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//a note about dedicated servers:
//In the server-side gamecode, a couple of q1 extensions require knowing something about models.
//So we load models serverside, if required.
//things we need:
//tag/bone names and indexes so we can have reasonable modding with tags. :)
//tag/bone positions so we can shoot from the actual gun or other funky stuff
//vertex positions so we can trace against the mesh rather than the bbox.
//we use the gl renderer's model code because it supports more sorts of models than the sw renderer. Sad but true.
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# include "quakedef.h"
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# include "glquake.h"
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# if defined(GLQUAKE) || defined(D3DQUAKE)
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# ifdef _WIN32
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# include <malloc.h>
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# else
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# include <alloca.h>
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# endif
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# include "com_mesh.h"
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//FIXME
typedef struct
{
float scale [ 3 ] ; // multiply qbyte verts by this
float translate [ 3 ] ; // then add this
char name [ 16 ] ; // frame name from grabbing
dtrivertx_t verts [ 1 ] ; // variable sized
} dmd2aliasframe_t ;
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extern cvar_t gl_part_flame , r_fullbrightSkins , r_fb_models , ruleset_allow_fbmodels ;
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extern cvar_t r_noaliasshadows ;
extern char loadname [ 32 ] ; // for hunk tags
extern cvar_t gl_ati_truform ;
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extern cvar_t r_vertexdlights ;
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extern cvar_t mod_md3flags ;
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extern cvar_t r_skin_overlays ;
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# ifndef SERVERONLY
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static hashtable_t skincolourmapped ;
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//changes vertex lighting values
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#if 0
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static void R_GAliasApplyLighting ( mesh_t * mesh , vec3_t org , vec3_t angles , float * colormod )
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{
int l , v ;
vec3_t rel ;
vec3_t dir ;
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float dot , d , a ;
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if ( mesh - > colors4f_array )
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{
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float l ;
int temp ;
int i ;
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avec4_t * colours = mesh - > colors4f_array ;
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vec3_t * normals = mesh - > normals_array ;
vec3_t ambient , shade ;
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qbyte alphab = bound ( 0 , colormod [ 3 ] , 1 ) ;
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if ( ! mesh - > normals_array )
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{
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mesh - > colors4f_array = NULL ;
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return ;
}
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VectorCopy ( ambientlight , ambient ) ;
VectorCopy ( shadelight , shade ) ;
for ( i = 0 ; i < 3 ; i + + )
{
ambient [ i ] * = colormod [ i ] ;
shade [ i ] * = colormod [ i ] ;
}
for ( i = mesh - > numvertexes - 1 ; i > = 0 ; i - - )
{
l = DotProduct ( normals [ i ] , shadevector ) ;
temp = l * ambient [ 0 ] + shade [ 0 ] ;
colours [ i ] [ 0 ] = temp ;
temp = l * ambient [ 1 ] + shade [ 1 ] ;
colours [ i ] [ 1 ] = temp ;
temp = l * ambient [ 2 ] + shade [ 2 ] ;
colours [ i ] [ 2 ] = temp ;
colours [ i ] [ 3 ] = alphab ;
}
}
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if ( r_vertexdlights . value & & mesh - > colors4f_array )
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{
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//don't include world lights
for ( l = rtlights_first ; l < RTL_FIRST ; l + + )
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{
if ( cl_dlights [ l ] . radius )
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{
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VectorSubtract ( cl_dlights [ l ] . origin ,
org ,
dir ) ;
if ( Length ( dir ) > cl_dlights [ l ] . radius + mesh - > radius ) //far out man!
continue ;
rel [ 0 ] = - DotProduct ( dir , currententity - > axis [ 0 ] ) ;
rel [ 1 ] = - DotProduct ( dir , currententity - > axis [ 1 ] ) ; //quake's crazy.
