Open Source Tomb Raider Engine
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Render.cpp 50KB

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  1. /*!
  2. * \file src/Render.cpp
  3. * \brief OpenRaider Renderer class
  4. *
  5. * \author Mongoose
  6. * \author xythobuz
  7. */
  8. #include <algorithm>
  9. #ifdef __APPLE__
  10. #include <OpenGL/gl.h>
  11. #include <OpenGL/glu.h>
  12. #else
  13. #include <GL/gl.h>
  14. #include <GL/glu.h>
  15. #endif
  16. #include <stdlib.h>
  17. #include <math.h>
  18. #include <string.h>
  19. #ifdef USING_EMITTER
  20. #include "Emitter.h"
  21. #endif
  22. #include "global.h"
  23. #include "main.h"
  24. #include "Game.h"
  25. #include "OpenRaider.h"
  26. #include "Render.h"
  27. bool compareEntites(const void *voidA, const void *voidB)
  28. {
  29. entity_t *a = (entity_t *)voidA, *b = (entity_t *)voidB;
  30. vec_t distA, distB;
  31. if (!a || !b)
  32. return false; // error really
  33. distA = gOpenRaider->mGame->mRender->mViewVolume.getDistToSphereFromNear(a->pos[0],
  34. a->pos[1],
  35. a->pos[2],
  36. 1.0f);
  37. distB = gOpenRaider->mGame->mRender->mViewVolume.getDistToSphereFromNear(b->pos[0],
  38. b->pos[1],
  39. b->pos[2],
  40. 1.0f);
  41. return (distA < distB);
  42. }
  43. bool compareStaticModels(const void *voidA, const void *voidB)
  44. {
  45. static_model_t *a = (static_model_t *)voidA, *b = (static_model_t *)voidB;
  46. vec_t distA, distB;
  47. if (!a || !b)
  48. return false; // error really
  49. distA = gOpenRaider->mGame->mRender->mViewVolume.getDistToSphereFromNear(a->pos[0],
  50. a->pos[1],
  51. a->pos[2],
  52. 128.0f);
  53. distB = gOpenRaider->mGame->mRender->mViewVolume.getDistToSphereFromNear(b->pos[0],
  54. b->pos[1],
  55. b->pos[2],
  56. 128.0f);
  57. return (distA < distB);
  58. }
  59. bool compareRoomDist(const void *voidA, const void *voidB)
  60. {
  61. const RenderRoom *a = static_cast<const RenderRoom *>(voidA);
  62. const RenderRoom *b = static_cast<const RenderRoom *>(voidB);
  63. if (!a || !b || !a->room || !b->room)
  64. return false; // error really
  65. return (a->dist < b->dist);
  66. }
  67. ////////////////////////////////////////////////////////////
  68. // Constructors
  69. ////////////////////////////////////////////////////////////
  70. Render::Render()
  71. {
  72. #ifdef USING_EMITTER
  73. mEmitter = 0x0;
  74. #endif
  75. mSkyMesh = -1;
  76. mSkyMeshRotation = false;
  77. mMode = Render::modeDisabled;
  78. mLock = 0;
  79. mFlags = (Render::fRoomAlpha | Render::fViewModel | Render::fSprites |
  80. Render::fRoomModels | Render::fEntityModels |
  81. Render::fUsePortals | fUpdateRoomListPerFrame);
  82. mNextTextureId = NULL;
  83. mNumTexturesLoaded = NULL;
  84. }
  85. Render::~Render()
  86. {
  87. ClearWorld();
  88. }
  89. ////////////////////////////////////////////////////////////
  90. // Public Accessors
  91. ////////////////////////////////////////////////////////////
  92. void Render::screenShot(char *filenameBase)
  93. {
  94. mTexture.glScreenShot(filenameBase, gOpenRaider->mWindow->mWidth, gOpenRaider->mWindow->mHeight);
  95. }
  96. ////////////////////////////////////////////////////////////
  97. // Public Mutators
  98. ////////////////////////////////////////////////////////////
  99. void Render::addRoom(RenderRoom *room)
  100. {
  101. mRooms.push_back(room);
  102. }
  103. void Render::loadTexture(unsigned char *image,
  104. unsigned int width, unsigned int height,
  105. unsigned int id)
  106. {
  107. glColor3fv(WHITE);
  108. mTexture.loadBufferSlot(image, width, height, Texture::RGBA, 32, id);
  109. }
  110. void Render::initTextures(char *textureDir, unsigned int *numLoaded,
  111. unsigned int *nextId)
  112. {
  113. char filename[128];
  114. int snow1_id;
  115. int snow2_id;
  116. int bg_id;
  117. unsigned int numTextures = 0;
  118. unsigned char color[4];
  119. // We want to update as needed later
  120. mNumTexturesLoaded = numLoaded;
  121. mNextTextureId = nextId;
  122. mTexture.reset();
  123. mTexture.setMaxTextureCount(128); /* TR never needs more than 32 iirc
  124. However, color texturegen is a lot */
  125. mTexture.setFlag(Texture::fUseMipmaps);
  126. printf("Processing Textures:\n");
  127. color[0] = 0xff;
  128. color[1] = 0xff;
  129. color[2] = 0xff;
  130. color[3] = 0xff;
  131. if (mTexture.loadColorTexture(color, 32, 32) > -1)
  132. {
  133. ++numTextures;
  134. }
  135. snprintf(filename, 126, "%s/%s", textureDir, "splash.tga");
  136. filename[127] = 0;
  137. if ((bg_id = mTexture.loadTGA(filename)) > -1)
  138. {
  139. ++numTextures;
  140. }
  141. snprintf(filename, 126, "%s/%s", textureDir, "snow.tga");
  142. filename[127] = 0;
  143. if ((snow1_id = mTexture.loadTGA(filename)) > -1)
  144. {
  145. ++numTextures;
  146. }
  147. snprintf(filename, 126, "%s/%s", textureDir, "snow2.tga");
  148. filename[127] = 0;
  149. if ((snow2_id = mTexture.loadTGA(filename)) > -1)
  150. {
  151. ++numTextures;
  152. }
  153. // Weird that it isn't linear, must be some storage deal in Texture
  154. // I forgot about Id allocation
  155. *nextId = snow2_id;
  156. // Setup particle system test
  157. initEmitter("Snow test", 650, snow1_id, snow2_id);
  158. *numLoaded = numTextures;
  159. }
  160. void Render::initEmitter(const char *name, unsigned int size,
  161. unsigned int snowTex1, unsigned int snowTex2)
  162. {
  163. #ifdef USING_EMITTER
  164. if (mEmitter)
  165. delete mEmitter; // Public, so avoid possible leak
  166. // Mongoose 2002.01.01, Screwing around with particle emitter test
  167. // note this is backwards b/c load screen is rendered upsidedown
  168. //mEmitter = new Emitter(/*name*/"snow", size);
  169. mEmitter = new Emitter(name, size);
  170. mEmitter->SetTextureId(snowTex1);
  171. mEmitter->TextureId(120, 280, snowTex2);
  172. mEmitter->TextureId(400, 450, snowTex2);
  173. mEmitter->TextureId(500, 550, snowTex2);
  174. // Mongoose 2002.01.01, Varing force and speed should look
  175. // like varing mass/SA in wind, maybe
  176. mEmitter->Speed(0, 150, 3500, 3000, 3500);
  177. mEmitter->Speed(150, 350, 3000, 4000, 3000);
  178. mEmitter->Speed(400, 500, 2000, 5000, 2000);
  179. mEmitter->Speed(400, 500, 2000, 5000, 2000);
