Example #1
0
void get_2d_object_under_mouse()
{
	unsigned int i, l;
	float least_z = 1.0f;
	
	//First draw everyone with the same alpha test
    	
	glPushMatrix();
	glClearDepth(least_z);
	glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
	
	for (i = get_intersect_start(main_bbox_tree, TYPE_2D_NO_ALPHA_OBJECT); i < get_intersect_stop(main_bbox_tree, TYPE_2D_NO_ALPHA_OBJECT); i++)
	{
		l = get_intersect_item_ID(main_bbox_tree, i);
#ifdef EXTRA_DEBUG
		if (!obj_2d_list[l])
		{
			ERR();
			continue;
		}
#endif
		draw_2d_object(obj_2d_list[l]);
		if(evaluate_collision(&least_z)){
			selected_2d_object = l;
		}
	}
	
	//Then draw all that needs a change
	for (i = get_intersect_start(main_bbox_tree, TYPE_2D_ALPHA_OBJECT); i < get_intersect_stop(main_bbox_tree, TYPE_2D_ALPHA_OBJECT); i++)
	{
		l = get_intersect_item_ID(main_bbox_tree, i);
#ifdef EXTRA_DEBUG
		if (!obj_2d_list[l])
		{
			ERR();
			continue;
		}
#endif
		draw_2d_object(obj_2d_list[l]);
		if(evaluate_collision(&least_z)){
			selected_2d_object = l;
		}
	}
	
	glPopMatrix();
#ifdef OPENGL_TRACE
CHECK_GL_ERRORS();
#endif //OPENGL_TRACE
}
Example #2
0
void display_2d_objects()
{
	unsigned int i, l, start, stop;
#ifdef  SIMPLE_LOD
	int dist;
	int x, y;
#endif //SIMPLE_LOD
#ifdef CLUSTER_INSIDES_OLD
	short cluster = get_actor_cluster ();
#endif

#ifdef  SIMPLE_LOD
	x= -camera_x;
	y= -camera_y;
#endif //SIMPLE_LOD

	//First draw everyone with the same alpha test
#ifdef	FSAA
	if (fsaa > 1)
	{
		glEnable(GL_MULTISAMPLE);
	}
#endif	/* FSAA */
	glEnable(GL_ALPHA_TEST);
	glAlphaFunc(GL_GREATER, 0.18f);

	if (!dungeon && !(!clouds_shadows && !use_shadow_mapping))
	{
		if(clouds_shadows)
		{
			//bind the detail texture
			ELglActiveTextureARB(detail_unit);
			glEnable(GL_TEXTURE_2D);
			//glBindTexture(GL_TEXTURE_2D, texture_cache[ground_detail_text].texture_id);
			bind_texture_unbuffered(ground_detail_text);
		}
		ELglActiveTextureARB(base_unit);
		glEnable(GL_TEXTURE_2D);
	}

	get_intersect_start_stop(main_bbox_tree, TYPE_2D_NO_ALPHA_OBJECT, &start, &stop);
	for (i = start; i < stop; i++)
	{
		l = get_intersect_item_ID(main_bbox_tree, i);
#ifdef CLUSTER_INSIDES_OLD
		if (obj_2d_list[l]->cluster && obj_2d_list[l]->cluster != cluster)
			// Object is on a different cluster as our actor, don't show it
			continue;
#endif
#ifdef  SIMPLE_LOD
		// simple size/distance culling
		dist= (x-obj_2d_list[l]->x_pos)*(x-obj_2d_list[l]->x_pos) + (y-obj_2d_list[l]->y_pos)*(y-obj_2d_list[l]->y_pos);
		if(/*dist > 10*10 &&*/ 1000*max2f(obj_2d_list[l]->obj_pointer->x_size, obj_2d_list[l]->obj_pointer->y_size)/(dist) < 5) continue;
#endif  //SIMPLE_LOD
		draw_2d_object(obj_2d_list[l]);
	}
	
