEmitter("Snow test", 650, snow1_id, snow2_id);
  225. // Mongoose 2002.01.01, Temp placement of GLString init
  226. id[0] = font_id;
  227. id[4] = id[3] = id[2] = id[1] = -1;
  228. mString.Init(5, 5, id);
  229. // String 0: OpenRaider version in lower right corner
  230. mString.Scale(0.90);
  231. err = mString.glPrintf(mWidth - 10 * strlen(VERSION),
  232. mHeight-24, 0, VERSION);
  233. mString.SetString(0, VERSION);
  234. if (err)
  235. {
  236. printf("\n*** GLPrint test: ERROR %i font_tex %i\n", err, id[0]);
  237. }
  238. // String 1: Used for FPS in game text output
  239. mString.Scale(0.5);
  240. err = mString.glPrintf(8, 0, 0, " ");
  241. if (err)
  242. {
  243. printf("\n*** GLPrint test: ERROR %i font_tex %i\n", err, id[0]);
  244. }
  245. // String 2: Used for game console
  246. mString.Scale(1.00);
  247. err = mString.glPrintf(8, 20, 0, console);
  248. mString.SetString(2, console);
  249. if (err)
  250. {
  251. printf("\n*** GLPrint test: ERROR %i font_tex %i\n", err, id[0]);
  252. }
  253. // String 3: Used for one line map select menu
  254. mString.Scale(1.75);
  255. err = mString.glPrintf(mWidth/2-200, mHeight/2-24, 0, menu);
  256. mString.SetString(3, menu);
  257. if (err)
  258. {
  259. printf("\n*** GLPrint test: ERROR %i font_tex %i\n", err, id[0]);
  260. }
  261. // String 4: Used for one line in game text output
  262. mString.Scale(1.0);
  263. err = mString.glPrintf(8, 18*2, 0, " ");
  264. if (err)
  265. {
  266. printf("\n*** GLPrint test: ERROR %i font_tex %i\n", err, id[0]);
  267. }
  268. printf("\n");
  269. *numLoaded = numTextures;
  270. }
  271. void Render::loadMd3(char *model, char *skin)
  272. {
  273. #ifdef USING_MD3
  274. char filename[256];
  275. snprintf(filename, 255, "data/models/players/%s", model);
  276. if (gMd3.load(filename, skin, MD3_LOD_HIGH) < 0)
  277. {
  278. printf("ERROR: MD3 '%s' not loaded\n", filename);
  279. }
  280. else
  281. {
  282. gMd3.loadWeapon("data/models/weapons2/railgun", "railgun");
  283. gMd3.loadWeapon("data/models/weapons2/plasma", "plasma");
  284. gMd3.loadWeapon("data/models/weapons2/machinegun", "machinegun");
  285. gMd3.setAnimUpper(TORSO_STAND);
  286. gMd3.setAnimLower(LEGS_WALK);
  287. // Setup textures
  288. for (unsigned int i = 0; i < gMd3.texNumTest; ++i)
  289. {
  290. snprintf(filename, 255, "data/%s", gMd3.texTest[i].name);
  291. gMd3.texTest[i].gl_texture_id = mTexture.loadTGA(filename, true);
  292. if (gMd3.texTest[i].gl_texture_id < 0)
  293. {
  294. printf("ERROR: Md3 texture '%s' not loaded\n", filename);
  295. }
  296. else
  297. {
  298. (*mNumTexturesLoaded)++;
  299. (*mNextTextureId) = gMd3.texTest[i].gl_texture_id;
  300. }
  301. }
  302. }
  303. #endif
  304. }
  305. void Render::initEmitter(const char *name, unsigned int size,
  306. unsigned int snowTex1, unsigned int snowTex2)
  307. {
  308. #ifdef USING_EMITTER
  309. // Mongoose 2002.01.01, Screwing around with particle emitter test
  310. // note this is backwards b/c load screen is rendered upsidedown
  311. mEmitter = new Emitter(/*name*/"snow", size);
  312. mEmitter->SetTextureId(snowTex1);
  313. mEmitter->TextureId(120, 280, snowTex2);
  314. mEmitter->TextureId(400, 450, snowTex2);
  315. mEmitter->TextureId(500, 550, snowTex2);
  316. // Mongoose 2002.01.01, Varing force and speed should look
  317. // like varing mass/SA in wind, maybe
  318. mEmitter->Speed(0, 150, 3500, 3000, 3500);
  319. mEmitter->Speed(150, 350, 3000, 4000, 3000);
  320. mEmitter->Speed(400, 500, 2000, 5000, 2000);
  321. mEmitter->Speed(400, 500, 2000, 5000, 2000);
  322. mEmitter->Force(100, 200, 0.0, 7.0, 0.0);
  323. mEmitter->Force(200, 300, 0.0, 5.0, 0.0);
  324. mEmitter->Force(300, 500, 0.0, 10.0, 0.0);
  325. mEmitter->Force(500, 650, 0.0, 9.0, 0.0);
  326. #endif
  327. }
  328. void Render::ClearWorld()
  329. {
  330. LARA = NULL;
  331. mRoomRenderList.clear();
  332. mRooms.erase();
  333. mModels.erase();
  334. #ifdef USING_EMITTER
  335. if (mEmitter)
  336. {
  337. delete mEmitter;
  338. mEmitter = 0x0;
  339. }
  340. #endif
  341. }
  342. // Texture must be set to WHITE solid color texture
  343. void renderTrace(int color, vec3_t start, vec3_t end)
  344. {
  345. const float widthStart = 10.0f; //5.0f;
  346. const float widthEnd = 10.0f;
  347. float delta = 0.01 + (0.15*rand()/(RAND_MAX+1.0)); // for flicker fx
  348. // Draw two long quads that skrink and fade the they go further out
  349. glBegin(GL_QUADS);
  350. switch (color)
  351. {
  352. case 0:
  353. glColor3f(0.9 - delta, 0.2, 0.2);
  354. break;
  355. case 1:
  356. glColor3f(0.2, 0.9 - delta, 0.2);
  357. break;
  358. case 2:
  359. default:
  360. glColor3f(0.2, 0.2, 0.9 - delta);
  361. }
  362. glVertex3f(start[0], start[1], start[2]);
  363. glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
  364. glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
  365. glVertex3f(end[0], end[1], end[2]);
  366. glVertex3f(start[0], start[1], start[2]);
  367. glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
  368. glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
  369. glVertex3f(end[0], end[1], end[2]);
  370. glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
  371. glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
  372. glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
  373. glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
  374. glEnd();
  375. }
  376. void Render::Init(int width, int height, bool fast_card)
  377. {
  378. char *s;
  379. mWidth = width;
  380. mHeight = height;
  381. mFlags |= Render::fFastCard;
  382. if (!fast_card)
  383. {
  384. mFlags ^= Render::fFastCard;
  385. }
  386. // Print driver support information
  387. printf("\n## GL Driver Info ##\n");
  388. printf("Vendor : %s\n", glGetString(GL_VENDOR));
  389. printf("Renderer : %s\n", glGetString(GL_RENDERER));
  390. printf("Version : %s\n\n", glGetString(GL_VERSION));
  391. //printf("\tExtensions : %s\n\n\n", (char*)glGetString(GL_EXTENSIONS));
  392. // Testing for goodies
  393. // Mongoose 2001.12.31, Fixed string use to check for bad strings
  394. s = (char*)glGetString(GL_EXTENSIONS);
  395. if (s && s[0])
  396. {
  397. printf("\tGL_ARB_multitexture \t\t");
  398. if (strstr(s, "GL_ARB_multitexture"))
  399. {
  400. mFlags |= Render::fMultiTexture;
  401. printf("YES\n");
  402. }
  403. else
  404. {
  405. printf("NO\n");
  406. }
  407. printf("\tGL_EXT_texture_env_combine\t\t");
  408. if (strstr(s, "GL_EXT_texture_env_combine"))