  180. mEmitter->Force(100, 200, 0.0, 7.0, 0.0);
  181. mEmitter->Force(200, 300, 0.0, 5.0, 0.0);
  182. mEmitter->Force(300, 500, 0.0, 10.0, 0.0);
  183. mEmitter->Force(500, 650, 0.0, 9.0, 0.0);
  184. #endif
  185. }
  186. void Render::ClearWorld()
  187. {
  188. gOpenRaider->mGame->mLara = NULL;
  189. mRoomRenderList.clear();
  190. for (unsigned int i = 0; i < mRooms.size(); i++) {
  191. if (mRooms[i])
  192. delete mRooms[i];
  193. }
  194. mRooms.clear();
  195. for (unsigned int i = 0; i < mModels.size(); i++) {
  196. if (mModels[i])
  197. delete mModels[i];
  198. }
  199. mModels.clear();
  200. #ifdef USING_EMITTER
  201. if (mEmitter)
  202. {
  203. delete mEmitter;
  204. mEmitter = 0x0;
  205. }
  206. #endif
  207. }
  208. // Texture must be set to WHITE solid color texture
  209. void renderTrace(int color, vec3_t start, vec3_t end)
  210. {
  211. const float widthStart = 10.0f; //5.0f;
  212. const float widthEnd = 10.0f;
  213. float delta = randomNum(0.01f, 0.16f); // for flicker fx
  214. // Draw two long quads that skrink and fade the they go further out
  215. glBegin(GL_QUADS);
  216. switch (color)
  217. {
  218. case 0:
  219. glColor3f(0.9f - delta, 0.2f, 0.2f);
  220. break;
  221. case 1:
  222. glColor3f(0.2f, 0.9f - delta, 0.2f);
  223. break;
  224. case 2:
  225. default:
  226. glColor3f(0.2f, 0.2f, 0.9f - delta);
  227. }
  228. glVertex3f(start[0], start[1], start[2]);
  229. glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
  230. glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
  231. glVertex3f(end[0], end[1], end[2]);
  232. glVertex3f(start[0], start[1], start[2]);
  233. glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
  234. glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
  235. glVertex3f(end[0], end[1], end[2]);
  236. glVertex3f(start[0], start[1] + widthStart, start[2] + widthStart);
  237. glVertex3f(start[0], start[1] + widthStart, start[2] - widthStart);
  238. glVertex3f(end[0], end[1] + widthEnd, end[2] - widthEnd);
  239. glVertex3f(end[0], end[1] + widthEnd, end[2] + widthEnd);
  240. glEnd();
  241. }
  242. void setLighting(bool on)
  243. {
  244. if (on)
  245. {
  246. glEnable(GL_LIGHTING);
  247. glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
  248. glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, WHITE);
  249. glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, WHITE);
  250. glLightModelfv(GL_LIGHT_MODEL_AMBIENT, DIM_WHITE);
  251. }
  252. else
  253. {
  254. glDisable(GL_LIGHTING);
  255. }
  256. }
  257. void lightRoom(RenderRoom *room)
  258. {
  259. unsigned int i;
  260. Light *light;
  261. for (i = 0; i < room->lights.size(); ++i)
  262. {
  263. light = room->lights[i];
  264. if (!light)
  265. continue;
  266. glEnable(GL_LIGHT0 + i);
  267. switch (light->mType)
  268. {
  269. case Light::typeSpot:
  270. glLightf(GL_LIGHT0 + i, GL_SPOT_CUTOFF, light->mCutoff);
  271. glLightfv(GL_LIGHT0 + i, GL_POSITION, light->mPos);
  272. glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, light->mDir);
  273. glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, light->mColor);
  274. break;
  275. case Light::typePoint:
  276. case Light::typeDirectional:
  277. glLightf(GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, 1.0); // 1.0
  278. // GL_QUADRATIC_ATTENUATION
  279. // GL_LINEAR_ATTENUATION
  280. glLightf(GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, light->mAtt);
  281. glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, light->mColor); // GL_DIFFUSE
  282. glLightfv(GL_LIGHT0 + i, GL_POSITION, light->mPos);
  283. break;
  284. }
  285. }
  286. }
  287. void Render::clearFlags(unsigned int flags)
  288. {
  289. // _defaults |= flags; // Force removal if it wasn't set
  290. mFlags ^= flags;
  291. if (flags & Render::fFog)
  292. {
  293. if (glIsEnabled(GL_FOG))
  294. {
  295. glDisable(GL_FOG);
  296. }
  297. }
  298. if (flags & Render::fGL_Lights)
  299. {
  300. setLighting(false);
  301. }
  302. }
  303. void Render::setFlags(unsigned int flags)
  304. {
  305. mFlags |= flags;
  306. if (flags & Render::fFog)
  307. {
  308. glEnable(GL_FOG);
  309. glFogf(GL_FOG_MODE, GL_EXP2);
  310. glFogf(GL_FOG_DENSITY, 0.00008f);
  311. glFogf(GL_FOG_START, 30000.0f);
  312. glFogf(GL_FOG_END, 50000.0f);
  313. glFogfv(GL_FOG_COLOR, BLACK);
  314. }
  315. if (flags & Render::fGL_Lights)
  316. {
  317. setLighting(true);
  318. }
  319. }
  320. int Render::getMode()
  321. {
  322. return mMode;
  323. }
  324. void Render::setMode(int n)
  325. {
  326. mMode = n;
  327. switch (mMode)
  328. {
  329. case Render::modeDisabled:
  330. break;
  331. case Render::modeSolid:
  332. case Render::modeWireframe:
  333. glClearColor(NEXT_PURPLE[0], NEXT_PURPLE[1],
  334. NEXT_PURPLE[2], NEXT_PURPLE[3]);
  335. glDisable(GL_TEXTURE_2D);
  336. break;
  337. default:
  338. if (mMode == Render::modeLoadScreen)
  339. {
  340. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  341. }
  342. else
  343. {
  344. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  345. }
  346. glClearColor(BLACK[0], BLACK[1], BLACK[2], BLACK[3]);
  347. glEnable(GL_TEXTURE_2D);
  348. }
  349. }
  350. // Replaced the deprecated gluLookAt with slightly modified code from here:
  351. // http://www.khronos.org/message_boards/showthread.php/4991
  352. void CrossProd(float x1, float y1, float z1, float x2, float y2, float z2, float res[3])
  353. {
  354. res[0] = y1*z2 - y2*z1;
  355. res[1] = x2*z1 - x1*z2;
  356. res[2] = x1*y2 - x2*y1;
  357. }
  358. void deprecated_gluLookAt(float eyeX, float eyeY, float eyeZ, float lookAtX, float lookAtY, float lookAtZ, float upX, float upY, float upZ)
  359. {
  360. float f[3];
  361. // calculating the viewing vector
  362. f[0] = lookAtX - eyeX;
  363. f[1] = lookAtY - eyeY;
  364. f[2] = lookAtZ - eyeZ;
  365. float fMag, upMag;
  366. fMag = sqrtf(f[0]*f[0] + f[1]*f[1] + f[2]*f[2]);
  367. upMag = sqrtf(upX*upX + upY*upY + upZ*upZ);
  368. // normalizing the viewing vector
  369. f[0] = f[0]/fMag;
  370. f[1] = f[1]/fMag;
  371. f[2] = f[2]/fMag;
  372. // normalising the up vector. no need for this here if you have your
  373. // up vector already normalised, which is mostly the case.
