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/*
   render/draw.cc
   This file is part of the Osirion project and is distributed under 
   the terms and conditions of the GNU General Public License version 2 
*/

#include "core/core.h"
#include "core/model.h"
#include "render/render.h"
#include "render/draw.h"
#include "render/sphere.h"

namespace render
{

size_t Stats::tris;
size_t Stats::spheres;

void Stats::clear()
{
	tris = 0;
	spheres = 0;
}

Sphere sphere(1);

math::Vector3f v0(1, -1, 1);
math::Vector3f v1(1,  1, 1);
math::Vector3f v2(-1,  1,  1);
math::Vector3f v3(-1, -1,  1);

math::Vector3f v4(1, -1, -1);
math::Vector3f v5(1,  1, -1);
math::Vector3f v6(-1,  1,  -1);
math::Vector3f v7(-1, -1,  -1);

const float drawdistance = 128.0f;
const float drawfxdistance = 32.0f;

math::Vector3f camera_target;
float angle = 0;

/* ----- Default Entity shapes ------------------------------------- */

void draw_entity_sphere(core::Entity *entity)
{
	sphere.sphere_color = entity->color();
	sphere.radius = entity->radius();
	sphere.draw();
	Stats::spheres += 1;
}

void draw_entity_cube(core::Entity *entity)
{
	float radius = entity->radius()/2;
	gl::scale(radius, radius, radius);

	gl::color(entity->color());
	gl::begin(gl::Quads);
	
	// top
	gl::normal(0,0,1);
	gl::vertex(v0);
	gl::vertex(v1);
        gl::vertex(v2);
	gl::vertex(v3);

	// bottom
	gl::normal(0,0, -1);
	gl::vertex(v7);
	gl::vertex(v6);
        gl::vertex(v5);
	gl::vertex(v4);
	
	// sides
	gl::normal(1,0,0);
	gl::vertex(v1);
    	gl::vertex(v0);
        gl::vertex(v4);
        gl::vertex(v5);

	gl::normal(-1,0,0);
        gl::vertex(v3);
    	gl::vertex(v2);
        gl::vertex(v6);
        gl::vertex(v7);

	gl::normal(0,1,0);
	gl::vertex(v2);
    	gl::vertex(v1);
        gl::vertex(v5);
        gl::vertex(v6);

	gl::normal(0,-1,0);
	gl::vertex(v0);
    	gl::vertex(v3);
        gl::vertex(v7);
        gl::vertex(v4);

	gl::end();
}


void draw_entity_axis(core::Entity *entity)
{
	using namespace render;
	float r = entity->radius();
	gl::begin(gl::Lines);
	gl::color(1.0f, 0.0f, 0.0f);
	gl::vertex(r,0.0f,0.0f);
	gl::color(entity->color());
	gl::vertex(-r,0.0f,0.0f);

	gl::vertex(0.0f,r/2,0.0f);
	gl::vertex(0.0f,-r/2,0.0f);

	gl::vertex(0.0f,0.0f,r);
	gl::vertex(0.0f,0.0f,-r);
	gl::end();
}

/* ----- Entity models --------------------------------------------- */

void draw_model_vertex(core::Model *model, core::Entity *entity)
{
	// draw model vertices
	if (model->vertex_count()) {
		size_t index = model->first_vertex();
		size_t count = model->vertex_count();

		if (r_drawwireframe && r_drawwireframe->value()) {
			glDrawArrays(gl::LineLoop, index, count);
		} else {
			glDrawArrays(gl::Triangles, index, count);
		}

		Stats::tris += count/3;
	}
}

void draw_model_evertex(core::Model *model, core::Entity *entity)
{
	// draw model evertices
	if (model->evertex_count()) {
		size_t index = model->first_evertex();
		size_t count = model->evertex_count();

		render::gl::color(entity->color());
		glVertexPointer(3, GL_FLOAT, 0, core::VertexArray::evertex);
		glNormalPointer(GL_FLOAT, 0, core::VertexArray::evertex_normal);

		glEnableClientState(GL_VERTEX_ARRAY);
		glEnableClientState(GL_NORMAL_ARRAY);

		if (r_drawwireframe && r_drawwireframe->value()) {
			glDrawArrays(gl::LineLoop, index, count);
		} else {
			glDrawArrays(gl::Triangles, index, count);
		}

		Stats::tris += count/3;
	}
}

void draw_model_lights(core::Model *model, core::Entity *entity)
{
	if (model->model_light.size()) {
		glPointSize(10);
		gl::begin(gl::Points);

		for (std::list<core::Light *>::iterator lit = model->model_light.begin(); lit != model->model_light.end(); lit++) {
			math::Vector3f location = (*lit)->location();
			gl::color((*lit)->color());
			gl::vertex(location);
		}
		
		gl::end();
		glPointSize(1);
	}
}

void draw_model_engines(core::Model *model, core::EntityControlable *entity)
{
	if (model->model_engine.size() && entity->thrust()) {
		gl::color(1.0f, 0.0f ,0.0f, 1.0f);
		gl::begin(gl::Lines);
		
		for (std::list<core::Engine *>::iterator eit = model->model_engine.begin(); eit != model->model_engine.end(); eit++) {
			math::Vector3f const & v = (*eit)->location();
			gl::vertex(v);
			gl::vertex(v.x - 0.0625f*entity->thrust(), v.y, v.z);
		}
		gl::end();
	}