  409. {
  410. printf("YES\n");
  411. }
  412. else
  413. {
  414. printf("NO\n");
  415. }
  416. }
  417. // Set up Z buffer
  418. glEnable(GL_DEPTH_TEST);
  419. glDepthFunc(GL_LESS);
  420. // Set up culling
  421. glEnable(GL_CULL_FACE);
  422. glFrontFace(GL_CW);
  423. //glFrontFace(GL_CCW);
  424. //glCullFace(GL_FRONT);
  425. // Set background to black
  426. glClearColor(BLACK[0], BLACK[1], BLACK[2], BLACK[3]);
  427. // Disable lighting
  428. glDisable(GL_LIGHTING);
  429. // Set up alpha blending
  430. if (fast_card)
  431. {
  432. glEnable(GL_BLEND);
  433. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  434. //glEnable(GL_ALPHA_TEST); // Disable per pixel alpha blending
  435. glAlphaFunc(GL_GREATER, 0);
  436. }
  437. else
  438. {
  439. glDisable(GL_BLEND);
  440. glDisable(GL_ALPHA_TEST);
  441. }
  442. glPointSize(5.0);
  443. // Setup shading
  444. glShadeModel(GL_SMOOTH);
  445. if (fast_card)
  446. {
  447. glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
  448. glHint(GL_FOG_HINT, GL_NICEST);
  449. glEnable(GL_COLOR_MATERIAL);
  450. glEnable(GL_DITHER);
  451. // AA polygon edges
  452. //glEnable(GL_POLYGON_SMOOTH);
  453. //glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
  454. }
  455. else
  456. {
  457. glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
  458. glHint(GL_FOG_HINT, GL_FASTEST);
  459. glDisable(GL_COLOR_MATERIAL);
  460. glDisable(GL_DITHER);
  461. glDisable(GL_POLYGON_SMOOTH);
  462. }
  463. glDisable(GL_LINE_SMOOTH);
  464. glDisable(GL_POINT_SMOOTH);
  465. glDisable(GL_AUTO_NORMAL);
  466. glDisable(GL_LOGIC_OP);
  467. glDisable(GL_TEXTURE_1D);
  468. glDisable(GL_STENCIL_TEST);
  469. glDisable(GL_FOG);
  470. glDisable(GL_NORMALIZE);
  471. glEnableClientState(GL_VERTEX_ARRAY);
  472. glDisableClientState(GL_EDGE_FLAG_ARRAY);
  473. glDisableClientState(GL_COLOR_ARRAY);
  474. glDisableClientState(GL_NORMAL_ARRAY);
  475. glPolygonMode(GL_FRONT, GL_FILL);
  476. glMatrixMode(GL_MODELVIEW);
  477. }
  478. void setLighting(bool on)
  479. {
  480. if (on)
  481. {
  482. glEnable(GL_LIGHTING);
  483. glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
  484. glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, WHITE);
  485. glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, WHITE);
  486. glLightModelfv(GL_LIGHT_MODEL_AMBIENT, DIM_WHITE);
  487. }
  488. else
  489. {
  490. glDisable(GL_LIGHTING);
  491. }
  492. }
  493. void lightRoom(RenderRoom *room)
  494. {
  495. unsigned int i;
  496. Light *light;
  497. for (i = 0; i < room->lights.size(); ++i)
  498. {
  499. light = room->lights[i];
  500. if (!light)
  501. continue;
  502. glEnable(GL_LIGHT0 + i);
  503. switch (light->mType)
  504. {
  505. case Light::typeSpot:
  506. glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, light->mCutoff);
  507. glLightfv(GL_LIGHT0 + i, GL_POSITION, light->mPos);
  508. glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, light->mDir);
  509. glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, light->mColor);
  510. break;
  511. case Light::typePoint:
  512. case Light::typeDirectional:
  513. glLightf(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, 1.0); // 1.0
  514. // GL_QUADRATIC_ATTENUATION
  515. // GL_LINEAR_ATTENUATION
  516. glLightf(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, light->mAtt);
  517. glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, light->mColor); // GL_DIFFUSE
  518. glLightfv(GL_LIGHT0 + i, GL_POSITION, light->mPos);
  519. break;
  520. }
  521. }
  522. }
  523. void Render::toggleFlag(unsigned int flag)
  524. {
  525. if (mFlags & flag)
  526. clearFlags(flag);
  527. else
  528. setFlags(flag);
  529. }
  530. void Render::clearFlags(unsigned int flags)
  531. {
  532. // _defaults |= flags; // Force removal if it wasn't set
  533. mFlags ^= flags;
  534. if (flags & Render::fFog)
  535. {
  536. if (glIsEnabled(GL_FOG))
  537. {
  538. glDisable(GL_FOG);
  539. }
  540. }
  541. if (flags & Render::fGL_Lights)
  542. {
  543. setLighting(false);
  544. }
  545. }
  546. void Render::setFlags(unsigned int flags)
  547. {
  548. mFlags |= flags;
  549. if (flags & Render::fFog)
  550. {
  551. glEnable(GL_FOG);
  552. glFogf(GL_FOG_MODE, GL_EXP2);
  553. glFogf(GL_FOG_DENSITY, 0.00008);
  554. glFogf(GL_FOG_START, 30000.0);
  555. glFogf(GL_FOG_END, 50000.0);
  556. glFogfv(GL_FOG_COLOR, BLACK);
  557. }
  558. if (flags & Render::fGL_Lights)
  559. {
  560. setLighting(true);
  561. }
  562. }
  563. void Render::Update(int width, int height)
  564. {
  565. mWidth = width;
  566. mHeight = height;
  567. }
  568. int Render::getMode()
  569. {
  570. return mMode;
  571. }
  572. void Render::setMode(int n)
  573. {
  574. mMode = n;
  575. switch (mMode)
  576. {
  577. case Render::modeDisabled:
  578. break;
  579. case Render::modeSolid:
  580. case Render::modeWireframe:
  581. glClearColor(NEXT_PURPLE[0], NEXT_PURPLE[1],
  582. NEXT_PURPLE[2], NEXT_PURPLE[3]);
  583. glDisable(GL_TEXTURE_2D);
  584. break;
  585. default:
  586. if (mFlags & Render::fFastCard)
  587. {
  588. if (mMode == Render::modeLoadScreen)
  589. {
  590. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  591. }
  592. else
  593. {
  594. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  595. }
  596. }
  597. glClearColor(BLACK[0], BLACK[1], BLACK[2], BLACK[3]);
  598. glEnable(GL_TEXTURE_2D);
  599. }
  600. }
  601. // Replaced the deprecated gluLookAt with slightly modified code from here:
  602. // http://www.khronos.org/message_boards/showthread.php/4991
  603. void CrossProd(float x1, float y1, float z1, float x2, float y2, float z2, float res[3])
  604. {
  605. res[0] = y1*z2 - y2*z1;
  606. res[1] = x2*z1 - x1*z2;
  607. res[2] = x1*y2 - x2*y1;
  608. }
  609. void deprecated_gluLookAt(float eyeX, float eyeY, float eyeZ, float lookAtX, float lookAtY, float lookAtZ, float upX, float upY, float upZ)
  610. {
  611. float f[3];
  612. // calculating the viewing vector
  613. f[0] = lookAtX - eyeX;
  614. f[1] = lookAtY - eyeY;
  615. f[2] = lookAtZ - eyeZ;
  616. float fMag, upMag;
  617. fMag = sqrt(f[0]*f[0] + f[1]*f[1] + f[2]*f[2]);
  618. upMag = sqrt(upX*upX + upY*upY + upZ*upZ);
  619. // normalizing the viewing vector
  620. if( fMag != 0)
  621. {
  622. f[0] = f[0]/fMag;
  623. f[1] = f[1]/fMag;
  624. f[2] = f[2]/fMag;
  625. }
  626. // normalising the up vector. no need for this here if you have your
  627. // up vector already normalised, which is mostly the case.