  374. upX = upX/upMag;
  375. upY = upY/upMag;
  376. upZ = upZ/upMag;
  377. float s[3], u[3];
  378. CrossProd(f[0], f[1], f[2], upX, upY, upZ, s);
  379. CrossProd(s[0], s[1], s[2], f[0], f[1], f[2], u);
  380. float M[]=
  381. {
  382. s[0], u[0], -f[0], 0,
  383. s[1], u[1], -f[1], 0,
  384. s[2], u[2], -f[2], 0,
  385. 0, 0, 0, 1
  386. };
  387. glMultMatrixf(M);
  388. glTranslatef (-eyeX, -eyeY, -eyeZ);
  389. }
  390. void Render::Display()
  391. {
  392. vec3_t curPos;
  393. vec3_t camPos;
  394. vec3_t atPos;
  395. RenderRoom *room;
  396. int index;
  397. #ifdef DEBUG_MATRIX
  398. gl_test_reset();
  399. #endif
  400. switch (mMode)
  401. {
  402. case Render::modeDisabled:
  403. return;
  404. case Render::modeLoadScreen:
  405. //! \fixme entry for seperate main drawing method -- Mongoose 2002.01.01
  406. drawLoadScreen();
  407. return;
  408. default:
  409. ;
  410. }
  411. if (mMode == Render::modeWireframe)
  412. glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  413. else
  414. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  415. index = -1;
  416. if (gOpenRaider->mGame->mLara)
  417. {
  418. float yaw;
  419. int sector;
  420. float camOffsetH = 0.0f;
  421. switch (gOpenRaider->mGame->mLara->moveType)
  422. {
  423. case worldMoveType_fly:
  424. case worldMoveType_noClipping:
  425. case worldMoveType_swim:
  426. camOffsetH = 64.0f;
  427. break;
  428. case worldMoveType_walk:
  429. case worldMoveType_walkNoSwim:
  430. camOffsetH = 512.0f;
  431. break;
  432. }
  433. curPos[0] = gOpenRaider->mGame->mLara->pos[0];
  434. curPos[1] = gOpenRaider->mGame->mLara->pos[1];
  435. curPos[2] = gOpenRaider->mGame->mLara->pos[2];
  436. yaw = gOpenRaider->mGame->mLara->angles[1];
  437. index = gOpenRaider->mGame->mLara->room;
  438. // Mongoose 2002.08.24, New 3rd person camera hack
  439. camPos[0] = curPos[0];
  440. camPos[1] = curPos[1] - camOffsetH; // UP is lower val
  441. camPos[2] = curPos[2];
  442. camPos[0] -= (1024.0f * sinf(yaw));
  443. camPos[2] -= (1024.0f * cosf(yaw));
  444. sector = gOpenRaider->mGame->mWorld.getSector(index, camPos[0], camPos[2]);
  445. // Handle camera out of world
  446. if (sector < 0 || gOpenRaider->mGame->mWorld.isWall(index, sector))
  447. {
  448. camPos[0] = curPos[0] + (64.0f * sinf(yaw));
  449. camPos[1] -= 64.0f;
  450. camPos[2] = curPos[2] + (64.0f * cosf(yaw));
  451. }
  452. gOpenRaider->mGame->mCamera->setPosition(camPos);
  453. }
  454. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  455. glLoadIdentity();
  456. // Setup view in OpenGL with camera
  457. gOpenRaider->mGame->mCamera->update();
  458. gOpenRaider->mGame->mCamera->getPosition(camPos);
  459. gOpenRaider->mGame->mCamera->getTarget(atPos);
  460. // Mongoose 2002.08.13, Quick fix to render OpenRaider upside down
  461. // gluLookAt(camPos[0], camPos[1], camPos[2], atPos[0], atPos[1], atPos[2], 0.0, -1.0, 0.0);
  462. deprecated_gluLookAt(camPos[0], camPos[1], camPos[2], atPos[0], atPos[1], atPos[2], 0.0f, -1.0f, 0.0f);
  463. // Update view volume for vising
  464. updateViewVolume();
  465. // Let's see the LoS -- should be event controled
  466. if (gOpenRaider->mGame->mLara)
  467. {
  468. // SkeletalModel *mdl = (SkeletalModel *)gOpenRaider->mGame->mLara->tmpHook;
  469. // Draw in solid colors
  470. glDisable(GL_TEXTURE_2D);
  471. glDisable(GL_CULL_FACE);
  472. if (gOpenRaider->mGame->mLara->state == 64) // eWeaponFire
  473. {
  474. vec3_t u, v; //, s, t;
  475. // Center of gOpenRaider->mGame->mLara
  476. u[0] = curPos[0];
  477. u[1] = curPos[1] - 512.0f;
  478. u[2] = curPos[2];
  479. // Location gOpenRaider->mGame->mLara is aiming at? ( Not finished yet )
  480. v[0] = u[0] + (9000.0f * sinf(gOpenRaider->mGame->mLara->angles[1]));
  481. v[1] = u[1] + (9000.0f * sinf(gOpenRaider->mGame->mLara->angles[2]));
  482. v[2] = u[2] + (9000.0f * cosf(gOpenRaider->mGame->mLara->angles[1]));
  483. // Test tracing of aim
  484. renderTrace(0, u, v); // v = target
  485. }
  486. entity_t *route = gOpenRaider->mGame->mLara->master;
  487. while (route)
  488. {
  489. if (route->master)
  490. {
  491. renderTrace(1, route->pos, route->master->pos);
  492. }
  493. route = route->master;
  494. }
  495. glEnable(GL_CULL_FACE);
  496. glEnable(GL_TEXTURE_2D);
  497. }
  498. // Render world
  499. glColor3fv(DIM_WHITE); // was WHITE
  500. drawSkyMesh(96.0);
  501. // Figure out how much of the map to render
  502. newRoomRenderList(index);
  503. // Room solid pass, need to do depth sorting to avoid 2 pass render
  504. for (unsigned int i = 0; i < mRoomRenderList.size(); i++)
  505. {
  506. room = mRoomRenderList[i];
  507. if (room)
  508. {
  509. if (mFlags & Render::fGL_Lights)
  510. {
  511. lightRoom(room);
  512. }
  513. drawRoom(room, false);
  514. }
  515. }
  516. // Draw all visible enities
  517. if (mFlags & Render::fEntityModels)
  518. {
  519. entity_t *e;
  520. std::vector<entity_t *> entityRenderList;
  521. std::vector<entity_t *> *entities = gOpenRaider->mGame->mWorld.getEntities();
  522. for (unsigned int i = 0; i < entities->size(); i++)
  523. {
  524. e = entities->at(i);
  525. // Mongoose 2002.03.26, Don't show lara to it's own player
  526. if (!e || e == gOpenRaider->mGame->mLara)
  527. {
  528. continue;
  529. }
  530. // Mongoose 2002.08.15, Nothing to draw, skip
  531. // Mongoose 2002.12.24, Some entities have no animation =p
  532. if (e->tmpHook)
  533. {
  534. SkeletalModel *mdl = static_cast<SkeletalModel *>(e->tmpHook);
  535. if (mdl->model->animation.empty())
  536. continue;
  537. }
  538. // Is it in view volume? ( Hack to use sphere )
  539. if (!isVisible(e->pos[0], e->pos[1], e->pos[2], 512.0f))
  540. continue;
  541. // Is it in a room we're rendering?
  542. //if (mRoomRenderList[e->room] == 0x0)
  543. //{
  544. // continue;
  545. //}
  546. entityRenderList.push_back(e);
  547. }
  548. // Draw objects not tied to rooms
  549. glPushMatrix();
  550. drawObjects();
  551. glPopMatrix();
  552. // Depth sort entityRenderList with qsort
  553. std::sort(entityRenderList.begin(), entityRenderList.end(), compareEntites);
  554. for (unsigned int i = 0; i < entityRenderList.size(); i++)
  555. {
  556. e = entityRenderList[i];
  557. glPushMatrix();
  558. glTranslatef(e->pos[0], e->pos[1], e->pos[2]);
  559. glRotatef(e->angles[1], 0, 1, 0);
  560. drawModel(static_cast<SkeletalModel *>(e->tmpHook));
  561. glPopMatrix();
  562. }
  563. }
  564. // Room alpha pass
  565. // Skip room alpha pass for modes w/o texture
  566. if (!(mMode == Render::modeSolid || mMode == Render::modeWireframe))
  567. {
  568. for (unsigned int i = 0; i < mRoomRenderList.size(); i++)
  569. {
  570. room = mRoomRenderList[i];
  571. if (room)
  572. {
  573. drawRoom(room, true);
  574. }
  575. }
  576. }
  577. #ifdef USING_EMITTER_IN_GAME
  578. // Mongoose 2002.01.01, Test particle prototype in game
  579. if (EMIT && mFlags & RENDER_F_PARTICLES)
  580. {
  581. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  582. glPushMatrix();
  583. glLoadIdentity();
  584. glEnable(GL_BLEND);
  585. glRotatef(180.0, 1.0, 0.0, 0.0);
  586. glTranslatef(0.0, -820.0, 575.0);
  587. glScalef(80.0, 80.0, 80.0);
  588. EMIT->Draw();
  589. glPopMatrix();
  590. // Mongoose 2002.03.26, Account for particle system
  591. // not using new binds by setting WHITE texture here
  592. mTexture.bindTextureId(0);
  593. }
  594. #endif
  595. if (mMode == Render::modeWireframe)
  596. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  597. #ifdef USING_EMITTER
  598. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  599. #endif
  600. // Mongoose 2002.01.01, Test matrix ops
  601. #ifdef DEBUG_MATRIX
  602. if (gl_test_val())
  603. {
  604. printf("ERROR in matrix stack %i\n", gl_test_val());
  605. }
  606. #endif
  607. glFlush();
  608. }
  609. void Render::drawLoadScreen()
  610. {
  611. float x = 0.0f, y = 0.0f, z = -160.0f;
  612. float w, h;
  613. if (gOpenRaider->mWindow->mWidth < gOpenRaider->mWindow->mHeight)
  614. w = h = (float)gOpenRaider->mWindow->mWidth;
  615. else
  616. w = h = (float)gOpenRaider->mWindow->mHeight;
  617. if (mTexture.getTextureCount() <= 0)
  618. return;
  619. // Mongoose 2002.01.01, Rendered while game is loading...
