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2d_objects.c
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2d_objects.c
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#include <ctype.h>
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include <errno.h>
#include "2d_objects.h"
#include "asc.h"
#include "draw_scene.h"
#include "elmemory.h"
#include "errors.h"
#include "init.h"
#include "load_gl_extensions.h"
#include "map.h"
#include "platform.h"
#include "shadows.h"
#include "textures.h"
#include "tiles.h"
#include "translate.h"
#include "io/elfilewrapper.h"
#ifdef OPENGL_TRACE
#include "gl_init.h"
#endif
#ifdef CLUSTER_INSIDES
#include "cluster.h"
#endif
#ifdef FSAA
#include "fsaa/fsaa.h"
#endif /* FSAA */
#define INVALID -1
#define GROUND 0
#define PLANT 1
#define FENCE 2
obj_2d *obj_2d_list[MAX_OBJ_2D];
#ifdef FASTER_MAP_LOAD
static obj_2d_def* obj_2d_def_cache[MAX_OBJ_2D_DEF];
static int obj_2d_cache_used = 0;
#else
obj_2d_cache_struct obj_2d_def_cache[MAX_OBJ_2D_DEF];
#endif
int map_meters_size_x;
int map_meters_size_y;
float texture_scale=12.0;
void draw_2d_object(obj_2d *object_id)
{
float render_x_start,render_y_start,u_start,v_start,u_end,v_end;
float x_pos,y_pos,z_pos;
float x_rot,y_rot,z_rot;
float x_size,y_size;
int object_type;
obj_2d_def *obj_def_pointer;
if(!object_id->display) return; // not currently on the map, ignore it
obj_def_pointer=object_id->obj_pointer;
u_start=obj_def_pointer->u_start;
u_end=obj_def_pointer->u_end;
v_start=obj_def_pointer->v_start;
v_end=obj_def_pointer->v_end;
x_size=obj_def_pointer->x_size;
y_size=obj_def_pointer->y_size;
render_x_start=-x_size/2.0f;
object_type=obj_def_pointer->object_type;
if(object_type==GROUND)render_y_start=-y_size/2;
else render_y_start=0;
glPushMatrix();//we don't want to affect the rest of the scene
x_pos=object_id->x_pos;
y_pos=object_id->y_pos;
z_pos=object_id->z_pos;
if (object_type != PLANT)
{
glMultMatrixf(object_id->matrix);
z_rot = object_id->z_rot;
}
else
{
glTranslatef (x_pos, y_pos, 0);
x_rot = object_id->x_rot + 90;
y_rot = object_id->y_rot;
z_rot=-rz;
glRotatef(z_rot, 0.0f, 0.0f, 1.0f);
glRotatef(x_rot, 1.0f, 0.0f, 0.0f);
glRotatef(y_rot, 0.0f, 1.0f, 0.0f);
}
#ifdef NEW_TEXTURES
bind_texture(obj_def_pointer->texture_id);
#else /* NEW_TEXTURES */
get_and_set_texture_id(obj_def_pointer->texture_id);
#endif /* NEW_TEXTURES */
if (dungeon || (!clouds_shadows && !use_shadow_mapping))
{
glBegin(GL_QUADS);
glTexCoord2f(u_start,v_start);
glVertex3f(render_x_start,render_y_start,z_pos);
glTexCoord2f(u_start,v_end);
glVertex3f(render_x_start,render_y_start+y_size,z_pos);
glTexCoord2f(u_end,v_end);
glVertex3f(render_x_start+x_size,render_y_start+y_size,z_pos);
glTexCoord2f(u_end,v_start);
glVertex3f(render_x_start+x_size,render_y_start,z_pos);
glEnd();
}
else
{
float m,x,y,x1,y1;
float cos_m,sin_m;
glBegin(GL_QUADS);
m=(-z_rot)*M_PI/180;
cos_m=cos(m);
sin_m=sin(m);
x=render_x_start;
y=render_y_start;
x1=x*cos_m+y*sin_m;
y1=y*cos_m-x*sin_m;