  628. if( upMag != 0 )
  629. {
  630. upX = upX/upMag;
  631. upY = upY/upMag;
  632. upZ = upZ/upMag;
  633. }
  634. float s[3], u[3];
  635. CrossProd(f[0], f[1], f[2], upX, upY, upZ, s);
  636. CrossProd(s[0], s[1], s[2], f[0], f[1], f[2], u);
  637. float M[]=
  638. {
  639. s[0], u[0], -f[0], 0,
  640. s[1], u[1], -f[1], 0,
  641. s[2], u[2], -f[2], 0,
  642. 0, 0, 0, 1
  643. };
  644. glMultMatrixf(M);
  645. glTranslatef (-eyeX, -eyeY, -eyeZ);
  646. }
  647. void Render::Display()
  648. {
  649. vec3_t curPos;
  650. vec3_t camPos;
  651. vec3_t atPos;
  652. RenderRoom *room;
  653. int index;
  654. #ifdef DEBUG_MATRIX
  655. gl_test_reset();
  656. #endif
  657. // Assertion: Rendering is disabled without texture or camera
  658. if (!mCamera)
  659. {
  660. fprintf(stderr, "Render::Display> ERROR: No camera is registered\n");
  661. return;
  662. }
  663. switch (mMode)
  664. {
  665. case Render::modeDisabled:
  666. return;
  667. break;
  668. case Render::modeLoadScreen:
  669. // Mongoose 2002.01.01, FIXME entry for seperate main drawing method
  670. drawLoadScreen();
  671. return;
  672. default:
  673. ;
  674. }
  675. if (mMode == Render::modeWireframe)
  676. glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  677. else
  678. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  679. index = -1;
  680. if (LARA)
  681. {
  682. float yaw;
  683. int sector;
  684. float camOffsetH = 0.0f;
  685. switch (LARA->moveType)
  686. {
  687. case worldMoveType_fly:
  688. case worldMoveType_noClipping:
  689. case worldMoveType_swim:
  690. camOffsetH = 64.0f;
  691. break;
  692. default:
  693. camOffsetH = 512.0f;
  694. }
  695. curPos[0] = LARA->pos[0];
  696. curPos[1] = LARA->pos[1];
  697. curPos[2] = LARA->pos[2];
  698. yaw = LARA->angles[1];
  699. index = LARA->room;
  700. // Mongoose 2002.08.24, New 3rd person camera hack
  701. camPos[0] = curPos[0];
  702. camPos[1] = curPos[1] - camOffsetH; // UP is lower val
  703. camPos[2] = curPos[2];
  704. camPos[0] -= (1024.0 * sin(yaw));
  705. camPos[2] -= (1024.0 * cos(yaw));
  706. sector = gWorld.getSector(index, camPos[0], camPos[2]);
  707. // Handle camera out of world
  708. if (sector < 0 || gWorld.isWall(index, sector))
  709. {
  710. camPos[0] = curPos[0] + (64.0 * sin(yaw));
  711. camPos[1] -= 64.0;
  712. camPos[2] = curPos[2] + (64.0 * cos(yaw));
  713. }
  714. mCamera->setPosition(camPos);
  715. }
  716. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  717. glLoadIdentity();
  718. // Setup view in OpenGL with camera
  719. mCamera->update();
  720. mCamera->getPosition(camPos);
  721. mCamera->getTarget(atPos);
  722. // Mongoose 2002.08.13, Quick fix to render OpenRaider upside down
  723. // gluLookAt(camPos[0], camPos[1], camPos[2], atPos[0], atPos[1], atPos[2], 0.0, -1.0, 0.0);
  724. deprecated_gluLookAt(camPos[0], camPos[1], camPos[2], atPos[0], atPos[1], atPos[2], 0.0, -1.0, 0.0);
  725. // Update view volume for vising
  726. updateViewVolume();
  727. // Let's see the LoS -- should be event controled
  728. if (LARA)
  729. {
  730. // SkeletalModel *mdl = (SkeletalModel *)LARA->tmpHook;
  731. // Draw in solid colors
  732. glDisable(GL_TEXTURE_2D);
  733. glDisable(GL_CULL_FACE);
  734. if (LARA->state == 64) // eWeaponFire
  735. {
  736. vec3_t u, v; //, s, t;
  737. // Center of LARA
  738. u[0] = curPos[0];
  739. u[1] = curPos[1] - 512.0;
  740. u[2] = curPos[2];
  741. // Location LARA is aiming at? ( Not finished yet )
  742. v[0] = u[0] + (9000.0 * sin(LARA->angles[1]));
  743. v[1] = u[1] + (9000.0 * sin(LARA->angles[2]));
  744. v[2] = u[2] + (9000.0 * cos(LARA->angles[1]));
  745. //mtkVectorSubtract(u, v, t);
  746. //mtkVectorSubtract(u, curPos, s);
  747. //printf("* %f rad\n", LARA->angles[1]);
  748. // Test tracing of aim
  749. renderTrace(0, u, v); // v = target
  750. }
  751. entity_t *route = LARA->master;
  752. while (route)
  753. {
  754. if (route->master)
  755. {
  756. renderTrace(1, route->pos, route->master->pos);
  757. }
  758. route = route->master;
  759. }
  760. glEnable(GL_CULL_FACE);
  761. glEnable(GL_TEXTURE_2D);
  762. }
  763. // Render world
  764. glColor3fv(DIM_WHITE); // was WHITE
  765. drawSkyMesh(96.0);
  766. // Figure out how much of the map to render
  767. newRoomRenderList(index);
  768. // Room solid pass, need to do depth sorting to avoid 2 pass render
  769. for (mRoomRenderList.start(); mRoomRenderList.forward();
  770. mRoomRenderList.next())
  771. {
  772. room = mRoomRenderList.current();
  773. if (room)
  774. {
  775. if (mFlags & Render::fGL_Lights)
  776. {
  777. lightRoom(room);
  778. }
  779. drawRoom(room, false);
  780. }
  781. }
  782. // Draw all visible enities
  783. if (mFlags & Render::fEntityModels)
  784. {
  785. entity_t *e;
  786. Vector<entity_t *> entityRenderList;
  787. Vector<entity_t *> *entities = gWorld.getEntities();
  788. for (entities->start(); entities->forward(); entities->next())
  789. {
  790. e = entities->current();
  791. // Mongoose 2002.03.26, Don't show lara to it's own player
  792. if (!e || e == LARA)
  793. {
  794. continue;
  795. }
  796. // Mongoose 2002.08.15, Nothing to draw, skip
  797. // Mongoose 2002.12.24, Some entities have no animation =p
  798. if (e->tmpHook)
  799. {
  800. SkeletalModel *mdl = (SkeletalModel *)e->tmpHook;
  801. if (mdl->model->animation.empty())
  802. continue;
  803. }
  804. // Is it in view volume? ( Hack to use sphere )
  805. if (!isVisible(e->pos[0], e->pos[1], e->pos[2], 512.0f))
  806. continue;
  807. // Is it in a room we're rendering?
