Esempio n. 1
0
/*-----------------------------------------------------------------------------
    Name        : primModeClearFunction2
    Description : Disables the primitive drawing mode.
    Inputs      : void
    Outputs     : sets primModeEnabled FALSE
    Return      : void
----------------------------------------------------------------------------*/
void primModeClearFunction2(void)
{
    glShadeModel(GL_SMOOTH);
    glEnable(GL_DEPTH_TEST);
    rndLightingEnable(TRUE);                                //and lighting
    rndTextureEnable(TRUE);
    glMatrixMode(GL_PROJECTION);
    glPopMatrix();
    glMatrixMode(GL_MODELVIEW);
    glPopMatrix();

    primModeEnabled = FALSE;
}
Esempio n. 2
0
/*-----------------------------------------------------------------------------
    Name        : primModeSetFunction2
    Description : Enables the primitive drawing mode.
    Inputs      : void
    Outputs     : sets primModeEnabled TRUE
    Return      : void
----------------------------------------------------------------------------*/
void primModeSetFunction2(void)
{
    glShadeModel(GL_FLAT);
    glDisable(GL_ALPHA_TEST);
    glDisable(GL_BLEND);

    glPushMatrix();
    glLoadIdentity();
    glMatrixMode(GL_PROJECTION);
    glPushMatrix();                                         //perform no transformations on the 2D primitives
    glLoadIdentity();
    glMatrixMode(GL_MODELVIEW);
    rndLightingEnable(FALSE);                               //mouse is self-illuminated
    rndTextureEnable(FALSE);
    glDisable(GL_DEPTH_TEST);

    primModeEnabled = TRUE;
}
Esempio n. 3
0
void hrDrawBackground(void)
{
    real32 x, y;

    rndClearToBlack();

    // Draw the cached background bitmap using glDrawPixels
    if (hrBackgroundImage)
    {
        x = -((real32)hrBackXSize / (real32)MAIN_WindowWidth);
        y = -((real32)hrBackYSize / (real32)MAIN_WindowHeight);

        rndTextureEnable(FALSE);
        rndLightingEnable(FALSE);
        glDisable(GL_BLEND);
        glDisable(GL_DEPTH_TEST);
        glRasterPos2f(x, y);
        if (hrDrawPixelsSupported())
        {
            glDrawPixels(hrBackXSize, hrBackYSize, GL_RGBA, GL_UNSIGNED_BYTE, hrBackgroundImage);
        }
    }
}
Esempio n. 4
0
/*-----------------------------------------------------------------------------
    Name        : svShipViewRender
    Description : Callback which draws the main ship view.
    Inputs      : standard FE callback
    Outputs     : ..
    Return      : void
----------------------------------------------------------------------------*/
void svShipViewRender(featom* atom, regionhandle region)
{
    rectangle drawRect;
    rectangle* rect;
    rectangle viewRect;
    fonthandle currentFont;
    GLint viewPort[4];
    GLint box[4];
    ShipStaticInfo* info;
    real32 scale;
    sdword width, height;
    sdword x, y;
    keyindex key;
    char* keystring;
    bool resetRender = FALSE;
    char    temp[100];

    // facilitates smooth transition between auto/manual rotation of ship
    static real32 angle_user_rotated_to       = 0.0f;
    static real32 declination_user_rotated_to = 0.0f;
    static real32 time_user_rotated_view      = 0.0f;
           real32 real_time_angle             = 0.0f;
    static real32 user_real_angle_offset      = 0.0f;
    
    rect = &region->rect;
    viewRect.x0 = 0;
    viewRect.y0 = 0;
    viewRect.x1 = MAIN_WindowWidth  - 1;
    viewRect.y1 = MAIN_WindowHeight - 1;
    info = NULL;

    if (svShipType != DefaultShip)
    {
        if (universe.curPlayerPtr)
        {
            info = GetShipStaticInfoSafe(svShipType, universe.curPlayerPtr->race);
        }
        if (info == NULL)
        {
            info = GetShipStaticInfoSafe(svShipType, GetValidRaceForShipType(svShipType));
        }
        if (info == NULL)
        {
            return;
        }
    }

    svShipViewRegion = region;

    if (!resetRender)
    {
        if (svMouseInside)
        {
            ferDrawFocusWindow(region, lw_focus);
        }
        else
        {
            ferDrawFocusWindow(region, lw_normal);
        }
    }

    soundEventUpdate();

    currentFont = fontMakeCurrent(svShipViewFont);

    if (region->flags == 0 || region->flags == RPE_DrawFunctionAdded)
    {                                         //if region not processed yet
        region->flags =
            RPE_Enter | RPE_Exit |
            RPE_WheelDown | RPE_WheelUp |
            RPE_PressLeft | RPE_ReleaseLeft |
            RPE_PressRight | RPE_ReleaseRight;

        regFunctionSet(region, (regionfunction) svReadMouseEvent);               //set new region handler function
    }

