/* =========================================================================== Copyright (C) 1997-2001 Id Software, Inc. This file is part of Quake 2 source code. 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. 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. 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 =========================================================================== */ // r_alias_md2.c: MD2-specific triangle model functions (no longer used) #include "r_local.h" #include "vlights.h" #ifndef MD2_AS_MD3 /* ============================================================= MD2 MODELS ============================================================= */ static vec4_t s_lerped[MAX_VERTS]; vec3_t lightdir_md2; float shadowalpha_md2; /* ================= R_LerpMD2Verts ================= */ void R_LerpMD2Verts (int nverts, dmd2vertex_t *v, dmd2vertex_t *ov, dmd2vertex_t *verts, float *lerp, float move[3], float frontv[3], float backv[3], float normalscale) { int i; for (i=0 ; i < nverts; i++, v++, ov++, lerp+=4 ) { float *normal = r_avertexnormals[verts[i].lightnormalindex]; lerp[0] = move[0] + ov->v[0]*backv[0] + v->v[0]*frontv[0] + normal[0] * normalscale; lerp[1] = move[1] + ov->v[1]*backv[1] + v->v[1]*frontv[1] + normal[1] * normalscale; lerp[2] = move[2] + ov->v[2]*backv[2] + v->v[2]*frontv[2] + normal[2] * normalscale; } } /* ================= R_LightAliasMD2Model ================= */ void R_LightAliasMD2Model (vec3_t baselight, dmd2vertex_t *verts, dmd2vertex_t *ov, float backlerp, vec3_t lightOut) { int i; float l; // tmp; if (r_model_shading->integer) { //l = 2.0 * VLight_LerpLight (verts->lightnormalindex, ov->lightnormalindex, // backlerp, lightdir_md2, currententity->angles, false); //tmp = shadedots[verts->lightnormalindex] + (shadedots[ov->lightnormalindex] - shadedots[verts->lightnormalindex]) * backlerp; if (r_model_shading->integer == 3) l = 2.0 * shadedots[verts->lightnormalindex] - 1; else if (r_model_shading->integer == 2) l = 1.5 * shadedots[verts->lightnormalindex] - 0.5; else l = shadedots[verts->lightnormalindex]; VectorScale(baselight, l, lightOut); if (model_dlights_num) for (i=0; ilightnormalindex, ov->lightnormalindex, backlerp, model_dlights[i].direction, currententity->angles, true ); VectorMA(lightOut, l, model_dlights[i].color, lightOut); } } else { l = 2.0 * VLight_LerpLight (verts->lightnormalindex, ov->lightnormalindex, backlerp, lightdir_md2, currententity->angles, false); VectorScale(baselight, l, lightOut); } for (i=0; i<3; i++) lightOut[i] = max(min(lightOut[i], 1.0f), 0.0f); } /* ================= R_DrawAliasMD2FrameLerp ================= */ void R_DrawAliasMD2FrameLerp (dmd2_t *paliashdr, float backlerp) { dmd2frame_t *frame, *oldframe; dmd2vertex_t *v, *ov, *verts; int *order; int i, count, index_xyz, vertcount, baseindex; float *lerp; float frontlerp, alpha, thisalpha; GLenum mode; vec3_t move, delta, vectors[3]; vec3_t frontv, backv, lightcolor; vec2_t tempSkin; qboolean shellModel = e->flags & RF_MASK_SHELL; if (currententity->flags & RF_VIEWERMODEL) return; frame = (dmd2frame_t *)((byte *)paliashdr + paliashdr->ofs_frames + currententity->frame * paliashdr->framesize); verts = v = frame->verts; oldframe = (dmd2frame_t *)((byte *)paliashdr + paliashdr->ofs_frames + currententity->oldframe * paliashdr->framesize); ov = oldframe->verts; order = (int *)((byte *)paliashdr + paliashdr->ofs_glcmds); if (currententity->flags & RF_TRANSLUCENT) alpha = currententity->alpha; else alpha = 1.0; frontlerp = 1.0 - backlerp; // move