  808. //if (mRoomRenderList[e->room] == 0x0)
  809. //{
  810. // continue;
  811. //}
  812. entityRenderList.pushBack(e);
  813. }
  814. // Draw objects not tied to rooms
  815. glPushMatrix();
  816. drawObjects();
  817. glPopMatrix();
  818. // Depth sort entityRenderList with qsort
  819. entityRenderList.qSort(compareEntites);
  820. for (entityRenderList.start(); entityRenderList.forward();
  821. entityRenderList.next())
  822. {
  823. e = entityRenderList.current();
  824. glPushMatrix();
  825. glTranslatef(e->pos[0], e->pos[1], e->pos[2]);
  826. glRotatef(e->angles[1], 0, 1, 0);
  827. drawModel((SkeletalModel *)e->tmpHook);
  828. glPopMatrix();
  829. }
  830. }
  831. // Room alpha pass
  832. // Skip room alpha pass for modes w/o texture
  833. if (!(mMode == Render::modeSolid || mMode == Render::modeWireframe))
  834. {
  835. for (mRoomRenderList.start(); mRoomRenderList.forward();
  836. mRoomRenderList.next())
  837. {
  838. room = mRoomRenderList.current();
  839. if (room)
  840. {
  841. drawRoom(room, true);
  842. }
  843. }
  844. }
  845. #ifdef USING_EMITTER_IN_GAME
  846. // Mongoose 2002.01.01, Test particle prototype in game
  847. if (EMIT && mFlags & RENDER_F_PARTICLES)
  848. {
  849. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  850. glPushMatrix();
  851. glLoadIdentity();
  852. glEnable(GL_BLEND);
  853. glRotatef(180.0, 1.0, 0.0, 0.0);
  854. glTranslatef(0.0, -820.0, 575.0);
  855. glScalef(80.0, 80.0, 80.0);
  856. EMIT->Draw();
  857. glPopMatrix();
  858. // Mongoose 2002.03.26, Account for particle system
  859. // not using new binds by setting WHITE texture here
  860. mTexture.bindTextureId(0);
  861. }
  862. #endif
  863. if (mMode == Render::modeWireframe)
  864. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  865. glEnterMode2d(mWidth, mHeight);
  866. glColor3fv(OR_BLUE);
  867. mString.Render(mWidth, mHeight);
  868. glExitMode2d();
  869. #ifdef USING_EMITTER
  870. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  871. #endif
  872. // Mongoose 2002.01.01, Test matrix ops
  873. #ifdef DEBUG_MATRIX
  874. if (gl_test_val())
  875. {
  876. printf("ERROR in matrix stack %i\n", gl_test_val());
  877. }
  878. #endif
  879. glFlush();
  880. }
  881. void Render::newRoomRenderList(int index)
  882. {
  883. static int currentRoomId = -1;
  884. RenderRoom *room;
  885. if (mFlags & Render::fUsePortals)
  886. {
  887. if (index == -1) // -1 is error, so draw room 0, for the hell of it
  888. {
  889. room = mRooms[0];
  890. mRoomRenderList.clear();
  891. if (room)
  892. {
  893. mRoomRenderList.pushBack(room);
  894. }
  895. }
  896. else
  897. {
  898. // Update room render list if needed
  899. if (mFlags & Render::fUpdateRoomListPerFrame ||
  900. currentRoomId != index)
  901. {
  902. mRoomRenderList.clear();
  903. room = mRooms[index];
  904. buildRoomRenderList(room);
  905. }
  906. }
  907. }
  908. else // Render all rooms pretty much
  909. {
  910. if (currentRoomId != index || index == -1)
  911. {
  912. printf("*** Room render list -> %i\n", index);
  913. mRoomRenderList.clear();
  914. for (mRooms.start(); mRooms.forward(); mRooms.next())
  915. {
  916. room = mRooms.current();
  917. if (!room || !room->room)
  918. continue;
  919. if (!isVisible(room->room->bbox_min, room->room->bbox_max))
  920. continue;
  921. //room->dist =
  922. //gViewVolume.getDistToBboxFromNear(room->room->bbox_min,
  923. // room->room->bbox_max);
  924. mRoomRenderList.pushBack(room);
  925. }
  926. }
  927. }
  928. // Depth Sort roomRenderList ( no use in that, work on portals first )
  929. mRoomRenderList.qSort(compareRoomDist);
  930. currentRoomId = index;
  931. }
  932. void Render::buildRoomRenderList(RenderRoom *rRoom)
  933. {
  934. RenderRoom *rRoom2;
  935. // Must exist
  936. if (!rRoom || !rRoom->room)
  937. return;
  938. // Must be visible, FIXME: Add depth sorting here - remove multipass
  939. if (!isVisible(rRoom->room->bbox_min, rRoom->room->bbox_max))
  940. return;
  941. // Must not already be cached
  942. for (mRoomRenderList.start(); mRoomRenderList.forward();
  943. mRoomRenderList.next())
  944. {
  945. rRoom2 = mRoomRenderList.current();
  946. if (rRoom2 == rRoom)
  947. return;
  948. }
  949. //rRoom->dist =
  950. //gViewVolume.getDistToBboxFromNear(rRoom->room->bbox_min,
  951. // rRoom->room->bbox_max);
  952. /* Add current room to list */
  953. mRoomRenderList.pushBack(rRoom);
  954. if (mFlags & Render::fOneRoom)
  955. {
  956. return;
  957. }
  958. else if (mFlags & Render::fAllRooms) /* Are you serious? */
  959. {
  960. for (mRooms.start(); mRooms.forward(); mRooms.next())
  961. {
  962. rRoom2 = mRooms.current();
  963. if (rRoom2 && rRoom2 != rRoom)
  964. {
  965. buildRoomRenderList(rRoom2);
  966. }
  967. }
  968. return;
  969. }
  970. // Try to add adj rooms and their adj rooms, skip this room
  971. for (rRoom->room->adjacentRooms.start(), rRoom->room->adjacentRooms.next();
  972. rRoom->room->adjacentRooms.forward(); rRoom->room->adjacentRooms.next())
  973. {
  974. if (rRoom->room->adjacentRooms.current() < 0)
  975. continue;
  976. rRoom2 = mRooms[rRoom->room->adjacentRooms.current()];
  977. // Mongoose 2002.03.22, Add portal visibility check here
  978. if (rRoom2 && rRoom2 != rRoom)
  979. {
  980. buildRoomRenderList(rRoom2);
  981. }
  982. }
  983. }
  984. void Render::drawSkyMesh(float scale)
  985. {
  986. skeletal_model_t *model = gWorld.getModel(mSkyMesh);
  987. if (!model)
  988. return;
  989. glDisable(GL_DEPTH_TEST);
  990. glPushMatrix();
  991. if (mSkyMeshRotation)
  992. {
  993. glRotated(90.0, 1, 0, 0);
  994. }
  995. glTranslated(0.0, 1000.0, 0.0);
  996. glScaled(scale, scale, scale);
  997. //drawModel(model);
  998. //drawModelMesh(gWorld.getMesh(mSkyMesh), );
  999. glPopMatrix();
  1000. glEnable(GL_DEPTH_TEST);
  1001. }
  1002. void Render::drawLoadScreen()
  1003. {
  1004. static float wrap = 0.0001f;
  1005. float x = 0.0f, y = 0.0f, z = -160.0f;
  1006. float w = 500.0f, h = 500.0f;
  1007. if (mTexture.getTextureCount() <= 0)
  1008. return;
  1009. // Mongoose 2002.01.01, Rendered while game is loading...
  1010. // FIXME seperate logo/particle coor later
  1011. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  1012. glLoadIdentity();
  1013. glColor3fv(WHITE);
  1014. if (mFlags & Render::fGL_Lights)
  1015. glDisable(GL_LIGHTING);
  1016. // Mongoose 2002.01.01, Draw logo/load screen
  1017. glTranslatef(0.0, 0.0, -2000.0);
  1018. glRotatef(180.0, 1.0, 0.0, 0.0);
  1019. // Mongoose 2002.03.26, Account for particle system not using new binds
  1020. // by not using them here either
  1021. //mTexture.Bind(1); // Second loaded texture ( index + 1 = 2 )
  1022. if (mFlags & Render::fMultiTexture && wrap < 1.121096f)
  1023. {
  1024. mTexture.bindMultiTexture(1, 3);
  1025. glBegin(GL_TRIANGLE_STRIP);
  1026. mTexture.useMultiTexture(1.0, 1.0, 0.5 - wrap, 1.0);
  1027. glColor3fv(WHITE);
  1028. glVertex3f(x + w, y + h, z);
  1029. mTexture.useMultiTexture(0.0, 1.0, 0.0 - wrap, 1.0);
  1030. glColor3fv(WHITE);
  1031. glVertex3f(x - w, y + h, z);
  1032. mTexture.useMultiTexture(1.0, 0.0, 0.5 - wrap, 0.5);
  1033. glColor3fv(WHITE);
  1034. glVertex3f(x + w, y - h, z);
  1035. mTexture.useMultiTexture(0.0, 0.0, 0.0 - wrap, 0.5);
  1036. glColor3fv(WHITE);
  1037. glVertex3f(x - w, y - h, z);
  1038. glEnd();
  1039. // wrap += 0.0012f;
  1040. // The Loading Screen sat around for 25s, doing nothing.