  620. //! \fixme seperate logo/particle coor later
  621. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  622. glLoadIdentity();
  623. glColor3fv(WHITE);
  624. if (mFlags & Render::fGL_Lights)
  625. glDisable(GL_LIGHTING);
  626. // Mongoose 2002.01.01, Draw logo/load screen
  627. glTranslatef(0.0f, 0.0f, -2000.0f);
  628. glRotatef(180.0f, 1.0f, 0.0f, 0.0f);
  629. glBindTexture(GL_TEXTURE_2D, 2); //! \fixme store texture id somewhere
  630. glBegin(GL_TRIANGLE_STRIP);
  631. glTexCoord2f(1.0, 1.0);
  632. glVertex3f(x + w, y + h, z);
  633. glTexCoord2f(0.0, 1.0);
  634. glVertex3f(x - w, y + h, z);
  635. glTexCoord2f(1.0, 0.0);
  636. glVertex3f(x + w, y - h, z);
  637. glTexCoord2f(0.0, 0.0);
  638. glVertex3f(x - w, y - h, z);
  639. glEnd();
  640. if (mFlags & Render::fGL_Lights)
  641. glEnable(GL_LIGHTING);
  642. #ifdef USING_EMITTER
  643. // Mongoose 2002.01.01, Test particle prototype on load screen
  644. if (mEmitter && mFlags & Render::fParticles)
  645. {
  646. glPushMatrix();
  647. glLoadIdentity();
  648. glEnable(GL_BLEND);
  649. glRotatef(180.0, 1.0, 0.0, 0.0);
  650. glTranslatef(0.0, -820.0, 575.0);
  651. glScalef(80.0, 80.0, 80.0);
  652. // Update view volume for vising
  653. updateViewVolume();
  654. mViewVolume.getFrustum(mEmitter->mFrustum);
  655. mEmitter->Flags(Emitter::fUseDepthSorting, true);
  656. mEmitter->Draw();
  657. glPopMatrix();
  658. }
  659. #endif
  660. glFlush();
  661. }
  662. void Render::newRoomRenderList(int index)
  663. {
  664. static int currentRoomId = -1;
  665. RenderRoom *room;
  666. if (mFlags & Render::fUsePortals)
  667. {
  668. if (index == -1) // -1 is error, so draw room 0, for the hell of it
  669. {
  670. room = mRooms[0];
  671. mRoomRenderList.clear();
  672. if (room)
  673. {
  674. mRoomRenderList.push_back(room);
  675. }
  676. }
  677. else
  678. {
  679. // Update room render list if needed
  680. if (mFlags & Render::fUpdateRoomListPerFrame ||
  681. currentRoomId != index)
  682. {
  683. mRoomRenderList.clear();
  684. room = mRooms[index];
  685. buildRoomRenderList(room);
  686. }
  687. }
  688. }
  689. else // Render all rooms pretty much
  690. {
  691. if (currentRoomId != index || index == -1)
  692. {
  693. printf("*** Room render list -> %i\n", index);
  694. mRoomRenderList.clear();
  695. for (unsigned int i = 0; i < mRooms.size(); i++)
  696. {
  697. room = mRooms[i];
  698. if (!room || !room->room)
  699. continue;
  700. if (!isVisible(room->room->bbox_min, room->room->bbox_max))
  701. continue;
  702. //room->dist =
  703. //mViewVolume.getDistToBboxFromNear(room->room->bbox_min,
  704. // room->room->bbox_max);
  705. mRoomRenderList.push_back(room);
  706. }
  707. }
  708. }
  709. // Depth Sort roomRenderList ( no use in that, work on portals first )
  710. std::sort(mRoomRenderList.begin(), mRoomRenderList.end(), compareRoomDist);
  711. currentRoomId = index;
  712. }
  713. void Render::buildRoomRenderList(RenderRoom *rRoom)
  714. {
  715. RenderRoom *rRoom2;
  716. // Must exist
  717. if (!rRoom || !rRoom->room)
  718. return;
  719. // Must be visible
  720. //! \fixme Add depth sorting here - remove multipass
  721. if (!isVisible(rRoom->room->bbox_min, rRoom->room->bbox_max))
  722. return;
  723. // Must not already be cached
  724. for (unsigned int i = 0; i < mRoomRenderList.size(); i++)
  725. {
  726. rRoom2 = mRoomRenderList[i];
  727. if (rRoom2 == rRoom)
  728. return;
  729. }
  730. //rRoom->dist =
  731. //mViewVolume.getDistToBboxFromNear(rRoom->room->bbox_min,
  732. // rRoom->room->bbox_max);
  733. /* Add current room to list */
  734. mRoomRenderList.push_back(rRoom);
  735. if (mFlags & Render::fOneRoom)
  736. {
  737. return;
  738. }
  739. else if (mFlags & Render::fAllRooms) /* Are you serious? */
  740. {
  741. for (unsigned int i = 0; i < mRooms.size(); i++)
  742. {
  743. rRoom2 = mRooms[i];
  744. if (rRoom2 && rRoom2 != rRoom)
  745. {
  746. buildRoomRenderList(rRoom2);
  747. }
  748. }
  749. return;
  750. }
  751. // Try to add adj rooms and their adj rooms, skip this room
  752. for (unsigned int i = 1; i < rRoom->room->adjacentRooms.size(); i++)
  753. {
  754. if (rRoom->room->adjacentRooms[i] < 0)
  755. continue;
  756. rRoom2 = mRooms[rRoom->room->adjacentRooms[i]];
  757. // Mongoose 2002.03.22, Add portal visibility check here
  758. if (rRoom2 && rRoom2 != rRoom)
  759. {
  760. buildRoomRenderList(rRoom2);
  761. }
  762. }
  763. }
  764. void Render::drawSkyMesh(float scale)
  765. {
  766. skeletal_model_t *model = gOpenRaider->mGame->mWorld.getModel(mSkyMesh);
  767. if (!model)
  768. return;
  769. glDisable(GL_DEPTH_TEST);
  770. glPushMatrix();
  771. if (mSkyMeshRotation)
  772. {
  773. glRotated(90.0, 1, 0, 0);
  774. }
  775. glTranslated(0.0, 1000.0, 0.0);
  776. glScaled(scale, scale, scale);
  777. //drawModel(model);
  778. //drawModelMesh(gOpenRaider->mGame->mWorld.getMesh(mSkyMesh), );
  779. glPopMatrix();
  780. glEnable(GL_DEPTH_TEST);
  781. }
  782. void Render::drawObjects()
  783. {
  784. #ifdef USING_FPS_CAMERA
  785. vec3_t curPos;
  786. #endif
  787. sprite_seq_t *sprite;
  788. int frame;
  789. // Draw lara or other player model ( move to entity rendering method )
  790. if (mFlags & Render::fViewModel && gOpenRaider->mGame->mLara && gOpenRaider->mGame->mLara->tmpHook)
  791. {
  792. SkeletalModel *mdl = static_cast<SkeletalModel *>(gOpenRaider->mGame->mLara->tmpHook);
  793. if (mdl)
  794. {
  795. // Mongoose 2002.03.22, Test 'idle' aniamtions
  796. if (!gOpenRaider->mGame->mLara->moving)
  797. {
  798. frame = mdl->getIdleAnimation();
  799. // Mongoose 2002.08.15, Stop flickering of idle lara here
  800. if (frame == 11)
  801. {
  802. mdl->setFrame(0);
  803. }
  804. }
  805. else
  806. {
  807. frame = mdl->getAnimation();
  808. }
  809. animation_frame_t *animation = mdl->model->animation[frame];
