/* ResidualVM - A 3D game interpreter * * ResidualVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "engines/wintermute/ad/ad_block.h" #include "engines/wintermute/ad/ad_generic.h" #include "engines/wintermute/ad/ad_walkplane.h" #include "engines/wintermute/base/base_game.h" #include "engines/wintermute/base/gfx/opengl/base_render_opengl3d.h" #include "engines/wintermute/base/gfx/opengl/base_surface_opengl3d.h" #include "engines/wintermute/base/gfx/opengl/camera3d.h" #include "engines/wintermute/base/gfx/opengl/light3d.h" #include "engines/wintermute/base/gfx/opengl/mesh3ds_opengl.h" #include "engines/wintermute/base/gfx/opengl/meshx_opengl.h" #include "engines/wintermute/base/gfx/opengl/shadow_volume_opengl.h" #include "graphics/opengl/system_headers.h" #include "math/glmath.h" namespace Wintermute { BaseRenderer3D *makeOpenGL3DRenderer(BaseGame *inGame) { return new BaseRenderOpenGL3D(inGame); } BaseRenderOpenGL3D::BaseRenderOpenGL3D(BaseGame *inGame) : BaseRenderer3D(inGame), _spriteBatchMode(false) { setDefaultAmbientLightColor(); _lightPositions.resize(maximumLightsCount()); _lightDirections.resize(maximumLightsCount()); } BaseRenderOpenGL3D::~BaseRenderOpenGL3D() { } void BaseRenderOpenGL3D::setSpriteBlendMode(Graphics::TSpriteBlendMode blendMode) { switch (blendMode) { case Graphics::BLEND_NORMAL: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; case Graphics::BLEND_ADDITIVE: glBlendFunc(GL_SRC_ALPHA, GL_ONE); break; case Graphics::BLEND_SUBTRACTIVE: // wme3d takes the color value here glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR); break; default: error("BaseRenderOpenGL3DShader::setSpriteBlendMode unsupported blend mode %i", blendMode); } } void BaseRenderOpenGL3D::setAmbientLight() { byte a = 0; byte r = 0; byte g = 0; byte b = 0; if (_overrideAmbientLightColor) { a = RGBCOLGetA(_ambientLightColor); r = RGBCOLGetR(_ambientLightColor); g = RGBCOLGetG(_ambientLightColor); b = RGBCOLGetB(_ambientLightColor); } else { uint32 color = _gameRef->getAmbientLightColor(); a = RGBCOLGetA(color); r = RGBCOLGetR(color); g = RGBCOLGetG(color); b = RGBCOLGetB(color); } float value[] = { r / 255.0f, g / 255.0f, b / 255.0f, a / 255.0f }; glLightModelfv(GL_LIGHT_MODEL_AMBIENT, value); } int BaseRenderOpenGL3D::maximumLightsCount() { GLint maxLightCount = 0; glGetIntegerv(GL_MAX_LIGHTS, &maxLightCount); return maxLightCount; } void BaseRenderOpenGL3D::enableLight(int index) { glEnable(GL_LIGHT0 + index); } void BaseRenderOpenGL3D::disableLight(int index) { glDisable(GL_LIGHT0 + index); } void BaseRenderOpenGL3D::setLightParameters(int index, const Math::Vector3d &position, const Math::Vector3d &direction, const Math::Vector4d &diffuse, bool spotlight) { float zero[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; glLightfv(GL_LIGHT0 + index, GL_DIFFUSE, diffuse.getData()); glLightfv(GL_LIGHT0 + index, GL_AMBIENT, zero); glLightfv(GL_LIGHT0 + index, GL_SPECULAR, zero); _lightPositions[index].x() = position.x(); _lightPositions[index].y() = position.y(); _lightPositions[index].z() = position.z(); _lightPositions[index].w() = 1.0f; if (spotlight) { _lightDirections[index] = direction; glLightfv(GL_LIGHT0 + index, GL_SPOT_DIRECTION, direction.getData()); glLightf(GL_LIGHT0 + index, GL_SPOT_EXPONENT, 1.0f); // wme sets the phi angle to 1.0 (in radians) // so either 180/pi or (180/pi)/2 should