  1041. // Incrementing wrap by a much bigger number speeds up the animation
  1042. // thus greatly reducing startup time?! -- xythobuz
  1043. wrap += 0.05;
  1044. if (wrap > 1.121096f)
  1045. mTexture.disableMultiTexture();
  1046. }
  1047. else
  1048. {
  1049. glBindTexture(GL_TEXTURE_2D, 2);
  1050. glBegin(GL_TRIANGLE_STRIP);
  1051. glTexCoord2f(1.0, 1.0);
  1052. glVertex3f(x + w, y + h, z);
  1053. glTexCoord2f(0.0, 1.0);
  1054. glVertex3f(x - w, y + h, z);
  1055. glTexCoord2f(1.0, 0.0);
  1056. glVertex3f(x + w, y - h, z);
  1057. glTexCoord2f(0.0, 0.0);
  1058. glVertex3f(x - w, y - h, z);
  1059. glEnd();
  1060. }
  1061. if (mFlags & Render::fGL_Lights)
  1062. glEnable(GL_LIGHTING);
  1063. #ifdef USING_EMITTER
  1064. // Mongoose 2002.01.01, Test particle prototype on load screen
  1065. if (mEmitter && mFlags & Render::fParticles)
  1066. {
  1067. glPushMatrix();
  1068. glLoadIdentity();
  1069. glEnable(GL_BLEND);
  1070. glRotatef(180.0, 1.0, 0.0, 0.0);
  1071. glTranslatef(0.0, -820.0, 575.0);
  1072. glScalef(80.0, 80.0, 80.0);
  1073. // Update view volume for vising
  1074. updateViewVolume();
  1075. gViewVolume.getFrustum(mEmitter->mFrustum);
  1076. mEmitter->Flags(Emitter::fUseDepthSorting, true);
  1077. mEmitter->Draw();
  1078. glPopMatrix();
  1079. }
  1080. #endif
  1081. glEnterMode2d(mWidth, mHeight);
  1082. glColor3fv(OR_BLUE);
  1083. mString.Render(mWidth, mHeight);
  1084. glExitMode2d();
  1085. glFlush();
  1086. }
  1087. void Render::drawObjects()
  1088. {
  1089. #ifdef USING_FPS_CAMERA
  1090. vec3_t curPos;
  1091. #endif
  1092. sprite_seq_t *sprite;
  1093. // Draw lara or other player model ( move to entity rendering method )
  1094. if (mFlags & Render::fViewModel && LARA && LARA->tmpHook)
  1095. {
  1096. SkeletalModel *mdl = (SkeletalModel *)LARA->tmpHook;
  1097. int frame = mdl->getAnimation();
  1098. // Mongoose 2002.03.22, Test 'idle' aniamtions
  1099. if (!LARA->moving)
  1100. {
  1101. frame = mdl->getIdleAnimation();
  1102. // Mongoose 2002.08.15, Stop flickering of idle lara here
  1103. if (frame == 11)
  1104. {
  1105. mdl->setFrame(0);
  1106. }
  1107. }
  1108. if (mdl)
  1109. {
  1110. animation_frame_t *animation = mdl->model->animation[frame];
  1111. if (animation && mdl->getFrame() > (int)animation->frame.size()-1)
  1112. {
  1113. mdl->setFrame(0);
  1114. }
  1115. }
  1116. glPushMatrix();
  1117. #ifdef USING_FPS_CAMERA
  1118. mCamera->getPosition(curPos);
  1119. glTranslated(curPos[0], curPos[1], curPos[2]);
  1120. glRotated(mCamera->getYaw(), 0, 1, 0);
  1121. glTranslated(0, 500, 1200);
  1122. #else
  1123. glTranslated(LARA->pos[0], LARA->pos[1], LARA->pos[2]);
  1124. glRotated(mCamera->getYaw(), 0, 1, 0);
  1125. #endif
  1126. #ifdef USING_MD3
  1127. glPushMatrix();
  1128. glTranslated(0, -250, -250);
  1129. glRotatef(90.0f, 1, 0, 0);
  1130. glRotatef(90.0f, 0, 0, 1);
  1131. glScalef(0.15, 0.15, 0.15);
  1132. gMd3.render();
  1133. glPopMatrix();
  1134. #else
  1135. drawModel((SkeletalModel *)LARA->tmpHook);
  1136. #endif
  1137. glPopMatrix();
  1138. }
  1139. // Mongoose 2002.03.22, Draw sprites after player to handle alpha
  1140. if (mFlags & Render::fSprites)
  1141. {
  1142. Vector<sprite_seq_t *> *sprites;
  1143. sprites = gWorld.getSprites();
  1144. for (sprites->start(); sprites->forward(); sprites->next())
  1145. {
  1146. sprite = sprites->current();
  1147. if (!sprite)
  1148. continue;
  1149. if (sprite->sprite && sprite->num_sprites)
  1150. {
  1151. for (int i = 0; i < sprite->num_sprites; i++)
  1152. {
  1153. drawSprite((sprite_t *)(sprite->sprite+i));
  1154. }
  1155. }
  1156. }
  1157. }
  1158. }
  1159. void Render::drawModel(SkeletalModel *model)
  1160. {
  1161. animation_frame_t *animation;
  1162. bone_frame_t *boneframe;
  1163. bone_frame_t *boneframe2 = 0x0;
  1164. bone_tag_t *tag;
  1165. bone_tag_t *tag2;
  1166. unsigned int i;
  1167. int bframe, aframe;
  1168. skeletal_model_t *mdl;
  1169. if (!model || !model->model)
  1170. return;
  1171. mdl = model->model;
  1172. aframe = model->getAnimation();
  1173. bframe = model->getFrame();
  1174. animation = mdl->animation[aframe];
  1175. if (!animation)
  1176. {
  1177. #ifdef DEBUG
  1178. printf("ERROR: No animation for model[%i].aframe[%i] %i\n",
  1179. mdl->id, aframe, mdl->animation.size());
  1180. #endif
  1181. return;
  1182. }
  1183. if (animation->frame.empty())
  1184. {
  1185. #ifdef DEBUG_RENDER
  1186. printf("ERROR: No boneframes?!?! *** %i:%i ***\n",
  1187. mdl->id, bframe);
  1188. #endif
  1189. return;
  1190. }
  1191. boneframe = animation->frame[bframe];
  1192. if (!boneframe)
  1193. return;
  1194. if (boneframe->tag.empty())
  1195. {
  1196. printf("Empty bone frame?!?!\n");
  1197. return;
  1198. }
  1199. glTranslatef(boneframe->pos[0], boneframe->pos[1], boneframe->pos[2]);
  1200. for (boneframe->tag.start(); boneframe->tag.forward(); boneframe->tag.next())
  1201. {
  1202. tag = boneframe->tag.current();
  1203. if (!tag)
  1204. continue;
  1205. if (boneframe->tag.getCurrentIndex() == 0)
  1206. {
  1207. if (tag->rot[1])
  1208. glRotatef(tag->rot[1], 0, 1, 0);
  1209. if (tag->rot[0])
  1210. glRotatef(tag->rot[0], 1, 0, 0);
  1211. if (tag->rot[2])
  1212. glRotatef(tag->rot[2], 0, 0, 1);
  1213. }
  1214. else
  1215. {
  1216. if (tag->flag & 0x01)
  1217. glPopMatrix();
  1218. if (tag->flag & 0x02)
  1219. glPushMatrix();
  1220. glTranslatef(tag->off[0], tag->off[1], tag->off[2]);
  1221. if (tag->rot[1])
  1222. glRotatef(tag->rot[1], 0, 1, 0);
  1223. if (tag->rot[0])
  1224. glRotatef(tag->rot[0], 1, 0, 0);
  1225. if (tag->rot[2])
  1226. glRotatef(tag->rot[2], 0, 0, 1);
  1227. }
  1228. // Draw layered lara in TR4 ( 2 meshes per tag )
  1229. if (mdl->tr4Overlay == 1)
  1230. {
  1231. boneframe2 = (mdl->animation[0])->frame[0];
  1232. if (boneframe2)
  1233. {
  1234. tag2 = boneframe2->tag[boneframe->tag.getCurrentIndex()];
  1235. if (tag2)
  1236. {
  1237. drawModelMesh(gWorld.getMesh(tag2->mesh), Render::skeletalMesh);
  1238. }
  1239. }
  1240. }
  1241. if (mFlags & Render::fRenderPonytail)
  1242. {
  1243. if (mdl->ponytailId > 0 &&
  1244. boneframe->tag.getCurrentIndex() == 14)
  1245. {
  1246. glPushMatrix();
  1247. // Mongoose 2002.08.30, TEST to align offset
  1248. glTranslatef(mdl->ponytail[0], mdl->ponytail[1], mdl->ponytail[2]);
  1249. glRotatef(mdl->ponytailAngle, 1, 0, 0);
  1250. // HACK: To fill TR4 void between ponytail/head
  1251. // since no vertex welds are implemented yet
  1252. if (mdl->tr4Overlay == 1)
  1253. {
  1254. glScalef(1.20, 1.20, 1.20);
  1255. }
  1256. #ifdef EXPERIMENTAL_NON_ITEM_RENDER
