thirtyflightsofloving/renderer/r_alias.c
Knightmare66 befa8db495 Added GL_PrintError() for more detailed OpenGL error output.
Added R_EndFrame() to remove direct calls to GLimp_EndFrame() from client and UI.
Removed GL_LockArrays()/GL_UnlockArrays() calls in shadow volume rendering.
Changed parameters to UI_DrawMenuString(), UI_DrawString(), and variants.
Added UI_DrawPopupMessage() to simplify popup text drawing.
2021-11-19 07:25:37 -05:00

1539 lines
44 KiB
C

/*
===========================================================================
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.c: alias triangle model functions
#include "r_local.h"
#include "vlights.h"
#include "r_normals.h"
/*
=============================================================
ALIAS MODELS
=============================================================
*/
vec3_t tempVertexArray[MD3_MAX_MESHES][MD3_MAX_VERTS];
vec3_t aliasLightDir = {0, 0, 0};
float aliasShadowAlpha;
/*
=================
R_LightAliasVertex
=================
*/
void R_LightAliasVertex (vec3_t baselight, vec3_t normal, vec3_t lightOut, byte normalindex, qboolean shaded)
{
int i;
float l;
if (r_fullbright->integer != 0) {
VectorSet (lightOut, 1.0f, 1.0f, 1.0f);
return;
}
if (r_model_shading->integer)
{
if (shaded)
{
if (r_model_shading->integer == 3)
l = 2.0 * shadedots[normalindex] - 1;
else if (r_model_shading->integer == 2)
l = 1.5 * shadedots[normalindex] - 0.5;
else
l = shadedots[normalindex];
VectorScale(baselight, l, lightOut);
}
else
VectorCopy(baselight, lightOut);
if (model_dlights_num)
for (i=0; i<model_dlights_num; i++)
{
l = 2.0 * VLight_GetLightValue (normal, model_dlights[i].direction,
currententity->angles[PITCH], currententity->angles[YAW], true);
VectorMA(lightOut, l, model_dlights[i].color, lightOut);
}
}
else
{
l = 2.0 * VLight_GetLightValue (normal, aliasLightDir, currententity->angles[PITCH],
currententity->angles[YAW], false);
VectorScale(baselight, l, lightOut);
}
for (i=0; i<3; i++)
lightOut[i] = max(min(lightOut[i], 1.0f), 0.0f);
}
/*
=================
R_LightAliasVertexCel
Adds dlights only for cel shading
=================
*/
void R_LightAliasVertexCel (vec3_t baselight, vec3_t normal, vec3_t lightOut, byte normalindex)
{
int i;
float l;
if (r_fullbright->integer != 0) {
VectorSet (lightOut, 1.0f, 1.0f, 1.0f);
return;
}
VectorCopy(baselight, lightOut);
if (model_dlights_num)
for (i=0; i<model_dlights_num; i++)
{
l = 2.0 * VLight_GetLightValue (normal, model_dlights[i].direction,
currententity->angles[PITCH], currententity->angles[YAW], true);
VectorMA(lightOut, l, model_dlights[i].color, lightOut);
}
for (i=0; i<3; i++)
lightOut[i] = max(min(lightOut[i], 1.0f), 0.0f);
}
/*
=================
R_CelTexCoord
=================
*/
#define CEL_OUTLINEDROPOFF 1024.0f // distance for cel shading outline to disappear
#define CEL_TEX_MIN (0.5f/32.0f)
#define CEL_TEX_MAX (31.5f/32.0f)
float R_CelTexCoord (vec3_t meshlight, vec3_t normal, byte lightnormalindex)
{
float shadeCoord;
int i, highest = 0;
vec3_t lightColor;
R_LightAliasVertex (meshlight, normal, lightColor, lightnormalindex, true);
for (i=0; i<3; i++) {
if (lightColor[i] > lightColor[highest])
highest = i;
}
for (i=0; i<3; i++) {
lightColor[i] = min(max(lightColor[i], 0.0f), 1.0f);
}
shadeCoord = lightColor[highest];
shadeCoord = min(max(shadeCoord, CEL_TEX_MIN), CEL_TEX_MAX);
return shadeCoord;
}
/*
=================
R_AliasMeshesAreBatchable
=================
*/
qboolean R_AliasMeshesAreBatchable (maliasmodel_t *paliashdr, unsigned meshnum1, unsigned meshnum2, unsigned skinnum)
{
maliasmesh_t *mesh1, *mesh2;
renderparms_t *skinParms1, *skinParms2;
int skinnum1, skinnum2;
if (!paliashdr)
return false;
mesh1 = &paliashdr->meshes[meshnum1];
mesh2 = &paliashdr->meshes[meshnum2];
skinnum1 = (skinnum<mesh1->num_skins)?skinnum:0;
skinnum2 = (skinnum<mesh2->num_skins)?skinnum:0;
skinParms1 = &mesh1->skins[skinnum1].renderparms;
skinParms2 = &mesh2->skins[skinnum2].renderparms;
if (!mesh1 || !mesh2 || !skinParms1 || !skinParms2)
return false;
if (currentmodel->skins[meshnum1][skinnum1] != currentmodel->skins[meshnum2][skinnum2])
return false;
if (mesh1->skins[skinnum1].glowimage != mesh2->skins[skinnum2].glowimage)
return false;
if (skinParms1->alphatest != skinParms2->alphatest)
return false;
if (skinParms1->basealpha != skinParms2->basealpha)
return false;
if (skinParms1->blend != skinParms2->blend)
return false;
if (skinParms1->blendfunc_src != skinParms2->blendfunc_src)
return false;
if (skinParms1->blendfunc_dst != skinParms2->blendfunc_dst)
return false;
if (skinParms1->envmap != skinParms2->envmap)
return false;
if ( (skinParms1->glow.type != skinParms2->glow.type)
|| (skinParms1->glow.params[0] != skinParms2->glow.params[0])
|| (skinParms1->glow.params[1] != skinParms2->glow.params[1])
|| (skinParms1->glow.params[2] != skinParms2->glow.params[2])
|| (skinParms1->glow.params[3] != skinParms2->glow.params[3]) )
return false;
if (skinParms1->nodraw != skinParms2->nodraw)
return false;
if (skinParms1->twosided != skinParms2->twosided)
return false;
return true;
}
/*
=================
RB_RenderAliasMesh
Backend for R_DrawAliasMeshes
=================
*/
void RB_RenderAliasMesh (maliasmodel_t *paliashdr, unsigned meshnum, unsigned skinnum, image_t *skin, qboolean reverseCull)
{
entity_t *e = currententity;
maliasmesh_t *mesh;
renderparms_t *skinParms;
int i;
float thisalpha = colorArray[0][3];
qboolean shellModel = e->flags & RF_MASK_SHELL;
if (!paliashdr)
return;
mesh = &paliashdr->meshes[meshnum];
if (!shellModel)
GL_Bind(skin->texnum);
// md3 skin scripting