x1=x_pos+x1;
y1=y_pos+y1;
ELglMultiTexCoord2fARB(base_unit,u_start,v_start);
ELglMultiTexCoord2fARB(detail_unit,x1/texture_scale
+clouds_movement_u,y1/texture_scale
+clouds_movement_v);
glVertex3f(x,y,z_pos);
x=render_x_start;
y=render_y_start+y_size;
x1=x*cos_m+y*sin_m;
y1=y*cos_m-x*sin_m;
x1=x_pos+x1;
y1=y_pos+y1;
ELglMultiTexCoord2fARB(base_unit,u_start,v_end);
ELglMultiTexCoord2fARB(detail_unit,x1/texture_scale
+clouds_movement_u,y1/texture_scale
+clouds_movement_v);
glVertex3f(x,y,z_pos);
x=render_x_start+x_size;
y=render_y_start+y_size;
x1=x*cos_m+y*sin_m;
y1=y*cos_m-x*sin_m;
x1=x_pos+x1;
y1=y_pos+y1;
ELglMultiTexCoord2fARB(base_unit,u_end,v_end);
ELglMultiTexCoord2fARB(detail_unit,x1/texture_scale
+clouds_movement_u,y1/texture_scale
+clouds_movement_v);
glVertex3f(x,y,z_pos);
x=render_x_start+x_size;
y=render_y_start;
x1=x*cos_m+y*sin_m;
y1=y*cos_m-x*sin_m;
x1=x_pos+x1;
y1=y_pos+y1;
ELglMultiTexCoord2fARB(base_unit,u_end,v_start);
ELglMultiTexCoord2fARB(detail_unit,x1/texture_scale
+clouds_movement_u,y1/texture_scale
+clouds_movement_v);
glVertex3f(x,y,z_pos);
glEnd();
}
glPopMatrix();//restore the scene
#ifdef OPENGL_TRACE
CHECK_GL_ERRORS();
#endif //OPENGL_TRACE
}
#ifdef FASTER_MAP_LOAD
static void parse_2d0(const char* desc, Uint32 len, const char* cur_dir,
obj_2d_def *def)
{
char name[256], value[256];
const char *cp, *cp_end;
Uint32 i;
int file_x_len = -1, file_y_len = -1;
int u_start = -1, u_end = -1, v_start = -1, v_end = -1;
def->x_size = def->y_size = def->alpha_test = -1;
cp = desc;
cp_end = cp + len;
while (1)
{
// skip whitespace
while (cp < cp_end && isspace(*cp))
cp++;
if (cp >= cp_end) break;
// copy the key
i = 0;
while (cp < cp_end && i < sizeof(name)-1 && !isspace(*cp) && *cp != ':' && *cp != '=')
name[i++] = *cp++;
name[i] = '\0';
if (cp >= cp_end) break;
// skip separators
while (cp < cp_end && (isspace(*cp) || *cp == ':' || *cp == '='))
{
if (*cp == '\n')
break;
cp++;
}
if (cp >= cp_end) break;
if (*cp == '\n') continue; // no value
// copy value
i = 0;
while (cp < cp_end && i < sizeof(value)-1 && !isspace(*cp))
value[i++] = *cp++;
value[i] = '\0';
if (!strcasecmp(name, "file_x_len"))
file_x_len = atoi(value);
else if (!strcasecmp(name, "file_y_len"))
file_y_len = atoi(value);
else if (!strcasecmp(name, "u_start"))
u_start = atoi(value);
else if (!strcasecmp(name, "u_end"))
u_end = atoi(value);
else if (!strcasecmp(name, "v_start"))
v_start = atoi(value);
else if (!strcasecmp(name, "v_end"))
v_end = atoi(value);
else if (!strcasecmp(name, "x_size"))
def->x_size = atof(value);
else if (!strcasecmp(name, "y_size"))
def->y_size = atof(value);
else if (!strcasecmp(name, "alpha_test"))
def->alpha_test = atof(value);
else if (!strcasecmp(name, "texture"))
{
char texture_file_name[256];
safe_snprintf(texture_file_name, sizeof(texture_file_name),
"%s/%s", cur_dir, value);
#ifdef NEW_TEXTURES
def->texture_id = load_texture_cached(texture_file_name, tt_mesh);
#else /* NEW_TEXTURES */