  1257. drawModel(mModels[mdl->ponytail], 0, 0);
  1258. #else
  1259. for (i = 0; i < mdl->ponytailNumMeshes; ++i)
  1260. {
  1261. glPushMatrix();
  1262. if (i > 0)
  1263. {
  1264. glRotatef(helRandomNum(-8.0, -10.0), 1, 0, 0);
  1265. glRotatef(helRandomNum(-5.0, 5.0), 0, 1, 0);
  1266. glRotatef(helRandomNum(-5.0, 5.0), 0, 0, 1);
  1267. glTranslatef(0.0, 0.0, mdl->ponyOff);
  1268. }
  1269. if (mdl->pigtails)
  1270. {
  1271. glPushMatrix();
  1272. glTranslatef(mdl->ponyOff2, 0.0, 0.0);
  1273. drawModelMesh(gWorld.getMesh(mdl->ponytailMeshId + i),
  1274. Render::skeletalMesh);
  1275. glPopMatrix();
  1276. glPushMatrix();
  1277. glTranslatef(-mdl->ponyOff2, 0.0, 0.0);
  1278. drawModelMesh(gWorld.getMesh(mdl->ponytailMeshId + i),
  1279. Render::skeletalMesh);
  1280. glPopMatrix();
  1281. }
  1282. else
  1283. {
  1284. drawModelMesh(gWorld.getMesh(mdl->ponytailMeshId + i),
  1285. Render::skeletalMesh);
  1286. }
  1287. }
  1288. for (i = 0; i < mdl->ponytailNumMeshes; ++i)
  1289. {
  1290. glPopMatrix();
  1291. }
  1292. #endif
  1293. glPopMatrix();
  1294. }
  1295. }
  1296. drawModelMesh(gWorld.getMesh(tag->mesh), Render::skeletalMesh);
  1297. }
  1298. // Cycle frames ( cheap hack from old ent state based system )
  1299. if (mFlags & fAnimateAllModels)
  1300. {
  1301. if (model->getFrame() + 1 > (int)animation->frame.size()-1)
  1302. {
  1303. model->setFrame(0);
  1304. }
  1305. else
  1306. {
  1307. model->setFrame(model->getFrame()+1);
  1308. }
  1309. }
  1310. }
  1311. void draw_bbox(vec3_t min, vec3_t max, bool draw_points)
  1312. {
  1313. // Bind before entering now
  1314. //glBindTexture(GL_TEXTURE_2D, 1);
  1315. glPointSize(4.0);
  1316. //glLineWidth(1.25);
  1317. //FIXME: Need to make custom color key for this
  1318. glColor3fv(RED);
  1319. glBegin(GL_POINTS);
  1320. glVertex3f(max[0], max[1], max[2]);
  1321. glVertex3f(min[0], min[1], min[2]);
  1322. if (draw_points)
  1323. {
  1324. glVertex3f(max[0], min[1], max[2]);
  1325. glVertex3f(min[0], max[1], max[2]);
  1326. glVertex3f(max[0], max[1], min[2]);
  1327. glVertex3f(min[0], min[1], max[2]);
  1328. glVertex3f(min[0], max[1], min[2]);
  1329. glVertex3f(max[0], min[1], min[2]);
  1330. }
  1331. glEnd();
  1332. glColor3fv(GREEN);
  1333. glBegin(GL_LINES);
  1334. // max, top quad
  1335. glVertex3f(max[0], max[1], max[2]);
  1336. glVertex3f(max[0], min[1], max[2]);
  1337. glVertex3f(max[0], max[1], max[2]);
  1338. glVertex3f(min[0], max[1], max[2]);
  1339. glVertex3f(max[0], max[1], max[2]);
  1340. glVertex3f(max[0], max[1], min[2]);
  1341. // max-min, vertical quads
  1342. glVertex3f(min[0], max[1], max[2]);
  1343. glVertex3f(min[0], max[1], min[2]);
  1344. glVertex3f(max[0], min[1], max[2]);
  1345. glVertex3f(max[0], min[1], min[2]);
  1346. glVertex3f(max[0], min[1], max[2]);
  1347. glVertex3f(min[0], min[1], max[2]);
  1348. // min-max, vertical quads
  1349. glVertex3f(max[0], max[1], min[2]);
  1350. glVertex3f(max[0], min[1], min[2]);
  1351. glVertex3f(max[0], max[1], min[2]);
  1352. glVertex3f(min[0], max[1], min[2]);
  1353. glVertex3f(min[0], max[1], max[2]);
  1354. glVertex3f(min[0], min[1], max[2]);
  1355. // min, bottom quad
  1356. glVertex3f(min[0], min[1], min[2]);
  1357. glVertex3f(min[0], max[1], min[2]);
  1358. glVertex3f(min[0], min[1], min[2]);
  1359. glVertex3f(max[0], min[1], min[2]);
  1360. glVertex3f(min[0], min[1], min[2]);
  1361. glVertex3f(min[0], min[1], max[2]);
  1362. glEnd();
  1363. glPointSize(1.0);
  1364. //glLineWidth(1.0);
  1365. }
  1366. void draw_bbox_color(vec3_t min, vec3_t max, bool draw_points,
  1367. const vec4_t c1, const vec4_t c2)
  1368. {
  1369. // Bind before entering now
  1370. //glBindTexture(GL_TEXTURE_2D, 1);
  1371. glPointSize(4.0);
  1372. //glLineWidth(1.25);
  1373. //FIXME: Need to make custom color key for this
  1374. glColor3fv(c1);
  1375. glBegin(GL_POINTS);
  1376. glVertex3f(max[0], max[1], max[2]);
  1377. glVertex3f(min[0], min[1], min[2]);
  1378. if (draw_points)
  1379. {
  1380. glVertex3f(max[0], min[1], max[2]);
  1381. glVertex3f(min[0], max[1], max[2]);
  1382. glVertex3f(max[0], max[1], min[2]);
  1383. glVertex3f(min[0], min[1], max[2]);
  1384. glVertex3f(min[0], max[1], min[2]);
  1385. glVertex3f(max[0], min[1], min[2]);
  1386. }
  1387. glEnd();
  1388. glColor3fv(c2);
  1389. glBegin(GL_LINES);
  1390. // max, top quad
  1391. glVertex3f(max[0], max[1], max[2]);
  1392. glVertex3f(max[0], min[1], max[2]);
  1393. glVertex3f(max[0], max[1], max[2]);
  1394. glVertex3f(min[0], max[1], max[2]);
  1395. glVertex3f(max[0], max[1], max[2]);
  1396. glVertex3f(max[0], max[1], min[2]);
  1397. // max-min, vertical quads
  1398. glVertex3f(min[0], max[1], max[2]);
  1399. glVertex3f(min[0], max[1], min[2]);
  1400. glVertex3f(max[0], min[1], max[2]);
  1401. glVertex3f(max[0], min[1], min[2]);
  1402. glVertex3f(max[0], min[1], max[2]);
  1403. glVertex3f(min[0], min[1], max[2]);
  1404. // min-max, vertical quads
  1405. glVertex3f(max[0], max[1], min[2]);
  1406. glVertex3f(max[0], min[1], min[2]);
  1407. glVertex3f(max[0], max[1], min[2]);
  1408. glVertex3f(min[0], max[1], min[2]);
  1409. glVertex3f(min[0], max[1], max[2]);
  1410. glVertex3f(min[0], min[1], max[2]);
  1411. // min, bottom quad
  1412. glVertex3f(min[0], min[1], min[2]);
  1413. glVertex3f(min[0], max[1], min[2]);
  1414. glVertex3f(min[0], min[1], min[2]);
  1415. glVertex3f(max[0], min[1], min[2]);
  1416. glVertex3f(min[0], min[1], min[2]);
  1417. glVertex3f(min[0], min[1], max[2]);
  1418. glEnd();
  1419. glPointSize(1.0);
  1420. //glLineWidth(1.0);
  1421. }
  1422. void Render::drawRoom(RenderRoom *rRoom, bool draw_alpha)
  1423. {
  1424. room_mesh_t *room;
  1425. if (!rRoom || !rRoom->room)
  1426. return;
  1427. room = rRoom->room;
  1428. if (!(mFlags & Render::fRoomAlpha) && draw_alpha)
  1429. return;
  1430. glPushMatrix();
  1431. //LightingSetup();
  1432. glBindTexture(GL_TEXTURE_2D, 1); // WHITE texture
  1433. if (!draw_alpha &&
  1434. (mFlags & Render::fPortals || mMode == Render::modeWireframe))
  1435. {
  1436. portal_t *portal;
  1437. glLineWidth(2.0);
  1438. glColor3fv(RED);
  1439. for (room->portals.start(); room->portals.forward(); room->portals.next())
  1440. {
  1441. portal = room->portals.current();
  1442. if (!portal)
  1443. continue;
  1444. glBegin(GL_LINE_LOOP);
  1445. glVertex3fv(portal->vertices[0]);
  1446. glVertex3fv(portal->vertices[1]);
  1447. glVertex3fv(portal->vertices[2]);
  1448. glVertex3fv(portal->vertices[3]);
  1449. glEnd();
  1450. }
  1451. glLineWidth(1.0);
  1452. #ifdef OBSOLETE
  1453. glColor3fv(RED);
