1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2006 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: bottac@ee.ethz.ch |
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13 | */ |
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14 | |
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15 | |
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16 | #include "vector.h" |
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17 | #include "bsp_file.h" |
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18 | #include "bsp_manager.h" |
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19 | #include "bsp_tree_leaf.h" |
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20 | #include "p_node.h" |
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21 | #include "state.h" |
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22 | #include "debug.h" |
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23 | #include "material.h" |
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24 | #include "camera.h" |
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25 | #include "vertex_array_model.h" |
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26 | |
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27 | // STL Containers |
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28 | #include <vector> |
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29 | #include <deque> |
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30 | |
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31 | |
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32 | |
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33 | |
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34 | BspManager::BspManager() |
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35 | { |
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36 | // open a BSP file |
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37 | this->bspFile = new BspFile(); |
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38 | this->bspFile->read("/root/data/Kanti175.bsp"); |
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39 | this->bspFile->build_tree(); |
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40 | this->root = this->bspFile->get_root(); |
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41 | this->alreadyVisible = new bool [this->bspFile->numFaces]; |
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42 | } |
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43 | |
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44 | void BspManager::draw() |
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45 | { |
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46 | |
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47 | |
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48 | |
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49 | |
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50 | |
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51 | // Draw Debug Terrain |
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52 | /* |
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53 | this->bspFile->Materials[0]->select(); |
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54 | for(int i = 0; i < this->bspFile->numPatches ; i++) |
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55 | { |
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56 | this->bspFile->VertexArrayModels[i]->draw(); |
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57 | |
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58 | } |
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59 | */ |
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60 | |
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61 | |
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62 | |
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63 | // erase alreadyVisible |
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64 | for(int i = 0; i < this->bspFile->numFaces; i++) this->alreadyVisible[i] = false; |
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65 | float tmp = 0; |
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66 | this->opal.clear(); |
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67 | this->trasparent.clear(); |
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68 | // Find all visible faces... |
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69 | |
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70 | this->cam = State::getCamera()->getAbsCoor() ; |
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71 | this->ship = State::getCameraTargetNode()->getAbsCoor(); |
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72 | |
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73 | |
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74 | |
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75 | |
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76 | this->cam = State::getCameraTargetNode()->getAbsCoor(); |
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77 | this->viewDir= State::getCameraTarget()->getAbsCoor() - State::getCamera()->getAbsCoor() ; |
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78 | float d = (cam.x*viewDir.x + cam.y*viewDir.y + cam.z * viewDir.z); |
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79 | |
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80 | BspTreeNode* ActLeaf = this->getLeaf(this->bspFile->root, &ship); |
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81 | int viscluster = -1; |
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82 | viscluster =((leaf*)(this->bspFile->leaves))[ ActLeaf->leafIndex].cluster; // get the players cluster (viscluster) |
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83 | |
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84 | |
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85 | |
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86 | |
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87 | this->checkCollision(this->root, &this->cam); //!< Test Collision Detection |
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88 | |
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89 | if ((((int *)(this->bspFile->header))[35] == 0) || viscluster < 0) //!< if (sizeof(Visdata) == 0) |
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90 | { |
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91 | /** Do Frustum culling and draw 'em all **/ |