rel [ 2 ] = - DotProduct ( dir , currententity - > axis [ 2 ] ) ;
/*
glBegin ( GL_LINES ) ;
glVertex3f ( 0 , 0 , 0 ) ;
glVertex3f ( rel [ 0 ] , rel [ 1 ] , rel [ 2 ] ) ;
glEnd ( ) ;
*/
for ( v = 0 ; v < mesh - > numvertexes ; v + + )
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{
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VectorSubtract ( mesh - > xyz_array [ v ] , rel , dir ) ;
dot = DotProduct ( dir , mesh - > normals_array [ v ] ) ;
if ( dot > 0 )
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{
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d = DotProduct ( dir , dir ) ;
a = 1 / d ;
if ( a > 0 )
{
a * = 10000000 * dot / sqrt ( d ) ;
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mesh - > colors4f_array [ v ] [ 0 ] + = a * cl_dlights [ l ] . color [ 0 ] ;
mesh - > colors4f_array [ v ] [ 1 ] + = a * cl_dlights [ l ] . color [ 1 ] ;
mesh - > colors4f_array [ v ] [ 2 ] + = a * cl_dlights [ l ] . color [ 2 ] ;
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}
// else
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// mesh->colors4f_array[v][1] = 1;
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}
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// else
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// mesh->colors4f_array[v][2] = 1;
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}
}
}
}
}
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# endif
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void GL_GAliasFlushSkinCache ( void )
{
int i ;
bucket_t * b ;
for ( i = 0 ; i < skincolourmapped . numbuckets ; i + + )
{
while ( ( b = skincolourmapped . bucket [ i ] ) )
{
skincolourmapped . bucket [ i ] = b - > next ;
BZ_Free ( b - > data ) ;
}
}
if ( skincolourmapped . bucket )
BZ_Free ( skincolourmapped . bucket ) ;
skincolourmapped . bucket = NULL ;
skincolourmapped . numbuckets = 0 ;
}
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static shader_t * GL_ChooseSkin ( galiasinfo_t * inf , model_t * model , int surfnum , entity_t * e , texnums_t * * forcedtex )
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{
galiasskin_t * skins ;
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shader_t * shader ;
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int frame ;
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unsigned int subframe ;
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extern int cl_playerindex ; //so I don't have to strcmp
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unsigned int tc , bc , pc ;
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qboolean forced ;
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* forcedtex = NULL ;
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if ( e - > skinnum > = 100 & & e - > skinnum < 110 )
{
shader_t * s ;
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s = R_RegisterSkin ( va ( " gfx/skin%d.lmp " , e - > skinnum ) , NULL ) ;
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if ( ! TEXVALID ( s - > defaulttextures . base ) )
s - > defaulttextures . base = R_LoadHiResTexture ( va ( " gfx/skin%d.lmp " , e - > skinnum ) , NULL , 0 ) ;
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return s ;
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}
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if ( ( e - > model - > engineflags & MDLF_NOTREPLACEMENTS ) & & ! ruleset_allow_sensative_texture_replacements . ival )
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forced = true ;
else
forced = false ;
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if ( ! gl_nocolors . ival | | forced )
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{
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if ( e - > scoreboard )
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{
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if ( ! e - > scoreboard - > skin )
Skin_Find ( e - > scoreboard ) ;
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tc = e - > scoreboard - > ttopcolor ;
bc = e - > scoreboard - > tbottomcolor ;
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pc = e - > scoreboard - > h2playerclass ;
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}
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else
{
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tc = 1 ;
bc = 1 ;
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pc = 0 ;
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}
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if ( forced | | tc ! = 1 | | bc ! = 1 | | ( e - > scoreboard & & e - > scoreboard - > skin ) )
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{
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int inwidth , inheight ;
int tinwidth , tinheight ;
char * skinname ;
qbyte * original ;
galiascolourmapped_t * cm ;
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char hashname [ 512 ] ;
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// if (e->scoreboard->skin->cachedbpp
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/* if (cls.protocol == CP_QUAKE2)
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{
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if ( e - > scoreboard & & e - > scoreboard - > skin )
snprintf ( hashname , sizeof ( hashname ) , " %s$%s$%i " , modelname , e - > scoreboard - > skin - > name , surfnum ) ;
else
snprintf ( hashname , sizeof ( hashname ) , " %s$%i " , modelname , surfnum ) ;
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skinname = hashname ;
}
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else */
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{