def->texture_id = load_texture_cache_deferred(texture_file_name, 0);
#endif /* NEW_TEXTURES */
}
else if (!strcmp(name, "type"))
{
switch (*value)
{
case 'g':
case 'G': def->object_type = GROUND; break;
case 'p':
case 'P': def->object_type = PLANT; break;
case 'f':
case 'F': def->object_type = FENCE; break;
default: def->object_type = INVALID;
}
}
}
def->u_start = (float)u_start/file_x_len;
def->u_end = (float)u_end/file_x_len;
def->v_start = 1.0f - (float)v_start/file_y_len;
def->v_end = 1.0f - (float)v_end/file_y_len;
if (def->alpha_test < 0)
def->alpha_test = 0;
}
static obj_2d_def* load_obj_2d_def(const char *file_name)
{
int f_size;
el_file_ptr file = NULL;
char cur_dir[200]={0};
obj_2d_def *cur_object;
const char *obj_file_mem;
const char* sep;
sep = strrchr(file_name, '/');
if (!sep || sep == file_name)
*cur_dir = '\0';
else
my_strncp(cur_dir, file_name, sep-file_name+1);
file = el_open(file_name);
if (!file)
{
LOG_ERROR("%s: %s \"%s\": %s\n", reg_error_str, cant_open_file, file_name, strerror(errno));
return NULL;
}
obj_file_mem = el_get_pointer(file);
if (!obj_file_mem)
{
LOG_ERROR("%s: %s (read)\"%s\"\n", reg_error_str, cant_open_file, file_name);
el_close(file);
return NULL;
}
f_size = el_get_size(file);
//ok, the file is loaded, so parse it
cur_object=calloc(1, sizeof(obj_2d_def));
my_strncp(cur_object->file_name, file_name,
sizeof(cur_object->file_name));
parse_2d0(obj_file_mem, f_size, cur_dir, cur_object);
el_close(file);
return cur_object;
}
#else // FASTER_MAP_LOAD
static obj_2d_def* load_obj_2d_def(const char *file_name)
{
int f_size;
int i,k,l;
el_file_ptr file = NULL;
char cur_dir[200]={0};
obj_2d_def *cur_object;
char *obj_file_mem;
char texture_file_name[256] = {0};
float x_size,y_size;
float alpha_test;
int file_x_len;
int file_y_len;
int u_start,u_end,v_start,v_end;
cur_object=calloc(1, sizeof(obj_2d_def));
//get the current directory
l=strlen(file_name);
//parse the string backwards, until we find a /
while(l>0)
{
if(file_name[l]=='/' || file_name[l]=='\\')break;
l--;
}
i=0;
if(l)//prevent invalid dir names
{
while(l>=0)
{
cur_dir[i]=file_name[i];
i++;
l--;
}
cur_dir[i+1]=0;
}
file = el_open(file_name);
if(file == NULL){
LOG_ERROR("%s: %s \"%s\": %s\n", reg_error_str, cant_open_file, file_name, strerror(errno));
free(cur_object);
return NULL;
}
obj_file_mem = el_get_pointer(file);
if(obj_file_mem == NULL){
LOG_ERROR("%s: %s (read)\"%s\"\n", reg_error_str, cant_open_file, file_name);
el_close(file);
free(cur_object);
return NULL;
}
f_size = el_get_size(file);
//ok, the file is loaded, so parse it
file_x_len=get_integer_after_string("file_x_len:",obj_file_mem,f_size);
file_y_len=get_integer_after_string("file_y_len:",obj_file_mem,f_size);
u_start=get_integer_after_string("u_start:",obj_file_mem,f_size);
u_end=get_integer_after_string("u_end:",obj_file_mem,f_size);
v_start=get_integer_after_string("v_start:",obj_file_mem,f_size);
v_end=get_integer_after_string("v_end:",obj_file_mem,f_size);
x_size=get_float_after_string("x_size:",obj_file_mem,f_size);