give the same result glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, 0.5f * (180.0f / M_PI)); } else { glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, 180.0f); } } bool BaseRenderOpenGL3D::enableShadows() { warning("BaseRenderOpenGL3D::enableShadows not implemented yet"); return true; } bool BaseRenderOpenGL3D::disableShadows() { warning("BaseRenderOpenGL3D::disableDhadows not implemented yet"); return true; } void BaseRenderOpenGL3D::displayShadow(BaseObject *object, const Math::Vector3d &lightPos, bool lightPosRelative) { BaseSurface *shadowImage = _gameRef->_shadowImage; if (object->_shadowImage) { shadowImage = object->_shadowImage; } if (!shadowImage) { return; } Math::Matrix4 scale; scale.setToIdentity(); scale(0, 0) = object->_shadowSize * object->_scale3D; scale(1, 1) = 1.0f; scale(2, 2) = object->_shadowSize * object->_scale3D; float sinOfAngle = object->_angle.getSine(); float cosOfAngle = object->_angle.getCosine(); Math::Matrix4 rotation; rotation.setToIdentity(); rotation(0, 0) = cosOfAngle; rotation(0, 2) = sinOfAngle; rotation(2, 0) = -sinOfAngle; rotation(2, 2) = cosOfAngle; Math::Matrix4 translation; translation.setToIdentity(); translation.setPosition(object->_posVector); Math::Matrix4 worldTransformation = translation * rotation * scale; worldTransformation.transpose(); worldTransformation = worldTransformation * _lastViewMatrix; glLoadMatrixf(worldTransformation.getData()); glDepthMask(false); glEnable(GL_TEXTURE_2D); static_cast(shadowImage)->setTexture(); glInterleavedArrays(GL_T2F_N3F_V3F, 0, _simpleShadow); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDepthMask(true); glLoadMatrixf(_lastViewMatrix.getData()); } bool BaseRenderOpenGL3D::stencilSupported() { // assume that we have a stencil buffer return true; } BaseImage *BaseRenderOpenGL3D::takeScreenshot() { warning("BaseRenderOpenGL3D::takeScreenshot not yet implemented"); return nullptr; } bool BaseRenderOpenGL3D::saveScreenShot(const Common::String &filename, int sizeX, int sizeY) { warning("BaseRenderOpenGL3D::saveScreenshot not yet implemented"); return true; } void BaseRenderOpenGL3D::setWindowed(bool windowed) { warning("BaseRenderOpenGL3D::setWindowed not yet implemented"); } void BaseRenderOpenGL3D::fadeToColor(byte r, byte g, byte b, byte a) { glBindBuffer(GL_ARRAY_BUFFER, 0); setProjection2D(); const int vertexSize = 16; byte vertices[4 * vertexSize]; float *vertexCoords = reinterpret_cast(vertices); vertexCoords[0 * 4 + 1] = _viewportRect.left; vertexCoords[0 * 4 + 2] = _viewportRect.bottom; vertexCoords[0 * 4 + 3] = 0.0f; vertexCoords[1 * 4 + 1] = _viewportRect.left; vertexCoords[1 * 4 + 2] = _viewportRect.top; vertexCoords[1 * 4 + 3] = 0.0f; vertexCoords[2 * 4 + 1] = _viewportRect.right; vertexCoords[2 * 4 + 2] = _viewportRect.bottom; vertexCoords[2 * 4 + 3] = 0.0f; vertexCoords[3 * 4 + 1] = _viewportRect.right; vertexCoords[3 * 4 + 2] = _viewportRect.top; vertexCoords[3 * 4 + 3] = 0.0f; vertices[0 * vertexSize + 0] = r; vertices[0 * vertexSize + 1] = g; vertices[0 * vertexSize + 2] = b; vertices[0 * vertexSize + 3] = a; vertices[1 * vertexSize + 0] = r; vertices[1 * vertexSize + 1] = g; vertices[1 * vertexSize + 2] = b; vertices[1 * vertexSize + 3] = a; vertices[2 * vertexSize + 0] = r; vertices[2 * vertexSize + 1] = g; vertices[2 * vertexSize + 2] = b; vertices[2 * vertexSize + 3] = a; vertices[3 * vertexSize + 0] = r; vertices[3 * vertexSize + 1] = g; vertices[3 * vertexSize + 2] = b; vertices[3 * vertexSize + 3] = a; glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBindTexture(GL_TEXTURE_2D, 0); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glVertexPointer(3, GL_FLOAT, vertexSize, vertices + 4); glColorPointer(4, GL_UNSIGNED_BYTE, vertexSize, vertices); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); setup2D(true); } bool BaseRenderOpenGL3D::fill(byte r, byte g, byte b, Common::Rect *rect) { glClearColor(float(r) / 255.0f, float(g) / 255.0f, float(b) / 255.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); return true; } bool BaseRenderOpenGL3D::setViewport(int left, int top, int right, int bottom) { _viewportRect.setRect(left, top, right, bottom); glViewport(left, _height - bottom, right - left, bottom - top); return true; } bool BaseRenderOpenGL3D::drawLine(int x1, int y1, int x2, int y2, uint32 color) { warning("BaseRenderOpenGL3D::drawLine not yet implemented"); return true; } bool BaseRenderOpenGL3D::drawRect(int x1, int y1, int x2, int y2, uint32 color, int width) { warning("BaseRenderOpenGL3D::drawRect not yet implemented"); return true; } bool BaseRenderOpenGL3D::setProjection() { // is the viewport already set here? float viewportWidth = _viewportRect.right - _viewportRect.left; float viewportHeight = _viewportRect.bottom - _viewportRect.top; float verticalViewAngle = _fov; float aspectRatio = float(viewportWidth) / float(viewportHeight); // same defaults as wme float nearPlane = 90.0f; float farPlane = 10000.0f; float top = nearPlane * tanf(verticalViewAngle * 0.5f); float scaleMod = static_cast(_height) / static_cast(viewportHeight); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-top * aspectRatio, top * aspectRatio, -top, top, nearPlane, farPlane); glGetFloatv(GL_PROJECTION_MATRIX, _projectionMatrix3d.getData()); _projectionMatrix3d(0, 0) *= scaleMod; _projectionMatrix3d(1, 1) *= scaleMod; glLoadMatrixf(_projectionMatrix3d.getData()); glMatrixMode(GL_MODELVIEW); return true; } bool BaseRenderOpenGL3D::setProjection2D() { glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, _width, 0, _height, -1.0, 100.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); return true; } void BaseRenderOpenGL3D::resetModelViewTransform() { glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void BaseRenderOpenGL3D::setWorldTransform(const Math::Matrix4 &transform) { Math::Matrix4 tmp = transform; tmp.transpose(); Math::Matrix4 newModelViewTransform = tmp * _lastViewMatrix; glLoadMatrixf(newModelViewTransform.getData()); } bool BaseRenderOpenGL3D::windowedBlt() { warning("BaseRenderOpenGL3D::windowedBlt not yet implemented"); return true; } void Wintermute::BaseRenderOpenGL3D::onWindowChange() { warning("BaseRenderOpenGL3D::onWindowChange not yet implemented"); } bool BaseRenderOpenGL3D::initRenderer(int width, int height, bool windowed) { _windowed = windowed; _width = width; _height = height; setViewport(0, 0, width, height); _active = true; // setup a proper state setup2D(true); _simpleShadow[0].x = -1.0f; _simpleShadow[0].y = 0.0f; _simpleShadow[0].z = -1.0f; _simpleShadow[0].nx = 0.0f; _simpleShadow[0].ny = 1.0f; _simpleShadow[0].nz = 0.0f; _simpleShadow[0].u = 0.0f; _simpleShadow[0].v = 1.0f; _simpleShadow[1].x = -1.0f; _simpleShadow[1].y = 