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if ( e - > scoreboard & & e - > scoreboard - > skin )
{
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snprintf ( hashname , sizeof ( hashname ) , " %s$%s$%i " , model - > name , e - > scoreboard - > skin - > name , surfnum ) ;
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skinname = hashname ;
}
else if ( surfnum )
{
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snprintf ( hashname , sizeof ( hashname ) , " %s$%i " , model - > name , surfnum ) ;
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skinname = hashname ;
}
else
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skinname = model - > name ;
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}
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if ( ! skincolourmapped . numbuckets )
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{
void * buckets = BZ_Malloc ( Hash_BytesForBuckets ( 256 ) ) ;
memset ( buckets , 0 , Hash_BytesForBuckets ( 256 ) ) ;
Hash_InitTable ( & skincolourmapped , 256 , buckets ) ;
}
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if ( ! inf - > numskins )
{
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/*model has no skins*/
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skins = NULL ;
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subframe = 0 ;
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shader = NULL ;
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}
else
{
skins = ( galiasskin_t * ) ( ( char * ) inf + inf - > ofsskins ) ;
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if ( e - > skinnum > = 0 & & e - > skinnum < inf - > numskins )
skins + = e - > skinnum ;
if ( ! skins - > numshaders )
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{
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/*model has a skin, but has no framegroups*/
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skins = NULL ;
subframe = 0 ;
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shader = NULL ;
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}
else
{
subframe = cl . time * skins - > skinspeed ;
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subframe = subframe % skins - > numshaders ;
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shader = * ( shader_t * * ) ( ( char * ) skins + skins - > ofsshaders + subframe * sizeof ( shader_t * ) ) ;
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}
}
for ( cm = Hash_Get ( & skincolourmapped , skinname ) ; cm ; cm = Hash_GetNext ( & skincolourmapped , skinname , cm ) )
{
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if ( cm - > tcolour = = tc & & cm - > bcolour = = bc & & cm - > skinnum = = e - > skinnum & & cm - > subframe = = subframe & & cm - > pclass = = pc )
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{
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* forcedtex = & cm - > texnum ;
return shader ;
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}
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}
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//colourmap isn't present yet.
cm = BZ_Malloc ( sizeof ( * cm ) ) ;
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* forcedtex = & cm - > texnum ;
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Q_strncpyz ( cm - > name , skinname , sizeof ( cm - > name ) ) ;
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Hash_Add ( & skincolourmapped , cm - > name , cm , & cm - > bucket ) ;
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cm - > tcolour = tc ;
cm - > bcolour = bc ;
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cm - > pclass = pc ;
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cm - > skinnum = e - > skinnum ;
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cm - > subframe = subframe ;
cm - > texnum . fullbright = r_nulltex ;
cm - > texnum . base = r_nulltex ;
cm - > texnum . loweroverlay = r_nulltex ;
cm - > texnum . upperoverlay = r_nulltex ;
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if ( ! shader )
{ //model has no shaders, so just the skin directly
shader = R_RegisterSkin ( skinname , NULL ) ;
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if ( e - > scoreboard & & e - > scoreboard - > skin )
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{
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if ( cls . protocol = = CP_QUAKE2 )
{
original = Skin_Cache32 ( e - > scoreboard - > skin ) ;
if ( original )
{
inwidth = e - > scoreboard - > skin - > width ;
inheight = e - > scoreboard - > skin - > height ;
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cm - > texnum . base = R_LoadTexture32 ( e - > scoreboard - > skin - > name , inwidth , inheight , ( unsigned int * ) original , IF_NOALPHA | IF_NOGAMMA ) ;
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return shader ;
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}
}
else
{
original = Skin_Cache8 ( e - > scoreboard - > skin ) ;
if ( original )
{
inwidth = e - > scoreboard - > skin - > width ;
inheight = e - > scoreboard - > skin - > height ;
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cm - > texnum . base = R_LoadTexture8 ( e - > scoreboard - > skin - > name , inwidth , inheight , original , IF_NOALPHA | IF_NOGAMMA , 1 ) ;
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return shader ;
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}
}
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if ( TEXVALID ( e - > scoreboard - > skin - > tex_base ) )
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{
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cm - > texnum . loweroverlay = e - > scoreboard - > skin - > tex_lower ;