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92 | |
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93 | // Iterate through all Leafs |
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94 | for(int i = 0; i < this->bspFile->numLeafs ; i++ ) |
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95 | { |
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96 | // cluster = (this->bspFile->leaves)[i].cluster; |
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97 | leaf& curLeaf = (this->bspFile->leaves)[i]; |
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98 | |
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99 | |
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100 | // Iterate through all faces |
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101 | for (int j = 0; j < curLeaf.n_leaffaces ; ++j) { |
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102 | const int f = ( j + ((leaf *) (this->bspFile->leaves))[i].leafface) % this->bspFile->numFaces; |
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103 | if (f >=0 && !this->isAlreadyVisible(f)) { |
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104 | this->alreadyVisible[f] = true; |
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105 | /* if(ActLeaf->leafIndex == i) |
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106 | { |
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107 | this->alreadyVisible[i] = false; |
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108 | this->draw_debug_face(f); |
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109 | this->alreadyVisible[i] = true; |
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110 | } |
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111 | else */ |
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112 | addFace(f); // "visibleFaces.append(f)" |
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113 | } |
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114 | } |
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115 | |
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116 | |
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117 | |
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118 | |
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119 | } //for |
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120 | } else { |
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121 | int cluster; |
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122 | int seven = 7; |
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123 | unsigned char one = 1; |
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124 | unsigned int v; |
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125 | unsigned char visSet; |
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126 | |
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127 | // Iterate through all Leafs |
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128 | |
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129 | for(int i = 0; i < this->bspFile->numLeafs ; ++i ) { |
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130 | leaf& camLeaf = (this->bspFile->leaves)[ActLeaf->leafIndex] ; |
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131 | leaf& curLeaf = (this->bspFile->leaves)[i] ; |
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132 | cluster = curLeaf.cluster; |
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133 | |
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134 | if(cluster <0) continue; |
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135 | v = ((viscluster * ( ((int *)this->bspFile->visData)[1]) ) + (cluster / 8)); |
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136 | visSet =((unsigned char*) (this->bspFile->visData))[v+8]; |
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137 | |
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138 | |
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139 | if( ((visSet) & ((unsigned char)1 <<(unsigned char) (cluster & 7))) == 0 ) |
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140 | { |
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141 | // Iterate through all faces |
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142 | for (int j = 0; j < curLeaf.n_leaffaces ; ++j) |
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143 | { |
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144 | const int f = (j + curLeaf.leafface) % this->bspFile->numFaces; |
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145 | |
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146 | |
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147 | if (!this->isAlreadyVisible(f) && f>=0) { |
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148 | this->addFace(f); |
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149 | this->alreadyVisible[f] = true; |
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150 | } |
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151 | |
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152 | } |
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153 | |
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154 | }// if |
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155 | |
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156 | }//for |
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157 | |
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158 | }//else |
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159 | |
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160 | while(!this->opal.empty()) { |
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161 | this->draw_face(this->opal.front()); |
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162 | this->opal.pop_front(); |
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163 | } |
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164 | while(!this->trasparent.empty()) { |
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165 | this->draw_face(this->trasparent.back()); |
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166 | this->trasparent.pop_back(); |
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167 | } |
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168 | |
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169 | |
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170 | }//draw |
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171 | |
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172 | void BspManager::draw_leaf() |
