2019-03-13 19:20:07 +00:00
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/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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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
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_alias_misc.c: shared model rendering functions
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#include "r_local.h"
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float r_avertexnormals[NUMVERTEXNORMALS][3] = {
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#include "anorms.h"
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};
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// precalculated dot products for quantized angles
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float r_avertexnormal_dots[SHADEDOT_QUANT][256] =
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#include "anormtab.h"
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;
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float *shadedots = r_avertexnormal_dots[0];
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vec3_t shadelight;
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m_dlight_t model_dlights[MAX_MODEL_DLIGHTS];
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int model_dlights_num;
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float shellFlowH, shellFlowV;
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/*
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=================
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mirrorValue
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=================
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*/
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float mirrorValue (float value, qboolean mirrormodel)
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{
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if (mirrormodel)
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{
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if (value>1)
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return 0;
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else if (value<0)
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return 1;
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else
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return 1-value;
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}
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return value;
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}
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#if 0
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/*
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=================
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R_CalcEntAlpha
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=================
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*/
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float R_CalcEntAlpha (float alpha, vec3_t point)
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{
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float baseDist, newAlpha;
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vec3_t vert_len;
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newAlpha = alpha;
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if (!(currententity->renderfx & RF2_CAMERAMODEL) || !(currententity->flags & RF_TRANSLUCENT))
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{
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newAlpha = max(min(newAlpha, 1.0f), 0.0f);
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return newAlpha;
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}
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baseDist = Cvar_VariableValue("cg_thirdperson_dist");
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if (baseDist < 1) baseDist = 50;
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VectorSubtract(r_newrefdef.vieworg, point, vert_len);
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newAlpha *= VectorLength(vert_len) / baseDist;
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if (newAlpha > alpha) newAlpha = alpha;
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newAlpha = max(min(newAlpha, 1.0f), 0.0f);
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return newAlpha;
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}
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#endif
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/*
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=================
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R_CalcShadowAlpha
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=================
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*/
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#define SHADOW_FADE_DIST 128
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float R_CalcShadowAlpha (entity_t *e)
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{
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vec3_t vec;
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float dist, minRange, maxRange, outAlpha;
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VectorSubtract(e->origin, r_origin, vec);
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dist = VectorLength(vec);
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if (r_newrefdef.fov_y >= 90)
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minRange = r_shadowrange->value;
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else // reduced FOV means longer range
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minRange = r_shadowrange->value * (90/r_newrefdef.fov_y); // this can't be zero
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maxRange = minRange + SHADOW_FADE_DIST;
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if (dist <= minRange) // in range
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outAlpha = r_shadowalpha->value;
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else if (dist >= maxRange) // out of range
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outAlpha = 0.0f;
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else // fade based on distance
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outAlpha = r_shadowalpha->value * (fabs(dist-maxRange)/SHADOW_FADE_DIST);
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return outAlpha;
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}
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/*
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==============
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R_ShadowBlend
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Draws projection shadow(s)
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from stenciled volume
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==============
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*/
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void R_ShadowBlend (float shadowalpha)
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{
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if (r_shadows->value != 3)
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return;
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qglPushMatrix();
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qglLoadIdentity ();
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// FIXME: get rid of these
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qglRotatef (-90, 1, 0, 0); // put Z going up
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qglRotatef (90, 0, 0, 1); // put Z going up
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GL_Disable (GL_ALPHA_TEST);
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GL_Enable (GL_BLEND);
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GL_Disable (GL_DEPTH_TEST);
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GL_DisableTexture(0);
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GL_Enable(GL_STENCIL_TEST);
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qglStencilFunc(GL_NOTEQUAL, 0, 255);
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qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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rb_vertex = rb_index = 0;
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indexArray[rb_index++] = rb_vertex+0;
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indexArray[rb_index++] = rb_vertex+1;
