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Render.cpp
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/*-----------------------------------------------------------------------------
Render.cpp
2009 Shamus Young
-------------------------------------------------------------------------------
This is the core of the gl rendering functions. This contains the main
rendering function RenderUpdate (), which initiates the various
other renders in the other modules.
-----------------------------------------------------------------------------*/
#define RENDER_DISTANCE 1280
#define MAX_TEXT 256
#define YOUFAIL(message) {WinPopup (message);return;}
#define HELP_SIZE sizeof(help)
#define COLOR_CYCLE_TIME 10000 //milliseconds
#define COLOR_CYCLE (COLOR_CYCLE_TIME / 4)
#define FONT_COUNT (sizeof (fonts) / sizeof (struct glFont))
#define FONT_SIZE (LOGO_PIXELS - LOGO_PIXELS / 8)
#define BLOOM_SCALING 0.07f
#include <windows.h>
#include <stdio.h>
#include <time.h>
#include <stdarg.h>
#include <math.h>
#include <gl\gl.h>
#include <gl\glu.h>
#include "gltypes.h"
#include "entity.h"
#include "car.h"
#include "camera.h"
#include "ini.h"
#include "light.h"
#include "macro.h"
#include "math.h"
#include "render.h"
#include "sky.h"
#include "texture.h"
#include "world.h"
#include "win.h"
static PIXELFORMATDESCRIPTOR pfd =
{
sizeof(PIXELFORMATDESCRIPTOR),
1, // Version Number
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
PFD_TYPE_RGBA, // Request An RGBA Format
32, // Select Our glRgbaDepth
0, 0, 0, 0, 0, 0, // glRgbaBits Ignored
0, // No Alpha Buffer
0, // Shift Bit Ignored
0, // Accumulation Buffers
0, 0, 0, 0, // Accumulation Bits Ignored
16, // Z-Buffer (Depth Buffer) bits
0, // Stencil Buffers
1, // Auxiliary Buffers
PFD_MAIN_PLANE, // Main Drawing Layer
0, // Reserved
0, 0, 0 // Layer Masks Ignored
};
static char help[] =
"ESC - Exit!\n"
"F1 - Show this help screen\n"
"R - Rebuild city\n"
"L - Toggle 'letterbox' mode\n"
"F - Show Framecounter\n"
"W - Toggle Wireframe\n"
"E - Change full-scene effects\n"
"T - Toggle Textures\n"
"G - Toggle Fog\n"
;
struct glFont
{
char* name;
unsigned base_char;
} fonts[] =
{
"Courier New", 0,
"Arial", 0,
"Times New Roman", 0,
"Arial Black", 0,
"Impact", 0,
"Agency FB", 0,
"Book Antiqua", 0,
};
#if SCREENSAVER
enum
{
EFFECT_NONE,
EFFECT_BLOOM,
EFFECT_BLOOM_RADIAL,
EFFECT_COLOR_CYCLE,
EFFECT_GLASS_CITY,
EFFECT_COUNT,
EFFECT_DEBUG,
EFFECT_DEBUG_OVERBLOOM,
};
#else
enum
{
EFFECT_NONE,
EFFECT_BLOOM,
EFFECT_COUNT,
EFFECT_DEBUG_OVERBLOOM,
EFFECT_DEBUG,
EFFECT_BLOOM_RADIAL,
EFFECT_COLOR_CYCLE,
EFFECT_GLASS_CITY,
};
#endif
static HDC hDC;
static HGLRC hRC;
static float render_aspect;
static float fog_distance;
static int render_width;
static int render_height;
static bool letterbox;
static int letterbox_offset;
static int effect;
static unsigned next_fps;
static unsigned current_fps;
static unsigned frames;
static bool show_wireframe;
static bool flat;
static bool show_fps;
static bool show_fog;
static bool show_help;
/*-----------------------------------------------------------------------------
Draw a clock-ish progress.. widget... thing. It's cute.
-----------------------------------------------------------------------------*/
static void do_progress (float center_x, float center_y, float radius, float opacity, float progress)
{
int i;
int end_angle;
float inner, outer;
float angle;
float s, c;
float gap;
//Outer Ring
gap = radius * 0.05f;
outer = radius;
inner = radius - gap * 2;
glColor4f (1,1,1, opacity);
glBegin (GL_QUAD_STRIP);
for (i = 0; i <= 360; i+= 15) {
angle = (float)i * DEGREES_TO_RADIANS;
s = sinf (angle);
c = -cosf (angle);
glVertex2f (center_x + s * outer, center_y + c * outer);
glVertex2f (center_x + s * inner, center_y + c * inner);
}
glEnd ();
//Progress indicator
glColor4f (1,1,1, opacity);
end_angle = (int)(360 * progress);
outer = radius - gap * 3;
glBegin (GL_TRIANGLE_FAN);
glVertex2f (center_x, center_y);
for (i = 0; i <= end_angle; i+= 3) {
angle = (float)i * DEGREES_TO_RADIANS;
s = sinf (angle);
c = -cosf (angle);
glVertex2f (center_x + s * outer, center_y + c * outer);
}
glEnd ();
//Tic lines
glLineWidth (2.0f);
outer = radius - gap * 1;
inner = radius - gap * 2;
glColor4f (0,0,0, opacity);
glBegin (GL_LINES);
for (i = 0; i <= 360; i+= 15) {
angle = (float)i * DEGREES_TO_RADIANS;
s = sinf (angle);
c = -cosf (angle);
glVertex2f (center_x + s * outer, center_y + c * outer);
glVertex2f (center_x + s * inner, center_y + c * inner);
}
glEnd ();
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
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);
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
int RenderMaxTextureSize ()
{
int mts;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mts);
mts = MIN (mts, render_width);
return MIN (mts, render_height);
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
void RenderPrint (int x, int y, int font, GLrgba color, 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);
glPushAttrib(GL_LIST_BIT);
glListBase(fonts[font % FONT_COUNT].base_char - 32);
glColor3fv (&color.red);