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173 | {} |
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174 | |
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175 | void BspManager::draw_face(int curface) |
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176 | { |
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177 | face& curFace = (this->bspFile->faces)[curface]; |
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178 | const BspVertex* curVertex = (BspVertex *) this->bspFile->vertice; |
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179 | int stride = sizeof(BspVertex); // sizeof(Vertex) |
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180 | int offset = curFace.vertex; |
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181 | |
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182 | // PRINTF(0)("BSP Manager: "); |
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183 | // PRINTF(0)("BSP Manager: type: %i \n", curFace.texture); |
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184 | |
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185 | // if( curFace.texture < 0 ) return; |
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186 | if(curFace.type == 2) { |
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187 | this->draw_patch( &curFace); |
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188 | return; |
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189 | } |
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190 | if(curFace.type == 3) return; |
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191 | // if(this->bspFile->Materials[curFace.texture] != NULL) |
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192 | if(this->lastTex != curFace.texture) { |
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193 | this->bspFile->Materials[curFace.texture].mat->select(); |
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194 | this->lastTex = curFace.texture; |
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195 | } |
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196 | glEnableClientState(GL_VERTEX_ARRAY ); |
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197 | glEnableClientState(GL_TEXTURE_COORD_ARRAY ); |
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198 | glEnableClientState(GL_NORMAL_ARRAY ); |
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199 | // glEnableClientState(GL_COLOR_ARRAY); |
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200 | |
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201 | |
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202 | glVertexPointer(3, GL_FLOAT, stride, &(curVertex[offset].position[0])); |
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203 | // glClientActiveTextureARB(GL_TEXTURE0_ARB); |
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204 | glTexCoordPointer(2, GL_FLOAT, stride, &(curVertex[offset].texcoord[0])); |
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205 | // glClientActiveTextureARB(GL_TEXTURE1_ARB); |
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206 | // glTexCoordPointer(2, GL_FLOAT, stride, &(curVertex[offset].texcoord[1])); |
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207 | |
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208 | |
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209 | glNormalPointer( GL_FLOAT, stride, &(curVertex[offset].normal[0])); |
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210 | // glColorPointer(4, GL_BYTE, stride, &(curVertex[offset].color[0])); |
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211 | glDrawElements(GL_TRIANGLES, curFace.n_meshverts, |
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212 | GL_UNSIGNED_INT, &(((meshvert *)this->bspFile->meshverts) [curFace.meshvert])); |
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213 | |
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214 | |
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215 | glDisableClientState(GL_VERTEX_ARRAY ); |
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216 | glDisableClientState(GL_TEXTURE_COORD_ARRAY ); |
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217 | glDisableClientState(GL_NORMAL_ARRAY ); |
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218 | // glDisableClientState(GL_COLOR_ARRAY); |
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219 | |
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220 | } |
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221 | |
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222 | |
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223 | void BspManager::draw_debug_face(int curface) |
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224 | { |
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225 | face& curFace = (this->bspFile->faces)[curface]; |
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226 | const BspVertex* curVertex = (BspVertex *) this->bspFile->vertice; |
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227 | int stride = 44; // sizeof(Vertex) |
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228 | int offset = curFace.vertex; |
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229 | |
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230 | // PRINTF(0)("BSP Manager: "); |
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231 | // PRINTF(0)("BSP Manager: type: %i \n", curFace.texture); |
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232 | |
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233 | // if( curFace.texture < 0 ) return; |
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234 | if(curFace.type == 2) { |
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235 | this->draw_patch( &curFace); |
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236 | return; |
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237 | } |
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238 | if(curFace.type == 3) return; |
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239 | // if(this->bspFile->Materials[curFace.texture] != NULL) |
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240 | |
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241 | this->bspFile->Materials[2].mat->select(); |
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242 | this->lastTex = 2; |
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243 | |
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244 | glEnableClientState(GL_VERTEX_ARRAY ); |