    //scale = *svScale[svShipType];
        //svCamera.closestZoom  = *svMinZoom[svShipType];
    //svCamera.farthestZoom = *svMaxZoom[svShipType];

    scale = 1.0f; //*svScale[svShipType];

    if(svShipType != DefaultShip)
    {
        svCamera.closestZoom = info->minimumZoomDistance*svZoomInScalar;
        svCamera.farthestZoom = (svCamera.closestZoom+info->staticheader.staticCollInfo.approxcollspheresize)*svZoomOutScalar;
        if(ReZoom)
        {
            ReZoom=FALSE;
            cameraZoom(&svCamera,1.0f,FALSE);
        }

        if (svMouseInside && (wheel_down || wheel_up))
        {
            cameraControl(&svCamera, FALSE);
        }
        else if (svMouseInside && svMousePressRight)
        {
            camMouseX = (svMouseCentreX - mouseCursorX()) * 4;      //was 2
            camMouseY = (svMouseCentreY - mouseCursorY()) * 4;
            savecamMouseX = savecamMouseX * SPIN_FEEDBACK +
                (real32)camMouseX * (1.0f - SPIN_FEEDBACK);
            cameraControl(&svCamera, FALSE);                         //update the camera

            mouseCursorHide();
            mousePositionSet(svMouseCentreX, svMouseCentreY); // Reset position so it doesn't walk off region

            // keep track of where the user left the camera so we can sync auto-rotation with it
            angle_user_rotated_to       = svCamera.angle;
            declination_user_rotated_to = svCamera.declination;
            time_user_rotated_view      = universe.totaltimeelapsed;
        }
        else // auto rotate ship model
        {
            // continual 360 degree yaw rotation
            real_time_angle = DEG_TO_RAD(remainder(universe.totaltimeelapsed, SV_360_ROTATION_SECS) / SV_360_ROTATION_SECS * 360);

            if (angle_user_rotated_to >= 0.0) {
                user_real_angle_offset = angle_user_rotated_to - real_time_angle;
                angle_user_rotated_to = -1.0;
            }

            svCamera.angle = real_time_angle + user_real_angle_offset;
            
            // collapse pitch to default declination
            if (time_user_rotated_view > 0.0) {
                if (universe.totaltimeelapsed > time_user_rotated_view + SV_PITCH_FLATTEN_SECS) {
                    svCamera.declination = DEG_TO_RAD(svDeclination);
                    time_user_rotated_view = 0.0;
                }
                else {
                    svCamera.declination = declination_user_rotated_to + (DEG_TO_RAD(svDeclination) - declination_user_rotated_to) * ((universe.totaltimeelapsed - time_user_rotated_view) / SV_PITCH_FLATTEN_SECS);
                }
            }
            
            if (svMouseInside) mouseCursorShow();
        }
    }
    //rotation

    drawRect.x0 = rect->x0 + SV_ViewMargin;
    drawRect.y0 = rect->y0 + SV_ViewMargin;
    drawRect.x1 = rect->x1 - SV_ViewMargin;
    drawRect.y1 = rect->y1 - SV_ViewMargin;

    width  = drawRect.x1 - drawRect.x0;
    height = drawRect.y1 - drawRect.y0;

    glGetIntegerv(GL_VIEWPORT, viewPort);
    glViewport(drawRect.x0, MAIN_WindowHeight - drawRect.y1, width, height);

    primModeSet2();
    if (!resetRender)
    {
        primRectSolid2(&viewRect, FEC_Background);
    }
    primModeClear2();

    glEnable(GL_SCISSOR_TEST);
    glGetIntegerv(GL_SCISSOR_BOX, box);
    glScissor(drawRect.x0, MAIN_WindowHeight - drawRect.y1, width, height);
    glClear(GL_DEPTH_BUFFER_BIT);
    glDisable(GL_SCISSOR_TEST);

    rndPerspectiveCorrection(TRUE);