  810. if (animation && mdl->getFrame() > (int)animation->frame.size()-1)
  811. {
  812. mdl->setFrame(0);
  813. }
  814. }
  815. glPushMatrix();
  816. #ifdef USING_FPS_CAMERA
  817. gOpenRaider->mGame->mCamera->getPosition(curPos);
  818. glTranslated(curPos[0], curPos[1], curPos[2]);
  819. glRotated(gOpenRaider->mGame->mCamera->getYaw(), 0, 1, 0);
  820. glTranslated(0, 500, 1200);
  821. #else
  822. glTranslated(gOpenRaider->mGame->mLara->pos[0], gOpenRaider->mGame->mLara->pos[1], gOpenRaider->mGame->mLara->pos[2]);
  823. glRotated(gOpenRaider->mGame->mCamera->getYaw(), 0, 1, 0);
  824. #endif
  825. drawModel(static_cast<SkeletalModel *>(gOpenRaider->mGame->mLara->tmpHook));
  826. glPopMatrix();
  827. }
  828. // Mongoose 2002.03.22, Draw sprites after player to handle alpha
  829. if (mFlags & Render::fSprites)
  830. {
  831. std::vector<sprite_seq_t *> *sprites;
  832. sprites = gOpenRaider->mGame->mWorld.getSprites();
  833. for (unsigned int i = 0; i < sprites->size(); i++)
  834. {
  835. sprite = sprites->at(i);
  836. if (!sprite)
  837. continue;
  838. if (sprite->sprite && sprite->num_sprites)
  839. {
  840. for (int j = 0; j < sprite->num_sprites; j++)
  841. {
  842. drawSprite((sprite_t *)(sprite->sprite+j));
  843. }
  844. }
  845. }
  846. }
  847. }
  848. void Render::drawModel(SkeletalModel *model)
  849. {
  850. animation_frame_t *animation;
  851. bone_frame_t *boneframe;
  852. bone_frame_t *boneframe2 = 0x0;
  853. bone_tag_t *tag;
  854. bone_tag_t *tag2;
  855. int bframe, aframe;
  856. skeletal_model_t *mdl;
  857. if (!model || !model->model)
  858. return;
  859. mdl = model->model;
  860. aframe = model->getAnimation();
  861. bframe = model->getFrame();
  862. animation = mdl->animation[aframe];
  863. if (!animation)
  864. {
  865. #ifdef DEBUG
  866. printf("ERROR: No animation for model[%i].aframe[%i] %lu\n",
  867. mdl->id, aframe, mdl->animation.size());
  868. #endif
  869. return;
  870. }
  871. if (animation->frame.empty())
  872. {
  873. #ifdef DEBUG_RENDER
  874. printf("ERROR: No boneframes?!?! *** %i:%i ***\n",
  875. mdl->id, bframe);
  876. #endif
  877. return;
  878. }
  879. boneframe = animation->frame[bframe];
  880. if (!boneframe)
  881. return;
  882. if (boneframe->tag.empty())
  883. {
  884. printf("Empty bone frame?!?!\n");
  885. return;
  886. }
  887. glTranslatef(boneframe->pos[0], boneframe->pos[1], boneframe->pos[2]);
  888. for (unsigned int a = 0; a < boneframe->tag.size(); a++)
  889. {
  890. tag = boneframe->tag[a];
  891. if (!tag)
  892. continue;
  893. if (a == 0)
  894. {
  895. if (!equalEpsilon(tag->rot[1], 0.0f)) // was just if (tag->rot[1])
  896. glRotatef(tag->rot[1], 0, 1, 0);
  897. if (!equalEpsilon(tag->rot[0], 0.0f))
  898. glRotatef(tag->rot[0], 1, 0, 0);
  899. if (!equalEpsilon(tag->rot[2], 0.0f))
  900. glRotatef(tag->rot[2], 0, 0, 1);
  901. }
  902. else
  903. {
  904. if (tag->flag & 0x01)
  905. glPopMatrix();
  906. if (tag->flag & 0x02)
  907. glPushMatrix();
  908. glTranslatef(tag->off[0], tag->off[1], tag->off[2]);
  909. if (!equalEpsilon(tag->rot[1], 0.0f))
  910. glRotatef(tag->rot[1], 0, 1, 0);
  911. if (!equalEpsilon(tag->rot[0], 0.0f))
  912. glRotatef(tag->rot[0], 1, 0, 0);
  913. if (!equalEpsilon(tag->rot[2], 0.0f))
  914. glRotatef(tag->rot[2], 0, 0, 1);
  915. }
  916. // Draw layered lara in TR4 ( 2 meshes per tag )
  917. if (mdl->tr4Overlay == 1)
  918. {
  919. boneframe2 = (mdl->animation[0])->frame[0];
  920. if (boneframe2)
  921. {
  922. tag2 = boneframe2->tag[a];
  923. if (tag2)
  924. {
  925. drawModelMesh(gOpenRaider->mGame->mWorld.getMesh(tag2->mesh), Render::skeletalMesh);
  926. }
  927. }
  928. }
  929. if (mFlags & Render::fRenderPonytail)
  930. {
  931. if (mdl->ponytailId > 0 &&
  932. a == 14)
  933. {
  934. glPushMatrix();
  935. // Mongoose 2002.08.30, TEST to align offset
  936. glTranslatef(mdl->ponytail[0], mdl->ponytail[1], mdl->ponytail[2]);
  937. glRotatef(mdl->ponytailAngle, 1, 0, 0);
  938. // HACK: To fill TR4 void between ponytail/head
  939. // since no vertex welds are implemented yet
  940. if (mdl->tr4Overlay == 1)
  941. {
  942. glScalef(1.20f, 1.20f, 1.20f);
  943. }
  944. #ifdef EXPERIMENTAL_NON_ITEM_RENDER
  945. drawModel(mModels[mdl->ponytail], 0, 0);
  946. #else
  947. for (unsigned int i = 0; i < mdl->ponytailNumMeshes; ++i)
  948. {
  949. glPushMatrix();
  950. if (i > 0)
  951. {
  952. glRotatef(randomNum(-8.0f, -10.0f), 1, 0, 0);
  953. glRotatef(randomNum(-5.0f, 5.0f), 0, 1, 0);
  954. glRotatef(randomNum(-5.0f, 5.0f), 0, 0, 1);
  955. glTranslatef(0.0, 0.0, mdl->ponyOff);
  956. }
  957. if (mdl->pigtails)
  958. {
  959. glPushMatrix();
  960. glTranslatef(mdl->ponyOff2, 0.0, 0.0);
  961. drawModelMesh(gOpenRaider->mGame->mWorld.getMesh(mdl->ponytailMeshId + i),
  962. Render::skeletalMesh);
  963. glPopMatrix();
  964. glPushMatrix();
  965. glTranslatef(-mdl->ponyOff2, 0.0, 0.0);
  966. drawModelMesh(gOpenRaider->mGame->mWorld.getMesh(mdl->ponytailMeshId + i),
  967. Render::skeletalMesh);
  968. glPopMatrix();
  969. }
  970. else
  971. {
  972. drawModelMesh(gOpenRaider->mGame->mWorld.getMesh(mdl->ponytailMeshId + i),
  973. Render::skeletalMesh);
  974. }
  975. }
  976. for (unsigned int i = 0; i < mdl->ponytailNumMeshes; ++i)
  977. {
  978. glPopMatrix();
  979. }
  980. #endif
  981. glPopMatrix();
  982. }
  983. }
  984. drawModelMesh(gOpenRaider->mGame->mWorld.getMesh(tag->mesh), Render::skeletalMesh);
  985. }
  986. // Cycle frames ( cheap hack from old ent state based system )
  987. if (mFlags & fAnimateAllModels)
  988. {
  989. if (model->getFrame() + 1 > (int)animation->frame.size()-1)
  990. {
  991. model->setFrame(0);
  992. }
  993. else
  994. {
  995. model->setFrame(model->getFrame()+1);
  996. }
  997. }
  998. }
  999. void draw_bbox(vec3_t min, vec3_t max, bool draw_points)
  1000. {
  1001. // Bind before entering now
  1002. //glBindTexture(GL_TEXTURE_2D, 1);