skinParms = &mesh->skins[skinnum].renderparms;
if (skinParms->twosided)
GL_Disable (GL_CULL_FACE);
else
GL_Enable (GL_CULL_FACE);
if (skinParms->alphatest && !shellModel)
GL_Enable (GL_ALPHA_TEST);
else
GL_Disable (GL_ALPHA_TEST);
if (thisalpha < 1.0f || skinParms->blend)
GL_Enable (GL_BLEND);
else
GL_Disable (GL_BLEND);
if (skinParms->blend && !shellModel)
GL_BlendFunc (skinParms->blendfunc_src, skinParms->blendfunc_dst);
else if (shellModel) {
if ( FlowingShell() )
GL_BlendFunc (GL_ONE, GL_ONE);
else
GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else
GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// md3 skin scripting
// draw
RB_DrawArrays ();
// glow pass was originally here
// envmap pass
if (skinParms->envmap > 0.0f && !shellModel)
{
GL_Enable (GL_BLEND);
GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
qglTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
// apply alpha to array
for (i=0; i<rb_vertex; i++)
colorArray[i][3] = thisalpha*skinParms->envmap;
GL_Bind(glMedia.envmappic->texnum);
qglEnable(GL_TEXTURE_GEN_S);
qglEnable(GL_TEXTURE_GEN_T);
RB_DrawArrays ();
qglDisable(GL_TEXTURE_GEN_S);
qglDisable(GL_TEXTURE_GEN_T);
}
// cel shading
if ( r_celshading->integer && !(thisalpha < 1.0f || skinParms->blend || skinParms->alphatest) )
{
float strength, len;
vec3_t offset;
// blend cel shade texture
qglDepthMask (false);
GL_Enable (GL_BLEND);
GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_Bind (glMedia.celshadetexture->texnum);
qglTexCoordPointer (2, GL_FLOAT, sizeof(celTexCoordArray[0]), celTexCoordArray[0]);
qglDisableClientState (GL_COLOR_ARRAY);
qglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
RB_DrawArrays ();
qglTexCoordPointer (2, GL_FLOAT, sizeof(texCoordArray[0][0]), texCoordArray[0][0]);
// qglEnableClientState (GL_COLOR_ARRAY);
GL_Disable (GL_BLEND);
qglDepthMask (true);
// draw outlines
VectorSubtract (r_newrefdef.vieworg, currententity->origin, offset);
len = VectorNormalize(offset);
strength = (CEL_OUTLINEDROPOFF - len) / CEL_OUTLINEDROPOFF;
strength = min(max(strength, 0.0f), 1.0f);
qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
if (reverseCull)
GL_CullFace(GL_FRONT);
else
GL_CullFace(GL_BACK);
qglColor4f(0.0f, 0.0f, 0.0f, 1.0f);
qglLineWidth(r_celshading_width->value * strength);
RB_DrawArrays ();
qglLineWidth(1.0f);
qglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
if (reverseCull)
GL_CullFace(GL_BACK);
else
GL_CullFace(GL_FRONT);
qglEnableClientState (GL_COLOR_ARRAY);
qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
// glow pass
if (mesh->skins[skinnum].glowimage && !shellModel)
{
float glowcolor;
if (skinParms->glow.type > -1)
glowcolor = RB_CalcGlowColor (skinParms);
else
glowcolor = 1.0;
qglDisableClientState (GL_COLOR_ARRAY);
qglColor4f(glowcolor, glowcolor, glowcolor, 1.0);
GL_Enable (GL_BLEND);
GL_BlendFunc (GL_ONE, GL_ONE);
GL_Bind(mesh->skins[skinnum].glowimage->texnum);
RB_DrawArrays ();
qglColor4f(1.0, 1.0, 1.0, 1.0);
qglEnableClientState (GL_COLOR_ARRAY);
}
RB_DrawMeshTris ();
rb_vertex = rb_index = 0;
// restore state
GL_Enable (GL_CULL_FACE);
GL_Disable (GL_ALPHA_TEST);
GL_Disable (GL_BLEND);
GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
/*
=================
R_DrawAliasMeshes
=================
*/
//void R_DrawAliasMeshes (maliasmodel_t *paliashdr, entity_t *e, qboolean lerpOnly, qboolean mirrored, qboolean viewFlipped)
void R_DrawAliasMeshes (maliasmodel_t *paliashdr, entity_t *e, qboolean mirrored, qboolean viewFlipped, qboolean preLerped, qboolean lerpOnly)
{
int i, k, meshnum, skinnum, baseindex; // numCalls
maliasframe_t *frame, *oldframe;
maliasmesh_t mesh;
maliasvertex_t *v, *ov;
vec3_t move, delta, vectors[3];
vec3_t curScale, oldScale, curNormal, oldNormal;
vec3_t tempNormalsArray[MD3_MAX_VERTS];
vec2_t tempSkinCoord;
vec3_t meshlight, lightcolor;
float alpha, meshalpha, thisalpha, shellscale, frontlerp, backlerp = e->backlerp, mirrormult;
image_t *skin;
renderparms_t skinParms;
qboolean shellModel = e->flags & RF_MASK_SHELL;
qboolean meshCelShaded; // added for cel shading
if (lerpOnly) preLerped = false;
frontlerp = 1.0 - backlerp;
if (shellModel && FlowingShell())
alpha = 0.7;
else if (e->flags & RF_TRANSLUCENT)
alpha = e->alpha;
else
alpha = 1.0;
frame = paliashdr->frames + e->frame;
oldframe = paliashdr->frames + e->oldframe;
if (!preLerped)
{
VectorScale(frame->scale, frontlerp, curScale);
VectorScale(oldframe->scale, backlerp, oldScale);
mirrormult = (mirrored) ? -1.0f : 1.0f;
// move should be the delta back to the previous frame * backlerp
VectorSubtract (e->oldorigin, e->origin, delta);
AngleVectors (e->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];
}
GL_ShadeModel (GL_SMOOTH);
GL_TexEnv (GL_MODULATE);
R_SetVertexRGBScale(true);
R_SetShellBlend (true);
rb_vertex = rb_index = 0;
// numCalls = 0;
// new outer loop for whole model
for (k=0, meshnum=0; k < paliashdr->num_meshes; k++, meshnum++)
{
mesh = paliashdr->meshes[k];
// select skin
if (e->skin) { // custom player skin
skinnum = 0;
skin = e->skin;
}
else {
skinnum = (e->skinnum<mesh.num_skins)?e->skinnum:0; // catch bad skinnums
skin = currentmodel->skins[k][skinnum];
if (!skin) {
skinnum = 0;
skin = currentmodel->skins[k][0];
}
}
if (!skin) {
skinnum = 0;
skin = glMedia.notexture;
}
// md3 skin scripting
skinParms = mesh.skins[skinnum].renderparms;
if (skinParms.nodraw)
continue; // skip this mesh for this skin
if (skinParms.fullbright)
VectorSet(meshlight, 1.0f, 1.0f, 1.0f);
else
VectorCopy(shadelight, meshlight);
meshalpha = alpha * skinParms.basealpha;
// md3 skin scripting
// is this mesh cel shaded?