}

void draw_model_radius(core::Model *model, core::Entity *entity)
{
	sphere.sphere_color = entity->color();
	sphere.sphere_color.a = 0.25f;
	sphere.radius = model->radius();
	sphere.draw();
	Stats::spheres += 1;
}

void draw_model_shield(core::Model *model, core::EntityControlable *entity)
{
	// shield rotation
    	gl::rotate(angle, 0.0f, 0.0f, 1.0f );
	gl::scale(model->radius(),  model->radius(),  model->radius());

	// draw the shield
	gl::color(math::Color(0.0f, 1.0f ,0.0f));

	gl::begin(gl::LineLoop);
//	gl::normal(0, 0.5, 0.5);
	gl::vertex(v1);
//	gl::normal(0, -0.5, 0.5);
	gl::vertex(v0);
//	gl::normal(0, -0.5, -0.5);
	gl::vertex(v4);
//	gl::normal(0, 0.5, -0.5);
	gl::vertex(v5);
	gl::end();
	
	gl::begin(gl::LineLoop);
//	gl::normal(0, -0.5, 0.5);
	gl::vertex(v3);
//	gl::normal(0, 0.5, 0.5);
  	gl::vertex(v2);
//	gl::normal(0, 0.5, -0.5);
        gl::vertex(v6);
//	gl::normal(0, -0.5, -0.5);
        gl::vertex(v7);

	gl::end();

	gl::rotate(-angle, 0.0f, 0.0f, 1.0f );
}

/* ----- Render passes --------------------------------------------- */


inline bool test_draw_distance(core::Model *model, core::Entity *entity)
{
	return (model && (math::distancesquared(camera_target, entity->location()) <= (drawdistance*drawdistance*model->radius())));
}

inline bool test_drawfx_distance(core::Model *model, core::Entity *entity)
{
	return (model && (math::distancesquared(camera_target, entity->location()) <= (drawfxdistance*drawfxdistance*model->radius())));
}

/* Draw entities without model */
void draw_pass_default()
{
	std::map<unsigned int, core::Entity *>::iterator it;
	for (it=core::Entity::registry.begin(); it != core::Entity::registry.end(); it++) {
		core::Entity *entity = (*it).second;

		if (!entity->modelname().size()) {
			gl::push();
			gl::translate(entity->location());
			gl::rotate(entity->direction(), 0.0f, 0.0f, 1.0f );

			if ((entity->flags() & core::Entity::Bright) == core::Entity::Bright)
				gl::disable(GL_LIGHTING);
		
			switch(entity->shape()) {		
				case core::Entity::Sphere:
					draw_entity_sphere(entity);
					break;
				
				case core::Entity::Diamond:
	
				case core::Entity::Axis:
					draw_entity_axis(entity);
					break;
	
				case core::Entity::Cube:
				
			default:
				draw_entity_cube(entity);
				break;
			}

			if ((entity->flags() & core::Entity::Bright) == core::Entity::Bright)
				gl::enable(GL_LIGHTING);
			gl::pop();
		}
	}
}

/* Draw model vertices*/
void draw_pass_model_vertex()
{
	glVertexPointer(3, GL_FLOAT, 0, core::VertexArray::vertex);
	glNormalPointer(GL_FLOAT, 0, core::VertexArray::vertex_normal);
	glColorPointer(3, GL_FLOAT, 0, core::VertexArray::vertex_color);

	glEnableClientState(GL_VERTEX_ARRAY);
	glEnableClientState(GL_NORMAL_ARRAY);
	glEnableClientState(GL_COLOR_ARRAY);

	std::map<unsigned int, core::Entity *>::iterator it;
	for (it=core::Entity::registry.begin(); it != core::Entity::registry.end(); it++) {
		core::Entity *entity = (*it).second;

		core::Model *model = 0;
		if (entity->modelname().size()) {
			model = core::Model::get(entity->modelname());
		}

		if (test_draw_distance(model, entity)) {
			gl::push();
			gl::translate(entity->location());
			gl::rotate(entity->direction(), 0.0f, 0.0f, 1.0f );

			draw_model_vertex(model, entity);

			gl::pop();
		}
	}

	glDisableClientState(GL_VERTEX_ARRAY);
	glDisableClientState(GL_NORMAL_ARRAY);
	glDisableClientState(GL_COLOR_ARRAY);
}