  1454. for (i = 0; i < (int)room->num_boxes; ++i)
  1455. {
  1456. // Mongoose 2002.08.14, This is a simple test -
  1457. // these like portals are really planes
  1458. glBegin(GL_QUADS);
  1459. glVertex3fv(room->boxes[i].a.pos);
  1460. glVertex3fv(room->boxes[i].b.pos);
  1461. glVertex3fv(room->boxes[i].c.pos);
  1462. glVertex3fv(room->boxes[i].d.pos);
  1463. glEnd();
  1464. }
  1465. #endif
  1466. }
  1467. if (mMode == Render::modeWireframe && !draw_alpha)
  1468. {
  1469. draw_bbox(room->bbox_min, room->bbox_max, true);
  1470. }
  1471. glTranslated(room->pos[0], room->pos[1], room->pos[2]);
  1472. // Reset since GL_MODULATE used, reset to WHITE
  1473. glColor3fv(WHITE);
  1474. switch (mMode)
  1475. {
  1476. case modeWireframe:
  1477. rRoom->mesh.mMode = OpenGLMeshModeWireframe;
  1478. break;
  1479. case modeSolid:
  1480. rRoom->mesh.mMode = OpenGLMeshModeSolid;
  1481. break;
  1482. default:
  1483. rRoom->mesh.mMode = OpenGLMeshModeTexture;
  1484. break;
  1485. }
  1486. if (draw_alpha)
  1487. {
  1488. rRoom->mesh.drawAlpha();
  1489. }
  1490. else
  1491. {
  1492. rRoom->mesh.drawSolid();
  1493. }
  1494. glPopMatrix();
  1495. //mTexture.bindTextureId(0);
  1496. // Draw other room meshes and sprites
  1497. if (draw_alpha || mMode == modeWireframe || mMode == modeSolid)
  1498. {
  1499. if (mFlags & Render::fRoomModels)
  1500. {
  1501. static_model_t *mdl;
  1502. for (room->models.start(); room->models.forward();
  1503. room->models.next())
  1504. {
  1505. mdl = room->models.current();
  1506. if (!mdl)
  1507. continue;
  1508. mdl->pos[0] += room->pos[0];
  1509. mdl->pos[1] += room->pos[1];
  1510. mdl->pos[2] += room->pos[2];
  1511. // Depth sort room model render list with qsort
  1512. room->models.qSort(compareStaticModels);
  1513. mdl->pos[0] -= room->pos[0];
  1514. mdl->pos[1] -= room->pos[1];
  1515. mdl->pos[2] -= room->pos[2];
  1516. }
  1517. for (room->models.start(); room->models.forward();
  1518. room->models.next())
  1519. {
  1520. drawRoomModel(room->models.current());
  1521. }
  1522. }
  1523. // Draw other room alpha polygon objects
  1524. if (mFlags & Render::fSprites)
  1525. {
  1526. for (room->sprites.start(); room->sprites.forward(); room->sprites.next())
  1527. {
  1528. drawSprite(room->sprites.current());
  1529. }
  1530. }
  1531. }
  1532. }
  1533. void Render::drawSprite(sprite_t *sprite)
  1534. {
  1535. if (!sprite)
  1536. return;
  1537. if (!isVisible(sprite->pos[0], sprite->pos[1], sprite->pos[2],
  1538. sprite->radius))
  1539. return;
  1540. glPushMatrix();
  1541. glTranslated(sprite->pos[0], sprite->pos[1], sprite->pos[2]);
  1542. // Sprites must always face camera, because they have no depth =)
  1543. glRotated(mCamera->getYaw(), 0, 1, 0);
  1544. switch (mMode)
  1545. {
  1546. // No vertex lighting on sprites, as far as I see in specs
  1547. // So just draw normal texture, no case 2
  1548. case Render::modeSolid:
  1549. glBegin(GL_TRIANGLE_STRIP);
  1550. glColor3f(sprite->texel[0].st[0], sprite->texel[0].st[1], 0.5);
  1551. glVertex3fv(sprite->vertex[0].pos);
  1552. glColor3f(sprite->texel[1].st[0], sprite->texel[1].st[1], 0.5);
  1553. glVertex3fv(sprite->vertex[1].pos);
  1554. glColor3f(sprite->texel[3].st[0], sprite->texel[3].st[1], 0.5);
  1555. glVertex3fv(sprite->vertex[3].pos);
  1556. glColor3f(sprite->texel[2].st[0], sprite->texel[2].st[1], 0.5);
  1557. glVertex3fv(sprite->vertex[2].pos);
  1558. glEnd();
  1559. break;
  1560. case Render::modeWireframe:
  1561. glColor3fv(CYAN);
  1562. glBegin(GL_LINE_LOOP);
  1563. glVertex3fv(sprite->vertex[0].pos);
  1564. glVertex3fv(sprite->vertex[1].pos);
  1565. glVertex3fv(sprite->vertex[2].pos);
  1566. glVertex3fv(sprite->vertex[3].pos);
  1567. glEnd();
  1568. glColor3fv(WHITE);
  1569. break;
  1570. default:
  1571. glBindTexture(GL_TEXTURE_2D, sprite->texture+1);
  1572. glBegin(GL_TRIANGLE_STRIP);
  1573. glTexCoord2fv(sprite->texel[0].st);
  1574. glVertex3fv(sprite->vertex[0].pos);
  1575. glTexCoord2fv(sprite->texel[1].st);
  1576. glVertex3fv(sprite->vertex[1].pos);
  1577. glTexCoord2fv(sprite->texel[3].st);
  1578. glVertex3fv(sprite->vertex[3].pos);
  1579. glTexCoord2fv(sprite->texel[2].st);
  1580. glVertex3fv(sprite->vertex[2].pos);
  1581. glEnd();
  1582. }
  1583. glPopMatrix();
  1584. }
  1585. void Render::drawRoomModel(static_model_t *mesh)
  1586. {
  1587. model_mesh_t *r_mesh;
  1588. if (!mesh)
  1589. return;
  1590. r_mesh = gWorld.getMesh(mesh->index);
  1591. if (!r_mesh)
  1592. return;
  1593. if (!isVisible(mesh->pos[0], mesh->pos[1], mesh->pos[2], r_mesh->radius))
  1594. return;
  1595. glPushMatrix();
  1596. glTranslated(mesh->pos[0], mesh->pos[1], mesh->pos[2]);
  1597. glRotated(mesh->yaw, 0, 1, 0);
  1598. drawModelMesh(r_mesh, roomMesh);
  1599. glPopMatrix();
  1600. }
  1601. void Render::tmpRenderModelMesh(model_mesh_t *r_mesh, texture_tri_t *ttri)
  1602. {
  1603. glBegin(GL_TRIANGLES);
  1604. switch (mMode)
  1605. {
  1606. case modeSolid:
  1607. case modeVertexLight:
  1608. if (r_mesh->colors)
  1609. {
  1610. glColor3fv(r_mesh->colors+ttri->index[0]);
  1611. glTexCoord2fv(ttri->st);
  1612. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1613. glColor3fv(r_mesh->colors+ttri->index[1]);
  1614. glTexCoord2fv(ttri->st+2);
  1615. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1616. glColor3fv(r_mesh->colors+ttri->index[2]);
  1617. glTexCoord2fv(ttri->st+4);
  1618. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1619. }
  1620. else if (r_mesh->normals)
  1621. {
  1622. glNormal3fv(r_mesh->normals+ttri->index[0]*3);
  1623. glTexCoord2fv(ttri->st);
  1624. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1625. glNormal3fv(r_mesh->normals+ttri->index[1]*3);
  1626. glTexCoord2fv(ttri->st+2);
  1627. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1628. glNormal3fv(r_mesh->normals+ttri->index[2]*3);
  1629. glTexCoord2fv(ttri->st+4);
  1630. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1631. }
  1632. else
  1633. {
  1634. glTexCoord2fv(ttri->st);
  1635. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1636. glTexCoord2fv(ttri->st+2);
  1637. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1638. glTexCoord2fv(ttri->st+4);
  1639. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1640. }
  1641. break;
  1642. case modeWireframe:
  1643. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1644. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1645. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1646. break;
  1647. default:
  1648. glTexCoord2fv(ttri->st);
  1649. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1650. glTexCoord2fv(ttri->st+2);