meshCelShaded = (r_celshading->integer && !(meshalpha < 1.0f || skinParms.blend || skinParms.alphatest));
v = mesh.vertexes + e->frame * mesh.num_verts;
ov = mesh.vertexes + e->oldframe * mesh.num_verts;
baseindex = rb_vertex;
// set indices for each triangle
for (i=0; i<mesh.num_tris; i++)
{
indexArray[rb_index++] = rb_vertex + mesh.indexes[3*i+0];
indexArray[rb_index++] = rb_vertex + mesh.indexes[3*i+1];
indexArray[rb_index++] = rb_vertex + mesh.indexes[3*i+2];
}
for (i=0; i<mesh.num_verts; i++, v++, ov++)
{
// lerp verts
if (!preLerped)
{
curNormal[0] = r_sinTable[v->normal[0]] * r_cosTable[v->normal[1]];
curNormal[1] = r_sinTable[v->normal[0]] * r_sinTable[v->normal[1]];
curNormal[2] = r_cosTable[v->normal[0]];
oldNormal[0] = r_sinTable[ov->normal[0]] * r_cosTable[ov->normal[1]];
oldNormal[1] = r_sinTable[ov->normal[0]] * r_sinTable[ov->normal[1]];
oldNormal[2] = r_cosTable[ov->normal[0]];
VectorSet ( tempNormalsArray[i],
curNormal[0] + (oldNormal[0] - curNormal[0])*backlerp,
curNormal[1] + (oldNormal[1] - curNormal[1])*backlerp,
curNormal[2] + (oldNormal[2] - curNormal[2])*backlerp );
if (shellModel)
shellscale = (e->flags & RF_WEAPONMODEL) ? WEAPON_SHELL_SCALE: POWERSUIT_SCALE;
else
shellscale = 0.0;
VectorSet ( tempVertexArray[meshnum][i],
move[0] + ov->xyz[0]*oldScale[0] + v->xyz[0]*curScale[0] + tempNormalsArray[i][0]*shellscale,
mirrormult * (move[1] + ov->xyz[1]*oldScale[1] + v->xyz[1]*curScale[1] + tempNormalsArray[i][1]*shellscale),
move[2] + ov->xyz[2]*oldScale[2] + v->xyz[2]*curScale[2] + tempNormalsArray[i][2]*shellscale );
tempNormalsArray[i][1] *= mirrormult;
}
// skip drawing if we're only lerping the verts for a shadow-only rendering pass
if (lerpOnly) continue;
// calc lighting and alpha
if (shellModel)
VectorCopy(meshlight, lightcolor);
else if (meshCelShaded)
R_LightAliasVertexCel (meshlight, tempNormalsArray[i], lightcolor, v->lightnormalindex); // added for cel shading
else
R_LightAliasVertex (meshlight, tempNormalsArray[i], lightcolor, v->lightnormalindex, !skinParms.nodiffuse);
//thisalpha = R_CalcEntAlpha(meshalpha, tempVertexArray[meshnum][i]);
thisalpha = meshalpha;
// get tex coords
if (shellModel && FlowingShell()) {
tempSkinCoord[0] = (tempVertexArray[meshnum][i][0] + tempVertexArray[meshnum][i][1]) * DIV40 + shellFlowH;
tempSkinCoord[1] = tempVertexArray[meshnum][i][2] * DIV40 + shellFlowV; // was / 40
} else {
tempSkinCoord[0] = mesh.stcoords[i].st[0];
tempSkinCoord[1] = mesh.stcoords[i].st[1];
}
// add to arrays
VA_SetElem2(texCoordArray[0][rb_vertex], tempSkinCoord[0], tempSkinCoord[1]);
VA_SetElem3(vertexArray[rb_vertex], tempVertexArray[meshnum][i][0], tempVertexArray[meshnum][i][1], tempVertexArray[meshnum][i][2]);
VA_SetElem4(colorArray[rb_vertex], lightcolor[0], lightcolor[1], lightcolor[2], thisalpha);
if (meshCelShaded) {
VA_SetElem2(celTexCoordArray[rb_vertex], R_CelTexCoord(meshlight, tempNormalsArray[i], v->lightnormalindex), 0); // added for cel shading
}
rb_vertex++;
}
if (!shellModel)
RB_ModifyTextureCoords (&texCoordArray[0][baseindex][0], &vertexArray[baseindex][0], mesh.num_verts, &skinParms.tcmod);
// compare renderparms for next mesh and check for overflow
if ( k < (paliashdr->num_meshes-1) ) {
if ( ( shellModel || R_AliasMeshesAreBatchable (paliashdr, k, k+1, e->skinnum) )
&& !RB_CheckArrayOverflow (paliashdr->meshes[k+1].num_verts, paliashdr->meshes[k+1].num_tris*3) )
continue;
}
RB_RenderAliasMesh (paliashdr, meshnum, skinnum, skin, (mirrored || viewFlipped));
// numCalls++;
} // end new outer loop
// if (paliashdr->num_meshes > numCalls)
// VID_Printf (PRINT_DEVELOPER, "%s: rendered %i meshes in %i pass(es)\n", currentmodel->name, paliashdr->num_meshes, numCalls);
R_SetShellBlend (false);
R_SetVertexRGBScale(false);
GL_TexEnv (GL_REPLACE);
GL_ShadeModel (GL_FLAT);
}
unsigned shadow_va, shadow_index;
/*
=============
R_BuildShadowVolume
based on code from BeefQuake R6
=============
*/