y_size=get_float_after_string("y_size:",obj_file_mem,f_size);
alpha_test=get_float_after_string("alpha_test:",obj_file_mem,f_size);
if(alpha_test<0)alpha_test=0;
//get the proper u/v coordinates
cur_object->u_start=(float)u_start/file_x_len;
cur_object->u_end=(float)u_end/file_x_len;
cur_object->v_start=1.0f-(float)v_start/file_y_len;
cur_object->v_end=1.0f-(float)v_end/file_y_len;
cur_object->x_size=x_size;
cur_object->y_size=y_size;
cur_object->alpha_test=alpha_test;
//now find the texture name
i=get_string_occurance("texture:",obj_file_mem,40,0);
obj_file_mem+=i;
k=0;
//find the file name
while(k<128)
{
if(obj_file_mem[k]!=' ' && obj_file_mem[k]!=0x0a)break;
k++;
}
//we found the beginning of the file name
//now, copy the current directory string to the file_name string
i=strlen(cur_dir);
l=0;
while(l<i)
{
texture_file_name[l]=cur_dir[l];
l++;
}
while(l<128)
{
if(obj_file_mem[k]!=' ' && obj_file_mem[k]!=0x0a
&& obj_file_mem[k]!=0x0d)
{
texture_file_name[l]=obj_file_mem[k];
k++;
l++;
}
else
{
texture_file_name[l]=0;
break;
}
}
#ifdef NEW_TEXTURES
cur_object->texture_id = load_texture_cached(texture_file_name, tt_mesh);
#else /* NEW_TEXTURES */
cur_object->texture_id=load_texture_cache_deferred(texture_file_name,0);
#endif /* NEW_TEXTURES */
//now get the object type
i=get_string_occurance("type:",obj_file_mem,f_size,0);
obj_file_mem+=i;
k=0;
for(k=0;k<10;k++)
{
if(obj_file_mem[k]==0x0a)
{
cur_object->object_type=INVALID;
break;
}
if(obj_file_mem[k]==' ')continue;
if(obj_file_mem[k]=='g' || obj_file_mem[k]=='G')
{
cur_object->object_type=GROUND;
break;
}
if(obj_file_mem[k]=='p' || obj_file_mem[k]=='P')
{
cur_object->object_type=PLANT;
break;
}
if(obj_file_mem[k]=='f' || obj_file_mem[k]=='F')
{
cur_object->object_type=FENCE;
break;
}
}
el_close(file);
return cur_object;
}
#endif // FASTER_MAP_LOAD
#ifdef FASTER_MAP_LOAD
static int cache_cmp_string(const void* str, const void *dptr)
{
const obj_2d_def *def = *((const obj_2d_def**)dptr);
return strcmp(str, def->file_name);
}
//Tests to see if an obj_2d object is already loaded.
//If it is, return the handle.
//If not, load it, and return the handle
static obj_2d_def* load_obj_2d_def_cache(const char* file_name)
{
obj_2d_def *def, **defp;
int i;
defp = bsearch(file_name, obj_2d_def_cache,
obj_2d_cache_used, sizeof(obj_2d_def*),
cache_cmp_string);
if (defp)
return *defp;
//asc not found in the cache, so load it ...
def = load_obj_2d_def(file_name);
// no object found, so nothing to store in the cache
if (def == NULL)
return NULL;
// ... and store it
if (obj_2d_cache_used < MAX_OBJ_2D_DEF)
{
for (i = 0; i < obj_2d_cache_used; i++)
{
if (strcmp(file_name, obj_2d_def_cache[i]->file_name) <= 0)
{
memmove(obj_2d_def_cache+(i+1), obj_2d_def_cache+i,
(obj_2d_cache_used-i)*sizeof(obj_2d_def*));
break;
}
}
obj_2d_def_cache[i] = def;
obj_2d_cache_used++;
}
return def;
}
#else // FASTER_MAP_LOAD
//Tests to see if an obj_2d object is already loaded.
//If it is, return the handle.
