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/*
render/render.cc
This file is part of the Osirion project and is distributed under
the terms of the GNU General Public License version 2
*/
#include <iostream>
#include <fstream>
#include <sstream>
#include <iomanip>
#include "auxiliary/functions.h"
#include "core/application.h"
#include "core/entity.h"
#include "core/entityglobe.h"
#include "core/gameinterface.h"
#include "filesystem/filesystem.h"
#include "model/model.h"
#include "model/material.h"
#include "model/material.h"
#include "render/gl.h"
#include "render/state.h"
#include "render/dust.h"
#include "render/particles.h"
#include "render/render.h"
#include "render/screenshot.h"
#include "render/textures.h"
#include "sys/sys.h"
namespace render
{
core::Cvar *r_axis = 0;
core::Cvar *r_bbox = 0;
core::Cvar *r_grid = 0;
core::Cvar *r_lights = 0;
core::Cvar *r_particles = 0;
core::Cvar *r_radius = 0;
core::Cvar *r_sky = 0;
core::Cvar *r_wireframe = 0;
core::Cvar *r_mipmap = 0;
core::Cvar *r_physics = 0;
core::Cvar *r_normals = 0;
core::Cvar *r_normalize = 0;
core::Cvar *r_slots = 0;
void func_list_textures(std::string const &args)
{
Textures::list();
}
void func_list_particles(std::string const &args)
{
ParticleScript::list();
}
void func_load_info_models(std::string const &args)
{
load_info_models();
}
void init(int width, int height)
{
con_print << "^BInitializing renderer..." << std::endl;
con_print << " renderer ^B" << gl::renderer() << std::endl;
con_print << " vendor ^B" << gl::vendor() << std::endl;
con_print << " version ^B" << gl::version() << std::endl;
// initialize render state
State::init(width, height);
// engine variables
r_radius = core::Cvar::get("r_radius", "0", core::Cvar::Archive);
r_radius->set_info("[bool] render entity radius");
r_wireframe = core::Cvar::get("r_wireframe", "0", core::Cvar::Archive);
r_wireframe->set_info("[bool] render wireframe");
r_normals = core::Cvar::get("r_normals", "0", core::Cvar::Archive);
r_normals->set_info("[bool] render face normals");
r_normalize = core::Cvar::get("r_normalize", "0", core::Cvar::Archive);
r_normalize->set_info("[bool] use GL_NORMALIZE instead of GL_RESCALE_NORMAL (recommended off)");
r_grid = core::Cvar::get("r_grid", "0", core::Cvar::Archive);
r_grid->set_info("[bool] render the space grid");
r_axis = core::Cvar::get("r_axis", "0", core::Cvar::Archive);
r_axis->set_info("[bool] render entity axis");
r_bbox = core::Cvar::get("r_bbox", "0", core::Cvar::Archive);
r_bbox->set_info("[bool] render model bounding box");
r_sky = core::Cvar::get("r_sky", "1", core::Cvar::Archive);
r_sky->set_info("[bool] render the sky");
r_particles = core::Cvar::get("r_particles", "1", core::Cvar::Archive);
r_particles->set_info("[bool] render particles");
r_lights = core::Cvar::get("r_lights", "1", core::Cvar::Archive);
r_lights->set_info("[bool] render lights");
r_physics = core::Cvar::get("r_physics", "0", core::Cvar::Archive);
r_physics->set_info("[bool] render physics (local game only)");
r_slots = core::Cvar::get("r_slots", "0", core::Cvar::Archive);
r_slots->set_info("[bool] render model slots");
Screenshot::screenshotformat = core::Cvar::get("screenshot_format", "jpg", core::Cvar::Archive);
Screenshot::screenshotformat->set_info("[string] screenshot format: jpg png tga");
Screenshot::screenshotquality = core::Cvar::get("screenshot_quality", "90", core::Cvar::Archive);
Screenshot::screenshotquality->set_info("[int] screenshot jpeg quality");
// hardware generate mipmaps
if (State::has_generate_mipmaps()) {
r_mipmap = core::Cvar::get("r_mipmap", "1", core::Cvar::Archive);
} else {
r_mipmap = core::Cvar::get("r_mipmap", "0", core::Cvar::Archive);
}
r_mipmap->set_info("[bool] use hardware generated mipmaps (recommended on)");
Camera::init();