    //svCamera.lookatpoint.x = -info->staticheader.staticCollInfo.collsphereoffset.z * scale;
    //svCamera.lookatpoint.y = -info->staticheader.staticCollInfo.collsphereoffset.x * scale;
    //svCamera.lookatpoint.z = -info->staticheader.staticCollInfo.collsphereoffset.y * scale;
    if (svShipType == DefaultShip)
    {
        svCamera.lookatpoint.x=0.0f;
        svCamera.lookatpoint.y=0.0f;
        svCamera.lookatpoint.z=0.0f;
    }
    else
    {
        svCamera.lookatpoint.x = -info->staticheader.staticCollInfo.collsphereoffset.z;
        svCamera.lookatpoint.y = -info->staticheader.staticCollInfo.collsphereoffset.x;
        svCamera.lookatpoint.z = -info->staticheader.staticCollInfo.collsphereoffset.y;
    }

    cameraSetEyePosition(&svCamera);

    rndLightingEnable(TRUE);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();

    rgluPerspective(
        svCamera.fieldofview,
        (float)(width) / (float)(height) /*rndAspectRatio*/,    //set projection matrix
        svCamera.clipPlaneNear,
        svCamera.clipPlaneFar);

    glMatrixMode(GL_MODELVIEW);

    glLoadIdentity();

    rgluLookAt(
        svCamera.eyeposition.x,
        svCamera.eyeposition.y,
        svCamera.eyeposition.z,
        svCamera.lookatpoint.x,
        svCamera.lookatpoint.y,
        svCamera.lookatpoint.z,
        svCamera.upvector.x,
        svCamera.upvector.y,
        svCamera.upvector.z);

    glPushMatrix();

    glRotatef(-90.0f, 0.0f, 1.0f, 0.0f);

    glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat *)(&rndCameraMatrix));
    glGetFloatv(GL_PROJECTION_MATRIX, (GLfloat *)(&rndProjectionMatrix));

    glEnable(GL_NORMALIZE);

    glLightfv(GL_LIGHT0, GL_POSITION, lightPosition0);      //position light(s) within world

    glScalef(scale, scale, scale);

    if (svShipType != DefaultShip)
    {
        sdword index;
        //try player index colours first
        index = universe.curPlayerIndex;
        if (info->teamColor[index] == 0)
        {
            //colour scheme doesn't exist, search for something valid
            for (index = 0; index < MAX_MULTIPLAYER_PLAYERS; index++)
            {
                if (info->teamColor[index] != 0)
                {
                    break;
                }
            }
            if (index == MAX_MULTIPLAYER_PLAYERS)
            {
                //this ship doesn't have any colour info,
                //at least avoid a GPF
                index = universe.curPlayerIndex;
            }
        }
        meshRender((meshdata *)info->staticheader.LOD->level[0].pData, index);
    }

    glDisable(GL_NORMALIZE);

    glPopMatrix();

    primModeSet2();

    glScissor(box[0], box[1], box[2], box[3]);
    glViewport(viewPort[0], viewPort[1], viewPort[2], viewPort[3]);

    rndLightingEnable(FALSE);
    rndPerspectiveCorrection(FALSE);

    x = rect->x0 + 2 + SV_ViewMargin;
    y = rect->y0 + 2 + SV_ViewMargin;

    if (svShipType != DefaultShip && !resetRender)
    {
        fontPrintf(
            x,
            y,
            FEC_ListItemStandard,
            "%s",
            ShipTypeToNiceStr(svShipType));

        y += fontHeight(" ");

        sprintf(temp, "%s %d %s",strGetString(strSVCost),info->buildCost, strGetString(strSVRUs));

        fontPrintf(
            x,
            y,
            FEC_ListItemStandard,
            temp);

        if (cmPrintHotKey)
        {
            x = rect->x1 - 2 - SV_ViewMargin;
            y = rect->y0 + 2 + SV_ViewMargin;

            key = cmShipTypeToKey(svShipType);
            keystring = opKeyToNiceString((keyindex)(key & 0x00ff));

            if (key & CM_SHIFT)
            {
                width = fontWidthf("[SHIFT-%s]",keystring);
                fontPrintf(
                    x-width,
                    y,
                    FEC_ListItemStandard,
                    "[SHIFT-%s]",
                    keystring);
            }
            else if (key)
            {
                width = fontWidthf("[%s]",keystring);
                fontPrintf(
                    x-width,
                    y,
                    FEC_ListItemStandard,
                    "[%s]",
                    keystring);
            }
        }
    }
    fontMakeCurrent(currentFont);

    svDirtyShipView();
}
Esempio n. 5
0
/*-----------------------------------------------------------------------------
    Name        : btgRender
    Description : renders the background.  assumes modelview already set
    Inputs      :
    Outputs     :
    Return      :
----------------------------------------------------------------------------*/
void btgRender()
{
    udword nStar;
    sdword lightOn, index;
    GLboolean texOn, blendOn, depthOn;
    udword* dlast;
    udword* dnext;
    static sdword lastFade = 255;