void R_BuildShadowVolume (maliasmodel_t *hdr, int meshnum, vec3_t light, float projectdistance, qboolean nocap)
{
int i, j;
vec3_t v0, v1, v2, v3;
float thisAlpha;
maliasmesh_t mesh;
maliasvertex_t *verts;
qboolean triangleFacingLight[MD3_MAX_TRIANGLES];
mesh = hdr->meshes[meshnum];
verts = mesh.vertexes;
thisAlpha = aliasShadowAlpha; // was r_shadowalpha->value
for (i=0; i<mesh.num_tris; i++)
{
VectorCopy(tempVertexArray[meshnum][mesh.indexes[3*i+0]], v0);
VectorCopy(tempVertexArray[meshnum][mesh.indexes[3*i+1]], v1);
VectorCopy(tempVertexArray[meshnum][mesh.indexes[3*i+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;
}
shadow_va = shadow_index = 0;
for (i=0; i<mesh.num_tris; i++)
{
if (!triangleFacingLight[i])
continue;
if (mesh.trneighbors[i*3+0] < 0 || !triangleFacingLight[mesh.trneighbors[i*3+0]])
{
for (j=0; j<3; j++)
{
v0[j]=tempVertexArray[meshnum][mesh.indexes[3*i+1]][j];
v1[j]=tempVertexArray[meshnum][mesh.indexes[3*i+0]][j];
v2[j]=v1[j]+((v1[j]-light[j]) * projectdistance);
v3[j]=v0[j]+((v0[j]-light[j]) * projectdistance);
}
indexArray[shadow_index++] = shadow_va+0;
indexArray[shadow_index++] = shadow_va+1;
indexArray[shadow_index++] = shadow_va+2;
indexArray[shadow_index++] = shadow_va+0;
indexArray[shadow_index++] = shadow_va+2;
indexArray[shadow_index++] = shadow_va+3;
VA_SetElem3(vertexArray[shadow_va], v0[0], v0[1], v0[2]);
VA_SetElem4(colorArray[shadow_va], 0, 0, 0, thisAlpha);
shadow_va++;
VA_SetElem3(vertexArray[shadow_va], v1[0], v1[1], v1[2]);
VA_SetElem4(colorArray[shadow_va], 0, 0, 0, thisAlpha);
shadow_va++;
VA_SetElem3(vertexArray[shadow_va], v2[0], v2[1], v2[2]);
VA_SetElem4(colorArray[shadow_va], 0, 0, 0, thisAlpha);
shadow_va++;
VA_SetElem3(vertexArray[shadow_va], v3[0], v3[1], v3[2]);
VA_SetElem4(colorArray[shadow_va], 0, 0, 0, thisAlpha);
shadow_va++;
}
if (mesh.trneighbors[i*3+1] < 0 || !triangleFacingLight[mesh.trneighbors[i*3+1]])
{
for (j=0; j<3; j++)
{
v0[j]=tempVertexArray[meshnum][mesh.indexes[3*i+2]][j];
v1[j]=tempVertexArray[meshnum][mesh.indexes[3*i+1]][j];
v2[j]=v1[j]+((v1[j]-light[j]) * projectdistance);
v3[j]=v0[j]+((v0[j]-light[j]) * projectdistance);
}
indexArray[shadow_index++] = shadow_va+0;
indexArray[shadow_index++] = shadow_va+1;
indexArray[shadow_index++] = shadow_va+2;
indexArray[shadow_index++] = shadow_va+0;
indexArray[shadow_index++] = shadow_va+2;
indexArray[shadow_index++] = shadow_va+3;
VA_SetElem3(vertexArray[shadow_va], v0[0], v0[1], v0[2]);
VA_SetElem4(colorArray[shadow_va], 0, 0, 0, thisAlpha);
shadow_va++;
VA_SetElem3(vertexArray[shadow_va], v1[0], v1[1], v1[2]);
VA_SetElem4(colorArray[shadow_va], 0, 0, 0, thisAlpha);
shadow_va++;
VA_SetElem3(vertexArray[shadow_va], v2[0], v2[1], v2[2]);
VA_SetElem4(colorArray[shadow_va], 0, 0, 0, thisAlpha);
shadow_va++;
VA_SetElem3(vertexArray[shadow_va], v3[0], v3[1], v3[2]);
VA_SetElem4(colorArray[shadow_va], 0, 0, 0, thisAlpha);
shadow_va++;
}
if (mesh.trneighbors[i*3+2] < 0 || !triangleFacingLight[mesh.trneighbors[i*3+2]])
{
for (j=0; j<3; j++)
{
v0[j]=tempVertexArray[meshnum][mesh.indexes[3*i+0]][j];
v1[j]=tempVertexArray[meshnum][mesh.indexes[3*i+2]][j];
v2[j]=v1[j]+((v1[j]-light[j]) * projectdistance);
v3[j]=v0[j]+((v0[j]-light[j]) * projectdistance);
}
indexArray[shadow_index++] = shadow_va+0;
indexArray[shadow_index++] = shadow_va+1;
indexArray[shadow_index++] = shadow_va+2;
indexArray[shadow_index++] = shadow_va+0;
indexArray[shadow_index++] = shadow_va+2;
indexArray[shadow_index++] = shadow_va+3;
VA_SetElem3(vertexArray[shadow_va], v0[0], v0[1], v0[2]);
VA_SetElem4(colorArray[shadow_va], 0, 0, 0, thisAlpha);
shadow_va++;
VA_SetElem3(vertexArray[shadow_va], v1[0], v1[1], v1[2]);
VA_SetElem4(colorArray[shadow_va], 0, 0, 0, thisAlpha);
shadow_va++;
VA_SetElem3(vertexArray[shadow_va], v2[0], v2[1], v2[2]);
VA_SetElem4(colorArray[shadow_va], 0, 0, 0, thisAlpha);
shadow_va++;
VA_SetElem3(vertexArray[shadow_va], v3[0], v3[1], v3[2]);