//If not, load it, and return the handle
static obj_2d_def* load_obj_2d_def_cache(const char * file_name)
{
int i;
obj_2d_def * obj_2d_def_id;
for(i=0;i<MAX_OBJ_2D_DEF;i++)
{
if(!strcasecmp(obj_2d_def_cache[i].file_name, file_name))
{
// we found a cached copy, use it
return obj_2d_def_cache[i].obj_2d_def_id;
}
/*
j=0;
while(j<file_name_length)
{
if(obj_2d_def_cache[i].file_name[j]!=file_name[j])break;
j++;
}
if(file_name_length==j)//ok, obj_2d_def already loaded
return obj_2d_def_cache[i].obj_2d_def_id;
*/
}
//asc not found in the cache, so load it, and store it
obj_2d_def_id= load_obj_2d_def(file_name);
//find a place to store it
i=0;
while(i<MAX_OBJ_2D_DEF)
{
if(!obj_2d_def_cache[i].file_name[0])//we found a place to store it
{
safe_snprintf(obj_2d_def_cache[i].file_name, sizeof(obj_2d_def_cache[i].file_name), "%s", file_name);
obj_2d_def_cache[i].obj_2d_def_id=obj_2d_def_id;
return obj_2d_def_id;
}
i++;
}
return obj_2d_def_id;
}
#endif // FASTER_MAP_LOAD
#ifdef CLUSTER_INSIDES
int get_2d_bbox (int id, AABBOX* box)
{
const obj_2d* obj;
const obj_2d_def* def;
float len_x;
float len_y;
if (id < 0 || id >= MAX_OBJ_2D || obj_2d_list[id] == NULL)
return 0;
obj = obj_2d_list[id];
def = obj->obj_pointer;
if (def == NULL)
return 0;
len_x = def->x_size;
len_y = def->y_size;
box->bbmin[X] = -len_x*0.5f;
box->bbmax[X] = len_x*0.5f;
if (def->object_type == GROUND)
{
box->bbmin[Y] = -len_y*0.5f;
box->bbmax[Y] = len_y*0.5f;
}
else
{
box->bbmin[Y] = 0.0f;
box->bbmax[Y] = len_y;
if (def->object_type == PLANT)
{
box->bbmin[X] *= M_SQRT2;
box->bbmax[X] *= M_SQRT2;
box->bbmin[Y] *= M_SQRT2;
box->bbmax[Y] *= M_SQRT2;
}
}
box->bbmin[Z] = obj->z_pos;
box->bbmax[Z] = obj->z_pos;
matrix_mul_aabb (box, obj->matrix);
return 1;
}
#endif // CLUSTER_INSIDES
#ifdef FASTER_MAP_LOAD
int add_2d_obj(int id_hint, const char* file_name,
float x_pos, float y_pos, float z_pos,
float x_rot, float y_rot, float z_rot, unsigned int dynamic)
{
int id;
char fname[128];
obj_2d_def *returned_obj_2d_def;
obj_2d *our_object;
#ifndef CLUSTER_INSIDES
float len_x, len_y;
#endif
unsigned int alpha_test, texture_id;
AABBOX bbox;
id = id_hint;
if (obj_2d_list[id])
{
// occupied, find a free spot in the obj_2d_list
for(id = 0; id < MAX_OBJ_2D; id++)
{
if(!obj_2d_list[id])
break;
}
if (id >= MAX_OBJ_2D)
{
LOG_ERROR("2D object list is full");
return -1;
}
}
// convert filename to lower case and replace any '\' by '/'
clean_file_name(fname, file_name, sizeof(fname));
returned_obj_2d_def = load_obj_2d_def_cache(fname);
if(!returned_obj_2d_def)
{
LOG_ERROR ("%s: %s: %s", reg_error_str, cant_load_2d_object, fname);
return -1;
}
our_object = calloc(1, sizeof(obj_2d));
our_object->x_pos = x_pos;
our_object->y_pos = y_pos;
our_object->z_pos = z_pos;
our_object->x_rot = x_rot;