#if MR_KEYBOARD_CHEATS
    extern bool gMosaic;
#endif

    if (btgHead == NULL)
    {
#ifdef _WIN32
        btgLoad("BTG\\default.btg");
#else
        btgLoad("BTG/default.btg");
#endif
    }

#if MR_KEYBOARD_CHEATS
    glShadeModel(gMosaic ? GL_FLAT : GL_SMOOTH);
#else
    glShadeModel(GL_SMOOTH);
#endif
    glGetFloatv(GL_COLOR_CLEAR_VALUE, _bgColor);
    for (index = 0; index < 4; index++)
    {
        _bgByte[index] = (GLubyte)(_bgColor[index] * 255.0f);
    }

    dnext = (udword*)_bgByte;
    dlast = (udword*)lastbg;

    depthOn = glIsEnabled(GL_DEPTH_TEST);
    lightOn = rndLightingEnable(FALSE);
    texOn = glIsEnabled(GL_TEXTURE_2D);
    blendOn = glIsEnabled(GL_BLEND);
    glDisable(GL_DEPTH_TEST);
    glDisable(GL_CULL_FACE);
    glDisable(GL_TEXTURE_2D);
    glEnable(GL_BLEND);
    rndAdditiveBlends(FALSE);

    if (useVBO) glBindBuffer(GL_ARRAY_BUFFER, vboTransVerts);

    //polys
    if (btgFade != lastFade || *dnext != *dlast)
    {
        if (btgFade < 0)
        {
            btgFade = 255;
        }
#ifndef _WIN32_FIXME
        btgColorVertices();
#endif
        if (useVBO) glBufferData(GL_ARRAY_BUFFER, btgHead->numVerts * sizeof(btgTransVertex), btgTransVerts, GL_STATIC_DRAW);
        *dlast = *dnext;
        lastFade = btgFade;
    }

    //use DrawElements to render the bg polys
    glEnableClientState(GL_COLOR_ARRAY);
    glEnableClientState(GL_VERTEX_ARRAY);
    if (useVBO) {
        glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(btgTransVertex), 0);
        glVertexPointer(3, GL_FLOAT, sizeof(btgTransVertex), (GLvoid*)4);
        glBindBuffer(GL_ARRAY_BUFFER, 0);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIndices);
        glDrawElements(GL_TRIANGLES, 3 * btgHead->numPolys, GL_UNSIGNED_SHORT, 0);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
    } else {
        glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(btgTransVertex), (GLubyte*)btgTransVerts);
        glVertexPointer(3, GL_FLOAT, sizeof(btgTransVertex), ((GLubyte*)btgTransVerts) + 4);
        glDrawElements(GL_TRIANGLES, 3 * btgHead->numPolys, GL_UNSIGNED_SHORT, btgIndices);
    }
    glDisableClientState(GL_COLOR_ARRAY);

    //stars
    rndPerspectiveCorrection(FALSE);
    rndAdditiveBlends(TRUE);

    trClearCurrent();
    glEnable(GL_TEXTURE_2D);
    rndTextureEnvironment(RTE_Modulate);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
    if (useVBO) {
        glBindBuffer(GL_ARRAY_BUFFER, vboTransStars);
        glVertexPointer(3, GL_FLOAT, sizeof(GLfloat) * 5, 0);
        glTexCoordPointer(2, GL_FLOAT, sizeof(GLfloat) * 5, (GLubyte*)sizeof(vector));
        glBindBuffer(GL_ARRAY_BUFFER, 0);
    } else {
        glVertexPointer(3, GL_FLOAT, sizeof(GLfloat) * 5, (GLubyte*)btgTransStars);
        glTexCoordPointer(2, GL_FLOAT, sizeof(GLfloat) * 5, ((GLubyte*)btgTransStars) + sizeof(vector));
    }

    for (nStar = 0; nStar < btgHead->numStars; nStar++) {
        if (btgStars[nStar].glhandle) {
            glColor4ub((GLubyte)btgStars[nStar].red, (GLubyte)btgStars[nStar].green, (GLubyte)btgStars[nStar].blue, (GLubyte)btgStars[nStar].alpha);
            glBindTexture(GL_TEXTURE_2D, btgStars[nStar].glhandle);
            glDrawArrays(GL_TRIANGLE_STRIP, nStar * 4, 4);
         }
    }

