Пример #1
0
void EntityRender ()
{

  int       polymode[2];
  bool      wireframe;
  int       x, y;
  int       elapsed;

  //Draw all textured objects
  glGetIntegerv (GL_POLYGON_MODE, &polymode[0]);
  wireframe = polymode[0] != GL_FILL;
  if (RenderFlat ())
    glDisable (GL_TEXTURE_2D);
  //If we're not using a loading screen, make the wireframe fade out via fog
  if (!LOADING_SCREEN && wireframe) {
    elapsed = 6000 - WorldSceneElapsed ();
    if (elapsed >= 0 && elapsed <= 6000)
      RenderFogFX ((float)elapsed / 6000.0f);
    else
      return;
  }
  for (x = 0; x < GRID_SIZE; x++) {
    for (y = 0; y < GRID_SIZE; y++) {
      if (Visible (x,y))
        glCallList (cell_list[x][y].list_textured);
    }
  }
  //draw all flat colored objects
  glBindTexture(GL_TEXTURE_2D, 0);
  glColor3f (0, 0, 0);
  for (x = 0; x < GRID_SIZE; x++) {
    for (y = 0; y < GRID_SIZE; y++) {
      if (Visible (x, y)) {
        if (wireframe)
          glCallList (cell_list[x][y].list_flat_wireframe);
        else 
          glCallList (cell_list[x][y].list_flat);
      }
    }
  }
  //draw all alpha-blended objects
  glBindTexture(GL_TEXTURE_2D, 0);
  glColor3f (0, 0, 0);
  glEnable (GL_BLEND);
  for (x = 0; x < GRID_SIZE; x++) {
    for (y = 0; y < GRID_SIZE; y++) {
      if (Visible (x,y)) {
        glCallList (cell_list[x][y].list_alpha);
      }
    }
  }
  
}
Пример #2
0
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);

}
Пример #3
0
void hack_draw (xstuff_t * XStuff, double currentTime, float frameTime)
{

  GLvector        pos;
  GLvector        angle;
  GLrgba          color;
  int             elapsed;

  incrementTickCount(frameTime * 1000);

  CameraUpdate ();
  EntityUpdate ();
  WorldUpdate ();
  TextureUpdate ();
  VisibleUpdate ();
  CarUpdate ();

  glViewport (0, 0, render_width, render_height);
  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);
    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);
}