thirtyflightsofloving/renderer/r_entity.c

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/*
===========================================================================
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Copyright (C) 1997-2001 Id Software, Inc.
This file is part of Quake 2 source code.
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Quake 2 source code 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.
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Quake 2 source code 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.
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You should have received a copy of the GNU General Public License
along with Quake 2 source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
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*/
// r_entity.c -- entity handling and null model rendering
// moved from r_main.c
#include "r_local.h"
/*
=================
R_RotateForEntity
=================
*/
void R_RotateForEntity (entity_t *e, qboolean full)
{
qglTranslatef (e->origin[0], e->origin[1], e->origin[2]);
qglRotatef (e->angles[1], 0, 0, 1);
if (full==true)
{
qglRotatef (e->angles[0], 0, 1, 0);
qglRotatef (e->angles[2], 1, 0, 0);
}
}
/*
=================
R_RollMult
=================
*/
int R_RollMult (void)
{
if (r_entity_fliproll->integer)
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return -1;
else
return 1;
}
/*
=================
R_DrawNullModel
=================
*/
/*void R_DrawNullModel (void)
{
qglPushMatrix ();
R_RotateForEntity (currententity, true);
GL_DisableTexture (0);
qglBegin(GL_LINES);
qglColor4ub(255, 0, 0, 255);
qglVertex3f(0, 0, 0);
qglVertex3f(16, 0, 0);
qglColor4ub(0, 255, 0, 255);
qglVertex3f(0, 0, 0);
qglVertex3f(0, 16, 0);
qglColor4ub(0, 0, 255, 255);
qglVertex3f(0, 0, 0);
qglVertex3f(0, 0, 16);
qglEnd();
GL_EnableTexture (0);
qglPopMatrix ();
qglColor4f (1,1,1,1);
}*/
void R_DrawNullModel (void)
{
vec3_t shadelight;
qglPushMatrix ();
R_RotateForEntity (currententity, true);
GL_DisableTexture (0);
if (r_old_nullmodel->integer)
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{
if (currententity->flags & RF_FULLBRIGHT)
VectorSet (shadelight, 1.0f, 1.0f, 1.0f);
else
R_LightPoint (currententity->origin, shadelight, false);
qglColor3fv (shadelight);
qglCallList (glMedia.displayLists[DL_NULLMODEL1]);
}
else
qglCallList (glMedia.displayLists[DL_NULLMODEL2]);
GL_EnableTexture (0);
qglPopMatrix ();
qglColor4f (1,1,1,1);
}
/*
==================================================================================
TREE BUILDING AND USAGE
==================================================================================
*/
int entstosort;
sortedelement_t theents[MAX_ENTITIES];
// Is this really used at all?
//sortedelement_t *ents_prerender;
sortedelement_t *ents_trans;
sortedelement_t *ents_viewweaps;
sortedelement_t *ents_viewweaps_trans;
void resetEntSortList (void)
{
entstosort = 0;
//ents_prerender = NULL;
ents_trans = NULL;
ents_viewweaps = NULL;
ents_viewweaps_trans = NULL;
}
sortedelement_t *NewSortEnt (entity_t *ent)
{
qboolean is_weapmodel = false;
//qboolean entinwater;
vec3_t distance;
sortedelement_t *element;
//mleaf_t *point_in;
element = &theents[entstosort];
VectorSubtract(ent->origin, r_origin, distance);
VectorCopy(ent->origin, element->org);
element->data = (entity_t *)ent;
element->len = (vec_t)VectorLength(distance);
element->left = NULL;
element->right = NULL;
return element;
}
/*
=================
ElementAddNode
=================
*/
// This is dirty, but it's gotta be fast...