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indexArray[rb_index++] = rb_vertex+2;
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indexArray[rb_index++] = rb_vertex+0;
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indexArray[rb_index++] = rb_vertex+2;
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indexArray[rb_index++] = rb_vertex+3;
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VA_SetElem3(vertexArray[rb_vertex], 10, 100, 100);
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VA_SetElem4(colorArray[rb_vertex], 0, 0, 0, shadowalpha);
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rb_vertex++;
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VA_SetElem3(vertexArray[rb_vertex], 10, -100, 100);
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VA_SetElem4(colorArray[rb_vertex], 0, 0, 0, shadowalpha);
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rb_vertex++;
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VA_SetElem3(vertexArray[rb_vertex], 10, -100, -100);
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VA_SetElem4(colorArray[rb_vertex], 0, 0, 0, shadowalpha);
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rb_vertex++;
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VA_SetElem3(vertexArray[rb_vertex], 10, 100, -100);
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VA_SetElem4(colorArray[rb_vertex], 0, 0, 0, shadowalpha);
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rb_vertex++;
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RB_RenderMeshGeneric (false);
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qglPopMatrix();
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GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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GL_Disable (GL_BLEND);
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GL_EnableTexture(0);
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GL_Enable (GL_DEPTH_TEST);
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GL_Disable(GL_STENCIL_TEST);
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//GL_Enable (GL_ALPHA_TEST);
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qglColor4f(1,1,1,1);
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}
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/*
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=================
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capColorVec
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=================
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*/
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void capColorVec (vec3_t color)
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{
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int i;
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for (i=0;i<3;i++)
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color[i] = max(min(color[i], 1.0f), 0.0f);
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}
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/*
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=================
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R_SetVertexRGBScale
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=================
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*/
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void R_SetVertexRGBScale (qboolean toggle)
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{
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if (!r_rgbscale->value || !glConfig.mtexcombine)
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return;
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if (toggle) // turn on
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{
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#if 1
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qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
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qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
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qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, r_rgbscale->value);
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qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
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GL_TexEnv(GL_COMBINE_ARB);
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#else
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qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
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qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
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qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, r_rgbscale->value);
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qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
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GL_TexEnv(GL_COMBINE_EXT);
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#endif
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}
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else // turn off
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{
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GL_TexEnv(GL_MODULATE);
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qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);
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}
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}
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/*
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=================
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EnvMapShell
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=================
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*/
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qboolean EnvMapShell (void)
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{
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return ( (r_shelltype->value == 2)
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|| (r_shelltype->value == 1 && currententity->alpha == 1.0f) );
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}
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/*
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=================
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FlowingShell
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=================
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*/
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qboolean FlowingShell (void)
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{
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return (r_shelltype->value == 1 && currententity->alpha != 1.0f);
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}
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/*
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=================
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R_SetShellBlend
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=================
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*/
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void R_SetShellBlend (qboolean toggle)
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{
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// shells only
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if ( !(currententity->flags & RF_MASK_SHELL) )
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return;
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if (toggle) //turn on
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{
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// Psychospaz's envmapping
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if (EnvMapShell())
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{
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qglTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
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qglTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
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GL_Bind(glMedia.spheremappic->texnum);
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qglEnable(GL_TEXTURE_GEN_S);
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qglEnable(GL_TEXTURE_GEN_T);
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}
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else if (FlowingShell())