  1003. glPointSize(4.0);
  1004. //glLineWidth(1.25);
  1005. //! \fixme Need to make custom color key for this
  1006. glColor3fv(RED);
  1007. glBegin(GL_POINTS);
  1008. glVertex3f(max[0], max[1], max[2]);
  1009. glVertex3f(min[0], min[1], min[2]);
  1010. if (draw_points)
  1011. {
  1012. glVertex3f(max[0], min[1], max[2]);
  1013. glVertex3f(min[0], max[1], max[2]);
  1014. glVertex3f(max[0], max[1], min[2]);
  1015. glVertex3f(min[0], min[1], max[2]);
  1016. glVertex3f(min[0], max[1], min[2]);
  1017. glVertex3f(max[0], min[1], min[2]);
  1018. }
  1019. glEnd();
  1020. glColor3fv(GREEN);
  1021. glBegin(GL_LINES);
  1022. // max, top quad
  1023. glVertex3f(max[0], max[1], max[2]);
  1024. glVertex3f(max[0], min[1], max[2]);
  1025. glVertex3f(max[0], max[1], max[2]);
  1026. glVertex3f(min[0], max[1], max[2]);
  1027. glVertex3f(max[0], max[1], max[2]);
  1028. glVertex3f(max[0], max[1], min[2]);
  1029. // max-min, vertical quads
  1030. glVertex3f(min[0], max[1], max[2]);
  1031. glVertex3f(min[0], max[1], min[2]);
  1032. glVertex3f(max[0], min[1], max[2]);
  1033. glVertex3f(max[0], min[1], min[2]);
  1034. glVertex3f(max[0], min[1], max[2]);
  1035. glVertex3f(min[0], min[1], max[2]);
  1036. // min-max, vertical quads
  1037. glVertex3f(max[0], max[1], min[2]);
  1038. glVertex3f(max[0], min[1], min[2]);
  1039. glVertex3f(max[0], max[1], min[2]);
  1040. glVertex3f(min[0], max[1], min[2]);
  1041. glVertex3f(min[0], max[1], max[2]);
  1042. glVertex3f(min[0], min[1], max[2]);
  1043. // min, bottom quad
  1044. glVertex3f(min[0], min[1], min[2]);
  1045. glVertex3f(min[0], max[1], min[2]);
  1046. glVertex3f(min[0], min[1], min[2]);
  1047. glVertex3f(max[0], min[1], min[2]);
  1048. glVertex3f(min[0], min[1], min[2]);
  1049. glVertex3f(min[0], min[1], max[2]);
  1050. glEnd();
  1051. glPointSize(1.0);
  1052. //glLineWidth(1.0);
  1053. }
  1054. void draw_bbox_color(vec3_t min, vec3_t max, bool draw_points,
  1055. const vec4_t c1, const vec4_t c2)
  1056. {
  1057. // Bind before entering now
  1058. //glBindTexture(GL_TEXTURE_2D, 1);
  1059. glPointSize(4.0);
  1060. //glLineWidth(1.25);
  1061. //! \fixme Need to make custom color key for this
  1062. glColor3fv(c1);
  1063. glBegin(GL_POINTS);
  1064. glVertex3f(max[0], max[1], max[2]);
  1065. glVertex3f(min[0], min[1], min[2]);
  1066. if (draw_points)
  1067. {
  1068. glVertex3f(max[0], min[1], max[2]);
  1069. glVertex3f(min[0], max[1], max[2]);
  1070. glVertex3f(max[0], max[1], min[2]);
  1071. glVertex3f(min[0], min[1], max[2]);
  1072. glVertex3f(min[0], max[1], min[2]);
  1073. glVertex3f(max[0], min[1], min[2]);
  1074. }
  1075. glEnd();
  1076. glColor3fv(c2);
  1077. glBegin(GL_LINES);
  1078. // max, top quad
  1079. glVertex3f(max[0], max[1], max[2]);
  1080. glVertex3f(max[0], min[1], max[2]);
  1081. glVertex3f(max[0], max[1], max[2]);
  1082. glVertex3f(min[0], max[1], max[2]);
  1083. glVertex3f(max[0], max[1], max[2]);
  1084. glVertex3f(max[0], max[1], min[2]);
  1085. // max-min, vertical quads
  1086. glVertex3f(min[0], max[1], max[2]);
  1087. glVertex3f(min[0], max[1], min[2]);
  1088. glVertex3f(max[0], min[1], max[2]);
  1089. glVertex3f(max[0], min[1], min[2]);
  1090. glVertex3f(max[0], min[1], max[2]);
  1091. glVertex3f(min[0], min[1], max[2]);
  1092. // min-max, vertical quads
  1093. glVertex3f(max[0], max[1], min[2]);
  1094. glVertex3f(max[0], min[1], min[2]);
  1095. glVertex3f(max[0], max[1], min[2]);
  1096. glVertex3f(min[0], max[1], min[2]);
  1097. glVertex3f(min[0], max[1], max[2]);
  1098. glVertex3f(min[0], min[1], max[2]);
  1099. // min, bottom quad
  1100. glVertex3f(min[0], min[1], min[2]);
  1101. glVertex3f(min[0], max[1], min[2]);
  1102. glVertex3f(min[0], min[1], min[2]);
  1103. glVertex3f(max[0], min[1], min[2]);
  1104. glVertex3f(min[0], min[1], min[2]);
  1105. glVertex3f(min[0], min[1], max[2]);
  1106. glEnd();
  1107. glPointSize(1.0);
  1108. //glLineWidth(1.0);
  1109. }
  1110. void Render::drawRoom(RenderRoom *rRoom, bool draw_alpha)
  1111. {
  1112. room_mesh_t *room;
  1113. if (!rRoom || !rRoom->room)
  1114. return;
  1115. room = rRoom->room;
  1116. if (!(mFlags & Render::fRoomAlpha) && draw_alpha)
  1117. return;
  1118. glPushMatrix();
  1119. //LightingSetup();
  1120. glBindTexture(GL_TEXTURE_2D, 1); // WHITE texture
  1121. if (!draw_alpha &&
  1122. (mFlags & Render::fPortals || mMode == Render::modeWireframe))
  1123. {
  1124. portal_t *portal;
  1125. glLineWidth(2.0);
  1126. glColor3fv(RED);
  1127. for (unsigned int i = 0; i < room->portals.size(); i++)
  1128. {
  1129. portal = room->portals[i];
  1130. if (!portal)
  1131. continue;
  1132. glBegin(GL_LINE_LOOP);
  1133. glVertex3fv(portal->vertices[0]);
  1134. glVertex3fv(portal->vertices[1]);
  1135. glVertex3fv(portal->vertices[2]);
  1136. glVertex3fv(portal->vertices[3]);
  1137. glEnd();
  1138. }
  1139. glLineWidth(1.0);
  1140. #ifdef OBSOLETE
  1141. glColor3fv(RED);
  1142. for (i = 0; i < (int)room->num_boxes; ++i)
  1143. {
  1144. // Mongoose 2002.08.14, This is a simple test -
  1145. // these like portals are really planes
  1146. glBegin(GL_QUADS);
  1147. glVertex3fv(room->boxes[i].a.pos);
  1148. glVertex3fv(room->boxes[i].b.pos);
  1149. glVertex3fv(room->boxes[i].c.pos);
  1150. glVertex3fv(room->boxes[i].d.pos);
  1151. glEnd();
  1152. }
  1153. #endif
  1154. }
  1155. if (mMode == Render::modeWireframe && !draw_alpha)
  1156. {
  1157. draw_bbox(room->bbox_min, room->bbox_max, true);
  1158. }
  1159. glTranslated(room->pos[0], room->pos[1], room->pos[2]);
  1160. // Reset since GL_MODULATE used, reset to WHITE
  1161. glColor3fv(WHITE);
  1162. switch (mMode)
  1163. {
  1164. case modeWireframe:
  1165. rRoom->mesh.mMode = Mesh::MeshModeWireframe;
  1166. break;
  1167. case modeSolid:
  1168. rRoom->mesh.mMode = Mesh::MeshModeSolid;
  1169. break;
  1170. default:
  1171. rRoom->mesh.mMode = Mesh::MeshModeTexture;