cm - > texnum . upperoverlay = e - > scoreboard - > skin - > tex_upper ;
cm - > texnum . base = e - > scoreboard - > skin - > tex_base ;
return shader ;
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}
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cm - > texnum . base = R_LoadHiResTexture ( e - > scoreboard - > skin - > name , " skins " , IF_NOALPHA ) ;
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return shader ;
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}
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return shader ;
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}
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cm - > texnum . bump = shader - > defaulttextures . bump ; //can't colour bumpmapping
if ( cls . protocol ! = CP_QUAKE2 & & ( ( model = = cl . model_precache [ cl_playerindex ] | | model = = cl . model_precache_vwep [ 0 ] ) & & e - > scoreboard & & e - > scoreboard - > skin ) )
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{
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/*q1 only reskins the player model, not gibbed heads (which have the same colourmap)*/
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original = Skin_Cache8 ( e - > scoreboard - > skin ) ;
inwidth = e - > scoreboard - > skin - > width ;
inheight = e - > scoreboard - > skin - > height ;
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if ( ! original & & TEXVALID ( e - > scoreboard - > skin - > tex_base ) )
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{
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cm - > texnum . loweroverlay = e - > scoreboard - > skin - > tex_lower ;
cm - > texnum . upperoverlay = e - > scoreboard - > skin - > tex_upper ;
cm - > texnum . base = e - > scoreboard - > skin - > tex_base ;
return shader ;
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}
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}
else
{
original = NULL ;
inwidth = 0 ;
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inheight = 0 ;
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}
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if ( ! original )
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{
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if ( skins - > ofstexels )
{
original = ( qbyte * ) skins + skins - > ofstexels ;
inwidth = skins - > skinwidth ;
inheight = skins - > skinheight ;
}
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else
{
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original = NULL ;
inwidth = 0 ;
inheight = 0 ;
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}
}
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tinwidth = skins - > skinwidth ;
tinheight = skins - > skinheight ;
if ( original )
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{
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int i , j ;
unsigned translate32 [ 256 ] ;
static unsigned pixels [ 512 * 512 ] ;
unsigned * out ;
unsigned frac , fracstep ;
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unsigned scaled_width , scaled_height ;
qbyte * inrow ;
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cm - > texnum . base = r_nulltex ;
cm - > texnum . fullbright = r_nulltex ;
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scaled_width = gl_max_size . value < 512 ? gl_max_size . value : 512 ;
scaled_height = gl_max_size . value < 512 ? gl_max_size . value : 512 ;
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//handle the case of an external skin being smaller than the texture that its meant to replace
//(to support the evil hackage of the padding on the outside of common qw skins)
if ( tinwidth > inwidth )
tinwidth = inwidth ;
if ( tinheight > inheight )
tinheight = inheight ;
//don't make scaled width any larger than it needs to be
for ( i = 0 ; i < 10 ; i + + )
{
scaled_width = ( 1 < < i ) ;
if ( scaled_width > = tinwidth )
break ; //its covered
}
if ( scaled_width > gl_max_size . value )
scaled_width = gl_max_size . value ; //whoops, we made it too big
for ( i = 0 ; i < 10 ; i + + )
{
scaled_height = ( 1 < < i ) ;
if ( scaled_height > = tinheight )
break ; //its covered
}
if ( scaled_height > gl_max_size . value )
scaled_height = gl_max_size . value ; //whoops, we made it too big
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if ( scaled_width < 4 )
scaled_width = 4 ;
if ( scaled_height < 4 )
scaled_height = 4 ;
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if ( h2playertranslations & & pc )
{
unsigned int color_offsets [ 5 ] = { 2 * 14 * 256 , 0 , 1 * 14 * 256 , 2 * 14 * 256 , 2 * 14 * 256 } ;
unsigned char * colorA , * colorB , * sourceA , * sourceB ;
colorA = h2playertranslations + 256 + color_offsets [ pc - 1 ] ;
colorB = colorA + 256 ;
sourceA = colorB + ( tc * 256 ) ;
sourceB = colorB + ( bc * 256 ) ;
for ( i = 0 ; i < 256 ; i + + )
{
translate32 [ i ] = d_8to24rgbtable [ i ] ;
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if ( tc > 0 & & ( colorA [ i ] ! = 255 ) )
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translate32 [ i ] = d_8to24rgbtable [ sourceA [ i ] ] ;
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if ( bc > 0 & & ( colorB [ i ] ! = 255 ) )
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translate32 [ i ] = d_8to24rgbtable [ sourceB [ i ] ] ;
}
translate32 [ 0 ] = 0 ;
}
else
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{
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for ( i = 0 ; i < 256 ; i + + )
translate32 [ i ] = d_8to24rgbtable [ i ] ;
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for ( i = 0 ; i < 16 ; i + + )
{
if ( tc > = 16 )
{
//assumption: row 0 is pure white.