VA_SetElem4(colorArray[shadow_va], 0, 0, 0, thisAlpha);
shadow_va++;
}
}
if (nocap) return;
// cap the volume
for (i=0; i<mesh.num_tris; i++)
{
if (!triangleFacingLight[i]) // changed to draw only front facing polys- thanx to Kirk Barnes
continue;
VectorCopy(tempVertexArray[meshnum][mesh.indexes[3*i+0]], v0);
VectorCopy(tempVertexArray[meshnum][mesh.indexes[3*i+1]], v1);
VectorCopy(tempVertexArray[meshnum][mesh.indexes[3*i+2]], v2);
VA_SetElem3(vertexArray[shadow_va], v0[0], v0[1], v0[2]);
VA_SetElem4(colorArray[shadow_va], 0, 0, 0, thisAlpha);
indexArray[shadow_index++] = shadow_va;
shadow_va++;
VA_SetElem3(vertexArray[shadow_va], v1[0], v1[1], v1[2]);
VA_SetElem4(colorArray[shadow_va], 0, 0, 0, thisAlpha);
indexArray[shadow_index++] = shadow_va;
shadow_va++;
VA_SetElem3(vertexArray[shadow_va], v2[0], v2[1], v2[2]);
VA_SetElem4(colorArray[shadow_va], 0, 0, 0, thisAlpha);
indexArray[shadow_index++] = shadow_va;
shadow_va++;
// rear with reverse order
for (j=0; j<3; j++)
{
v0[j]=tempVertexArray[meshnum][mesh.indexes[3*i+0]][j];
v1[j]=tempVertexArray[meshnum][mesh.indexes[3*i+1]][j];
v2[j]=tempVertexArray[meshnum][mesh.indexes[3*i+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[shadow_va], v2[0], v2[1], v2[2]);
VA_SetElem4(colorArray[shadow_va], 0, 0, 0, thisAlpha);
indexArray[shadow_index++] = shadow_va;
shadow_va++;
VA_SetElem3(vertexArray[shadow_va], v1[0], v1[1], v1[2]);
VA_SetElem4(colorArray[shadow_va], 0, 0, 0, thisAlpha);
indexArray[shadow_index++] = shadow_va;
shadow_va++;
VA_SetElem3(vertexArray[shadow_va], v0[0], v0[1], v0[2]);
VA_SetElem4(colorArray[shadow_va], 0, 0, 0, thisAlpha);
indexArray[shadow_index++] = shadow_va;
shadow_va++;
}
}
/*
=============
R_DrawShadowVolume
=============
*/
void R_DrawShadowVolume (void)
{
if (glConfig.drawRangeElements)
qglDrawRangeElements(GL_TRIANGLES, 0, shadow_va, shadow_index, GL_UNSIGNED_INT, indexArray);
else
qglDrawElements(GL_TRIANGLES, shadow_index, GL_UNSIGNED_INT, indexArray);
}
/*
=============
R_CalcAliasVolumeShadowLightVector
=============
*/
float R_CalcAliasVolumeShadowLightVector (vec3_t bbox[8], vec3_t lightVec)
{
vec3_t temp, vecAdd;
int i, lnum;
float dist, highest, lowest, projected_distance;
float angle, cosp, sinp, cosy, siny, cosr, sinr, ix, iy, iz;
dlight_t *dl;
dl = r_newrefdef.dlights;
VectorSet(vecAdd, 680, 0, 1024); // set base vector, was 576,0,1024
// compute average light vector from dlights
for (i=0, lnum=0; i<r_newrefdef.num_dlights; i++, dl++)
{
if (VectorCompare(dl->origin, currententity->origin))
continue;
VectorSubtract(dl->origin, currententity->origin, temp);
dist = dl->intensity - VectorLength(temp);
if (dist <= 0)
continue;
lnum++;
// Factor in the intensity of a dlight
VectorScale (temp, dist*0.25, temp);
VectorAdd (vecAdd, temp, vecAdd);
}
VectorNormalize(vecAdd);
VectorScale(vecAdd, 1024, vecAdd);
// get projection distance from lightspot height
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];
}
projected_distance = fabs((highest - lightspot[2]) + (highest-lowest)) / fabs(vecAdd[2]);
// projected_distance = 1.5f * (fabs(highest - lightspot[2])) / fabs(vecAdd[2]);
VectorCopy(vecAdd, lightVec);
// reverse-rotate light vector based on angles
angle = -currententity->angles[PITCH] / 180 * M_PI;
cosp = cos(angle), sinp = sin(angle);
angle = -currententity->angles[YAW] / 180 * M_PI;
cosy = cos(angle), siny = sin(angle);
angle = -currententity->angles[ROLL] / 180 * M_PI * R_RollMult(); // roll is backwards
cosr = cos(angle), sinr = sin(angle);
// rotate for yaw (z axis)
ix = lightVec[0], iy = lightVec[1];
lightVec[0] = cosy * ix - siny * iy + 0;
lightVec[1] = siny * ix + cosy * iy + 0;
// rotate for pitch (y axis)
ix = lightVec[0], iz = lightVec[2];
lightVec[0] = cosp * ix + 0 + sinp * iz;
lightVec[2] = -sinp * ix + 0 + cosp * iz;
// rotate for roll (x axis)
iy = lightVec[1], iz = lightVec[2];
lightVec[1] = 0 + cosr * iy - sinr * iz;
lightVec[2] = 0 + sinr * iy + cosr * iz;