0.0f; _simpleShadow[1].z = 1.0f; _simpleShadow[1].nx = 0.0f; _simpleShadow[1].ny = 1.0f; _simpleShadow[1].nz = 0.0f; _simpleShadow[1].u = 1.0f; _simpleShadow[1].v = 1.0f; _simpleShadow[2].x = 1.0f; _simpleShadow[2].y = 0.0f; _simpleShadow[2].z = -1.0f; _simpleShadow[2].nx = 0.0f; _simpleShadow[2].ny = 1.0f; _simpleShadow[2].nz = 0.0f; _simpleShadow[2].u = 0.0f; _simpleShadow[2].v = 0.0f; _simpleShadow[3].x = 1.0f; _simpleShadow[3].y = 0.0f; _simpleShadow[3].z = 1.0f; _simpleShadow[3].nx = 0.0f; _simpleShadow[3].ny = 1.0f; _simpleShadow[3].nz = 0.0f; _simpleShadow[3].u = 1.0f; _simpleShadow[3].v = 0.0f; return true; } bool Wintermute::BaseRenderOpenGL3D::flip() { g_system->updateScreen(); return true; } bool BaseRenderOpenGL3D::indicatorFlip() { warning("BaseRenderOpenGL3D::indicatorFlip not yet implemented"); return true; } bool BaseRenderOpenGL3D::forcedFlip() { warning("BaseRenderOpenGL3D::forcedFlip not yet implemented"); return true; } bool BaseRenderOpenGL3D::setup2D(bool force) { if (_state3D || force) { _state3D = false; // some states are still missing here glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glDisable(GL_STENCIL_TEST); glDisable(GL_CLIP_PLANE0); glDisable(GL_FOG); glLightModeli(GL_LIGHT_MODEL_AMBIENT, 0); glEnable(GL_CULL_FACE); glFrontFace(GL_CCW); glEnable(GL_ALPHA_TEST); glEnable(GL_BLEND); glAlphaFunc(GL_GEQUAL, 0.0f); glPolygonMode(GL_FRONT, GL_FILL); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glActiveTexture(GL_TEXTURE0); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE); glTexEnvf(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_TEXTURE); glTexEnvf(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PRIMARY_COLOR); glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE); glTexEnvf(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_TEXTURE); glTexEnvf(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PRIMARY_COLOR); glActiveTexture(GL_TEXTURE1); glDisable(GL_TEXTURE_2D); glActiveTexture(GL_TEXTURE0); glViewport(0, 0, _width, _height); setProjection2D(); } return true; } bool BaseRenderOpenGL3D::setup3D(Camera3D *camera, bool force) { if (!_state3D || force) { _state3D = true; glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_BLEND); // wme uses 8 as a reference value and Direct3D expects it to be in the range [0, 255] // 8 / 255 ~ 0.0313 glAlphaFunc(GL_GEQUAL, 0.0313); setAmbientLight(); glEnable(GL_NORMALIZE); if (camera) { _fov = camera->_fov; Math::Matrix4 viewMatrix; camera->getViewMatrix(&viewMatrix); glMultMatrixf(viewMatrix.getData()); glTranslatef(-camera->_position.x(), -camera->_position.y(), -camera->_position.z()); glGetFloatv(GL_MODELVIEW_MATRIX, _lastViewMatrix.getData()); } for (int i = 0; i < maximumLightsCount(); ++i) { glLightfv(GL_LIGHT0 + i, GL_POSITION, _lightPositions[i].getData()); glLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, _lightDirections[i].getData()); } FogParameters fogParameters; _gameRef->getFogParams(fogParameters); if (fogParameters._enabled) { glEnable(GL_FOG); glFogi(GL_FOG_MODE, GL_LINEAR); glFogf(GL_FOG_START, fogParameters._start); glFogf(GL_FOG_END, fogParameters._end); uint32 fogColor = fogParameters._color; GLfloat color[4] = { RGBCOLGetR(fogColor) / 255.0f, RGBCOLGetG(fogColor) / 255.0f, RGBCOLGetB(fogColor) / 255.0f, RGBCOLGetA(fogColor) / 255.0f }; glFogfv(GL_FOG_COLOR, color); } else { glDisable(GL_FOG); } glViewport(_viewportRect.left, _height - _viewportRect.bottom, _viewportRect.width(), _viewportRect.height()); _viewport3dRect = _viewportRect; setProjection(); } return true; } bool BaseRenderOpenGL3D::setupLines() { warning("BaseRenderOpenGL3D::setupLines not yet implemented"); return true; } BaseSurface *Wintermute::BaseRenderOpenGL3D::createSurface() { return new BaseSurfaceOpenGL3D(_gameRef, this); } #include "common/pack-start.h" struct SpriteVertex { float u; float v; uint8 r; uint8 g; uint8 b; uint8 a; float x; float y; float z; } PACKED_STRUCT; #include "common/pack-end.h" bool BaseRenderOpenGL3D::drawSpriteEx(BaseSurfaceOpenGL3D &tex, const Wintermute::Rect32 &rect, const Wintermute::Vector2 &pos, const Wintermute::Vector2 &rot, const Wintermute::Vector2 &scale, float angle, uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) { // original wme has a batch mode for sprites, we ignore this for the moment // The ShaderSurfaceRenderer sets an array buffer which appearently conflicts with us // Reset it! glBindBuffer(GL_ARRAY_BUFFER, 0); if (_forceAlphaColor != 0) { color = _forceAlphaColor; } float width = (rect.right - rect.left) * scale.x; float height = (rect.bottom - rect.top) * scale.y; glBindTexture(GL_TEXTURE_2D, tex.getTextureName()); // for sprites we clamp to the edge, to avoid line fragments at the edges // this is not done by wme, though glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // might as well provide getters for those int texWidth; int texHeight; glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &texWidth); glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &texHeight); float texLeft = (float)rect.left / (float)texWidth; float texTop = (float)rect.top / (float)texHeight; float texRight = (float)rect.right / (float)texWidth; float texBottom = (float)rect.bottom / (float)texHeight; float offset = _height / 2.0f; float correctedYPos = (pos.y - offset) * -1.0f + offset; // to be implemented if (mirrorX) { warning("BaseRenderOpenGL3D::SpriteEx x mirroring is not yet implemented"); } if (mirrorY) { warning("BaseRenderOpenGL3D::SpriteEx y mirroring is not yet implemented"); } SpriteVertex vertices[4] = {}; // texture coords vertices[0].u = texLeft; vertices[0].v = texTop; vertices[1].u = texLeft; vertices[1].v = texBottom; vertices[2].u = texRight; vertices[2].v = texTop; vertices[3].u = texRight; vertices[3].v = texBottom; // position coords vertices[0].x = pos.x - 0.5f; vertices[0].y = correctedYPos - 0.5f; vertices[0].z = -0.9f; vertices[1].x = pos.x - 0.5f; vertices[1].y = correctedYPos - height - 0.5f; vertices[1].z = -0.9f; vertices[2].x = pos.x + width - 0.5f; vertices[2].y = correctedYPos - 0.5f; vertices[2].z = -0.9f; vertices[3].x = pos.x + width - 0.5f; vertices[3].y = correctedYPos - height - 0.5; vertices[3].z = -0.9f; // not exactly sure about the color format, but this seems to work byte a = RGBCOLGetA(color); byte r = RGBCOLGetR(color); byte g = RGBCOLGetG(color); byte b = RGBCOLGetB(color); for (int i = 0; i < 4; ++i) { vertices[i].r = r; vertices[i].g = g; vertices[i].b = b; vertices[i].a = a; } // transform vertices here if necessary, add offset if (alphaDisable) { glDisable(GL_ALPHA_TEST); } setSpriteBlendMode(blendMode); glEnable(GL_TEXTURE_2D); glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glInterleavedArrays(GL_T2F_C4UB_V3F, 