2008-06-03 22:16:39 +00:00
* ( ( unsigned char * ) & translate32 [ TOP_RANGE + i ] + 0 ) = ( ( ( tc & 0xff0000 ) > > 16 ) * * ( ( unsigned char * ) & d_8to24rgbtable [ i ] + 0 ) ) > > 8 ;
* ( ( unsigned char * ) & translate32 [ TOP_RANGE + i ] + 1 ) = ( ( ( tc & 0x00ff00 ) > > 8 ) * * ( ( unsigned char * ) & d_8to24rgbtable [ i ] + 1 ) ) > > 8 ;
* ( ( unsigned char * ) & translate32 [ TOP_RANGE + i ] + 2 ) = ( ( ( tc & 0x0000ff ) > > 0 ) * * ( ( unsigned char * ) & d_8to24rgbtable [ i ] + 2 ) ) > > 8 ;
* ( ( unsigned char * ) & translate32 [ TOP_RANGE + i ] + 3 ) = 0xff ;
2008-06-01 22:06:22 +00:00
}
else
{
if ( tc < 8 )
translate32 [ TOP_RANGE + i ] = d_8to24rgbtable [ ( tc < < 4 ) + i ] ;
else
2008-12-06 02:04:29 +00:00
translate32 [ TOP_RANGE + i ] = d_8to24rgbtable [ ( tc < < 4 ) + 15 - i ] ;
2008-06-01 22:06:22 +00:00
}
if ( bc > = 16 )
{
2008-06-03 22:16:39 +00:00
* ( ( unsigned char * ) & translate32 [ BOTTOM_RANGE + i ] + 0 ) = ( ( ( bc & 0xff0000 ) > > 16 ) * * ( ( unsigned char * ) & d_8to24rgbtable [ i ] + 0 ) ) > > 8 ;
* ( ( unsigned char * ) & translate32 [ BOTTOM_RANGE + i ] + 1 ) = ( ( ( bc & 0x00ff00 ) > > 8 ) * * ( ( unsigned char * ) & d_8to24rgbtable [ i ] + 1 ) ) > > 8 ;
* ( ( unsigned char * ) & translate32 [ BOTTOM_RANGE + i ] + 2 ) = ( ( ( bc & 0x0000ff ) > > 0 ) * * ( ( unsigned char * ) & d_8to24rgbtable [ i ] + 2 ) ) > > 8 ;
* ( ( unsigned char * ) & translate32 [ BOTTOM_RANGE + i ] + 3 ) = 0xff ;
2008-06-01 22:06:22 +00:00
}
else
{
if ( bc < 8 )
translate32 [ BOTTOM_RANGE + i ] = d_8to24rgbtable [ ( bc < < 4 ) + i ] ;
else
translate32 [ BOTTOM_RANGE + i ] = d_8to24rgbtable [ ( bc < < 4 ) + 15 - i ] ;
}
}
2005-02-06 02:47:36 +00:00
}
2005-11-26 03:02:55 +00:00
2005-02-06 02:47:36 +00:00
out = pixels ;
fracstep = tinwidth * 0x10000 / scaled_width ;
for ( i = 0 ; i < scaled_height ; i + + , out + = scaled_width )
2004-08-22 22:29:09 +00:00
{
2005-03-28 00:11:59 +00:00
inrow = original + inwidth * ( i * inheight / scaled_height ) ;
2005-02-06 02:47:36 +00:00
frac = fracstep > > 1 ;
for ( j = 0 ; j < scaled_width ; j + = 4 )
{
out [ j ] = translate32 [ inrow [ frac > > 16 ] ] ;
frac + = fracstep ;
out [ j + 1 ] = translate32 [ inrow [ frac > > 16 ] ] ;
frac + = fracstep ;
out [ j + 2 ] = translate32 [ inrow [ frac > > 16 ] ] ;
frac + = fracstep ;
out [ j + 3 ] = translate32 [ inrow [ frac > > 16 ] ] ;
frac + = fracstep ;
}
2004-08-22 22:29:09 +00:00
}
2011-06-05 23:53:33 +00:00
if ( qrenderer = = QR_OPENGL )
{
2012-02-12 05:18:31 +00:00