void ElementAddNode (sortedelement_t *base, sortedelement_t *thisElement)
{
again:
if (thisElement->len > base->len)
{
if (base->left) {
base = base->left;
goto again;
}
else
base->left = thisElement;
}
else
{
if (base->right) {
base = base->right;
goto again;
}
else
base->right = thisElement;
}
}
/*void ElementAddNode (sortedelement_t *base, sortedelement_t *thisElement)
{
if (thisElement->len > base->len)
{
if (base->left)
ElementAddNode(base->left, thisElement);
else
base->left = thisElement;
}
else
{
if (base->right)
ElementAddNode(base->right, thisElement);
else
base->right = thisElement;
}
}*/
/*
=================
AddEntViewWeapTree
=================
*/
void AddEntViewWeapTree (entity_t *ent, qboolean trans)
{
int closer = 0;
sortedelement_t *thisEnt;
thisEnt = NewSortEnt(ent);
if (!thisEnt)
return;
if (!trans)
{
if (ents_viewweaps)
ElementAddNode(ents_viewweaps, thisEnt);
else
ents_viewweaps = thisEnt;
}
else
{
if (ents_viewweaps_trans)
ElementAddNode(ents_viewweaps_trans, thisEnt);
else
ents_viewweaps_trans = thisEnt;
}
entstosort++;
}
/*
=================
AddEntTransTree
=================
*/
void AddEntTransTree (entity_t *ent)
{
int closer = 0;
sortedelement_t *thisEnt;
thisEnt = NewSortEnt(ent);
if (!thisEnt)
return;
if (ents_trans)
ElementAddNode(ents_trans, thisEnt);
else
ents_trans = thisEnt;
entstosort++;
}
//==================================================================================
/*
=================
ParseRenderEntity
=================
*/
void ParseRenderEntity (entity_t *ent)
{
currententity = ent;
if (currententity->flags & RF_BEAM)
{
R_DrawBeam (currententity);
}
else
{
currentmodel = currententity->model;
if (!currentmodel)
{
R_DrawNullModel ();
return;
}
switch (currentmodel->type)
{
#ifndef MD2_AS_MD3
case mod_md2:
R_DrawAliasMD2Model (currententity);
break;
#endif // MD2_AS_MD3
//Harven MD3 ++
case mod_alias:
R_DrawAliasModel (currententity);
break;
//Harven MD3 --
case mod_brush:
R_DrawBrushModel (currententity);
break;
case mod_sprite:
R_DrawSpriteModel (currententity);
break;
default:
VID_Printf(PRINT_ALL, S_COLOR_YELLOW"Warning: ParseRenderEntity: %s: Bad modeltype (%i)\n", currentmodel->name, currentmodel->type);
//VID_Error (ERR_DROP, "Bad modeltype");
break;
}
}
}
/*
=================
RenderEntTree
=================
*/
void RenderEntTree (sortedelement_t *element)
{
if (!element)
return;
RenderEntTree(element->left);
if (element->data)
ParseRenderEntity(element->data);
RenderEntTree(element->right);
}
/*
=================
R_DrawAllEntities
=================
*/
void R_DrawAllEntities (qboolean addViewWeaps)
{
qboolean alpha;
int i;
if (!r_drawentities->integer)
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return;
resetEntSortList();
for (i=0;i<r_newrefdef.num_entities; i++)
{
currententity = &r_newrefdef.entities[i];
alpha = false;
if (currententity->flags & RF_TRANSLUCENT)
alpha = true;
// check for md3 mesh transparency
if (!(currententity->flags & RF_BEAM) && currententity->model) {
if ( (currententity->model->type == mod_alias) && currententity->model->hasAlpha)
alpha = true;
}
if (currententity->flags & RF_WEAPONMODEL)
{
if (addViewWeaps)
AddEntViewWeapTree(currententity, alpha);
continue;
}
if (alpha)
continue;
ParseRenderEntity(currententity);
}
GL_DepthMask (0);
for (i=0;i<r_newrefdef.num_entities; i++)
{
currententity = &r_newrefdef.entities[i];
alpha = false;
if (currententity->flags & RF_TRANSLUCENT)
alpha = true;
// check for md3 mesh transparency
if (!(currententity->flags & RF_BEAM) && currententity->model) {
if ( (currententity->model->type == mod_alias) && currententity->model->hasAlpha)
alpha = true;
}
if (currententity->flags & RF_WEAPONMODEL)
continue;
if (!alpha)
continue;
ParseRenderEntity(currententity);
}
GL_DepthMask (1);
}
/*
=================
R_DrawSolidEntities
=================
*/
void R_DrawSolidEntities ()
{
qboolean alpha;
int i;
if (!r_drawentities->integer)
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return;
resetEntSortList();
for (i=0;i<r_newrefdef.num_entities; i++)
{
currententity = &r_newrefdef.entities[i];
alpha = false;
if (currententity->flags & RF_TRANSLUCENT)
alpha = true;
// check for md3 mesh transparency
if (!(currententity->flags & RF_BEAM) && currententity->model) {
if ( (currententity->model->type == mod_alias) && currententity->model->hasAlpha)
alpha = true;
}
if (currententity->flags & RF_WEAPONMODEL) {
AddEntViewWeapTree(currententity, alpha);
continue;
}
if (alpha) {
AddEntTransTree(currententity);
continue;
}
ParseRenderEntity(currententity);
}
}
/*
=================
R_DrawEntitiesOnList
=================
*/
void R_DrawEntitiesOnList (sortedelement_t *list)
{
if (!r_drawentities->integer)
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return;
RenderEntTree(list);
}
/*
==================================================
SHADOW-ONLY RENDERING (UNUSED)
==================================================
*/
#if 0
void ParseRenderEntityShadow (entity_t *ent)
{
currententity = ent;
if ( currententity->flags & RF_BEAM )
return;
currentmodel = currententity->model;
if (!currentmodel)
return;
switch (currentmodel->type)
{
#ifndef MD2_AS_MD3
case mod_md2:
R_DrawAliasMD2ModelShadow (currententity);
break;
#endif // MD2_AS_MD3
case mod_alias:
R_DrawAliasModelShadow (currententity);
break;
default:
break;
}
}
void R_DrawAllEntityShadows (void)
{
int i;
if (!r_drawentities->integer)
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return;
// if (!r_shadows->integer)
if (r_shadows->integer != 3)
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return;
for (i=0;i<r_newrefdef.num_entities; i++)
{
currententity = &r_newrefdef.entities[i];
ParseRenderEntityShadow(currententity);
}
}
#endif