our_object->y_rot = y_rot;
our_object->z_rot = z_rot;
our_object->obj_pointer = returned_obj_2d_def;
our_object->display = 1;
our_object->state = 0;
obj_2d_list[id] = our_object;
#ifdef CLUSTER_INSIDES
if (returned_obj_2d_def->object_type == PLANT)
{
x_rot += 90.0f;
z_rot = 0.0f;
}
else if (returned_obj_2d_def->object_type == FENCE)
{
x_rot += 90.0f;
}
calc_rotation_and_translation_matrix(our_object->matrix, x_pos, y_pos, 0.0f, x_rot, y_rot, z_rot);
our_object->cluster = get_cluster((int)(x_pos/0.5f), (int)(y_pos/0.5f));
current_cluster = our_object->cluster;
#else
len_x = (returned_obj_2d_def->x_size);
len_y = (returned_obj_2d_def->y_size);
bbox.bbmin[X] = -len_x*0.5f;
bbox.bbmax[X] = len_x*0.5f;
if (returned_obj_2d_def->object_type == GROUND)
{
bbox.bbmin[Y] = -len_y*0.5f;
bbox.bbmax[Y] = len_y*0.5f;
}
else
{
bbox.bbmin[Y] = 0.0f;
bbox.bbmax[Y] = len_y;
if (returned_obj_2d_def->object_type == PLANT)
{
x_rot += 90.0f;
z_rot = 0.0f;
bbox.bbmin[X] *= M_SQRT2;
bbox.bbmax[X] *= M_SQRT2;
bbox.bbmin[Y] *= M_SQRT2;
bbox.bbmax[Y] *= M_SQRT2;
}
else if (returned_obj_2d_def->object_type == FENCE)
{
x_rot += 90.0f;
}
}
bbox.bbmin[Z] = z_pos;
bbox.bbmax[Z] = z_pos;
calc_rotation_and_translation_matrix(our_object->matrix, x_pos, y_pos, 0.0f, x_rot, y_rot, z_rot);
matrix_mul_aabb(&bbox, our_object->matrix);
#endif // CLUSTER_INSIDES
alpha_test = returned_obj_2d_def->alpha_test ? 1 : 0;
texture_id = returned_obj_2d_def->texture_id;
#ifdef CLUSTER_INSIDES
if (get_2d_bbox(id, &bbox))
{
if (main_bbox_tree_items != NULL && dynamic == 0)
add_2dobject_to_list(main_bbox_tree_items, id, bbox, alpha_test, texture_id);
else
add_2dobject_to_abt(main_bbox_tree, id, bbox, alpha_test, texture_id, dynamic);
}
#else
if (main_bbox_tree_items != NULL && dynamic == 0)
add_2dobject_to_list(main_bbox_tree_items, id, bbox, alpha_test, texture_id);
else
add_2dobject_to_abt(main_bbox_tree, id, bbox, alpha_test, texture_id, dynamic);
#endif // CLUSTER_INSIDES
return id;
}
#else // FASTER_MAP_LOAD
int add_2d_obj(char * file_name, float x_pos, float y_pos, float z_pos,
float x_rot, float y_rot, float z_rot, unsigned int dynamic)
{
int i;//,len,k;
char fname[128];
obj_2d_def *returned_obj_2d_def;
obj_2d *our_object;
#ifndef CLUSTER_INSIDES
float len_x, len_y;
#endif
unsigned int alpha_test, texture_id;
AABBOX bbox;
//find a free spot, in the obj_2d_list
for(i=0; i<MAX_OBJ_2D; i++)
{
if(!obj_2d_list[i])break;
}
// but first convert to lower case and replace any '\' by '/'
clean_file_name(fname, file_name, sizeof(fname));
returned_obj_2d_def=load_obj_2d_def_cache(fname);
if(!returned_obj_2d_def)
{
LOG_ERROR ("%s: %s: %s", reg_error_str, cant_load_2d_object, fname);
return -1;
}
our_object = calloc(1, sizeof(obj_2d));
my_strncp(our_object->file_name, fname, 80);