cm - > texnum . base = R_AllocNewTexture ( cm - > name , scaled_width , scaled_height ) ;
R_Upload ( cm - > texnum . base , cm - > name , h2playertranslations ? TF_RGBA32 : TF_RGBX32 , pixels , NULL , scaled_width , scaled_height , IF_NOMIPMAP ) ;
2011-06-05 23:53:33 +00:00
}
else
{
2012-02-12 05:18:31 +00:00
cm - > texnum . base = R_LoadTexture ( cm - > name , scaled_width , scaled_height , h2playertranslations ? TF_RGBA32 : TF_RGBX32 , pixels , 0 ) ;
2011-06-05 23:53:33 +00:00
}
2005-11-26 03:02:55 +00:00
2010-08-28 17:14:38 +00:00
if ( ! h2playertranslations )
2005-02-06 02:47:36 +00:00
{
2010-08-28 17:14:38 +00:00
//now do the fullbrights.
out = pixels ;
fracstep = tinwidth * 0x10000 / scaled_width ;
for ( i = 0 ; i < scaled_height ; i + + , out + = scaled_width )
2005-02-06 02:47:36 +00:00
{
2010-08-28 17:14:38 +00:00
inrow = original + inwidth * ( i * inheight / scaled_height ) ;
frac = fracstep > > 1 ;
for ( j = 0 ; j < scaled_width ; j + = 1 )
{
if ( inrow [ frac > > 16 ] < 255 - vid . fullbright )
( ( char * ) ( & out [ j ] ) ) [ 3 ] = 0 ; //alpha 0
frac + = fracstep ;
}
2005-02-06 02:47:36 +00:00
}
2011-06-05 23:53:33 +00:00
if ( qrenderer = = QR_OPENGL )
{
2012-02-12 05:18:31 +00:00
cm - > texnum . fullbright = R_AllocNewTexture ( cm - > name , scaled_width , scaled_height ) ;
R_Upload ( cm - > texnum . fullbright , cm - > name , TF_RGBA32 , pixels , NULL , scaled_width , scaled_height , IF_NOMIPMAP ) ;
2011-06-05 23:53:33 +00:00
}
else
{
2012-02-12 05:18:31 +00:00
cm - > texnum . fullbright = R_LoadTexture ( cm - > name , scaled_width , scaled_height , h2playertranslations ? TF_RGBA32 : TF_RGBX32 , pixels , 0 ) ;
2011-06-05 23:53:33 +00:00
}
2005-02-06 02:47:36 +00:00
}
2004-08-22 22:29:09 +00:00
}
2005-02-06 02:47:36 +00:00
else
{
2012-02-12 05:18:31 +00:00
/*model has no original skin info and thus cannot be reskinned, copy over the default textures so that the skincache doesn't break things when it gets reused*/
cm - > texnum = shader - > defaulttextures ;
2005-02-06 02:47:36 +00:00
}
2012-02-12 05:18:31 +00:00
return shader ;
2004-08-22 22:29:09 +00:00
}
}
2005-03-18 06:14:33 +00:00
if ( ! inf - > numskins )
return NULL ;
2004-09-13 04:16:52 +00:00
skins = ( galiasskin_t * ) ( ( char * ) inf + inf - > ofsskins ) ;
2004-08-22 22:29:09 +00:00
if ( e - > skinnum > = 0 & & e - > skinnum < inf - > numskins )
skins + = e - > skinnum ;
2005-08-03 23:14:59 +00:00
else
2006-03-15 20:07:43 +00:00
{
2005-08-03 23:14:59 +00:00
Con_DPrintf ( " Skin number out of range \n " ) ;