  1172. break;
  1173. }
  1174. if (draw_alpha)
  1175. {
  1176. rRoom->mesh.drawAlpha();
  1177. }
  1178. else
  1179. {
  1180. rRoom->mesh.drawSolid();
  1181. }
  1182. glPopMatrix();
  1183. //mTexture.bindTextureId(0);
  1184. // Draw other room meshes and sprites
  1185. if (draw_alpha || mMode == modeWireframe || mMode == modeSolid)
  1186. {
  1187. if (mFlags & Render::fRoomModels)
  1188. {
  1189. static_model_t *mdl;
  1190. for (unsigned int i = 0; i < room->models.size(); i++)
  1191. {
  1192. mdl = room->models[i];
  1193. if (!mdl)
  1194. continue;
  1195. mdl->pos[0] += room->pos[0];
  1196. mdl->pos[1] += room->pos[1];
  1197. mdl->pos[2] += room->pos[2];
  1198. // Depth sort room model render list with qsort
  1199. std::sort(room->models.begin(), room->models.end(), compareStaticModels);
  1200. mdl->pos[0] -= room->pos[0];
  1201. mdl->pos[1] -= room->pos[1];
  1202. mdl->pos[2] -= room->pos[2];
  1203. }
  1204. for (unsigned int i = 0; i < room->models.size(); i++)
  1205. {
  1206. drawRoomModel(room->models[i]);
  1207. }
  1208. }
  1209. // Draw other room alpha polygon objects
  1210. if (mFlags & Render::fSprites)
  1211. {
  1212. for (unsigned int i = 0; i < room->sprites.size(); i++)
  1213. {
  1214. drawSprite(room->sprites[i]);
  1215. }
  1216. }
  1217. }
  1218. }
  1219. void Render::drawSprite(sprite_t *sprite)
  1220. {
  1221. if (!sprite)
  1222. return;
  1223. if (!isVisible(sprite->pos[0], sprite->pos[1], sprite->pos[2],
  1224. sprite->radius))
  1225. return;
  1226. glPushMatrix();
  1227. glTranslated(sprite->pos[0], sprite->pos[1], sprite->pos[2]);
  1228. // Sprites must always face camera, because they have no depth =)
  1229. glRotated(gOpenRaider->mGame->mCamera->getYaw(), 0, 1, 0);
  1230. switch (mMode)
  1231. {
  1232. // No vertex lighting on sprites, as far as I see in specs
  1233. // So just draw normal texture, no case 2
  1234. case Render::modeSolid:
  1235. glBegin(GL_TRIANGLE_STRIP);
  1236. glColor3f(sprite->texel[0].st[0], sprite->texel[0].st[1], 0.5);
  1237. glVertex3fv(sprite->vertex[0].pos);
  1238. glColor3f(sprite->texel[1].st[0], sprite->texel[1].st[1], 0.5);
  1239. glVertex3fv(sprite->vertex[1].pos);
  1240. glColor3f(sprite->texel[3].st[0], sprite->texel[3].st[1], 0.5);
  1241. glVertex3fv(sprite->vertex[3].pos);
  1242. glColor3f(sprite->texel[2].st[0], sprite->texel[2].st[1], 0.5);
  1243. glVertex3fv(sprite->vertex[2].pos);
  1244. glEnd();
  1245. break;
  1246. case Render::modeWireframe:
  1247. glColor3fv(CYAN);
  1248. glBegin(GL_LINE_LOOP);
  1249. glVertex3fv(sprite->vertex[0].pos);
  1250. glVertex3fv(sprite->vertex[1].pos);
  1251. glVertex3fv(sprite->vertex[2].pos);
  1252. glVertex3fv(sprite->vertex[3].pos);
  1253. glEnd();
  1254. glColor3fv(WHITE);
  1255. break;
  1256. default:
  1257. glBindTexture(GL_TEXTURE_2D, sprite->texture+1);
  1258. glBegin(GL_TRIANGLE_STRIP);
  1259. glTexCoord2fv(sprite->texel[0].st);
  1260. glVertex3fv(sprite->vertex[0].pos);
  1261. glTexCoord2fv(sprite->texel[1].st);
  1262. glVertex3fv(sprite->vertex[1].pos);
  1263. glTexCoord2fv(sprite->texel[3].st);
  1264. glVertex3fv(sprite->vertex[3].pos);
  1265. glTexCoord2fv(sprite->texel[2].st);
  1266. glVertex3fv(sprite->vertex[2].pos);
  1267. glEnd();
  1268. }
  1269. glPopMatrix();
  1270. }
  1271. void Render::drawRoomModel(static_model_t *mesh)
  1272. {
  1273. model_mesh_t *r_mesh;
  1274. if (!mesh)
  1275. return;
  1276. r_mesh = gOpenRaider->mGame->mWorld.getMesh(mesh->index);
  1277. if (!r_mesh)
  1278. return;
  1279. if (!isVisible(mesh->pos[0], mesh->pos[1], mesh->pos[2], r_mesh->radius))
  1280. return;
  1281. glPushMatrix();
  1282. glTranslated(mesh->pos[0], mesh->pos[1], mesh->pos[2]);
  1283. glRotated(mesh->yaw, 0, 1, 0);
  1284. drawModelMesh(r_mesh, roomMesh);
  1285. glPopMatrix();
  1286. }
  1287. void Render::tmpRenderModelMesh(model_mesh_t *r_mesh, texture_tri_t *ttri)
  1288. {
  1289. glBegin(GL_TRIANGLES);
  1290. switch (mMode)
  1291. {
  1292. case modeSolid:
  1293. case modeVertexLight:
  1294. if (r_mesh->colors)
  1295. {
  1296. glColor3fv(r_mesh->colors+ttri->index[0]);
  1297. glTexCoord2fv(ttri->st);
  1298. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1299. glColor3fv(r_mesh->colors+ttri->index[1]);
  1300. glTexCoord2fv(ttri->st+2);
  1301. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1302. glColor3fv(r_mesh->colors+ttri->index[2]);
  1303. glTexCoord2fv(ttri->st+4);
  1304. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1305. }
  1306. else if (r_mesh->normals)
  1307. {
  1308. glNormal3fv(r_mesh->normals+ttri->index[0]*3);
  1309. glTexCoord2fv(ttri->st);
  1310. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1311. glNormal3fv(r_mesh->normals+ttri->index[1]*3);
  1312. glTexCoord2fv(ttri->st+2);
  1313. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1314. glNormal3fv(r_mesh->normals+ttri->index[2]*3);
  1315. glTexCoord2fv(ttri->st+4);
  1316. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1317. }
  1318. else
  1319. {
  1320. glTexCoord2fv(ttri->st);
  1321. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1322. glTexCoord2fv(ttri->st+2);
  1323. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1324. glTexCoord2fv(ttri->st+4);
  1325. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1326. }
  1327. break;
  1328. case modeWireframe:
  1329. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1330. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1331. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1332. break;
  1333. default:
  1334. glTexCoord2fv(ttri->st);
  1335. glVertex3fv(r_mesh->vertices+ttri->index[0]*3);
  1336. glTexCoord2fv(ttri->st+2);
  1337. glVertex3fv(r_mesh->vertices+ttri->index[1]*3);
  1338. glTexCoord2fv(ttri->st+4);
  1339. glVertex3fv(r_mesh->vertices+ttri->index[2]*3);
  1340. }
  1341. glEnd();
  1342. }
  1343. void Render::drawModelMesh(model_mesh_t *r_mesh, RenderMeshType type)