Textures::init();
Text::init();
Dust::init();
// engine functions
core::Func *func = core::Func::add("list_textures", func_list_textures);
func->set_info("list registered textures");
func = core::Func::add("list_particles", func_list_particles);
func->set_info("list registered particle scripts");
func = core::Func::add("r_loadmodels", func_load_info_models);
func->set_info("load all models referenced by info record");
}
// unload game assets (zone change)
void unload()
{
for (core::Entity::Registry::iterator it = core::Entity::registry().begin(); it != core::Entity::registry().end(); it++) {
core:: Entity *entity = (*it).second;
if (entity->type() == core::Entity::Globe) {
core::EntityGlobe *globe = static_cast<core::EntityGlobe *>(entity);
if (globe->texture_id()) {
render::Textures::unload("textures/" + globe->texturename());
globe->set_texture_id(0);
}
if (globe->corona_id()) {
render::Textures::unload("textures/" + globe->coronaname());
globe->set_corona_id(0);
}
if (globe->rings_id()) {
render::Textures::unload("textures/" + globe->ringsname());
globe->set_rings_id(0);
}
}
if (ext_render(entity)) {
delete ext_render(entity);
}
}
}
// clear all assets
void clear()
{
// clear entity models, and globe textures, this will force a reload
for (core::Entity::Registry::iterator it = core::Entity::registry().begin(); it != core::Entity::registry().end(); it++) {
core::Entity *entity = (*it).second;
if (entity->model())
entity->set_model(0);
if (entity->type() == core::Entity::Globe) {
core::EntityGlobe *globe = static_cast<core::EntityGlobe *>(entity);
if (globe->texture_id()) {
render::Textures::unload("textures/" + globe->texturename());
globe->set_texture_id(0);
}
if (globe->corona_id()) {
render::Textures::unload("textures/" + globe->coronaname());
globe->set_corona_id(0);
}
if (globe->rings_id()) {
render::Textures::unload("textures/" + globe->ringsname());
globe->set_rings_id(0);
}
}
if (ext_render(entity)) {
delete ext_render(entity);
}
}
// clear particle system scripts
ParticleScript::clear();
}
// load assets
void load()
{
// load entity models
for (core::Entity::Registry::iterator it = core::Entity::registry().begin(); it != core::Entity::registry().end(); it++) {
core::Entity *entity = (*it).second;
if (entity->modelname().size()) {
entity->set_model(model::Model::load(entity->modelname()));
}
}
}
// load all models referenced by info records
// this function can be useful when checking models for parsing errors
void load_info_models()
{
// load all models referenced by info records
for (core::Info::Registry::iterator it = core::Info::registry().begin(); it != core::Info::registry().end(); it++) {
core::Info *info = (*it);
if (info->modelname().size()) {
model::Model::load(info->modelname());
}
}
// load all particle scripts referenced by models
for (model::Model::Registry::iterator it = model::Model::registry().begin(); it != model::Model::registry().end(); it++) {
for (model::Model::ParticleSystems::iterator pit = (*it).second->particles().begin(); pit != (*it).second->particles().end(); pit++) {
model::Particles *particles = (*pit);
if (particles->script().size()) {
ParticleScript::load(particles->script());
}
}
}
}
// reset render subsystem (module disconnect)
void reset()
{
clear();
State::clear();
Textures::shutdown();
Textures::init();
Dust::reset();
}
void resize(int width, int height)
{
State::resize(width, height);
}
void shutdown()
{
con_print << "^BShutting down renderer..." << std::endl;
core::Func::remove("list_particles");
core::Func::remove("list_textures");
core::Func::remove("r_loadmodels");
clear();
Text::shutdown();
Textures::shutdown();
Camera::shutdown();
Dust::shutdown();
State::shutdown();
}
} // namespace render
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