// for (i=0; i<3; i++)
// shadowVec[i] = -lightVec[i] * projected_distance;
// for (i=0; i<8; i++)
// VectorAdd (bbox[i], shadowVec, endBBox[i]);
return projected_distance;
}
/*
=============
R_DrawAliasVolumeShadow
based on code from BeefQuake R6
=============
*/
void R_DrawAliasVolumeShadow (maliasmodel_t *paliashdr, vec3_t bbox[8])
{
vec3_t light, vecAdd;
vec3_t shadowVec, endBBox[8], volumeMins, volumeMaxs;
float projected_distance;
int i, j, skinnum;
qboolean zFail = (r_shadow_zfail->integer != 0);
qboolean inVolume = false;
// GLenum incr, decr;
projected_distance = R_CalcAliasVolumeShadowLightVector (bbox, light);
// For Z-Pass method, calc bbox for shadow volume to see if vieworg is likely to be inside it
if (!zFail)
{
// calc bbox for end of shadow volume
for (i=0; i<3; i++)
shadowVec[i] = -vecAdd[i] * projected_distance;
for (i=0; i<8; i++)
VectorAdd (bbox[i], shadowVec, endBBox[i]);
// get bbox for entire shadow volume
VectorCopy (currententity->origin, volumeMaxs);
VectorCopy (currententity->origin, volumeMins);
for (i=0; i<8; i++)
{
for (j=0; j<3; j++)
{
if (bbox[i][j] < volumeMins[j])
volumeMins[j] = bbox[i][j];
if (endBBox[i][j] < volumeMins[j])
volumeMins[j] = endBBox[i][j];
if (bbox[i][j] > volumeMaxs[j])
volumeMaxs[j] = bbox[i][j];
if (endBBox[i][j] > volumeMaxs[j])
volumeMaxs[j] = endBBox[i][j];
}
}
// if the vieworg is inside the volume bbox, assume it's inside the volume
if ( (r_newrefdef.vieworg[0] >= volumeMins[0] && r_newrefdef.vieworg[1] >= volumeMins[1] && r_newrefdef.vieworg[2] >= volumeMins[2]) &&
(r_newrefdef.vieworg[0] <= volumeMaxs[0] && r_newrefdef.vieworg[1] <= volumeMaxs[1] && r_newrefdef.vieworg[2] <= volumeMaxs[2]) )
inVolume = true;
}
// set up stenciling
if (!r_shadowvolumes->integer)
{
/*if (glConfig.extStencilWrap)
{ incr = GL_INCR_WRAP_EXT; decr = GL_DECR_WRAP_EXT; }
else
{ incr = GL_INCR; decr = GL_DECR; }*/
qglPushAttrib(GL_STENCIL_BUFFER_BIT); // save stencil buffer
qglClear(GL_STENCIL_BUFFER_BIT);
qglColorMask(0,0,0,0);
GL_DepthMask(0);
GL_DepthFunc(GL_LESS);
GL_Enable(GL_STENCIL_TEST);
qglStencilFunc(GL_ALWAYS, 0, 255);
// qglStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
// qglStencilMask (255);
}
// build shadow volumes and render each to stencil buffer
for (i=0; i<paliashdr->num_meshes; i++)
{
skinnum = (currententity->skinnum<paliashdr->meshes[i].num_skins)?currententity->skinnum:0;
if (paliashdr->meshes[i].skins[skinnum].renderparms.nodraw || paliashdr->meshes[i].skins[skinnum].renderparms.noshadow)
continue;
R_BuildShadowVolume (paliashdr, i, light, projected_distance, r_shadowvolumes->integer);
// GL_LockArrays (shadow_va);
if (!r_shadowvolumes->integer)
{
if (zFail &&glConfig.atiSeparateStencil && glConfig.extStencilWrap && r_stencilTwoSide->integer) // Barnes ATI stenciling
{
GL_Disable(GL_CULL_FACE);
qglStencilOpSeparateATI (GL_BACK, GL_KEEP, GL_INCR_WRAP_EXT, GL_KEEP);
qglStencilOpSeparateATI (GL_FRONT, GL_KEEP, GL_DECR_WRAP_EXT, GL_KEEP);
R_DrawShadowVolume ();
GL_Enable(GL_CULL_FACE);
}
else if (zFail && glConfig.extStencilTwoSide && glConfig.extStencilWrap && r_stencilTwoSide->integer) // Echon's two-sided stenciling
{
GL_Disable(GL_CULL_FACE);
qglEnable (GL_STENCIL_TEST_TWO_SIDE_EXT);
qglActiveStencilFaceEXT (GL_BACK);
qglStencilOp (GL_KEEP, GL_INCR_WRAP_EXT, GL_KEEP);
qglActiveStencilFaceEXT (GL_FRONT);
qglStencilOp (GL_KEEP, GL_DECR_WRAP_EXT, GL_KEEP);
R_DrawShadowVolume ();
qglDisable (GL_STENCIL_TEST_TWO_SIDE_EXT);
GL_Enable(GL_CULL_FACE);
}
else if (zFail)
{
// 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);
R_DrawShadowVolume ();
// 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);
R_DrawShadowVolume ();
}
else // Z-Pass
{
// Fix for z-Pass shadows if viewpoint is inside volume
// Same as Carmack's patent-free method for Doom3 GPL source
// This pre-loads the stencil buffer with # of volumes
// that get clipped by the near or far clip plane.