  1344. {
  1345. texture_tri_t *ttri;
  1346. int lastTexture = -1;
  1347. // If they pass NULL structs let it hang up - this is tmp
  1348. //! \fixme Duh, vis tests need to be put back
  1349. //if (!isVisible(r_mesh->center, r_mesh->radius, r_mesh->bbox))
  1350. //{
  1351. // return;
  1352. //}
  1353. #ifdef USE_GL_ARRAYS
  1354. // Setup Arrays ( move these to another method depends on mMode )
  1355. glEnableClientState(GL_VERTEX_ARRAY);
  1356. glVertexPointer(3, GL_FLOAT, 0, r_mesh->vertices);
  1357. if (r_mesh->normals)
  1358. {
  1359. glEnableClientState(GL_NORMAL_ARRAY);
  1360. glNormalPointer(3, GL_FLOAT, 0, r_mesh->normals);
  1361. }
  1362. if (r_mesh->colors)
  1363. {
  1364. glEnableClientState(GL_COLOR_ARRAY);
  1365. glColorPointer(4, GL_FLOAT, 0, r_mesh->colors);
  1366. }
  1367. //glTexCoordPointer(2, GL_FLOAT, 0, ttri->st);
  1368. //glDrawArrays(GL_TRIANGLES, i * 3, 3 * j);
  1369. glBegin(GL_TRIANGLES);
  1370. for (unsigned int i = 0; i < r_mesh->texturedTriangles.size(); i++)
  1371. {
  1372. ttri = r_mesh->texturedTriangles[i];
  1373. if (!ttri)
  1374. continue;
  1375. for (k = 0; k < 4; ++k)
  1376. {
  1377. index = mQuads[i].quads[j*4+k];
  1378. glTexCoord2fv(mQuads[i].texcoors[j*4+k]);
  1379. glArrayElement(mVertices[index]);
  1380. }
  1381. }
  1382. glEnd();
  1383. #endif
  1384. //! \fixme 'AMBIENT' -- Mongoose 2002.01.08
  1385. glColor3fv(WHITE);
  1386. if (mMode == modeWireframe)
  1387. {
  1388. switch (type)
  1389. {
  1390. case roomMesh:
  1391. glColor3fv(YELLOW);
  1392. break;
  1393. case skeletalMesh:
  1394. glColor3fv(WHITE);
  1395. break;
  1396. }
  1397. }
  1398. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1399. glBindTexture(GL_TEXTURE_2D, 1); // White texture for colors
  1400. // Colored Triagles
  1401. for (unsigned int i = 0; i < r_mesh->coloredTriangles.size(); i++)
  1402. {
  1403. ttri = r_mesh->coloredTriangles[i];
  1404. if (!ttri)
  1405. continue;
  1406. if (mMode != modeWireframe && mMode != modeSolid &&
  1407. ttri->texture != lastTexture)
  1408. {
  1409. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1410. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1411. lastTexture = ttri->texture;
  1412. }
  1413. tmpRenderModelMesh(r_mesh, ttri);
  1414. }
  1415. // Colored Rectagles
  1416. for (unsigned int i = 0; i < r_mesh->coloredRectangles.size(); i++)
  1417. {
  1418. ttri = r_mesh->coloredRectangles[i];
  1419. if (!ttri)
  1420. continue;
  1421. if (mMode != modeWireframe && mMode != modeSolid &&
  1422. ttri->texture != lastTexture)
  1423. {
  1424. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1425. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1426. lastTexture = ttri->texture;
  1427. }
  1428. tmpRenderModelMesh(r_mesh, ttri);
  1429. }
  1430. // Textured Tris
  1431. for (unsigned int i = 0; i < r_mesh->texturedTriangles.size(); i++)
  1432. {
  1433. ttri = r_mesh->texturedTriangles[i];
  1434. if (!ttri)
  1435. continue;
  1436. if (mMode != modeWireframe && mMode != modeSolid &&
  1437. ttri->texture != lastTexture)
  1438. {
  1439. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1440. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1441. lastTexture = ttri->texture;
  1442. }
  1443. tmpRenderModelMesh(r_mesh, ttri);
  1444. }
  1445. // Textured Quads
  1446. for (unsigned int i = 0; i < r_mesh->texturedRectangles.size(); i++)
  1447. {
  1448. ttri = r_mesh->texturedRectangles[i];
  1449. if (!ttri)
  1450. continue;
  1451. if (mMode != modeWireframe && mMode != modeSolid &&
  1452. ttri->texture != lastTexture)
  1453. {
  1454. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  1455. glBindTexture(GL_TEXTURE_2D, ttri->texture+1);
  1456. lastTexture = ttri->texture;
  1457. }
  1458. tmpRenderModelMesh(r_mesh, ttri);
  1459. }
  1460. }
  1461. void Render::setSkyMesh(int index, bool rot)
  1462. {
  1463. mSkyMesh = index;
  1464. mSkyMeshRotation = rot;
  1465. }
  1466. void Render::ViewModel(entity_t *ent, int index)
  1467. {
  1468. skeletal_model_t *model;
  1469. if (!ent)
  1470. {
  1471. return;
  1472. }
  1473. model = gOpenRaider->mGame->mWorld.getModel(index);
  1474. if (model)
  1475. {
  1476. ent->modelId = index;
  1477. printf("Viewmodel skeletal model %i\n", model->id);
  1478. }
  1479. }
  1480. void Render::addSkeletalModel(SkeletalModel *mdl)
  1481. {
  1482. mModels.push_back(mdl);
  1483. }
  1484. void Render::updateViewVolume()
  1485. {
  1486. matrix_t proj;
  1487. matrix_t mdl;
  1488. glGetFloatv(GL_PROJECTION_MATRIX, proj);
  1489. glGetFloatv(GL_MODELVIEW_MATRIX, mdl);
  1490. mViewVolume.updateFrame(proj, mdl);
  1491. }
  1492. bool Render::isVisible(float bbox_min[3], float bbox_max[3])
  1493. {
  1494. // For debugging purposes
  1495. if (mMode == Render::modeWireframe)
  1496. {
  1497. //glPointSize(5.0);
  1498. //glColor3fv(PINK);
  1499. //glBegin(GL_POINTS);
  1500. //glVertex3fv(bbox_min);
  1501. //glVertex3fv(bbox_max);
  1502. //glEnd();
  1503. draw_bbox_color(bbox_min, bbox_max, true, PINK, RED);
  1504. }
  1505. return mViewVolume.isBboxInFrustum(bbox_min, bbox_max);
  1506. }
  1507. bool Render::isVisible(float x, float y, float z)
  1508. {
  1509. // For debugging purposes
  1510. if (mMode == Render::modeWireframe)
  1511. {
  1512. glPointSize(5.0);
  1513. glColor3fv(PINK);
  1514. glBegin(GL_POINTS);
  1515. glVertex3f(x, y, z);
  1516. glEnd();
  1517. }
  1518. return (mViewVolume.isPointInFrustum(x, y, z));
  1519. }
  1520. bool Render::isVisible(float x, float y, float z, float radius)
  1521. {
  1522. // For debugging purposes
  1523. if (mMode == Render::modeWireframe)
  1524. {
  1525. glPointSize(5.0);
  1526. glColor3fv(PINK);
  1527. glBegin(GL_POINTS);
  1528. glVertex3f(x, y, z);
  1529. glEnd();
  1530. }
  1531. return (mViewVolume.isSphereInFrustum(x, y, z, radius));
  1532. }