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245 | glEnableClientState(GL_TEXTURE_COORD_ARRAY ); |
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246 | glEnableClientState(GL_NORMAL_ARRAY ); |
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247 | //glEnableClientState(GL_COLOR_ARRAY); |
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248 | // glEnableClientState(GL_VERTEX_ARRAY ); |
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249 | |
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250 | glVertexPointer(3, GL_FLOAT, stride, &(curVertex[offset].position[0])); |
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251 | // glClientActiveTextureARB(GL_TEXTURE0_ARB); |
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252 | glTexCoordPointer(2, GL_FLOAT, stride, &(curVertex[offset].texcoord[0])); |
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253 | // glClientActiveTextureARB(GL_TEXTURE1_ARB); |
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254 | // glTexCoordPointer(2, GL_FLOAT, stride, &(curVertex[offset].texcoord[1])); |
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255 | //glEnableClientState(GL_NORMAL_ARRAY ); |
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256 | |
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257 | glNormalPointer( GL_FLOAT, stride, &(curVertex[offset].normal[0])); |
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258 | // glColorPointer(4, GL_BYTE, stride, &(curVertex[offset].color[0])); |
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259 | glDrawElements(GL_TRIANGLES, curFace.n_meshverts, |
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260 | GL_UNSIGNED_INT, &(((meshvert *)this->bspFile->meshverts) [curFace.meshvert])); |
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261 | |
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262 | } |
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263 | |
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264 | void BspManager::draw_patch(face* Face) |
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265 | { |
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266 | if(this->lastTex != Face->texture) { |
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267 | this->bspFile->Materials[Face->texture].mat->select(); |
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268 | this->lastTex = Face->texture; |
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269 | } |
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270 | |
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271 | for(int i = 0; i < Face->n_meshverts ; i++) { |
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272 | //glFrontFace(GL_CW); |
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273 | //PRINTF(0)("BSP Manager: Face->size[0]: %i . \n", Face->size[0]); |
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274 | glEnableClientState(GL_VERTEX_ARRAY ); |
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275 | glEnableClientState(GL_TEXTURE_COORD_ARRAY ); |
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276 | glEnableClientState(GL_NORMAL_ARRAY ); |
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277 | |
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278 | glVertexPointer(3, GL_FLOAT,44, &((((BspVertex*)(this->bspFile->patchVertice))[8*8*(Face->meshvert+i)]).position[0])); |
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279 | glTexCoordPointer(2, GL_FLOAT, 44, &((((BspVertex*)(this->bspFile->patchVertice))[8*8*(Face->meshvert+i)]).texcoord[0][0])); |
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280 | glNormalPointer( GL_FLOAT, 44,&((((BspVertex*)(this->bspFile->patchVertice))[8*8*(Face->meshvert+i)]).normal[0]) ); |
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281 | |
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282 | // We'll need multitexture suport for lightning |
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283 | //glClientActiveTextureARB(GL_TEXTURE0_ARB); |
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284 | //glTexCoordPointer(2, GL_FLOAT,0, &vertex[0].textureCoord); |
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285 | //glClientActiveTextureARB(GL_TEXTURE1_ARB); |
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286 | //glTexCoordPointer(2, GL_FLOAT, sizeof(BSPVertex), &vertex[0].lightmapCoord); |
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287 | |
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288 | |
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289 | for(int row=0; row<7; ++row) { |
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290 | glDrawElements(GL_TRIANGLE_STRIP, 2*(8), GL_UNSIGNED_INT, |
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291 | & ( (((GLuint*) (this->bspFile->patchIndexes))[7*8*2*(Face->meshvert+i)+ row*2*8] )) ); |
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292 | } |
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293 | |
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294 | //glFrontFace(GL_CCW); |
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295 | } |
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296 | |
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297 | } |
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298 | |
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299 | bool BspManager::isAlreadyVisible(int Face) |
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300 | { |
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301 | return this->alreadyVisible[Face]; |
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302 | } |
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303 | |
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304 | |
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305 | BspTreeNode* BspManager::getLeaf(BspTreeNode* node, Vector* cam) |
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306 | { |
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307 | float dist = 0; |
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308 | while(!(node->isLeaf)) { |
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309 | dist = (node->plane.x * this->cam.x + node->plane.y*this->cam.y + node->plane.z*this->cam.z) - node->d; |
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310 | if(dist >= 0.0f) { |
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311 | node = node->left; |
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312 | } else { |