0, vertices); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); if (alphaDisable) { glEnable(GL_ALPHA_TEST); } return true; } void BaseRenderOpenGL3D::renderSceneGeometry(const BaseArray &planes, const BaseArray &blocks, const BaseArray &generics, const BaseArray &lights, Camera3D *camera) { _gameRef->_renderer3D->resetModelViewTransform(); _gameRef->_renderer3D->setup3D(camera, true); glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glFrontFace(GL_CCW); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glDisableClientState(GL_COLOR_ARRAY); glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE); glEnable(GL_COLOR_MATERIAL); glBindTexture(GL_TEXTURE_2D, 0); // render walk planes for (uint i = 0; i < planes.size(); i++) { if (!planes[i]->_active) { continue; } planes[i]->_mesh->render(); } // render blocks for (uint i = 0; i < blocks.size(); i++) { if (!blocks[i]->_active) { continue; } blocks[i]->_mesh->render(); } // render generic objects for (uint i = 0; i < generics.size(); i++) { if (!generics[i]->_active) { continue; } generics[i]->_mesh->render(); } for (uint i = 0; i < lights.size(); ++i) { if (!lights[i]->_active) { continue; } glBegin(GL_LINES); glColor3f(1.0f, 1.0f, 0.0f); Math::Vector3d right = lights[i]->_position + Math::Vector3d(1000.0f, 0.0f, 0.0f); Math::Vector3d up = lights[i]->_position + Math::Vector3d(0.0f, 1000.0f, 0.0f); Math::Vector3d backward = lights[i]->_position + Math::Vector3d(0.0f, 0.0f, 1000.0f); Math::Vector3d left = lights[i]->_position + Math::Vector3d(-1000.0f, 0.0f, 0.0f); Math::Vector3d down = lights[i]->_position + Math::Vector3d(0.0f, -1000.0f, 0.0f); Math::Vector3d forward = lights[i]->_position + Math::Vector3d(0.0f, 0.0f, -1000.0f); glVertex3fv(lights[i]->_position.getData()); glVertex3fv(right.getData()); glVertex3fv(lights[i]->_position.getData()); glVertex3fv(up.getData()); glVertex3fv(lights[i]->_position.getData()); glVertex3fv(backward.getData()); glVertex3fv(lights[i]->_position.getData()); glVertex3fv(left.getData()); glVertex3fv(lights[i]->_position.getData()); glVertex3fv(down.getData()); glVertex3fv(lights[i]->_position.getData()); glVertex3fv(forward.getData()); glEnd(); } glDisable(GL_COLOR_MATERIAL); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } void BaseRenderOpenGL3D::renderShadowGeometry(const BaseArray &planes, const BaseArray &blocks, const BaseArray &generics, Camera3D *camera) { resetModelViewTransform(); setup3D(camera, true); // disable color write glBlendFunc(GL_ZERO, GL_ONE); glFrontFace(GL_CCW); glBindTexture(GL_TEXTURE_2D, 0); // render walk planes for (uint i = 0; i < planes.size(); i++) { if (planes[i]->_active && planes[i]->_receiveShadows) { planes[i]->_mesh->render(); } } // render blocks for (uint i = 0; i < blocks.size(); i++) { if (blocks[i]->_active && blocks[i]->_receiveShadows) { blocks[i]->_mesh->render(); } } // render generic objects for (uint i = 0; i < generics.size(); i++) { if (generics[i]->_active && generics[i]->_receiveShadows) { generics[i]->_mesh->render(); } } setSpriteBlendMode(Graphics::BLEND_NORMAL); } Mesh3DS *BaseRenderOpenGL3D::createMesh3DS() { return new Mesh3DSOpenGL(); } MeshX *BaseRenderOpenGL3D::createMeshX() { return new MeshXOpenGL(_gameRef); } ShadowVolume *BaseRenderOpenGL3D::createShadowVolume() { return new ShadowVolumeOpenGL(_gameRef); } } // namespace Wintermute