should be the delta back to the previous frame * backlerp VectorSubtract (currententity->oldorigin, currententity->origin, delta); AngleVectors (currententity->angles, vectors[0], vectors[1], vectors[2]); move[0] = DotProduct (delta, vectors[0]); // forward move[1] = -DotProduct (delta, vectors[1]); // left move[2] = DotProduct (delta, vectors[2]); // up VectorAdd (move, oldframe->translate, move); for (i=0 ; i<3 ; i++) move[i] = backlerp*move[i] + frontlerp*frame->translate[i]; for (i=0 ; i<3 ; i++) { frontv[i] = frontlerp*frame->scale[i]; backv[i] = backlerp*oldframe->scale[i]; } lerp = s_lerped[0]; if (shellModel) { if (currententity->flags & RF_WEAPONMODEL) R_LerpMD2Verts(paliashdr->num_xyz, v, ov, verts, lerp, move, frontv, backv, WEAPON_SHELL_SCALE); else R_LerpMD2Verts(paliashdr->num_xyz, v, ov, verts, lerp, move, frontv, backv, POWERSUIT_SCALE); if (FlowingShell()) alpha = 0.7; } else R_LerpMD2Verts(paliashdr->num_xyz, v, ov, verts, lerp, move, frontv, backv, 0); R_SetVertexRGBScale (true); // added R_SetShellBlend (true); rb_vertex = rb_index = 0; while (1) { // get the vertex count and primitive type count = *order++; if (!count) break; // done if (count < 0) { count = -count; mode = GL_TRIANGLE_FAN; } else mode = GL_TRIANGLE_STRIP; vertcount = count; baseindex = rb_vertex; do { // texture coordinates come from the draw list // normals and vertexes come from the frame list index_xyz = order[2]; if (shellModel) VectorCopy(shadelight, lightcolor); else R_LightAliasMD2Model (shadelight, &verts[index_xyz], &ov[index_xyz], backlerp, lightcolor); //thisalpha = R_CalcEntAlpha(alpha, s_lerped[index_xyz]); thisalpha = alpha; if (shellModel && FlowingShell()) { tempSkin[0] = (s_lerped[index_xyz][1] + s_lerped[index_xyz][0]) / 40.0 + shellFlowH; tempSkin[1] = s_lerped[index_xyz][2] / 40.0 + shellFlowV; } else { tempSkin[0] = ((float *)order)[0]; tempSkin[1] = ((float *)order)[1]; } VA_SetElem2(texCoordArray[0][rb_vertex], tempSkin[0], tempSkin[1]); VA_SetElem3(vertexArray[rb_vertex], s_lerped[index_xyz][0], s_lerped[index_xyz][1], s_lerped[index_xyz][2]); VA_SetElem4(colorArray[rb_vertex], lightcolor[0], lightcolor[1], lightcolor[2], thisalpha); rb_vertex++; order += 3; } while (--count); // add triangle fan or strip indices to array if (mode == GL_TRIANGLE_FAN) for (i = 0; i < vertcount-2; i++) { indexArray[rb_index++] = baseindex; indexArray[rb_index++] = baseindex+i+1; indexArray[rb_index++] = baseindex+i+2; } else // GL_TRIANGLE_STRIP for (i = 0; i < vertcount-2; i++) { if (i%2 == 0) { indexArray[rb_index++] = baseindex+i; indexArray[rb_index++] = baseindex+i+1; indexArray[rb_index++] = baseindex+i+2; } else { // backwards order indexArray[rb_index++] = baseindex+i+2; indexArray[rb_index++] = baseindex+i+1; indexArray[rb_index++] = baseindex+i; } } } RB_DrawArrays (); RB_DrawMeshTris (); rb_vertex = rb_index = 0; R_SetShellBlend (false); R_SetVertexRGBScale (false); // added } unsigned md2shadow_va, md2shadow_index; /* ============= R_BuildMD2ShadowVolume projection shadows from BeefQuake R6 ============= */ void R_BuildMD2ShadowVolume (dmd2_t *hdr, vec3_t light, float projectdistance, qboolean nocap) { int i, j; BOOL trianglefacinglight[MAX_TRIANGLES]; vec3_t v0, v1, v2, v3; float thisAlpha; dmd2triangle_t *ot, *tris; dmd2frame_t *frame; dmd2vertex_t *verts; if (!currentmodel->edge_tri) // paranoia return; frame = (dmd2frame_t *)((byte *)hdr + hdr->ofs_frames + currententity->frame * hdr->framesize); verts = frame->verts; ot = tris = (dmd2triangle_t *)((unsigned