//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. ========= // // The copyright to the contents herein is the property of Charles G. Cleveland. // The contents may be used and/or copied only with the written permission of // Charles G. Cleveland, or in accordance with the terms and conditions stipulated in // the agreement/contract under which the contents have been supplied. // // Purpose: // // $Workfile: HLRender.cpp $ // $Date: 2002/08/31 18:04:08 $ // //------------------------------------------------------------------------------- // $Log: HLRender.cpp,v $ // Revision 1.4 2002/08/31 18:04:08 Flayra // - Work at VALVe // // Revision 1.3 2002/08/16 02:26:55 Flayra // - Added document header // //=============================================================================== // This file implements the API calls that draw particle groups in Half-life #include "general.h" #ifdef WIN32 // This is for something in gl.h. #include #endif //#include #include "common/triangleapi.h" #include "cl_dll/wrect.h" #include "cl_dll/cl_dll.h" //#include "common/renderingconst.h" #include "particles/papi.h" // XXX #include // Draw as a splat texture on a quad. void DrawGroupTriSplat(const pVector &view, const pVector &up, float size_scale, bool draw_tex, bool const_size, bool const_color) { int cnt = pGetGroupCount(); if(cnt < 1) return; pVector *ppos = new pVector[cnt]; float *color = const_color ? NULL : new float[cnt * 4]; pVector *size = const_size ? NULL : new pVector[cnt]; pGetParticles(0, cnt, (float *)ppos, color, NULL, (float *)size); // Compute the vectors from the particle to the corners of its tri. // 2 // |\ The particle is at the center of the x. // |-\ V0, V1, and V2 go from there to the vertices. // |x|\ The texcoords are (0,0), (2,0), and (0,2) respectively. // 0-+-1 We clamp the texture so the rest is transparent. pVector right = view ^ up; right.normalize(); pVector nup = right ^ view; right *= size_scale; nup *= size_scale; pVector V0 = -(right + nup); pVector V1 = V0 + right * 4; pVector V2 = V0 + nup*4 + right*2; //cerr << "x " << view.x << " " << view.y << " " << view.z << endl; //cerr << "x " << nup.x << " " << nup.y << " " << nup.z << endl; //cerr << "x " << right.x << " " << right.y << " " << right.z << endl; //cerr << "x " << V0.x << " " << V0.y << " " << V0.z << endl; //glBegin(GL_TRIANGLES); gEngfuncs.pTriAPI->Begin( TRI_TRIANGLES ); //gEngfuncs.pTriAPI->RenderMode( kRenderTransAlpha ); for(int i = 0; i < cnt; i++) { pVector &p = ppos[i]; float* theCurrentColor = &color[i*4]; if(!const_color) { //glColor4fv((GLfloat *)&color[i*4]); gEngfuncs.pTriAPI->Color4f(theCurrentColor[0], theCurrentColor[1], theCurrentColor[2], theCurrentColor[3]); } //else //{ // gEngfuncs.pTriAPI->Color4f(1.0f, 1.0f, 1.0f, .5f); //} pVector sV0 = V0; pVector sV1 = V1; pVector sV2 = V2; if(!const_size) { sV0 *= size[i].x; sV1 *= size[i].x; sV2 *= size[i].x; } //if(draw_tex) glTexCoord2f(0,0); if(draw_tex) gEngfuncs.pTriAPI->TexCoord2f(0,0); pVector ver = p + sV0; //glVertex3fv((GLfloat *)&ver); gEngfuncs.pTriAPI->Vertex3fv((float*)&ver); //if(draw_tex) glTexCoord2f(2,0); if(draw_tex) gEngfuncs.pTriAPI->TexCoord2f(1,0); ver = p + sV1; //glVertex3fv((GLfloat *)&ver); gEngfuncs.pTriAPI->Vertex3fv((float*)&ver); //if(draw_tex) glTexCoord2f(0,2); if(draw_tex) gEngfuncs.pTriAPI->TexCoord2f(.5,1); ver = p + sV2; //glVertex3fv((GLfloat *)&ver); gEngfuncs.pTriAPI->Vertex3fv((float*)&ver); } //glEnd(); gEngfuncs.pTriAPI->End(); delete [] ppos; if(color) delete [] color; if(size) delete [] size; } // Emit OpenGL calls to draw the particles. These are drawn with // whatever primitive type the user specified(GL_POINTS, for // example). The color and radius are set per primitive, by default. // For GL_LINES, the other vertex of the line is the velocity vector. // XXX const_size is ignored. //PARTICLEDLL_API void pDrawGroupp(int primitive, bool const_size, bool const_color) //{ // _ParticleState &_ps = _GetPState(); // // // Get a pointer to the particles in gp memory // ParticleGroup *pg = _ps.pgrp; // // if(pg == NULL) // return; // ERROR // // if(pg->p_count < 1) // return; // // if(primitive == GL_POINTS) // { // glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT); // glEnableClientState(GL_VERTEX_ARRAY); // if(!const_color) // { // glEnableClientState(GL_COLOR_ARRAY); // glColorPointer(4, GL_FLOAT, sizeof(Particle), &pg->list[0].color); // } // // glVertexPointer(3, GL_FLOAT, sizeof(Particle), &pg->list[0].pos); // glDrawArrays((GLenum)primitive, 0, pg->p_count); // glPopClientAttrib(); // // XXX For E&S // glDisableClientState(GL_COLOR_ARRAY); // } // else // { // // Assume GL_LINES // glBegin((GLenum)primitive); // // if(!const_color) // { // for(int i = 0; i < pg->p_count; i++) // { // Particle &m = pg->list[i]; // // // Warning: this depends on alpha following color in the Particle struct. // glColor4fv((GLfloat *)&m.color); // glVertex3fv((GLfloat *)&m.pos); // // // For lines, make a tail with the velocity vector's direction and // // a length of radius. // pVector tail = m.pos - m.vel; // glVertex3fv((GLfloat *)&tail); // } // } // else // { // for(int i = 0; i < pg->p_count; i++) // { // Particle &m = pg->list[i]; // glVertex3fv((GLfloat *)&m.pos); // // // For lines, make a tail with the velocity vector's direction and // // a length of radius. // pVector tail = m.pos - m.vel; // glVertex3fv((GLfloat *)&tail); // } // } // glEnd(); // } //} // //PARTICLEDLL_API void pDrawGroupl(int dlist, bool const_size, bool const_color, bool const_rotation) //{ // _ParticleState &_ps = _GetPState(); // // // Get a pointer to the particles in gp memory // ParticleGroup *pg = _ps.pgrp; // if(pg == NULL) // return; // ERROR // // if(pg->p_count < 1) // return; // // //if(const_color) // // glColor4fv((GLfloat *)&pg->list[0].color); // // for(int i = 0; i < pg->p_count; i++) // { // Particle &m = pg->list[i]; // // glPushMatrix(); // glTranslatef(m.pos.x, m.pos.y, m.pos.z); // // if(!const_size) // glScalef(m.size.x, m.size.y, m.size.z); // else // glScalef(pg->list[i].size.x, pg->list[i].size.y, pg->list[i].size.z); // // // Expensive! A sqrt, cross prod and acos. Yow. // if(!const_rotation) // { // pVector vN(m.vel); // vN.normalize(); // pVector voN(m.velB); // voN.normalize(); // // pVector biN; // if(voN.x == vN.x && voN.y == vN.y && voN.z == vN.z) // biN = pVector(0, 1, 0); // else // biN = vN ^ voN; // biN.normalize(); // // pVector N(vN ^ biN); // // double M[16]; // M[0] = vN.x; M[4] = biN.x; M[8] = N.x; M[12] = 0; // M[1] = vN.y; M[5] = biN.y; M[9] = N.y; M[13] = 0; // M[2] = vN.z; M[6] = biN.z; M[10] = N.z; M[14] = 0; // M[3] = 0; M[7] = 0; M[11] = 0; M[15] = 1; // glMultMatrixd(M); // } // // // Warning: this depends on alpha following color in the Particle struct. // if(!const_color) // glColor4fv((GLfloat *)&m.color); // // glCallList(dlist); // // glPopMatrix(); // } //}