void RenderPrint (int line, const char *fmt, ...) { char text[MAX_TEXT]; va_list ap; text[0] = 0; if (fmt == NULL) return; va_start (ap, fmt); vsprintf (text, fmt, ap); va_end (ap); glMatrixMode (GL_PROJECTION); glPushMatrix (); glLoadIdentity (); glOrtho (0, render_width, render_height, 0, 0.1f, 2048); glDisable(GL_DEPTH_TEST); glDepthMask (false); glMatrixMode (GL_MODELVIEW); glPushMatrix (); glLoadIdentity(); glTranslatef(0, 0, -1.0f); glDisable (GL_BLEND); glDisable (GL_FOG); glDisable (GL_TEXTURE_2D); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); RenderPrint (0, line * FONT_SIZE - 2, 0, glRgba (0.0f), text); RenderPrint (4, line * FONT_SIZE + 2, 0, glRgba (0.0f), text); RenderPrint (2, line * FONT_SIZE, 0, glRgba (1.0f), text); glPopAttrib(); glPopMatrix (); glMatrixMode (GL_PROJECTION); glPopMatrix (); glMatrixMode (GL_MODELVIEW); }
void static do_help (void) { char* text; int line; char parse[HELP_SIZE]; int x; strcpy (parse, help); line = 0; text = strtok (parse, "\n"); x = 10; while (text) { RenderPrint (line + 2, text); text = strtok (NULL, "\n"); line++; } }
void CTexture::Rebuild() { int i, j; int x, y; int name_num, prefix_num, suffix_num; int max_size; float radius; GLvector2 pos; bool use_framebuffer; unsigned char* bits; unsigned start; int lapsed; start = GetTickCount(); //Since we make textures by drawing into the viewport, we can't make them bigger //than the current view. _size = _desired_size; max_size = RenderMaxTextureSize(); while (_size > max_size) _size /= 2; glBindTexture(GL_TEXTURE_2D, _glid); //Set up the texture glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _size, _size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); if (_clamp) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } //Set up our viewport so that drawing into our texture will be as easy //as possible. We make the viewport and projection simply match the given //texture size. glViewport(0, 0, _size, _size); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, _size, _size, 0, 0.1f, 2048); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glDisable(GL_CULL_FACE); glDisable(GL_FOG); glBindTexture(GL_TEXTURE_2D, 0); glTranslatef(0, 0, -10.0f); glClearColor(0, 0, 0, _masked ? 0.0f : 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); use_framebuffer = true; glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); switch (_my_id) { case TEXTURE_LATTICE: glLineWidth(2.0f); glColor3f(0, 0, 0); glBegin(GL_LINES); glVertex2i(0, 0); glVertex2i(_size, _size); //diagonal glVertex2i(0, 0); glVertex2i(0, _size); //vertical glVertex2i(0, 0); glVertex2i(_size, 0); //vertical glEnd(); glBegin(GL_LINE_STRIP); glVertex2i(0, 0); for (i = 0; i < _size; i += 9) { if (i % 2) glVertex2i(0, i); else glVertex2i(i, i); } for (i = 0; i < _size; i += 9) { if (i % 2) glVertex2i(i, 0); else glVertex2i(i, i); } glEnd(); break; case TEXTURE_SOFT_CIRCLE: //Make a simple circle of light, bright in the center and fading out glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); radius = ((float)_half) - 3; glBegin(GL_TRIANGLE_FAN); glColor4f(1, 1, 1, 1); glVertex2i(_half, _half); glColor4f(0, 0, 0, 0); for (i = 0; i <= 360; i++) { pos.x = sinf((float)i * DEGREES_TO_RADIANS) * radius; pos.y = cosf((float)i * DEGREES_TO_RADIANS) * radius; glVertex2i(_half + (int)pos.x, _half + (int)pos.y); } glEnd(); break; case TEXTURE_LIGHT: glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); radius = ((float)_half) - 3; for (j = 0; j < 2; j++) { glBegin(GL_TRIANGLE_FAN); glColor4f(1, 1, 1, 1); glVertex2i(_half, _half); if (!j) radius = ((float)_half / 2); else radius = 8; glColor4f(1, 1, 1, 0); for (i = 0; i <= 360; i++) { pos.x = sinf((float)i * DEGREES_TO_RADIANS) * radius; pos.y = cosf((float)i * DEGREES_TO_RADIANS) * radius; glVertex2i(_half + (int)pos.x, _half + (int)pos.y); } glEnd(); } break; case TEXTURE_HEADLIGHT: DrawHeadlight(); break; case TEXTURE_LOGOS: i = 0; glDepthMask(false); glDisable(GL_BLEND); name_num = RandomVal(NAME_COUNT); prefix_num = RandomVal(PREFIX_COUNT); suffix_num = RandomVal(SUFFIX_COUNT); glColor3f(1, 1, 1); while (i < _size) { //randomly use a prefix OR suffix, but not both. Too verbose. if (COIN_FLIP) RenderPrint(2, _size - i - LOGO_PIXELS / 4, RandomVal(), glRgba(1.0f), "%s%s", prefix[prefix_num], name[name_num]); else RenderPrint(2, _size - i - LOGO_PIXELS / 4, RandomVal(), glRgba(1.0f), "%s%s", name[name_num], suffix[suffix_num]); name_num = (name_num + 1) % NAME_COUNT; prefix_num = (prefix_num + 1) % PREFIX_COUNT; suffix_num = (suffix_num + 1) % SUFFIX_COUNT; i += LOGO_PIXELS; } break; case TEXTURE_TRIM: int margin; y = 0; margin = MAX(TRIM_PIXELS / 4, 1); for (x = 0; x < _size; x += TRIM_PIXELS) drawrect_simple(x + margin, y + margin, x + TRIM_PIXELS - margin, y + TRIM_PIXELS - margin, glRgba(1.0f), glRgba(0.5f)); y += TRIM_PIXELS; for (x = 0; x < _size; x += TRIM_PIXELS * 2) drawrect_simple(x + margin, y + margin, x + TRIM_PIXELS - margin, y + TRIM_PIXELS - margin, glRgba(1.0f), glRgba(0.5f)); y += TRIM_PIXELS; for (x = 0; x < _size; x += TRIM_PIXELS * 3) drawrect_simple(x + margin, y + margin, x + TRIM_PIXELS - margin, y + TRIM_PIXELS - margin, glRgba(1.0f), glRgba(0.5f)); y += TRIM_PIXELS; for (x = 0; x < _size; x += TRIM_PIXELS) drawrect_simple(x + margin, y + margin * 2, x + TRIM_PIXELS - margin, y + TRIM_PIXELS - margin, glRgba(1.0f), glRgba(0.5f)); break; case TEXTURE_SKY: DrawSky(); break; default: //building textures DrawWindows(); break; } glPopMatrix(); //Now blit the finished image into our texture if (use_framebuffer) { glBindTexture(GL_TEXTURE_2D, _glid); glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, _size, _size, 0); } if (_mipmap) { bits = (unsigned char*)malloc(_size * _size * 4); glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, bits); gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, _size, _size, GL_RGBA, GL_UNSIGNED_BYTE, bits); free(bits); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } else glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); //cleanup and restore the viewport RenderResize(); _ready = true; lapsed = GetTickCount() - start; build_time += lapsed; }
void RenderUpdate (void) { GLvector pos; GLvector angle; GLrgba color; int elapsed; frames++; do_fps (); glViewport (0, 0, WinWidth (), WinHeight ()); glDepthMask (true); glClearColor (0.0f, 0.0f, 0.0f, 1.0f); glEnable(GL_DEPTH_TEST); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if (letterbox) glViewport (0, letterbox_offset, render_width, render_height); if (LOADING_SCREEN && TextureReady () && !EntityReady ()) { do_effects (EFFECT_NONE); SwapBuffers (hDC); return; } glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glShadeModel(GL_SMOOTH); glFogi (GL_FOG_MODE, GL_LINEAR); glDepthFunc(GL_LEQUAL); glEnable (GL_CULL_FACE); glCullFace (GL_BACK); glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glMatrixMode (GL_TEXTURE); glLoadIdentity(); glMatrixMode (GL_MODELVIEW); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glLoadIdentity(); glLineWidth (1.0f); pos = CameraPosition (); angle = CameraAngle (); glRotatef (angle.x, 1.0f, 0.0f, 0.0f); glRotatef (angle.y, 0.0f, 1.0f, 0.0f); glRotatef (angle.z, 0.0f, 0.0f, 1.0f); glTranslatef (-pos.x, -pos.y, -pos.z); glEnable (GL_TEXTURE_2D); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); //Render all the stuff in the whole entire world. glDisable (GL_FOG); SkyRender (); if (show_fog) { glEnable (GL_FOG); glFogf (GL_FOG_START, fog_distance - 100); glFogf (GL_FOG_END, fog_distance); color = glRgba (0.0f); glFogfv (GL_FOG_COLOR, &color.red); } WorldRender (); if (effect == EFFECT_GLASS_CITY) { glDisable (GL_CULL_FACE); glEnable (GL_BLEND); glBlendFunc (GL_ONE, GL_ONE); glDepthFunc (false); glDisable(GL_DEPTH_TEST); glMatrixMode (GL_TEXTURE); glTranslatef ((pos.x + pos.z) / SEGMENTS_PER_TEXTURE, 0, 0); glMatrixMode (GL_MODELVIEW); } else { glEnable (GL_CULL_FACE); glDisable (GL_BLEND); } EntityRender (); if (!LOADING_SCREEN) { elapsed = 3000 - WorldSceneElapsed (); if (elapsed >= 0 && elapsed <= 3000) { RenderFogFX ((float)elapsed / 3000.0f); glDisable (GL_TEXTURE_2D); glEnable (GL_BLEND); glBlendFunc (GL_ONE, GL_ONE); EntityRender (); } } if (EntityReady ()) LightRender (); CarRender (); if (show_wireframe) { glDisable (GL_TEXTURE_2D); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); EntityRender (); } do_effects (effect); //Framerate tracker if (show_fps) RenderPrint (1, "FPS=%d : Entities=%d : polys=%d", current_fps, EntityCount () + LightCount () + CarCount (), EntityPolyCount () + LightCount () + CarCount ()); //Show the help overlay if (show_help) do_help (); SwapBuffers (hDC); }
static void do_effects (int type) { float hue1, hue2, hue3, hue4; GLrgba color; float fade; int radius; int x, y; int i; int bloom_radius; int bloom_step; fade = WorldFade (); bloom_radius = 15; bloom_step = bloom_radius / 3; if (!TextureReady ()) return; //Now change projection modes so we can render full-screen effects glMatrixMode (GL_PROJECTION); glPushMatrix (); glLoadIdentity (); glOrtho (0, render_width, render_height, 0, 0.1f, 2048); glMatrixMode (GL_MODELVIEW); glPushMatrix (); glLoadIdentity(); glTranslatef(0, 0, -1.0f); glDisable (GL_CULL_FACE); glDisable (GL_FOG); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); //Render full-screen effects glBlendFunc (GL_ONE, GL_ONE); glEnable (GL_TEXTURE_2D); glDisable(GL_DEPTH_TEST); glDepthMask (false); glBindTexture(GL_TEXTURE_2D, TextureId (TEXTURE_BLOOM)); switch (type) { case EFFECT_DEBUG: glBindTexture(GL_TEXTURE_2D, TextureId (TEXTURE_LOGOS)); glDisable (GL_BLEND); glBegin (GL_QUADS); glColor3f (1, 1, 1); glTexCoord2f (0, 0); glVertex2i (0, render_height / 4); glTexCoord2f (0, 1); glVertex2i (0, 0); glTexCoord2f (1, 1); glVertex2i (render_width / 4, 0); glTexCoord2f (1, 0); glVertex2i (render_width / 4, render_height / 4); glTexCoord2f (0, 0); glVertex2i (0, 512); glTexCoord2f (0, 1); glVertex2i (0, 0); glTexCoord2f (1, 1); glVertex2i (512, 0); glTexCoord2f (1, 0); glVertex2i (512, 512); glEnd (); break; case EFFECT_BLOOM_RADIAL: //Psychedelic bloom glEnable (GL_BLEND); glBegin (GL_QUADS); color = WorldBloomColor () * BLOOM_SCALING * 2; glColor3fv (&color.red); for (i = 0; i <= 100; i+=10) { glTexCoord2f (0, 0); glVertex2i (-i, i + render_height); glTexCoord2f (0, 1); glVertex2i (-i, -i); glTexCoord2f (1, 1); glVertex2i (i + render_width, -i); glTexCoord2f (1, 0); glVertex2i (i + render_width, i + render_height); } glEnd (); break; case EFFECT_COLOR_CYCLE: //Oooh. Pretty colors. Tint the scene according to screenspace. hue1 = (float)(GetTickCount () % COLOR_CYCLE_TIME) / COLOR_CYCLE_TIME; hue2 = (float)((GetTickCount () + COLOR_CYCLE) % COLOR_CYCLE_TIME) / COLOR_CYCLE_TIME; hue3 = (float)((GetTickCount () + COLOR_CYCLE * 2) % COLOR_CYCLE_TIME) / COLOR_CYCLE_TIME; hue4 = (float)((GetTickCount () + COLOR_CYCLE * 3) % COLOR_CYCLE_TIME) / COLOR_CYCLE_TIME; glBindTexture(GL_TEXTURE_2D, 0); glEnable (GL_BLEND); glBlendFunc (GL_ONE, GL_ONE); glBlendFunc (GL_DST_COLOR, GL_SRC_COLOR); glBegin (GL_QUADS); color = glRgbaFromHsl (hue1, 1.0f, 0.6f); glColor3fv (&color.red); glTexCoord2f (0, 0); glVertex2i (0, render_height); color = glRgbaFromHsl (hue2, 1.0f, 0.6f); glColor3fv (&color.red); glTexCoord2f (0, 1); glVertex2i (0, 0); color = glRgbaFromHsl (hue3, 1.0f, 0.6f); glColor3fv (&color.red); glTexCoord2f (1, 1); glVertex2i (render_width, 0); color = glRgbaFromHsl (hue4, 1.0f, 0.6f); glColor3fv (&color.red); glTexCoord2f (1, 0); glVertex2i (render_width, render_height); glEnd (); break; case EFFECT_BLOOM: //Simple bloom effect glBegin (GL_QUADS); color = WorldBloomColor () * BLOOM_SCALING; glColor3fv (&color.red); for (x = -bloom_radius; x <= bloom_radius; x += bloom_step) { for (y = -bloom_radius; y <= bloom_radius; y += bloom_step) { if (abs (x) == abs (y) && x) continue; glTexCoord2f (0, 0); glVertex2i (x, y + render_height); glTexCoord2f (0, 1); glVertex2i (x, y); glTexCoord2f (1, 1); glVertex2i (x + render_width, y); glTexCoord2f (1, 0); glVertex2i (x + render_width, y + render_height); } } glEnd (); break; case EFFECT_DEBUG_OVERBLOOM: //This will punish that uppity GPU. Good for testing low frame rate behavior. glBegin (GL_QUADS); color = WorldBloomColor () * 0.01f; glColor3fv (&color.red); for (x = -50; x <= 50; x+=5) { for (y = -50; y <= 50; y+=5) { glTexCoord2f (0, 0); glVertex2i (x, y + render_height); glTexCoord2f (0, 1); glVertex2i (x, y); glTexCoord2f (1, 1); glVertex2i (x + render_width, y); glTexCoord2f (1, 0); glVertex2i (x + render_width, y + render_height); } } glEnd (); break; } //Do the fade to / from darkness used to hide scene transitions if (LOADING_SCREEN) { if (fade > 0.0f) { glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable (GL_BLEND); glDisable (GL_TEXTURE_2D); glColor4f (0, 0, 0, fade); glBegin (GL_QUADS); glVertex2i (0, 0); glVertex2i (0, render_height); glVertex2i (render_width, render_height); glVertex2i (render_width, 0); glEnd (); } if (TextureReady () && !EntityReady () && fade != 0.0f) { radius = render_width / 16; do_progress ((float)render_width / 2, (float)render_height / 2, (float)radius, fade, EntityProgress ()); RenderPrint (render_width / 2 - LOGO_PIXELS, render_height / 2 + LOGO_PIXELS, 0, glRgba (0.5f), "%1.2f%%", EntityProgress () * 100.0f); RenderPrint (1, "%s v%d.%d.%03d", APP_TITLE, VERSION_MAJOR, VERSION_MINOR, VERSION_REVISION); } } glPopMatrix (); glMatrixMode (GL_PROJECTION); glPopMatrix (); glMatrixMode (GL_MODELVIEW); glEnable(GL_DEPTH_TEST); }