/* Draw entites with model evertices */
void draw_pass_model_evertex()
{
	glVertexPointer(3, GL_FLOAT, 0, core::VertexArray::evertex);
	glNormalPointer(GL_FLOAT, 0, core::VertexArray::evertex_normal);

	glEnableClientState(GL_VERTEX_ARRAY);
	glEnableClientState(GL_NORMAL_ARRAY);

	std::map<unsigned int, core::Entity *>::iterator it;
	for (it=core::Entity::registry.begin(); it != core::Entity::registry.end(); it++) {
		core::Entity *entity = (*it).second;

		core::Model *model = 0;
		if (entity->modelname().size()) {
			model = core::Model::get(entity->modelname());
		}

		if (test_draw_distance(model, entity)) {
			gl::push();
			gl::translate(entity->location());
			gl::rotate(entity->direction(), 0.0f, 0.0f, 1.0f );

			draw_model_evertex(model, entity);	

			gl::pop();
		}
	}

	glDisableClientState(GL_VERTEX_ARRAY);
	glDisableClientState(GL_NORMAL_ARRAY);
}

/* Draw model lights, engines */
void draw_pass_model_fx() {
	
	for (std::map<unsigned int, core::Entity *>::iterator it=core::Entity::registry.begin(); it != core::Entity::registry.end(); it++) {
		core::Entity *entity = (*it).second;

		core::Model *model = 0;
		if (entity->modelname().size()) {
			model = core::Model::get(entity->modelname());
		}

		if (test_drawfx_distance(model, entity) && (model->model_light.size() || (entity->type() == core::Entity::Controlable))) {

			gl::push();
			gl::translate(entity->location());
			gl::rotate(entity->direction(), 0.0f, 0.0f, 1.0f );

			draw_model_lights(model, entity);	

			if (entity->type() == core::Entity::Controlable) {
				draw_model_engines(model, (core::EntityControlable *)entity);
				draw_model_shield(model, (core::EntityControlable *)entity);
			}
			gl::pop();
		}
	}
}

void draw_pass_model_radius()
{
	if (!(r_drawradius && r_drawradius->value()))
		return;

	for (std::map<unsigned int, core::Entity *>::iterator it=core::Entity::registry.begin(); it != core::Entity::registry.end(); it++) {
		core::Entity *entity = (*it).second;
		core::Model *model = 0;
		if (entity->modelname().size()) {
			model = core::Model::get(entity->modelname());
		}

		if (test_draw_distance(model, entity)) {
			gl::push();
			gl::translate(entity->location());

			draw_model_radius(model, entity);

			gl::pop();
		}
	}

}

void draw_pass_spacegrid()
{
	int gridsize = 32;
	float s = 1.0f / gridsize;
	float z = -4.0f;

	float dx =  camera_target.x - floorf(camera_target.x);
	float dy =  camera_target.y - floorf(camera_target.y);

	gl::push();
	gl::translate(camera_target);
	gl::color(0,0, 1.0f);
	gl::normal(0, 0, 1.0f);

	gl::begin(gl::Lines);
	for (int i=-gridsize; i <= gridsize; i++) {
		gl::color(0,0, 0, 0);
		gl::vertex(i-dx, -gridsize-dy, z);
		gl::color(0,0, (gridsize-abs(i))*s, (gridsize-abs(i))*s);
		gl::vertex(i-dx, -dy, z );
		gl::vertex(i-dx, -dy ,z );
		gl::color(0,0, 0, 0);
		gl::vertex(i-dx, gridsize-dy, z);

		gl::vertex(-gridsize-dx, i-dy, z );
		gl::color(0,0, (gridsize-abs(i))*s, (gridsize-abs(i))*s);
		gl::vertex(-dx, i-dy, z);
		gl::vertex(-dx, i-dy, z);
		gl::color(0,0, 0, 0);
		gl::vertex(gridsize-dx, i-dy, z);
	}
	gl::end();

	gl::pop();
}

/* ----- Main draw routine ----------------------------------------- */

void draw(math::Vector3f const &eye, math::Vector3f const &target, float seconds)
{
	Stats::clear();

	// used for animations
    	angle += 180.0f * seconds;
    	if( angle > 360.0f ) {
            angle -= 360.0f;
    	}

	camera_target = target;
	
	gl::enable(GL_DEPTH_TEST);	// enable depth buffer writing
	gl::enable(GL_CULL_FACE);	// enable culling
	gl::enable(GL_COLOR_MATERIAL);	// enable color tracking
	gl::enable(GL_LIGHTING);
	gl::disable(GL_BLEND);		// disbable alpha blending for world polys

	draw_pass_default();		// draw entities without model
	draw_pass_model_vertex();	// draw entities with model
	draw_pass_model_evertex();	// draw entities with model, vertices with entity color
	
	gl::disable(GL_LIGHTING);
	gl::enable(GL_BLEND);

	draw_pass_model_fx();		// draw entity lights and engines

	gl::enable(GL_LIGHTING);

	draw_pass_model_radius();	//draw entity radius

	gl::disable(GL_LIGHTING);
	gl::disable(GL_COLOR_MATERIAL);	// disable color tracking
	gl::disable(GL_CULL_FACE);	// disable culling

	draw_pass_spacegrid();		// draw the blue spacegrid

	gl::disable(GL_DEPTH_TEST);	// disable depth buffer writing
}

}