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313 | node = node->right; |
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314 | |
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315 | } |
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316 | } |
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317 | return node; |
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318 | } |
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319 | |
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320 | void BspManager::checkCollision(BspTreeNode* node, Vector* cam) |
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321 | { |
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322 | float dist = 0; |
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323 | if(!(node->isLeaf)) { |
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324 | dist = (node->plane.x * this->cam.x + node->plane.y*this->cam.y + node->plane.z*this->cam.z) - node->d; |
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325 | if(dist > 4.0f) { |
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326 | checkCollision(node->left,cam); |
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327 | return; |
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328 | } |
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329 | if(dist < -4.0f) { |
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330 | checkCollision(node->right,cam); |
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331 | return; |
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332 | } |
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333 | if(dist<=4.0f && dist >= -4.0f) { |
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334 | checkCollision(node->left,cam); |
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335 | checkCollision(node->right,cam); |
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336 | return; |
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337 | } |
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338 | return; |
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339 | } else { |
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340 | |
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341 | leaf& camLeaf = ((leaf *)(this->bspFile->leaves))[(node->leafIndex ) ]; |
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342 | |
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343 | if (camLeaf.cluster < 0) {this->drawDebugCube(&this->cam);} |
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344 | |
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345 | |
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346 | /* |
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347 | for(int i = 0; i < camLeaf.n_leafbrushes && i < 10; i++ ) |
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348 | { |
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349 | brush& curBrush = ((brush*)(this->bspFile->brushes))[(camLeaf.leafbrush_first +i)%this->bspFile->numLeafBrushes]; |
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350 | if(curBrush.n_brushsides < 0) return; |
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351 | for(int j = 0; j < curBrush.n_brushsides; j++) |
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352 | { |
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353 | float dist = -0.1; |
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354 | brushside& curBrushSide = ((brushside*)(this->bspFile->brushSides))[(curBrush.brushside +j)%this->bspFile->numBrushSides]; |
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355 | plane& testPlane = ((plane*)(this->bspFile->planes))[curBrushSide.plane % this->bspFile->numPlanes]; |
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356 | dist = testPlane.x * this->cam.x + testPlane.y * this->cam.y + testPlane.z * this->cam.z -testPlane.d ; |
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357 | |
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358 | if(dist < -0.01f) dist = -1.0f *dist; |
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359 | if(dist < 1.0f){ |
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360 | this->drawDebugCube(&this->cam); |
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361 | return; |
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362 | } |
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363 | } |
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364 | |
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365 | } */ |
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366 | |
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367 | } |
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368 | return; |
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369 | } |
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370 | |
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371 | void BspManager::drawDebugCube(Vector* cam) |
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372 | { |
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373 | glBegin(GL_QUADS); |
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374 | |
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375 | // Bottom Face. Red, 75% opaque, magnified texture |
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376 | |
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377 | glNormal3f( 0.0f, -1.0f, 0.0f); // Needed for lighting |
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378 | glColor4f(0.9,0.2,0.2,.75); // Basic polygon color |
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379 | |
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380 | glTexCoord2f(0.800f, 0.800f); glVertex3f(cam->x-1.0f, cam->y-1.0f,cam->z -1.0f); |
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381 | glTexCoord2f(0.200f, 0.800f); glVertex3f(cam->x+1.0f, cam->y-1.0f,cam->z -1.0f); |
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382 | glTexCoord2f(0.200f, 0.200f); glVertex3f(cam->x+ 1.0f,cam->y -1.0f,cam->z + 1.0f); |
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383 | glTexCoord2f(0.800f, 0.200f); glVertex3f(cam->x-1.0f, cam->y-1.0f, cam->z + 1.0f); |
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384 | |
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385 | |
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386 | // Top face; offset. White, 50% opaque. |
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387 | |