if (inVolume)
{
GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
qglStencilOp(GL_KEEP, GL_INCR, GL_INCR);
R_DrawShadowVolume ();
GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
qglStencilOp(GL_KEEP, GL_DECR, GL_DECR);
R_DrawShadowVolume ();
}
// increment stencil if frontface is behind depthbuffer
GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
R_DrawShadowVolume ();
// decrement stencil if backface is behind depthbuffer
GL_CullFace(GL_BACK); // quake is backwards, this culls front faces
qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);
R_DrawShadowVolume ();
}
}
else
R_DrawShadowVolume ();
// GL_UnlockArrays ();
}
// end stenciling and draw stenciled volume
if (!r_shadowvolumes->integer)
{
GL_CullFace(GL_FRONT);
GL_Disable(GL_STENCIL_TEST);
GL_DepthFunc(GL_LEQUAL);
GL_DepthMask(1);
qglColorMask(1,1,1,1);
// draw shadows for this model now
R_ShadowBlend (aliasShadowAlpha * currententity->alpha); // was r_shadowalpha->value
qglPopAttrib(); // restore stencil buffer
}
}
/*
=================
R_DrawAliasPlanarShadow
=================
*/
void R_DrawAliasPlanarShadow (maliasmodel_t *paliashdr)
{
maliasmesh_t mesh;
float height, lheight, thisAlpha;
vec3_t point, shadevector;
int i, j, skinnum;
R_ShadowLight (currententity->origin, shadevector);
lheight = currententity->origin[2] - lightspot[2];
height = -lheight + 0.1f;
if (currententity->flags & RF_TRANSLUCENT)
thisAlpha = aliasShadowAlpha * currententity->alpha; // was r_shadowalpha->value
else
thisAlpha = aliasShadowAlpha; // was r_shadowalpha->value
// 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;
for (i=0; i<paliashdr->num_meshes; i++)
{
mesh = paliashdr->meshes[i];
skinnum = (currententity->skinnum<mesh.num_skins)?currententity->skinnum:0;
if (mesh.skins[skinnum].renderparms.noshadow)
continue;
for (j=0; j < mesh.num_tris; j++)
{
indexArray[rb_index++] = rb_vertex + mesh.indexes[3*j+0];
indexArray[rb_index++] = rb_vertex + mesh.indexes[3*j+1];
indexArray[rb_index++] = rb_vertex + mesh.indexes[3*j+2];
}
for (j=0; j < mesh.num_verts; j++)
{
VectorCopy(tempVertexArray[i][j], 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++;
}
}
RB_DrawArrays ();
rb_vertex = rb_index = 0;
GL_Stencil (false, false);
}
/*
=================
R_CullAliasModel
=================
*/
//static qboolean R_CullAliasModel ( vec3_t bbox[8], entity_t *e )
static qboolean R_CullAliasModel (vec3_t bbox[8], vec3_t shadowBBox[8], entity_t *e, qboolean volumeShadow)
{
int i, j, mask, aggregatemask = ~0;
float dp, volProjDist;
vec3_t mins, maxs, tmp, vectors[3]; //angles;
vec3_t lightVec, shadowVec, tmp_bbox[8], end_bbox[8], volumeMins, volumeMaxs;
maliasmodel_t *paliashdr;
maliasframe_t *pframe, *poldframe;
paliashdr = (maliasmodel_t *)currentmodel->extradata;
if ( ( e->frame >= paliashdr->num_frames ) || ( e->frame < 0 ) )
{
VID_Printf (PRINT_ALL, "R_CullAliasModel %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_CullAliasModel %s: no such oldframe %d\n",
currentmodel->name, e->oldframe);
e->oldframe = 0;
}
pframe = paliashdr->frames + e->frame;
poldframe = paliashdr->frames + e->oldframe;
// compute axially aligned mins and maxs
if ( pframe == poldframe )
{
VectorCopy(pframe->mins, mins);
VectorCopy(pframe->maxs, maxs);
}
else
{
for ( i = 0; i < 3; i++ )
{
if (pframe->mins[i] < poldframe->mins[i])
mins[i] = pframe->mins[i];
else
mins[i] = poldframe->mins[i];
if (pframe->maxs[i] > poldframe->maxs[i])
maxs[i] = pframe->maxs[i];
else
maxs[i] = poldframe->maxs[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]);
VectorCopy(tmp, tmp_bbox[i]); // save off un-rotated bbox
VectorAdd(tmp, e->origin, end_bbox[i]); // version with e->origin added for light vector calc
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];
}
// calc shadow volume bbox and rotate
if (volumeShadow)
{
R_LightPoint (e->origin, shadelight, false);
volProjDist = R_CalcAliasVolumeShadowLightVector (end_bbox, lightVec);
for (i=0; i<3; i++)
shadowVec[i] = -lightVec[i] * volProjDist;
VectorCopy (vec3_origin, volumeMaxs);
VectorCopy (vec3_origin, volumeMins);
for (i = 0; i < 8; i++)
{
VectorAdd(tmp_bbox[i], shadowVec, end_bbox[i]);
// VectorCopy(end_bbox[i], tmp);
for (j=0; j<3; j++)
{
if (tmp_bbox[i][j] < volumeMins[j])
volumeMins[j] = tmp_bbox[i][j];
if (end_bbox[i][j] < volumeMins[j])
volumeMins[j] = end_bbox[i][j];
if (tmp_bbox[i][j] > volumeMaxs[j])
volumeMaxs[j] = tmp_bbox[i][j];
if (end_bbox[i][j] > volumeMaxs[j])
volumeMaxs[j] = end_bbox[i][j];
}
tmp[0] = ((i & 1) ? volumeMins[0] : volumeMaxs[0]);
tmp[1] = ((i & 2) ? volumeMins[1] : volumeMaxs[1]);
tmp[2] = ((i & 4) ? volumeMins[2] : volumeMaxs[2]);
shadowBBox[i][0] = vectors[0][0] * tmp[0] + vectors[1][0] * tmp[1] + vectors[2][0] * tmp[2] + e->origin[0];
shadowBBox[i][1] = vectors[0][1] * tmp[0] + vectors[1][1] * tmp[1] + vectors[2][1] * tmp[2] + e->origin[1];
shadowBBox[i][2] = vectors[0][2] * tmp[0] + vectors[1][2] * tmp[1] + vectors[2][2] * tmp[2] + e->origin[2];
}
}
// cull
for (i=0; i<8; i++)
{
mask = 0;
for (j=0; j<4; j++)
{
dp = DotProduct(frustum[j].normal, bbox[i]);
if ( ( dp - frustum[j].dist ) < 0 )
mask |= (1<<j);
}
aggregatemask &= mask;
}
if ( aggregatemask )
return true;
return false;
}
/*
=================
R_CullAliasShadow
=================
*/
static qboolean R_CullAliasShadow (vec3_t bbox[8], entity_t *e)
{
int i, j, mask, aggregatemask = ~0;
float dp;
for (i=0; i<8; i++)
{
mask = 0;
for (j=0; j<4; j++)
{
dp = DotProduct(frustum[j].normal, bbox[i]);
if ( ( dp - frustum[j].dist ) < 0 )
mask |= (1<<j);
}
aggregatemask &= mask;
}
if ( aggregatemask )
return true;
return false;
}