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GL_Bind(glMedia.shelltexture->texnum);
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else
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GL_DisableTexture(0);
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GL_Stencil(true, true);
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shellFlowH = 0.25 * sin(r_newrefdef.time * 0.5 * M_PI);
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shellFlowV = -(r_newrefdef.time / 2.0);
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}
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else // turn off
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{
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// Psychospaz's envmapping
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if (EnvMapShell())
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{
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qglDisable(GL_TEXTURE_GEN_S);
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qglDisable(GL_TEXTURE_GEN_T);
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}
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else if (FlowingShell())
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{ /*nothing*/ }
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else
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GL_EnableTexture(0);
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GL_Stencil(false, true);
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}
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}
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/*
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=================
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R_FlipModel
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=================
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*/
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void R_FlipModel (qboolean on, qboolean cullOnly)
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{
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extern void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar );
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if (on)
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{
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if (!cullOnly)
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{
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qglMatrixMode( GL_PROJECTION );
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qglPushMatrix();
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qglLoadIdentity();
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qglScalef( -1, 1, 1 );
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MYgluPerspective( r_newrefdef.fov_y, ( float ) r_newrefdef.width / r_newrefdef.height, 4, r_farz); // Knightmare- was 4096
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qglMatrixMode( GL_MODELVIEW );
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}
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GL_CullFace( GL_BACK );
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}
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else
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{
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if (!cullOnly) {
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qglMatrixMode( GL_PROJECTION );
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qglPopMatrix();
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qglMatrixMode( GL_MODELVIEW );
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}
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GL_CullFace( GL_FRONT );
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}
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}
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/*
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=================
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R_SetBlendModeOn
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=================
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*/
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void R_SetBlendModeOn (image_t *skin)
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{
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GL_TexEnv( GL_MODULATE );
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if (skin)
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GL_Bind(skin->texnum);
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GL_ShadeModel (GL_SMOOTH);
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if (currententity->flags & RF_TRANSLUCENT)
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{
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GL_DepthMask (false);
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if (currententity->flags & RF_TRANS_ADDITIVE)
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{
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GL_BlendFunc (GL_SRC_ALPHA, GL_ONE);
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qglColor4ub(255, 255, 255, 255);
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GL_ShadeModel (GL_FLAT);
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}
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else
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GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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GL_Enable (GL_BLEND);
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}
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}
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/*
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=================
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R_SetBlendModeOff
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=================
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*/
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void R_SetBlendModeOff (void)
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{
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if ( currententity->flags & RF_TRANSLUCENT )
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{
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GL_DepthMask (true);
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GL_Disable(GL_BLEND);
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GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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}
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/*
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=================
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R_SetShadeLight
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=================
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*/
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void R_SetShadeLight (void)
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{
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int i;
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if (currententity->flags & RF_MASK_SHELL)
|
|
|
|
{
|
|
|
|
VectorClear (shadelight);
|
|
|
|
if (currententity->flags & RF_SHELL_HALF_DAM)
|
|
|
|
{
|
|
|
|
shadelight[0] = 0.56;
|
|
|
|
shadelight[1] = 0.59;
|
|
|
|
shadelight[2] = 0.45;
|
|
|
|
}
|
|
|
|
if ( currententity->flags & RF_SHELL_DOUBLE )
|
|
|
|
{
|
|
|
|
shadelight[0] = 0.9;
|
|
|
|
shadelight[1] = 0.7;
|
|
|
|
}
|
|
|
|
if ( currententity->flags & RF_SHELL_RED )
|
|
|
|
shadelight[0] = 1.0;
|
|
|
|
if ( currententity->flags & RF_SHELL_GREEN )
|
|
|
|
shadelight[1] = 1.0;
|
|
|
|
if ( currententity->flags & RF_SHELL_BLUE )
|
|
|
|
shadelight[2] = 1.0;
|
|
|
|
}
|
|
|
|
else if ( currententity->flags & RF_FULLBRIGHT )
|
|
|
|
{
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
|
|
shadelight[i] = 1.0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Set up basic lighting...
|
|
|
|
if (r_model_shading->value && r_model_dlights->value)
|
|
|
|
{
|
|
|
|
int max = r_model_dlights->value;
|
|
|
|
|
|
|
|
if (max<0) max=0;
|
|
|
|
if (max>MAX_MODEL_DLIGHTS) max=MAX_MODEL_DLIGHTS;
|
|
|
|
|
|
|
|
R_LightPointDynamics (currententity->origin, shadelight, model_dlights,
|
|
|
|
&model_dlights_num, max);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
R_LightPoint (currententity->origin, shadelight, false);//true);
|
|
|
|
model_dlights_num = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// player lighting hack for communication back to server
|
|
|
|
// big hack!