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388 | glNormal3f( 0.0f, 1.0f, 0.0f); glColor4f(0.5,0.5,0.5,.5); |
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389 | |
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390 | glTexCoord2f(0.005f, 1.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z -1.0f); |
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391 | glTexCoord2f(0.005f, 0.005f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z +1.0f); |
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392 | glTexCoord2f(1.995f, 0.005f); glVertex3f(cam->x+ 1.0f, cam->y+1.0f, cam->z +1.0f); |
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393 | glTexCoord2f(1.995f, 1.995f); glVertex3f(cam->x+ 1.0f, cam->y+ 1.0f, cam->z -1.0f); |
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394 | |
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395 | |
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396 | // Far face. Green, 50% opaque, non-uniform texture cooridinates. |
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397 | |
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398 | glNormal3f( 0.0f, 0.0f,-1.0f); glColor4f(0.2,0.9,0.2,.5); |
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399 | |
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400 | glTexCoord2f(0.995f, 0.005f); glVertex3f(cam->x-1.0f, cam->y-1.0f, cam->z -1.3f); |
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401 | glTexCoord2f(2.995f, 2.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z -1.3f); |
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402 | glTexCoord2f(0.005f, 0.995f); glVertex3f(cam->x+ 1.0f,cam->y+ 1.0f, cam->z -1.3f); |
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403 | glTexCoord2f(0.005f, 0.005f); glVertex3f( cam->x+1.0f,cam->y -1.0f, cam->z -1.3f); |
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404 | |
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405 | |
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406 | // Right face. Blue; 25% opaque |
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407 | |
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408 | glNormal3f( 1.0f, 0.0f, 0.0f); glColor4f(0.2,0.2,0.9,.25); |
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409 | |
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410 | glTexCoord2f(0.995f, 0.005f); glVertex3f(cam->x+ 1.0f,cam->y -1.0f, cam->z -1.0f); |
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411 | glTexCoord2f(0.995f, 0.995f); glVertex3f(cam->x+ 1.0f, cam->y+ 1.0f, cam->z -1.0f); |
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412 | glTexCoord2f(0.005f, 0.995f); glVertex3f(cam->x+ 1.0f, cam->y+ 1.0f, cam->z + 1.0f); |
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413 | glTexCoord2f(0.005f, 0.005f); glVertex3f(cam->x+ 1.0f, cam->y-1.0f, cam->z +1.0f); |
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414 | |
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415 | |
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416 | // Front face; offset. Multi-colored, 50% opaque. |
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417 | |
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418 | glNormal3f( 0.0f, 0.0f, 1.0f); |
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419 | |
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420 | glColor4f( 0.9f, 0.2f, 0.2f, 0.5f); |
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421 | glTexCoord2f( 0.005f, 0.005f); glVertex3f(cam->x-1.0f, cam->y-1.0f, cam->z +1.0f); |
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422 | glColor4f( 0.2f, 0.9f, 0.2f, 0.5f); |
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423 | glTexCoord2f( 0.995f, 0.005f); glVertex3f(cam->x+ 1.0f, cam->y-1.0f, cam->z +1.0f); |
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424 | glColor4f( 0.2f, 0.2f, 0.9f, 0.5f); |
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425 | glTexCoord2f( 0.995f, 0.995f); glVertex3f( cam->x+1.0f, cam->y+1.0f, cam->z +1.0f); |
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426 | glColor4f( 0.1f, 0.1f, 0.1f, 0.5f); |
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427 | glTexCoord2f( 0.005f, 0.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z +1.0f); |
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428 | |
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429 | |
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430 | // Left Face; offset. Yellow, varying levels of opaque. |
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431 | |
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432 | glNormal3f(-1.0f, 0.0f, 0.0f); |
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433 | |
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434 | glColor4f(0.9,0.9,0.2,0.0); |
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435 | glTexCoord2f(0.005f, 0.005f); glVertex3f(cam->x-1.0f, cam->y-1.0f, cam->z -1.0f); |
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436 | glColor4f(0.9,0.9,0.2,0.66); |
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437 | glTexCoord2f(0.995f, 0.005f); glVertex3f(cam->x-1.0f,cam->y -1.0f, cam->z +1.0f); |
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438 | glColor4f(0.9,0.9,0.2,1.0); |
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439 | glTexCoord2f(0.995f, 0.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z +1.0f); |
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440 | glColor4f(0.9,0.9,0.2,0.33); |
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441 | glTexCoord2f(0.005f, 0.995f); glVertex3f(cam->x-1.0f, cam->y+ 1.0f, cam->z -1.0f); |
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442 | |
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443 | glEnd(); |
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444 | } |
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445 | |
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446 | void BspManager::addFace(int f) |
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447 | { |
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448 | face& curFace = ((face *)(this->bspFile->faces))[f]; |
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449 | if(this->bspFile->Materials[curFace.texture].alpha) this->trasparent.push_back(f); |
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450 | else this->opal.push_back(f); |
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451 | } |
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