	//Then draw all that needs a change
	get_intersect_start_stop(main_bbox_tree, TYPE_2D_ALPHA_OBJECT, &start, &stop);
	for (i = start; i < stop; i++)
	{
		l = get_intersect_item_ID(main_bbox_tree, i);
#ifdef  SIMPLE_LOD
		// simple size/distance culling
		dist= (x-obj_2d_list[l]->x_pos)*(x-obj_2d_list[l]->x_pos) + (y-obj_2d_list[l]->y_pos)*(y-obj_2d_list[l]->y_pos);
		if(/*dist > 10*10 &&*/ 1000*max2f(obj_2d_list[l]->obj_pointer->x_size, obj_2d_list[l]->obj_pointer->y_size)/(dist) < 5) continue;
#endif  //SIMPLE_LOD
		glAlphaFunc(GL_GREATER, obj_2d_list[l]->obj_pointer->alpha_test);
		draw_2d_object(obj_2d_list[l]);
	}

	if (!dungeon && !(!clouds_shadows && !use_shadow_mapping))
	{
    		//disable the multitexturing
		ELglActiveTextureARB(detail_unit);
		glDisable(GL_TEXTURE_2D);
		ELglActiveTextureARB(base_unit);
	}

#ifdef	FSAA
	if (fsaa > 1)
	{
		glDisable(GL_MULTISAMPLE);
	}
#endif	/* FSAA */
	glDisable(GL_ALPHA_TEST);
#ifdef OPENGL_TRACE
CHECK_GL_ERRORS();
#endif //OPENGL_TRACE
}
Example #3
0
void draw_3d_objects(unsigned int object_type)
{
	unsigned int    start, stop;
	unsigned int    i, l;
	int is_selflit, is_transparent, is_ground;
#ifdef  SIMPLE_LOD
	int x, y, dist;
#endif
#ifdef CLUSTER_INSIDES_OLD
	short cluster = get_actor_cluster ();
#endif

#ifdef SIMPLE_LOD
	x= -camera_x;
	y= -camera_y;
#endif

 	cur_e3d= NULL;
#ifdef  DEBUG
	cur_e3d_count= 0;
#endif  //DEBUG

	get_intersect_start_stop(main_bbox_tree, object_type, &start, &stop);
	// nothing to draw?
	if(start >= stop){
		return;
	}

	// reduce CPU usage while minimized
	if(!(SDL_GetAppState()&SDL_APPACTIVE)){
		// not actually drawing, fake it
		// now loop through each object
		for (i=start; i<stop; i++)
		{
			int	j;

			j = get_intersect_item_ID(main_bbox_tree, i);
			l = get_3dobject_index(j);
			if (objects_list[l] == NULL) continue;
			//track the usage
			cache_use(objects_list[l]->e3d_data->cache_ptr);
		}
		// and all done
		return;
	}

	// find the modes we need
	is_selflit= is_self_lit_3d_object(object_type);
	is_transparent= is_alpha_3d_object(object_type);
	is_ground= is_ground_3d_object(object_type);
	// set the modes we need
	if (is_selflit && (!is_day || dungeon))
	{
		glDisable(GL_LIGHTING);
	}

#ifdef	FSAA
	if (fsaa > 1)
	{
		glEnable(GL_MULTISAMPLE);
	}
#endif	/* FSAA */
	if(is_transparent) {
#ifdef	NEW_ALPHA
		if(use_3d_alpha_blend){
			glEnable(GL_BLEND);
			glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
		}
#endif	//NEW_ALPHA
		//enable alpha filtering, so we have some alpha key
		glEnable(GL_ALPHA_TEST);
		if(is_ground)glAlphaFunc(GL_GREATER,0.23f);
#ifdef OLD_MISC_OBJ_DIR
		else glAlphaFunc(GL_GREATER,0.06f);
#else
		else glAlphaFunc(GL_GREATER,0.3f);
#endif
		glDisable(GL_CULL_FACE);
	}