char*)hdr + hdr->ofs_tris); thisAlpha = shadowalpha_md2; // was r_shadowalpha->value for (i=0; inum_tris; i++, tris++) { VectorCopy(s_lerped[tris->index_xyz[0]], v0); VectorCopy(s_lerped[tris->index_xyz[1]], v1); VectorCopy(s_lerped[tris->index_xyz[2]], v2); trianglefacinglight[i] = (light[0] - v0[0]) * ((v0[1] - v1[1]) * (v2[2] - v1[2]) - (v0[2] - v1[2]) * (v2[1] - v1[1])) + (light[1] - v0[1]) * ((v0[2] - v1[2]) * (v2[0] - v1[0]) - (v0[0] - v1[0]) * (v2[2] - v1[2])) + (light[2] - v0[2]) * ((v0[0] - v1[0]) * (v2[1] - v1[1]) - (v0[1] - v1[1]) * (v2[0] - v1[0])) > 0; } md2shadow_va = md2shadow_index = 0; for (i=0, tris=ot; inum_tris; i++, tris++) { if (!trianglefacinglight[i]) continue; if (currentmodel->edge_tri[i*3+0] < 0 || !trianglefacinglight[currentmodel->edge_tri[i*3+0]]) { for (j=0; j<3; j++) { v0[j]=s_lerped[tris->index_xyz[1]][j]; v1[j]=s_lerped[tris->index_xyz[0]][j]; v2[j]=v1[j]+((v1[j]-light[j]) * projectdistance); v3[j]=v0[j]+((v0[j]-light[j]) * projectdistance); } indexArray[md2shadow_index++] = md2shadow_va+0; indexArray[md2shadow_index++] = md2shadow_va+1; indexArray[md2shadow_index++] = md2shadow_va+2; indexArray[md2shadow_index++] = md2shadow_va+0; indexArray[md2shadow_index++] = md2shadow_va+2; indexArray[md2shadow_index++] = md2shadow_va+3; VA_SetElem3(vertexArray[md2shadow_va], v0[0], v0[1], v0[2]); VA_SetElem4(colorArray[md2shadow_va], 0, 0, 0, thisAlpha); md2shadow_va++; VA_SetElem3(vertexArray[md2shadow_va], v1[0], v1[1], v1[2]); VA_SetElem4(colorArray[md2shadow_va], 0, 0, 0, thisAlpha); md2shadow_va++; VA_SetElem3(vertexArray[md2shadow_va], v2[0], v2[1], v2[2]); VA_SetElem4(colorArray[md2shadow_va], 0, 0, 0, thisAlpha); md2shadow_va++; VA_SetElem3(vertexArray[md2shadow_va], v3[0], v3[1], v3[2]); VA_SetElem4(colorArray[md2shadow_va], 0, 0, 0, thisAlpha); md2shadow_va++; } if (currentmodel->edge_tri[i*3+1] < 0 || !trianglefacinglight[currentmodel->edge_tri[i*3+1]]) { for (j=0; j<3; j++) { v0[j]=s_lerped[tris->index_xyz[2]][j]; v1[j]=s_lerped[tris->index_xyz[1]][j]; v2[j]=v1[j]+((v1[j]-light[j]) * projectdistance); v3[j]=v0[j]+((v0[j]-light[j]) * projectdistance); } indexArray[md2shadow_index++] = md2shadow_va+0; indexArray[md2shadow_index++] = md2shadow_va+1; indexArray[md2shadow_index++] = md2shadow_va+2; indexArray[md2shadow_index++] = md2shadow_va+0; indexArray[md2shadow_index++] = md2shadow_va+2; indexArray[md2shadow_index++] = md2shadow_va+3; VA_SetElem3(vertexArray[md2shadow_va], v0[0], v0[1], v0[2]); VA_SetElem4(colorArray[md2shadow_va], 0, 0, 0, thisAlpha); md2shadow_va++; VA_SetElem3(vertexArray[md2shadow_va], v1[0], v1[1], v1[2]); VA_SetElem4(colorArray[md2shadow_va], 0, 0, 0, thisAlpha); md2shadow_va++; VA_SetElem3(vertexArray[md2shadow_va], v2[0], v2[1], v2[2]); VA_SetElem4(colorArray[md2shadow_va], 0, 0, 0, thisAlpha); md2shadow_va++; VA_SetElem3(vertexArray[md2shadow_va], v3[0], v3[1], v3[2]); VA_SetElem4(colorArray[md2shadow_va], 0, 0, 0, thisAlpha); md2shadow_va++; } if (currentmodel->edge_tri[i*3+2] < 0 || !trianglefacinglight[currentmodel->edge_tri[i*3+2]]) { for (j=0; j<3; j++) { v0[j]=s_lerped[tris->index_xyz[0]][j]; v1[j]=s_lerped[tris->index_xyz[2]][j]; v2[j]=v1[j]+((v1[j]-light[j]) * projectdistance); v3[j]=v0[j]+((v0[j]-light[j]) * projectdistance); } indexArray[md2shadow_index++] = md2shadow_va+0; indexArray[md2shadow_index++] = md2shadow_va+1; indexArray[md2shadow_index++] = md2shadow_va+2; indexArray[md2shadow_index++] = md2shadow_va+0; indexArray[md2shadow_index++] = md2shadow_va+2; indexArray[md2shadow_index++] = md2shadow_va+3; VA_SetElem3(vertexArray[md2shadow_va], v0[0], v0[1], v0[2]); VA_SetElem4(colorArray[md2shadow_va], 