/*
=================
R_DrawAliasModel
=================
*/
void R_DrawAliasModel (entity_t *e)
{
maliasmodel_t *paliashdr;
vec3_t bbox[8], shadowBBox[8];
qboolean mirrorview = false, mirrormodel = false;
qboolean planarShadow = false, volumeShadow = false, volumeShadowOnly = false;
qboolean preLerped = false;
int i;
// determine if this model will have a volume shadow
if ( (r_shadows->integer >= 1) &&
!(r_newrefdef.rdflags & RDF_NOWORLDMODEL) &&
(r_worldmodel != NULL) && (r_worldmodel->lightdata != 0) &&
!(e->flags & (RF_WEAPONMODEL | RF_NOSHADOW)) &&
!( (e->flags & RF_MASK_SHELL) && (e->flags & RF_TRANSLUCENT) ) ) // no shadows from shells
{
aliasShadowAlpha = R_CalcShadowAlpha(e);
if ( (r_shadows->integer == 3) && (aliasShadowAlpha >= DIV255) )
volumeShadow = true;
else if (aliasShadowAlpha >= DIV255)
planarShadow = true;
}
// also skip this for viewermodels and cameramodels
if ( !(e->flags & RF_WEAPONMODEL || e->flags & RF_VIEWERMODEL || e->renderfx & RF2_CAMERAMODEL) )
{
// if (R_CullAliasModel(bbox, e))
// return;
qboolean culled = R_CullAliasModel(bbox, shadowBBox, e, volumeShadow);
if (volumeShadow)
{
if (culled) {
if ( R_CullAliasShadow(shadowBBox, e) )
return;
else
volumeShadowOnly = true;
}
}
else if (culled)
return;
}
// mirroring support
if (e->flags & RF_WEAPONMODEL)
{
if (r_lefthand->integer == 2)
return;
else if (r_lefthand->integer == 1)
mirrorview = true;
}
else if (e->renderfx & RF2_CAMERAMODEL)
{
if (r_lefthand->integer == 1)
mirrormodel = true;
}
else if (e->flags & RF_MIRRORMODEL)
mirrormodel = true;
// end mirroring support
// clamp r_celshading_width to >= 1.0
if (!r_celshading_width)
r_celshading_width = Cvar_Get("r_celshading_width", "4", 0);
if (r_celshading_width->value < 1.0f)
Cvar_SetValue( "r_celshading_width", 1.0f);
paliashdr = (maliasmodel_t *)currentmodel->extradata;
R_SetShadeLight ();
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));
}
// mirroring support
// if (mirrormodel)
// R_FlipModel (true);
if (mirrorview || mirrormodel)
R_FlipModel (true, mirrormodel);
for (i=0; i < paliashdr->num_meshes; i++)
c_alias_polys += paliashdr->meshes[i].num_tris;
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
if ( (e->frame >= paliashdr->num_frames) || (e->frame < 0) )
{
VID_Printf (PRINT_ALL, "R_DrawAliasModel %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_DrawAliasModel %s: no such oldframe %d\n",
currentmodel->name, e->oldframe);
e->frame = 0;
e->oldframe = 0;
}
if (!r_lerpmodels->integer)
e->backlerp = 0;
// draw shadow only here
if ( volumeShadowOnly || (volumeShadow && r_shadow_self->integer == 0) )
{
preLerped = true;
R_DrawAliasMeshes (paliashdr, e, mirrormodel, mirrorview, false, true);
GL_DisableTexture(0);
GL_Enable (GL_BLEND);
R_DrawAliasVolumeShadow (paliashdr, bbox);
GL_Disable (GL_BLEND);
GL_EnableTexture(0);
// the following is not called if drawing shadow volume before model
if ( volumeShadowOnly )
{
qglPopMatrix ();
if (mirrorview || mirrormodel)
R_FlipModel (false, mirrormodel);
if (e->flags & RF_DEPTHHACK)
GL_DepthRange (gldepthmin, gldepthmax);
if (r_showbbox->integer) {
GL_Disable (GL_DEPTH_TEST);
R_DrawAliasModelBBox (shadowBBox, e, 0.0f, 0.0f, 1.0f, 1.0f);
GL_Enable (GL_DEPTH_TEST);
}
return;
}
}
// R_DrawAliasMeshes (paliashdr, e, false, mirrormodel, mirrorview);
R_DrawAliasMeshes (paliashdr, e, mirrormodel, mirrorview, preLerped, false);
qglPopMatrix ();
// mirroring support
// if (mirrormodel)
// R_FlipModel (false);
if (mirrorview || mirrormodel)
R_FlipModel (false, mirrormodel);
// show model bounding box
// R_DrawAliasModelBBox (bbox, e, 1.0f, 1.0f, 1.0f, 1.0f);
if (r_showbbox->integer) {
R_DrawAliasModelBBox (bbox, e, 1.0f, 1.0f, 1.0f, 1.0f);
if (volumeShadow) {
GL_Disable (GL_DEPTH_TEST);
R_DrawAliasModelBBox (shadowBBox, e, 0.0f, 0.0f, 1.0f, 1.0f);
GL_Enable (GL_DEPTH_TEST);
}
}
if (e->flags & RF_DEPTHHACK)
GL_DepthRange (gldepthmin, gldepthmax);
// aliasShadowAlpha = R_CalcShadowAlpha(e);
/* if ( !(e->flags & (RF_WEAPONMODEL | RF_NOSHADOW))
// no shadows from shells
&& !( (e->flags & RF_MASK_SHELL) && (e->flags & RF_TRANSLUCENT) )
&& r_shadows->integer >= 1 && aliasShadowAlpha >= DIV255) */
if ( volumeShadow || planarShadow)
{
qglPushMatrix ();
GL_DisableTexture(0);
GL_Enable (GL_BLEND);
// if (r_shadows->integer == 3) {
if (volumeShadow && r_shadow_self->integer != 0) {
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
R_DrawAliasVolumeShadow (paliashdr, bbox);
}
// else {
else if (planarShadow) {
R_RotateForEntity (e, false);
R_DrawAliasPlanarShadow (paliashdr);
}
GL_Disable (GL_BLEND);
GL_EnableTexture(0);
qglPopMatrix ();
}
}
#if 0
/*
=================
R_DrawAliasModelShadow
Just draws the shadow for a model
=================
*/
void R_DrawAliasModelShadow (entity_t *e)
{
maliasmodel_t *paliashdr;
vec3_t bbox[8];
qboolean mirrormodel = false;
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_CullAliasModel(bbox, e))
return;
}
aliasShadowAlpha = R_CalcShadowAlpha(e);
if (aliasShadowAlpha < 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 = (maliasmodel_t *)currentmodel->extradata;
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;
// R_DrawAliasMeshes (paliashdr, e, true, mirrormodel);
R_DrawAliasMeshes (paliashdr, e, mirrormodel, false, false, true);
qglPushMatrix ();
GL_DisableTexture(0);
GL_Enable (GL_BLEND);
if (r_shadows->integer == 3) {
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
R_DrawAliasVolumeShadow (paliashdr, bbox);
}
else {
R_RotateForEntity (e, false);
R_DrawAliasPlanarShadow (paliashdr);
}
GL_Disable (GL_BLEND);
GL_EnableTexture(0);
qglPopMatrix ();
}
#endif