/*----------------------------------------------------------------------------- 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; }
/*----------------------------------------------------------------------------- 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; }
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); } } }
/*----------------------------------------------------------------------------- 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 = ®ion->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(); }
/*----------------------------------------------------------------------------- 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); } }
/*----------------------------------------------------------------------------- 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); } }