0, 0, 0, thisAlpha); md2shadow_va++; VA_SetElem3(vertexArray[md2shadow_va], v1[0], v1[1], v1[2]); VA_SetElem4(colorArray[md2shadow_va], 0, 0, 0, thisAlpha); md2shadow_va++; VA_SetElem3(vertexArray[md2shadow_va], v2[0], v2[1], v2[2]); VA_SetElem4(colorArray[md2shadow_va], 0, 0, 0, thisAlpha); md2shadow_va++; VA_SetElem3(vertexArray[md2shadow_va], v3[0], v3[1], v3[2]); VA_SetElem4(colorArray[md2shadow_va], 0, 0, 0, thisAlpha); md2shadow_va++; } } if (nocap) { //RB_DrawArrays (md2shadow_va, md2shadow_index); return; } // cap the volume for (i=0, tris=ot; inum_tris; i++, tris++) { if (trianglefacinglight[i]) { VectorCopy(s_lerped[tris->index_xyz[0]], v0); VectorCopy(s_lerped[tris->index_xyz[1]], v1); VectorCopy(s_lerped[tris->index_xyz[2]], v2); VA_SetElem3(vertexArray[md2shadow_va], v0[0], v0[1], v0[2]); VA_SetElem4(colorArray[md2shadow_va], 0, 0, 0, thisAlpha); indexArray[md2shadow_index++] = md2shadow_va; md2shadow_va++; VA_SetElem3(vertexArray[md2shadow_va], v1[0], v1[1], v1[2]); VA_SetElem4(colorArray[md2shadow_va], 0, 0, 0, thisAlpha); indexArray[md2shadow_index++] = md2shadow_va; md2shadow_va++; VA_SetElem3(vertexArray[md2shadow_va], v2[0], v2[1], v2[2]); VA_SetElem4(colorArray[md2shadow_va], 0, 0, 0, thisAlpha); indexArray[md2shadow_index++] = md2shadow_va; md2shadow_va++; continue; } for (j=0; j<3; j++) { v0[j]=s_lerped[tris->index_xyz[0]][j]; v1[j]=s_lerped[tris->index_xyz[1]][j]; v2[j]=s_lerped[tris->index_xyz[2]][j]; v0[j]=v0[j]+((v0[j]-light[j]) * projectdistance); v1[j]=v1[j]+((v1[j]-light[j]) * projectdistance); v2[j]=v2[j]+((v2[j]-light[j]) * projectdistance); } VA_SetElem3(vertexArray[md2shadow_va], v0[0], v0[1], v0[2]); VA_SetElem4(colorArray[md2shadow_va], 0, 0, 0, thisAlpha); indexArray[md2shadow_index++] = md2shadow_va; md2shadow_va++; VA_SetElem3(vertexArray[md2shadow_va], v1[0], v1[1], v1[2]); VA_SetElem4(colorArray[md2shadow_va], 0, 0, 0, thisAlpha); indexArray[md2shadow_index++] = md2shadow_va; md2shadow_va++; VA_SetElem3(vertexArray[md2shadow_va], v2[0], v2[1], v2[2]); VA_SetElem4(colorArray[md2shadow_va], 0, 0, 0, thisAlpha); indexArray[md2shadow_index++] = md2shadow_va; md2shadow_va++; } //RB_DrawArrays (md2shadow_va, md2shadow_index); } /* ============= R_DrawAliasMD2VolumeShadow projection shadows from BeefQuake R6 ============= */ void R_DrawAliasMD2VolumeShadow (dmd2_t *paliashdr, vec3_t bbox[8]) { vec3_t light, temp, vecAdd;//, static_offset; int i, lnum; float projected_distance = 1; float cost, sint, is, it, dist, highest, lowest;//, maxdist = 384; qboolean zfail = true; dlight_t *dl; if (!currentmodel->edge_tri) // paranoia return; dl = r_newrefdef.dlights; //VectorSet(static_offset, 576,0,1024); // set static vector, was 144,0,256 VectorSet(vecAdd, 680,0,1024); // set base vector, was 576,0,1024 //VectorClear(vecAdd); for (i=0, lnum=0; iorigin, currententity->origin)) continue; VectorSubtract(dl->origin, currententity->origin, temp); //dist = sqrt(DotProduct(temp,temp)); dist = dl->intensity - VectorLength(temp); //if (dist > maxdist) if (dist <= 0) continue; lnum++; // Factor in the intensity of a dlight //VectorScale(temp, (dl->intensity * (DIV256)), temp); //VectorScale(temp, dl->intensity*0.05*-(dist-maxdist)/maxdist, temp); //VectorScale (temp, (dl->intensity - VectorLength(temp))*0.25, temp); VectorScale (temp, dist*0.25, temp); VectorAdd (vecAdd, temp, vecAdd); } VectorNormalize(vecAdd); VectorScale(vecAdd, 1024, vecAdd); highest = lowest = bbox[0][2]; for (i=0; i<8; i++) { if (bbox[i][2] > highest) highest = bbox[i][2]; if (bbox[i][2] < lowest) lowest = bbox[i][2]; } //VectorSubtract(bbox[0], bbox[4], temp); //projected_distance = (fabs(bbox[0][2] - lightspot[2]) + VectorLength(temp)) / vecAdd[2]; projected_distance = (fabs(highest - lightspot[2]) + (highest-lowest)) / vecAdd[2]; //if (lnum > 0) VectorCopy(vecAdd, light); //else // VectorCopy(static_offset, light); // adjust vector based on angles cost = cos(-currententity->angles[1] / 180 * M_PI); sint = sin(-currententity->angles[1] / 180 * M_PI); is = light[0], it = light[1]; light[0] = (cost * (is - 0) + sint * (0 - it) + 0); light[1] = (cost * (it - 0) + sint * (is - 0) + 0); light[2] += 8; if (!r_shadowvolumes->integer) { qglColorMask(0,0,0,0); qglPushAttrib(GL_STENCIL_BUFFER_BIT); // save stencil buffer qglClear(GL_STENCIL_BUFFER_BIT); GL_Enable(GL_STENCIL_TEST); GL_DepthMask(0); GL_DepthFunc( GL_LESS ); qglStencilFunc( GL_ALWAYS, 0, 0xFF); } R_BuildMD2ShadowVolume(paliashdr, light, projected_distance, r_shadowvolumes->integer||!zfail); GL_LockArrays(md2shadow_va); if (!r_shadowvolumes->integer) { // increment stencil if backface is behind depthbuffer if (zfail) { // Carmack reverse GL_CullFace(GL_BACK); // quake is backwards, this culls front faces qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); } else { // Z-Pass GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR); } if (glConfig.drawRangeElements) qglDrawRangeElements(GL_TRIANGLES, 0, md2shadow_va, md2shadow_index, GL_UNSIGNED_INT, indexArray); else qglDrawElements(GL_TRIANGLES, md2shadow_index, GL_UNSIGNED_INT, indexArray); // decrement stencil if frontface is behind depthbuffer if (zfail) { // Carmack reverse GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); } else { // Z-Pass GL_CullFace(GL_BACK); // quake is backwards, this culls front faces qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR); } } if (glConfig.drawRangeElements) qglDrawRangeElements(GL_TRIANGLES, 0, md2shadow_va, md2shadow_index, GL_UNSIGNED_INT, indexArray); else qglDrawElements(GL_TRIANGLES, md2shadow_index, GL_UNSIGNED_INT, indexArray); GL_UnlockArrays(); /*for (i=-1; iorigin[0] == currententity->origin[0]) && (dl->origin[1] == currententity->origin[1]) && (dl->origin[2] == currententity->origin[2])) continue; // -1 pass only for no dynamic lights if (i == -1 && r_newrefdef.num_dlights > 0) continue; // VectorSubtract(a, b, temp); // dist = sqrt(DotProduct(temp, temp)); if (i == -1) // static vector VectorAdd(currententity->origin, static_offset, l_origin); else // light origin VectorCopy(dl->origin, l_origin); if (i >= 0) { VectorSubtract(currententity->origin, l_origin, temp); // was l->origin dist = sqrt(DotProduct(temp,temp)); if (dist > 384) continue; } // projected_distance = (384 - dist) / (384 / 4); for (o=0; o<3; o++) light[o] = -currententity->origin[o] + l_origin[o]; // lights origin in relation to the entity, was l->origin is = light[0], it = light[1]; light[0] = (cost * (is - 0) + sint * (0 - it) + 0); light[1] = (cost * (it - 0) + sint * (is - 0) + 0); light[2] += 8; // increment stencil if backface is behind depthbuffer GL_CullFace(GL_BACK); // quake is backwards, this culls front faces qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP); CastMD2VolumeShadow(paliashdr, light, projected_distance); // decrement stencil if frontface is behind depthbuffer GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP); CastMD2VolumeShadow(paliashdr, light, projected_distance); dl++; // increment