2006-03-15 20:07:43 +00:00
if ( ! inf - > numskins )
return NULL ;
}
2004-08-22 22:29:09 +00:00
2012-02-12 05:18:31 +00:00
if ( ! skins - > numshaders )
2004-08-22 22:29:09 +00:00
return NULL ;
frame = cl . time * skins - > skinspeed ;
2012-02-12 05:18:31 +00:00
frame = frame % skins - > numshaders ;
return * ( shader_t * * ) ( ( char * ) skins + skins - > ofsshaders + frame * sizeof ( shader_t * ) ) ;
2004-08-22 22:29:09 +00:00
}
2012-01-01 02:26:42 +00:00
# if defined(RTLIGHTS)
2004-08-22 22:29:09 +00:00
static int numFacing ;
static qbyte * triangleFacing ;
static void R_CalcFacing ( mesh_t * mesh , vec3_t lightpos )
{
float * v1 , * v2 , * v3 ;
vec3_t d1 , d2 , norm ;
int i ;
2004-10-19 16:10:14 +00:00
index_t * indexes = mesh - > indexes ;
2004-08-22 22:29:09 +00:00
int numtris = mesh - > numindexes / 3 ;
2005-11-26 03:02:55 +00:00
2004-08-22 22:29:09 +00:00
if ( numFacing < numtris )
{
if ( triangleFacing )
BZ_Free ( triangleFacing ) ;
triangleFacing = BZ_Malloc ( sizeof ( * triangleFacing ) * numtris ) ;
numFacing = numtris ;
}
for ( i = 0 ; i < numtris ; i + + , indexes + = 3 )
{
v1 = ( float * ) ( mesh - > xyz_array + indexes [ 0 ] ) ;
v2 = ( float * ) ( mesh - > xyz_array + indexes [ 1 ] ) ;
v3 = ( float * ) ( mesh - > xyz_array + indexes [ 2 ] ) ;
VectorSubtract ( v1 , v2 , d1 ) ;
VectorSubtract ( v3 , v2 , d2 ) ;
CrossProduct ( d1 , d2 , norm ) ;
triangleFacing [ i ] = ( ( lightpos [ 0 ] - v1 [ 0 ] ) * norm [ 0 ] + ( lightpos [ 1 ] - v1 [ 1 ] ) * norm [ 1 ] + ( lightpos [ 2 ] - v1 [ 2 ] ) * norm [ 2 ] ) > 0 ;
}
}
# define PROJECTION_DISTANCE 30000
static int numProjectedShadowVerts ;
static vec3_t * ProjectedShadowVerts ;
static void R_ProjectShadowVolume ( mesh_t * mesh , vec3_t lightpos )
{
int numverts = mesh - > numvertexes ;
int i ;
2009-11-04 21:16:50 +00:00
vecV_t * input = mesh - > xyz_array ;
2004-08-22 22:29:09 +00:00
vec3_t * projected ;
if ( numProjectedShadowVerts < numverts )
{
if ( ProjectedShadowVerts )
BZ_Free ( ProjectedShadowVerts ) ;
ProjectedShadowVerts = BZ_Malloc ( sizeof ( * ProjectedShadowVerts ) * numverts ) ;
numProjectedShadowVerts = numverts ;
}
projected = ProjectedShadowVerts ;
for ( i = 0 ; i < numverts ; i + + )
{
projected [ i ] [ 0 ] = input [ i ] [ 0 ] + ( input [ i ] [ 0 ] - lightpos [ 0 ] ) * PROJECTION_DISTANCE ;
projected [ i ] [ 1 ] = input [ i ] [ 1 ] + ( input [ i ] [ 1 ] - lightpos [ 1 ] ) * PROJECTION_DISTANCE ;
projected [ i ] [ 2 ] = input [ i ] [ 2 ] + ( input [ i ] [ 2 ] - lightpos [ 2 ] ) * PROJECTION_DISTANCE ;
}
}