glRasterPos2i (x, y);
glCallLists(strlen(text), GL_UNSIGNED_BYTE, text);
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
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 do_fps ()
{
LIMIT_INTERVAL (1000);
current_fps = frames;
frames = 0;
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
void RenderResize (void)
{
float fovy;
render_width = WinWidth ();
render_height = WinHeight ();
if (letterbox) {
letterbox_offset = render_height / 6;
render_height = render_height - letterbox_offset * 2;
} else
letterbox_offset = 0;
//render_aspect = (float)render_height / (float)render_width;
glViewport (0, letterbox_offset, render_width, render_height);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
render_aspect = (float)render_width / (float)render_height;
fovy = 60.0f;
if (render_aspect > 1.0f)
fovy /= render_aspect;
gluPerspective (fovy, render_aspect, 0.1f, RENDER_DISTANCE);
glMatrixMode (GL_MODELVIEW);
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
void RenderTerm (void)
{
if (!hRC)
return;
wglDeleteContext (hRC);
hRC = NULL;
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
void RenderInit (void)
{
HWND hWnd;
unsigned PixelFormat;
HFONT font;
HFONT oldfont;
hWnd = WinHwnd ();
if (!(hDC = GetDC (hWnd)))
YOUFAIL ("Can't Create A GL Device Context.") ;
if (!(PixelFormat = ChoosePixelFormat(hDC,&pfd)))
YOUFAIL ("Can't Find A Suitable PixelFormat.") ;
if(!SetPixelFormat(hDC,PixelFormat,&pfd))
YOUFAIL ("Can't Set The PixelFormat.");
if (!(hRC = wglCreateContext (hDC)))
YOUFAIL ("Can't Create A GL Rendering Context.");
if(!wglMakeCurrent(hDC,hRC))
YOUFAIL ("Can't Activate The GL Rendering Context.");
//Load the fonts for printing debug info to the window.
for (int i = 0; i < FONT_COUNT; i++) {
fonts[i].base_char = glGenLists(96);
font = CreateFont (FONT_SIZE, 0, 0, 0,
FW_BOLD, FALSE, FALSE, FALSE, DEFAULT_CHARSET, OUT_TT_PRECIS,
CLIP_DEFAULT_PRECIS, ANTIALIASED_QUALITY, FF_DONTCARE|DEFAULT_PITCH,
fonts[i].name);
oldfont = (HFONT)SelectObject(hDC, font);
wglUseFontBitmaps(hDC, 32, 96, fonts[i].base_char);
SelectObject(hDC, oldfont);
DeleteObject(font);
}
//If the program is running for the first time, set the defaults.
if (!IniInt ("SetDefaults")) {
IniIntSet ("SetDefaults", 1);
IniIntSet ("Effect", EFFECT_BLOOM);
IniIntSet ("ShowFog", 1);
}
//load in our settings
letterbox = IniInt ("Letterbox") != 0;
show_wireframe = IniInt ("Wireframe") != 0;
show_fps = IniInt ("ShowFPS") != 0;
show_fog = IniInt ("ShowFog") != 0;
effect = IniInt ("Effect");
flat = IniInt ("Flat") != 0;
fog_distance = WORLD_HALF;
//clear the viewport so the user isn't looking at trash while the program starts
glViewport (0, 0, WinWidth (), WinHeight ());
glClearColor (0.0f, 0.0f, 0.0f, 1.0f);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
SwapBuffers (hDC);
RenderResize ();
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
void RenderFPSToggle ()
{
show_fps = !show_fps;
IniIntSet ("ShowFPS", show_fps ? 1 : 0);
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
bool RenderFog ()
{
return show_fog;
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
void RenderFogToggle ()
{
show_fog = !show_fog;
IniIntSet ("ShowFog", show_fog ? 1 : 0);
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
void RenderLetterboxToggle ()
{
letterbox = !letterbox;
IniIntSet ("Letterbox", letterbox ? 1 : 0);
RenderResize ();
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
void RenderWireframeToggle ()
{
show_wireframe = !show_wireframe;
IniIntSet ("Wireframe", show_wireframe ? 1 : 0);
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
bool RenderWireframe ()
{
return show_wireframe;
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
void RenderEffectCycle ()
{
effect = (effect + 1) % EFFECT_COUNT;
IniIntSet ("Effect", effect);
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
bool RenderBloom ()
{
return effect == EFFECT_BLOOM || effect == EFFECT_BLOOM_RADIAL
|| effect == EFFECT_DEBUG_OVERBLOOM || effect == EFFECT_COLOR_CYCLE;
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
bool RenderFlat ()
{
return flat;
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
void RenderFlatToggle ()
{
flat = !flat;
IniIntSet ("Flat", flat ? 1 : 0);
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
void RenderHelpToggle ()
{
show_help = !show_help;
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
float RenderFogDistance ()
{
return fog_distance;
}
/*-----------------------------------------------------------------------------
This is used to set a gradient fog that goes from camera to some portion of
the normal fog distance. This is used for making wireframe outlines and
flat surfaces fade out after rebuild. Looks cool.
-----------------------------------------------------------------------------*/
void RenderFogFX (float scalar)
{
if (scalar >= 1.0f) {
glDisable (GL_FOG);
return;
}
glFogf (GL_FOG_START, 0.0f);
glFogf (GL_FOG_END, fog_distance * 2.0f * scalar);
glEnable (GL_FOG);
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
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);
}