dl }*/ if (!r_shadowvolumes->integer) { GL_CullFace(GL_FRONT); GL_Disable(GL_STENCIL_TEST); qglColorMask(1,1,1,1); GL_DepthMask(1); GL_DepthFunc(GL_LEQUAL); // draw shadows for this model now R_ShadowBlend (shadowalpha_md2 * currententity->alpha); // was r_shadowalpha->value qglPopAttrib(); // restore stencil buffer } } /* ============= R_DrawAliasMD2PlanarShadow ============= */ void R_DrawAliasMD2PlanarShadow (dmd2_t *paliashdr, qboolean mirrored) { int *order; vec3_t point, shadevector; float height, lheight, thisAlpha;//, an; GLenum mode; int i, count, /*va, index,*/ vertcount, baseindex; //if (r_shadows->integer == 2) // dynamic lighted shadows - psychospaz R_ShadowLight (currententity->origin, shadevector); /*else { an = currententity->angles[1]/180*M_PI; shadevector[0] = cos(-an); shadevector[1] = sin(-an); shadevector[2] = 1; VectorNormalize (shadevector); }*/ order = (int *)((byte *)paliashdr + paliashdr->ofs_glcmds); lheight = currententity->origin[2] - lightspot[2]; height = -lheight + 0.1f; // 12/24/2001- lowered shadows to ground if (currententity->flags & RF_TRANSLUCENT) thisAlpha = shadowalpha_md2 * currententity->alpha; // was r_shadowalpha->value else thisAlpha = shadowalpha_md2; // was r_shadowalpha->value // if above entity's origin, skip //if ((currententity->origin[2]+height) > currententity->origin[2]) // return; // don't draw shadows above view origin, thnx to MrG if (r_newrefdef.vieworg[2] < (currententity->origin[2] + height)) return; GL_Stencil(true, false); GL_BlendFunc (GL_SRC_ALPHA_SATURATE, GL_ONE_MINUS_SRC_ALPHA); rb_vertex = rb_index = 0; while (1) { // get the vertex count and primitive type count = *order++; if (!count) break; // done if (count < 0) { count = -count; mode = GL_TRIANGLE_FAN; } else mode = GL_TRIANGLE_STRIP; vertcount = count; baseindex = rb_vertex; do { // normals and vertexes come from the frame list memcpy( point, s_lerped[order[2]], sizeof( point ) ); point[0] -= shadevector[0]*(point[2]+lheight); point[1] -= shadevector[1]*(point[2]+lheight); point[2] = height; VA_SetElem3(vertexArray[rb_vertex], point[0], point[1], point[2]); VA_SetElem4(colorArray[rb_vertex], 0, 0, 0, thisAlpha); rb_vertex++; order += 3; } while (--count); // add triangle fan or strip indices to array if (mode == GL_TRIANGLE_FAN) for (i = 0; i < vertcount-2; i++) { indexArray[rb_index++] = baseindex; indexArray[rb_index++] = baseindex+i+1; indexArray[rb_index++] = baseindex+i+2; } else // GL_TRIANGLE_STRIP for (i = 0; i < vertcount-2; i++) { if (i%2 == 0) { indexArray[rb_index++] = baseindex+i; indexArray[rb_index++] = baseindex+i+1; indexArray[rb_index++] = baseindex+i+2; } else { // backwards order indexArray[rb_index++] = baseindex+i+2; indexArray[rb_index++] = baseindex+i+1; indexArray[rb_index++] = baseindex+i; } } } RB_DrawArrays (); rb_vertex = rb_index = 0; GL_Stencil(false, false); } /* ================= R_CullAliasMD2Model ================= */ static qboolean R_CullAliasMD2Model (vec3_t bbox[8], entity_t *e) { int i; vec3_t mins, maxs; dmd2_t *paliashdr; vec3_t vectors[3]; vec3_t tmp, thismins, oldmins, thismaxs, oldmaxs;//, angles; dmd2frame_t *pframe, *poldframe; int p, f, mask, aggregatemask = ~0; paliashdr = (dmd2_t *)currentmodel->extradata; if ( (e->frame >= paliashdr->num_frames) || (e->frame < 0) ) { VID_Printf (PRINT_ALL, "R_CullAliasMD2Model %s: no such frame %d\n", currentmodel->name, e->frame); e->frame = 0; } if ( (e->oldframe >= paliashdr->num_frames) || (e->oldframe < 0) ) { VID_Printf (PRINT_ALL, "R_CullAliasMD2Model %s: no such oldframe %d\n", currentmodel->name, e->oldframe); e->oldframe = 0; } pframe = (dmd2frame_t *) ( (byte *) paliashdr + paliashdr->ofs_frames + e->frame * paliashdr->framesize); poldframe = (dmd2frame_t *) ( (byte *) paliashdr + paliashdr->ofs_frames + e->oldframe * paliashdr->framesize); // compute axially aligned mins and maxs if (pframe == poldframe) { for (i=0; i<3; i++) { mins[i] = pframe->translate[i]; maxs[i] = mins[i] + pframe->scale[i]*255; } } else { for (i=0; i<3; i++) { thismins[i] = pframe->translate[i]; thismaxs[i] = thismins[i] + pframe->scale[i]*255; oldmins[i] = poldframe->translate[i]; oldmaxs[i] = oldmins[i] + poldframe->scale[i]*255; mins[i] = (thismins[i] < oldmins[i]) ? thismins[i] : oldmins[i]; maxs[i] = (thismaxs[i] > oldmaxs[i]) ? thismaxs[i] : oldmaxs[i]; } } // jitspoe's bbox rotation fix // compute and rotate bonding box e->angles[ROLL] = -e->angles[ROLL]; // roll is backwards AngleVectors(e->angles, vectors[0], vectors[1], vectors[2]); e->angles[ROLL] = -e->angles[ROLL]; // roll is backwards VectorSubtract(vec3_origin, vectors[1], vectors[1]); // AngleVectors returns "right" instead of "left" for (i = 0; i < 8; i++) { tmp[0] = ((i & 1) ? mins[0] : maxs[0]); tmp[1] = ((i & 2) ? mins[1] : maxs[1]); tmp[2] = ((i & 4) ? mins[2] : maxs[2]); bbox[i][0] = vectors[0][0] * tmp[0] + vectors[1][0] * tmp[1] + vectors[2][0] * tmp[2] + e->origin[0]; bbox[i][1] = vectors[0][1] * tmp[0] + vectors[1][1] * tmp[1] + vectors[2][1] * tmp[2] + e->origin[1]; bbox[i][2] = vectors[0][2] * tmp[0] + vectors[1][2] * tmp[1] + vectors[2][2] * tmp[2] + e->origin[2]; } // cull for (p=0; p<8; p++) { mask = 0; for (f=0; f<4; f++) { float dp = DotProduct( frustum[f].normal, bbox[p] ); if ( ( dp - frustum[f].dist ) < 0 ) mask |= ( 1 << f ); } aggregatemask &= mask; } if ( aggregatemask ) return true; return false; } /* ================= R_DrawAliasMD2Model ================= */ void R_DrawAliasMD2Model (entity_t *e) { dmd2_t *paliashdr; vec3_t bbox[8]; image_t *skin; qboolean mirrormodel = false; qboolean shadowonly = false; // also skip this for viewermodels and cameramodels if ( !(e->flags & RF_WEAPONMODEL || e->flags & RF_VIEWERMODEL || e->renderfx & RF2_CAMERAMODEL) ) { if (R_CullAliasMD2Model(bbox, e)) /*if (r_shadows->integer == 3) shadowonly = true; else*/ return; } if (e->flags & RF_WEAPONMODEL) { if (r_lefthand->integer == 2) return; else if (r_lefthand->integer == 1) mirrormodel = true; } else if (e->renderfx & RF2_CAMERAMODEL) { if (r_lefthand->integer==1) mirrormodel = true; } else if (e->flags & RF_MIRRORMODEL) mirrormodel = true; paliashdr = (dmd2_t *)currentmodel->extradata; // // get lighting information // // PMM - rewrote, reordered to handle new shells & mixing // PMM - 3.20 code .. replaced with original way of doing it to keep mod authors happy // R_SetShadeLight(); c_alias_polys += paliashdr->num_tris; // // draw all the triangles // if (e->flags & RF_DEPTHHACK) // hack the depth range to prevent view model from poking into walls { if (r_newrefdef.rdflags & RDF_NOWORLDMODEL) GL_DepthRange (gldepthmin, gldepthmin + 0.01*(gldepthmax-gldepthmin)); else GL_DepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); } if (mirrormodel) R_FlipModel (true, false); qglPushMatrix (); e->angles[ROLL] = e->angles[ROLL] * R_RollMult(); // roll is backwards R_RotateForEntity (e, true); e->angles[ROLL] = e->angles[ROLL] * R_RollMult(); // roll is backwards // select skin if (e->skin) skin = e->skin; // custom player skin else { if (currententity->skinnum >= MAX_MD2SKINS) skin = currentmodel->skins[0][0]; else { skin = currentmodel->skins[0][currententity->skinnum]; if (!skin) skin = currentmodel->skins[0][0]; } } if (!skin) skin = glMedia.notexture; // fallback... if ( (e->frame >= paliashdr->num_frames) || (e->frame < 0) ) { VID_Printf (PRINT_ALL, "R_DrawAliasMD2Model %s: no such frame %d\n", currentmodel->name, e->frame); e->frame = 0; e->oldframe = 0; } if ( (e->oldframe >= paliashdr->num_frames) || (e->oldframe < 0)) { VID_Printf (PRINT_ALL, "R_DrawAliasMD2Model %s: no such oldframe %d\n", currentmodel->name, e->oldframe); e->frame = 0; e->oldframe = 0; } if ( !r_lerpmodels->integer ) e->backlerp = 0; R_SetBlendModeOn (skin); // Q2max add R_DrawAliasMD2FrameLerp (paliashdr, e->backlerp); GL_TexEnv (GL_REPLACE); GL_ShadeModel (GL_FLAT); qglPopMatrix (); if (mirrormodel) R_FlipModel (false, false); // show model bounding box R_DrawAliasModelBBox (bbox, e, 1.0f, 1.0f, 1.0f, 1.0f); R_SetBlendModeOff (); // Q2max add if (e->flags & RF_DEPTHHACK) GL_DepthRange (gldepthmin, gldepthmax); shadowalpha_md2 = R_CalcShadowAlpha(e); // added noshadow flag if ( !(e->flags & (RF_WEAPONMODEL | RF_NOSHADOW)) // no shadows from shells && !( (e->flags & RF_MASK_SHELL) && (e->flags & RF_TRANSLUCENT) ) && r_shadows->integer >= 1 && shadowalpha_md2 >= DIV255) { qglPushMatrix (); R_RotateForEntity (e, false); GL_DisableTexture(0); GL_Enable (GL_BLEND); if ((r_shadows->integer == 3) && currentmodel->edge_tri) R_DrawAliasMD2VolumeShadow (paliashdr, bbox); else R_DrawAliasMD2PlanarShadow (paliashdr, mirrormodel); GL_Disable (GL_BLEND); GL_EnableTexture(0); qglPopMatrix (); } } #if 0 /* ================= R_DrawAliasMD2ModelShadow Just draws the shadow for a model ================= */ void R_DrawAliasMD2ModelShadow (entity_t *e) { dmd2_t *paliashdr; vec3_t bbox[8]; qboolean mirrormodel = false; //float an; if (!r_shadows->integer) return; if (e->flags & (RF_WEAPONMODEL | RF_NOSHADOW)) return; // no shadows from shells if ( (e->flags & RF_MASK_SHELL) && (e->flags & RF_TRANSLUCENT) ) return; // also skip this for viewermodels and cameramodels if ( !(e->flags & RF_WEAPONMODEL || e->flags & RF_VIEWERMODEL || e->renderfx & RF2_CAMERAMODEL) ) { if (R_CullAliasMD2Model(bbox, e)) return; } shadowalpha_md2 = R_CalcShadowAlpha(e); if (shadowalpha_md2 < DIV255) // out of range return; if (e->renderfx & RF2_CAMERAMODEL) { if (r_lefthand->integer==1) mirrormodel = true; } else if (e->flags & RF_MIRRORMODEL) mirrormodel = true; paliashdr = (dmd2_t *)currentmodel->extradata; // if (mirrormodel) // R_FlipModel (true, false); if ( (e->frame >= paliashdr->num_frames) || (e->frame < 0) ) { e->frame = 0; e->oldframe = 0; } if ( (e->oldframe >= paliashdr->num_frames) || (e->oldframe < 0)) { e->frame = 0; e->oldframe = 0; } // if ( !r_lerpmodels->integer ) // e->backlerp = 0; /*an = e->angles[1]/180*M_PI; shadevector[0] = cos(-an); shadevector[1] = sin(-an); shadevector[2] = 1; VectorNormalize (shadevector); switch ((r_shadows->integer)) { case 0: break; case 2: //dynamic lighted shadows - psychospaz R_ShadowLight (e->origin, shadevector); default: {*/ qglPushMatrix (); R_RotateForEntity (e, false); GL_DisableTexture(0); GL_Enable (GL_BLEND); if ((r_shadows->integer == 3) && currentmodel->edge_tri) R_DrawAliasMD2VolumeShadow (paliashdr, bbox); else R_DrawAliasMD2PlanarShadow (paliashdr, mirrormodel); GL_Disable (GL_BLEND); GL_EnableTexture(0); qglPopMatrix (); /* } break; }*/ // if (mirrormodel) // R_FlipModel (false, false); } #endif #endif // MD2_AS_MD3