    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
    glDisableClientState(GL_VERTEX_ARRAY);

    glDisable(GL_BLEND);

    rndAdditiveBlends(FALSE);

    rndLightingEnable(lightOn);
    if (texOn) glEnable(GL_TEXTURE_2D);
    if (blendOn)
    {
        glEnable(GL_BLEND);
    }
    else
    {
        glDisable(GL_BLEND);
    }
    glEnable(GL_CULL_FACE);
    if (depthOn)
    {
        glEnable(GL_DEPTH_TEST);
    }
    else
    {
        glDisable(GL_DEPTH_TEST);
    }
}
Esempio n. 6
0
/*-----------------------------------------------------------------------------
    Name        : RenderNAVLights
    Description : TODO: render sorted by projected depth value so alpha sorts correctly
    Inputs      : ship - the ship whose navlights we are to render
    Outputs     :
    Return      :
----------------------------------------------------------------------------*/
void RenderNAVLights(Ship *ship)
{
   sdword i;
   NAVLight *navLight;
   NAVLightInfo *navLightInfo;
   ShipStaticInfo *shipStaticInfo;
   NAVLightStatic *navLightStatic;
   vector origin = {0.0f, 0.0f, 0.0f};
   NAVLightStaticInfo *navLightStaticInfo;
   real32 fade;
   bool lightOn;
   extern bool bFade;
   extern real32 meshFadeAlpha;

   fade = bFade ? meshFadeAlpha : 1.0f;

   shipStaticInfo = (ShipStaticInfo *)ship->staticinfo;

    navLightInfo = ship->navLightInfo;
   if(shipStaticInfo->navlightStaticInfo && navLightInfo != NULL)
   {
      glDepthMask(GL_FALSE);
      rndAdditiveBlends(TRUE);
      lightOn = rndLightingEnable(FALSE);

      navLightStaticInfo = shipStaticInfo->navlightStaticInfo;
      navLightStatic = navLightStaticInfo->navlightstatics;
      navLight = navLightInfo->navLights;

      for( i=0 ; i<navLightStaticInfo->numNAVLights ; i++, navLight ++, navLightStatic ++)
      {
			// Account for the startdelay.
			if(navLight->lastTimeFlashed == navLightStatic->startdelay)
			{
				navLight->lastTimeFlashed = universe.totaltimeelapsed + navLightStatic->startdelay;
			}
			
			if(universe.totaltimeelapsed > navLight->lastTimeFlashed)
			{
				if(navLight->lightstate == 1)
				{
					navLight->lastTimeFlashed = universe.totaltimeelapsed + navLightStatic->flashrateoff;
				}
				else
				{
					navLight->lastTimeFlashed = universe.totaltimeelapsed + navLightStatic->flashrateon;
				}
				
				navLight->lightstate = 1 - navLight->lightstate;
			}

			if(navLight->lightstate)
			{
				if (ship->currentLOD <= (sdword)navLightStatic->minLOD)
				{
					navLightBillboardEnable(ship, navLightStatic);

					if(navLightStatic->texturehandle == TR_InvalidHandle)
					{
						primCircleSolid3Fade(&origin, navLightStatic->size, 10, navLightStatic->color, fade);
					}
					else
					{
						primSolidTexture3Fade(&origin, navLightStatic->size, navLightStatic->color, navLightStatic->texturehandle, fade);
					}

					navLightBillboardDisable();
				}
				else
				{
					color tempColor;

                    tempColor = colRGB(colRed(navLightStatic->color) * 2 / 3,
					                   colGreen(navLightStatic->color) * 2 / 3,
									   colBlue(navLightStatic->color) * 2 / 3);

                    rndTextureEnable(FALSE);
                    if (RGL)
                    {
                        if (glCapFastFeature(GL_BLEND))
                        {
                            rndAdditiveBlends(TRUE);
                            primPointSize3(&navLightStatic->position, 2.0f, tempColor);
                        }
                        else
                        {
                            primPointSize3(&navLightStatic->position, 1.0f, tempColor);
                        }
                    }
                    else
                    {
                        rndAdditiveBlends(TRUE);
                        glEnable(GL_POINT_SMOOTH);
                        primPointSize3Fade(&navLightStatic->position, 2.0f, tempColor, fade);
                        glDisable(GL_POINT_SMOOTH);
                    }
				}
			}
      }

      rndLightingEnable(lightOn);
      rndAdditiveBlends(FALSE);
      glDepthMask(GL_TRUE);
    }
}