|
|
|
|
if ( currententity->flags & RF_WEAPONMODEL )
|
|
|
|
{
|
|
|
|
// pick the greatest component, which should be the same
|
|
|
|
// as the mono value returned by software
|
|
|
|
if (shadelight[0] > shadelight[1])
|
|
|
|
{
|
2020-03-20 02:28:18 +00:00
|
|
|
if (shadelight[0] > shadelight[2]) {
|
|
|
|
// r_lightlevel->value = 150*shadelight[0];
|
|
|
|
Cvar_SetValue ("r_lightlevel", 150.0f*shadelight[0]);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
// r_lightlevel->value = 150*shadelight[2];
|
|
|
|
Cvar_SetValue ("r_lightlevel", 150.0f*shadelight[2]);
|
|
|
|
}
|
2019-03-13 19:20:07 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-03-20 02:28:18 +00:00
|
|
|
if (shadelight[1] > shadelight[2]) {
|
|
|
|
// r_lightlevel->value = 150*shadelight[1];
|
|
|
|
Cvar_SetValue ("r_lightlevel", 150.0f*shadelight[1]);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
// r_lightlevel->value = 150*shadelight[2];
|
|
|
|
Cvar_SetValue ("r_lightlevel", 150.0f*shadelight[2]);
|
|
|
|
}
|
2019-03-13 19:20:07 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( r_monolightmap->string[0] != '0' )
|
|
|
|
{
|
|
|
|
float s = shadelight[0];
|
|
|
|
|
|
|
|
if ( s < shadelight[1] )
|
|
|
|
s = shadelight[1];
|
|
|
|
if ( s < shadelight[2] )
|
|
|
|
s = shadelight[2];
|
|
|
|
|
|
|
|
shadelight[0] = s;
|
|
|
|
shadelight[1] = s;
|
|
|
|
shadelight[2] = s;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( currententity->flags & RF_MINLIGHT )
|
|
|
|
{
|
|
|
|
for (i=0; i<3; i++)
|
|
|
|
if (shadelight[i] > 0.02)
|
|
|
|
break;
|
|
|
|
if (i == 3)
|
|
|
|
{
|
|
|
|
shadelight[0] = 0.02;
|
|
|
|
shadelight[1] = 0.02;
|
|
|
|
shadelight[2] = 0.02;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( currententity->flags & RF_GLOW )
|
|
|
|
{ // bonus items will pulse with time
|
|
|
|
float scale;
|
|
|
|
float min;
|
|
|
|
|
|
|
|
scale = 0.2 * sin(r_newrefdef.time*7);
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
|
|
{
|
|
|
|
min = shadelight[i] * 0.8;
|
|
|
|
shadelight[i] += scale;
|
|
|
|
if (shadelight[i] < min)
|
|
|
|
shadelight[i] = min;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (r_newrefdef.rdflags & RDF_IRGOGGLES)
|
|
|
|
{
|
|
|
|
if (currententity->flags & RF_IR_VISIBLE)
|
|
|
|
{
|
|
|
|
shadelight[0] = 1.0;
|
|
|
|
shadelight[1] = 0.0;
|
|
|
|
shadelight[2] = 0.0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
/* if (r_newrefdef.rdflags & RDF_UVGOGGLES)
|
|
|
|
{
|
|
|
|
if (currententity->flags & RF_IR_VISIBLE)
|
|
|
|
{
|
|
|
|
shadelight[0] = 0.5;
|
|
|
|
shadelight[1] = 1.0;
|
|
|
|
shadelight[2] = 0.5;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
shadelight[0] = 0.0;
|
|
|
|
shadelight[1] = 1.0;
|
|
|
|
shadelight[2] = 0.0;
|
|
|
|
}
|
|
|
|