our_object->x_pos=x_pos;
our_object->y_pos=y_pos;
our_object->z_pos=z_pos;
our_object->x_rot=x_rot;
our_object->y_rot=y_rot;
our_object->z_rot=z_rot;
our_object->obj_pointer=returned_obj_2d_def;
our_object->display= 1;
our_object->state= 0;
obj_2d_list[i]=our_object;
#ifdef CLUSTER_INSIDES
if (returned_obj_2d_def->object_type == PLANT)
{
x_rot += 90.0f;
z_rot = 0.0f;
}
else if (returned_obj_2d_def->object_type == FENCE)
{
x_rot += 90.0f;
}
calc_rotation_and_translation_matrix(our_object->matrix, x_pos, y_pos, 0.0f, x_rot, y_rot, z_rot);
our_object->cluster = get_cluster ((int)(x_pos/0.5f), (int)(y_pos/0.5f));
current_cluster = our_object->cluster;
#else
len_x = (returned_obj_2d_def->x_size);
len_y = (returned_obj_2d_def->y_size);
bbox.bbmin[X] = -len_x*0.5f;
bbox.bbmax[X] = len_x*0.5f;
if (returned_obj_2d_def->object_type == GROUND)
{
bbox.bbmin[Y] = -len_y*0.5f;
bbox.bbmax[Y] = len_y*0.5f;
}
else
{
bbox.bbmin[Y] = 0.0f;
bbox.bbmax[Y] = len_y;
if (returned_obj_2d_def->object_type == PLANT)
{
x_rot += 90.0f;
z_rot = 0.0f;
bbox.bbmin[X] *= M_SQRT2;
bbox.bbmax[X] *= M_SQRT2;
bbox.bbmin[Y] *= M_SQRT2;
bbox.bbmax[Y] *= M_SQRT2;
}
else if (returned_obj_2d_def->object_type == FENCE) x_rot += 90.0f;
}
bbox.bbmin[Z] = z_pos;
bbox.bbmax[Z] = z_pos;
calc_rotation_and_translation_matrix(our_object->matrix, x_pos, y_pos, 0.0f, x_rot, y_rot, z_rot);
matrix_mul_aabb(&bbox, our_object->matrix);
#endif // CLUSTER_INSIDES
if (returned_obj_2d_def->alpha_test) alpha_test = 1;
else alpha_test = 0;
texture_id = returned_obj_2d_def->texture_id;
#ifdef CLUSTER_INSIDES
if (get_2d_bbox (i, &bbox))
{
if (main_bbox_tree_items != NULL && dynamic == 0)
add_2dobject_to_list (main_bbox_tree_items, i, bbox, alpha_test, texture_id);
else
add_2dobject_to_abt (main_bbox_tree, i, bbox, alpha_test, texture_id, dynamic);
}
#else
if ((main_bbox_tree_items != NULL) && (dynamic == 0)) add_2dobject_to_list(main_bbox_tree_items, i, bbox, alpha_test, texture_id);
else add_2dobject_to_abt(main_bbox_tree, i, bbox, alpha_test, texture_id, dynamic);
#endif // CLUSTER_INSIDES
return i;
}
#endif // FASTER_MAP_LOAD
#ifdef NEW_SOUND
const char* get_2dobject_at_location(float x_pos, float y_pos)
{
int i;
float offset = 0.5f;
for (i = 0; i < MAX_OBJ_2D; i++)
{
if (obj_2d_list[i]
&& obj_2d_list[i]->x_pos > (x_pos - offset) && obj_2d_list[i]->x_pos < (x_pos + offset)
&& obj_2d_list[i]->y_pos > (y_pos - offset) && obj_2d_list[i]->y_pos < (y_pos + offset)
&& obj_2d_list[i]->display && obj_2d_list[i]->obj_pointer->object_type == GROUND)
{
#ifdef FASTER_MAP_LOAD
return obj_2d_list[i]->obj_pointer->file_name;
#else
return obj_2d_list[i]->file_name;
#endif
}
}
return "";
}
#endif // NEW_SOUND
#ifdef MAP_EDITOR2
void get_2d_object_under_mouse()
{
unsigned int i, l;
float least_z = 1.0f;