  1651. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1652. glTexCoord2fv(ttri->st+4);
  1653. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1654. }
  1655. glEnd();
  1656. }
  1657. void Render::drawModelMesh(model_mesh_t *r_mesh, RenderMeshType type)
  1658. {
  1659. texture_tri_t *ttri;
  1660. int lastTexture = -1;
  1661. // If they pass NULL structs let it hang up - this is tmp
  1662. // FIXME: Duh, vis tests need to be put back
  1663. //if (!isVisible(r_mesh->center, r_mesh->radius, r_mesh->bbox))
  1664. //{
  1665. // return;
  1666. //}
  1667. #ifdef USE_GL_ARRAYS
  1668. // Setup Arrays ( move these to another method depends on mMode )
  1669. glEnableClientState(GL_VERTEX_ARRAY);
  1670. glVertexPointer(3, GL_FLOAT, 0, r_mesh->vertices);
  1671. if (r_mesh->normals)
  1672. {
  1673. glEnableClientState(GL_NORMAL_ARRAY);
  1674. glNormalPointer(3, GL_FLOAT, 0, r_mesh->normals);
  1675. }
  1676. if (r_mesh->colors)
  1677. {
  1678. glEnableClientState(GL_COLOR_ARRAY);
  1679. glColorPointer(4, GL_FLOAT, 0, r_mesh->colors);
  1680. }
  1681. //glTexCoordPointer(2, GL_FLOAT, 0, ttri->st);
  1682. //glDrawArrays(GL_TRIANGLES, i * 3, 3 * j);
  1683. glBegin(GL_TRIANGLES);
  1684. for (r_mesh->texturedTriangles.start();
  1685. r_mesh->texturedTriangles.forward();
  1686. r_mesh->texturedTriangles.next())
  1687. {
  1688. ttri = r_mesh->texturedTriangles.current();
  1689. if (!ttri)
  1690. continue;
  1691. for (k = 0; k < 4; ++k)
  1692. {
  1693. index = mQuads[i].quads[j*4+k];
  1694. glTexCoord2fv(mQuads[i].texcoors[j*4+k]);
  1695. glArrayElement(mVertices[index]);
  1696. }
  1697. }
  1698. glEnd();
  1699. #endif
  1700. // Mongoose 2002.01.08, FIXME 'AMBIENT'
  1701. glColor3fv(WHITE);
  1702. if (mMode == modeWireframe)
  1703. {
  1704. switch (type)
  1705. {
  1706. case roomMesh:
  1707. glColor3fv(YELLOW);
  1708. break;
  1709. case skeletalMesh:
  1710. glColor3fv(WHITE);
  1711. break;
  1712. }
  1713. }
  1714. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1715. glBindTexture(GL_TEXTURE_2D, 1); // White texture for colors
  1716. // Colored Triagles
  1717. for (r_mesh->coloredTriangles.start();
  1718. r_mesh->coloredTriangles.forward();
  1719. r_mesh->coloredTriangles.next())
  1720. {
  1721. ttri = r_mesh->coloredTriangles.current();
  1722. if (!ttri)
  1723. continue;
  1724. if (mMode != modeWireframe && mMode != modeSolid &&
  1725. ttri->texture != lastTexture)
  1726. {
  1727. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1728. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1729. lastTexture = ttri->texture;
  1730. }
  1731. tmpRenderModelMesh(r_mesh, ttri);
  1732. }
  1733. // Colored Rectagles
  1734. for (r_mesh->coloredRectangles.start();
  1735. r_mesh->coloredRectangles.forward();
  1736. r_mesh->coloredRectangles.next())
  1737. {
  1738. ttri = r_mesh->coloredRectangles.current();
  1739. if (!ttri)
  1740. continue;
  1741. if (mMode != modeWireframe && mMode != modeSolid &&
  1742. ttri->texture != lastTexture)
  1743. {
  1744. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1745. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1746. lastTexture = ttri->texture;
  1747. }
  1748. tmpRenderModelMesh(r_mesh, ttri);
  1749. }
  1750. // Textured Tris
  1751. for (r_mesh->texturedTriangles.start();
  1752. r_mesh->texturedTriangles.forward();
  1753. r_mesh->texturedTriangles.next())
  1754. {
  1755. ttri = r_mesh->texturedTriangles.current();
  1756. if (!ttri)
  1757. continue;
  1758. if (mMode != modeWireframe && mMode != modeSolid &&
  1759. ttri->texture != lastTexture)
  1760. {
  1761. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1762. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1763. lastTexture = ttri->texture;
  1764. }
  1765. tmpRenderModelMesh(r_mesh, ttri);
  1766. }
  1767. // Textured Quads
  1768. for (r_mesh->texturedRectangles.start();
  1769. r_mesh->texturedRectangles.forward();
  1770. r_mesh->texturedRectangles.next())
  1771. {
  1772. ttri = r_mesh->texturedRectangles.current();
  1773. if (!ttri)
  1774. continue;
  1775. if (mMode != modeWireframe && mMode != modeSolid &&
  1776. ttri->texture != lastTexture)
  1777. {
  1778. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1779. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1780. lastTexture = ttri->texture;
  1781. }
  1782. tmpRenderModelMesh(r_mesh, ttri);
  1783. }
  1784. }
  1785. void Render::setSkyMesh(int index, bool rot)
  1786. {
  1787. mSkyMesh = index;
  1788. mSkyMeshRotation = rot;
  1789. }
  1790. void Render::ViewModel(entity_t *ent, int index)
  1791. {
  1792. skeletal_model_t *model;
  1793. if (!ent)
  1794. {
  1795. return;
  1796. }
  1797. model = gWorld.getModel(index);
  1798. if (model)
  1799. {
  1800. ent->modelId = index;
  1801. printf("Viewmodel skeletal model %i\n", model->id);
  1802. }
  1803. }
  1804. void Render::RegisterCamera(Camera *camera)
  1805. {
  1806. if (camera)
  1807. {
  1808. mCamera = camera;
  1809. }
  1810. }
  1811. GLString *Render::GetString()
  1812. {
  1813. return &mString;
  1814. }
  1815. void Render::addSkeletalModel(SkeletalModel *mdl)
  1816. {
  1817. mModels.pushBack(mdl);
  1818. }
  1819. void Render::updateViewVolume()
  1820. {
  1821. matrix_t proj;
  1822. matrix_t mdl;
  1823. glGetFloatv(GL_PROJECTION_MATRIX, proj);
  1824. glGetFloatv(GL_MODELVIEW_MATRIX, mdl);
  1825. gViewVolume.updateFrame(proj, mdl);
  1826. }
  1827. bool Render::isVisible(float bbox_min[3], float bbox_max[3])
  1828. {
  1829. // For debugging purposes
  1830. if (mMode == Render::modeWireframe)
  1831. {
  1832. //glPointSize(5.0);
  1833. //glColor3fv(PINK);
  1834. //glBegin(GL_POINTS);
  1835. //glVertex3fv(bbox_min);
  1836. //glVertex3fv(bbox_max);
  1837. //glEnd();
  1838. draw_bbox_color(bbox_min, bbox_max, true, PINK, RED);
  1839. }
  1840. return gViewVolume.isBboxInFrustum(bbox_min, bbox_max);
  1841. }
  1842. bool Render::isVisible(float x, float y, float z)
  1843. {
  1844. // For debugging purposes
  1845. if (mMode == Render::modeWireframe)
  1846. {
  1847. glPointSize(5.0);
  1848. glColor3fv(PINK);
  1849. glBegin(GL_POINTS);
  1850. glVertex3f(x, y, z);
  1851. glEnd();
  1852. }
  1853. return (gViewVolume.isPointInFrustum(x, y, z));
  1854. }
  1855. bool Render::isVisible(float x, float y, float z, float radius)
  1856. {
  1857. // For debugging purposes
  1858. if (mMode == Render::modeWireframe)
  1859. {
  1860. glPointSize(5.0);
  1861. glColor3fv(PINK);
  1862. glBegin(GL_POINTS);
  1863. glVertex3f(x, y, z);
  1864. glEnd();
  1865. }
  1866. return (gViewVolume.isSphereInFrustum(x, y, z, radius));
  1867. }