}*/
|
|
|
|
|
|
|
|
shadedots = r_avertexnormal_dots[((int)(currententity->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)];
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
R_DrawAliasModelBBox
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
void R_DrawAliasModelBBox (vec3_t bbox[8], entity_t *e, float red, float green, float blue, float alpha)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
if (!r_showbbox->value)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (e->flags & RF_WEAPONMODEL || e->flags & RF_VIEWERMODEL || e->flags & RF_BEAM || e->renderfx & RF2_CAMERAMODEL)
|
|
|
|
return;
|
|
|
|
|
|
|
|
GL_Disable (GL_CULL_FACE);
|
|
|
|
qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
|
|
|
|
qglDisableClientState (GL_COLOR_ARRAY);
|
|
|
|
qglColor4f(red, green, blue, alpha);
|
|
|
|
GL_DisableTexture (0);
|
|
|
|
|
|
|
|
rb_vertex = rb_index = 0;
|
|
|
|
indexArray[rb_index++] = rb_vertex+0;
|
|
|
|
indexArray[rb_index++] = rb_vertex+1;
|
|
|
|
indexArray[rb_index++] = rb_vertex+2;
|
|
|
|
indexArray[rb_index++] = rb_vertex+1;
|
|
|
|
indexArray[rb_index++] = rb_vertex+2;
|
|
|
|
indexArray[rb_index++] = rb_vertex+3;
|
|
|
|
|
|
|
|
indexArray[rb_index++] = rb_vertex+0;
|
|
|
|
indexArray[rb_index++] = rb_vertex+1;
|
|
|
|
indexArray[rb_index++] = rb_vertex+4;
|
|
|
|
indexArray[rb_index++] = rb_vertex+1;
|
|
|
|
indexArray[rb_index++] = rb_vertex+4;
|
|
|
|
indexArray[rb_index++] = rb_vertex+5;
|
|
|
|
|
|
|
|
indexArray[rb_index++] = rb_vertex+2;
|
|
|
|
indexArray[rb_index++] = rb_vertex+4;
|
|
|
|
indexArray[rb_index++] = rb_vertex+6;
|
|
|
|
|
|
|
|
indexArray[rb_index++] = rb_vertex+1;
|
|
|
|
indexArray[rb_index++] = rb_vertex+5;
|
|
|
|
indexArray[rb_index++] = rb_vertex+7;
|
|
|
|
|
|
|
|
indexArray[rb_index++] = rb_vertex+2;
|
|
|
|
indexArray[rb_index++] = rb_vertex+3;
|
|
|
|
indexArray[rb_index++] = rb_vertex+7;
|
|
|
|
indexArray[rb_index++] = rb_vertex+2;
|
|
|
|
indexArray[rb_index++] = rb_vertex+6;
|
|
|
|
indexArray[rb_index++] = rb_vertex+7;
|
|
|
|
|
|
|
|
indexArray[rb_index++] = rb_vertex+4;
|
|
|
|
indexArray[rb_index++] = rb_vertex+5;
|
|
|
|
indexArray[rb_index++] = rb_vertex+7;
|
|
|
|
indexArray[rb_index++] = rb_vertex+4;
|
|
|
|
indexArray[rb_index++] = rb_vertex+6;
|
|
|
|
indexArray[rb_index++] = rb_vertex+7;
|
|
|
|
for (i=0; i<8; i++) {
|
|
|
|
VA_SetElem3v(vertexArray[rb_vertex], bbox[i]);
|
|
|
|
rb_vertex++;
|
|
|
|
}
|
|
|
|
RB_DrawArrays ();
|
|
|
|
rb_vertex = rb_index = 0;
|
|
|
|
|
|
|
|
GL_EnableTexture (0);
|
|
|
|
qglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
|
|
|
qglEnableClientState (GL_COLOR_ARRAY);
|
|
|
|
qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
|
|
|
|
GL_Enable (GL_CULL_FACE);
|
|
|
|
}
|