//First draw everyone with the same alpha test
glPushMatrix();
glClearDepth(least_z);
glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
for (i = get_intersect_start(main_bbox_tree, TYPE_2D_NO_ALPHA_OBJECT); i < get_intersect_stop(main_bbox_tree, TYPE_2D_NO_ALPHA_OBJECT); i++)
{
l = get_intersect_item_ID(main_bbox_tree, i);
#ifdef EXTRA_DEBUG
if (!obj_2d_list[l])
{
ERR();
continue;
}
#endif
draw_2d_object(obj_2d_list[l]);
if(evaluate_collision(&least_z)){
selected_2d_object = l;
}
}
//Then draw all that needs a change
for (i = get_intersect_start(main_bbox_tree, TYPE_2D_ALPHA_OBJECT); i < get_intersect_stop(main_bbox_tree, TYPE_2D_ALPHA_OBJECT); i++)
{
l = get_intersect_item_ID(main_bbox_tree, i);
#ifdef EXTRA_DEBUG
if (!obj_2d_list[l])
{
ERR();
continue;
}
#endif
draw_2d_object(obj_2d_list[l]);
if(evaluate_collision(&least_z)){
selected_2d_object = l;
}
}
glPopMatrix();
#ifdef OPENGL_TRACE
CHECK_GL_ERRORS();
#endif //OPENGL_TRACE
}
#endif
void display_2d_objects()
{
unsigned int i, l, start, stop;
#ifdef SIMPLE_LOD
int dist;
int x, y;
#endif //SIMPLE_LOD
#ifdef CLUSTER_INSIDES_OLD
short cluster = get_actor_cluster ();
#endif
#ifdef SIMPLE_LOD
x= -camera_x;
y= -camera_y;
#endif //SIMPLE_LOD
//First draw everyone with the same alpha test
#ifdef FSAA
if (fsaa > 1)
{
glEnable(GL_MULTISAMPLE);
}
#endif /* FSAA */
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.18f);
if (!dungeon && !(!clouds_shadows && !use_shadow_mapping))
{
if(clouds_shadows)
{
//bind the detail texture
ELglActiveTextureARB(detail_unit);
glEnable(GL_TEXTURE_2D);
//glBindTexture(GL_TEXTURE_2D, texture_cache[ground_detail_text].texture_id);
#ifdef NEW_TEXTURES
bind_texture_unbuffered(ground_detail_text);
#else /* NEW_TEXTURES */
glBindTexture(GL_TEXTURE_2D, get_texture_id(ground_detail_text));
#endif /* NEW_TEXTURES */
}
ELglActiveTextureARB(base_unit);
glEnable(GL_TEXTURE_2D);
}
get_intersect_start_stop(main_bbox_tree, TYPE_2D_NO_ALPHA_OBJECT, &start, &stop);
for (i = start; i < stop; i++)
{
l = get_intersect_item_ID(main_bbox_tree, i);
#ifdef CLUSTER_INSIDES_OLD
if (obj_2d_list[l]->cluster && obj_2d_list[l]->cluster != cluster)
// Object is on a different cluster as our actor, don't show it
continue;
#endif
#ifdef SIMPLE_LOD
// simple size/distance culling
dist= (x-obj_2d_list[l]->x_pos)*(x-obj_2d_list[l]->x_pos) + (y-obj_2d_list[l]->y_pos)*(y-obj_2d_list[l]->y_pos);
if(/*dist > 10*10 &&*/ 1000*max2f(obj_2d_list[l]->obj_pointer->x_size, obj_2d_list[l]->obj_pointer->y_size)/(dist) < 5) continue;
#endif //SIMPLE_LOD
draw_2d_object(obj_2d_list[l]);
}
//Then draw all that needs a change
get_intersect_start_stop(main_bbox_tree, TYPE_2D_ALPHA_OBJECT, &start, &stop);
for (i = start; i < stop; i++)
{
l = get_intersect_item_ID(main_bbox_tree, i);
#ifdef SIMPLE_LOD