static void R_DrawShadowVolume ( mesh_t * mesh )
{
2012-01-01 02:26:42 +00:00
# ifdef GLQUAKE
2004-08-22 22:29:09 +00:00
int t ;
vec3_t * proj = ProjectedShadowVerts ;
2009-11-04 21:16:50 +00:00
vecV_t * verts = mesh - > xyz_array ;
2004-10-19 16:10:14 +00:00
index_t * indexes = mesh - > indexes ;
2004-08-22 22:29:09 +00:00
int * neighbours = mesh - > trneighbors ;
int numtris = mesh - > numindexes / 3 ;
2005-01-07 02:54:22 +00:00
qglBegin ( GL_TRIANGLES ) ;
2004-08-22 22:29:09 +00:00
for ( t = 0 ; t < numtris ; t + + )
{
if ( triangleFacing [ t ] )
{
//draw front
2005-01-07 02:54:22 +00:00
qglVertex3fv ( verts [ indexes [ t * 3 + 0 ] ] ) ;
qglVertex3fv ( verts [ indexes [ t * 3 + 1 ] ] ) ;
qglVertex3fv ( verts [ indexes [ t * 3 + 2 ] ] ) ;
2004-08-22 22:29:09 +00:00
//draw back
2005-01-07 02:54:22 +00:00
qglVertex3fv ( proj [ indexes [ t * 3 + 1 ] ] ) ;
qglVertex3fv ( proj [ indexes [ t * 3 + 0 ] ] ) ;
qglVertex3fv ( proj [ indexes [ t * 3 + 2 ] ] ) ;
2004-08-22 22:29:09 +00:00
//draw side caps
if ( neighbours [ t * 3 + 0 ] < 0 | | ! triangleFacing [ neighbours [ t * 3 + 0 ] ] )
{
2005-01-07 02:54:22 +00:00
qglVertex3fv ( verts [ indexes [ t * 3 + 1 ] ] ) ;
qglVertex3fv ( verts [ indexes [ t * 3 + 0 ] ] ) ;
qglVertex3fv ( proj [ indexes [ t * 3 + 0 ] ] ) ;
qglVertex3fv ( verts [ indexes [ t * 3 + 1 ] ] ) ;
qglVertex3fv ( proj [ indexes [ t * 3 + 0 ] ] ) ;
qglVertex3fv ( proj [ indexes [ t * 3 + 1 ] ] ) ;
2004-08-22 22:29:09 +00:00
}
if ( neighbours [ t * 3 + 1 ] < 0 | | ! triangleFacing [ neighbours [ t * 3 + 1 ] ] )
{
2005-01-07 02:54:22 +00:00
qglVertex3fv ( verts [ indexes [ t * 3 + 2 ] ] ) ;
qglVertex3fv ( verts [ indexes [ t * 3 + 1 ] ] ) ;
qglVertex3fv ( proj [ indexes [ t * 3 + 1 ] ] ) ;
qglVertex3fv ( verts [ indexes [ t * 3 + 2 ] ] ) ;
qglVertex3fv ( proj [ indexes [ t * 3 + 1 ] ] ) ;
qglVertex3fv ( proj [ indexes [ t * 3 + 2 ] ] ) ;
2004-08-22 22:29:09 +00:00
}
if ( neighbours [ t * 3 + 2 ] < 0 | | ! triangleFacing [ neighbours [ t * 3 + 2 ] ] )
{
2005-01-07 02:54:22 +00:00
qglVertex3fv ( verts [ indexes [ t * 3 + 0 ] ] ) ;
qglVertex3fv ( verts [ indexes [ t * 3 + 2 ] ] ) ;
qglVertex3fv ( proj [ indexes [ t * 3 + 2 ] ] ) ;
qglVertex3fv ( verts [ indexes [ t * 3 + 0 ] ] ) ;
qglVertex3fv ( proj [ indexes [ t * 3 + 2 ] ] ) ;
qglVertex3fv ( proj [ indexes [ t * 3 + 0 ] ] ) ;
2004-08-22 22:29:09 +00:00
}
}
}
2005-01-07 02:54:22 +00:00
qglEnd ( ) ;
2012-01-01 02:26:42 +00:00
# endif
2004-08-22 22:29:09 +00:00
}
2009-11-07 13:29:15 +00:00
# endif
2004-10-19 16:10:14 +00:00
2009-11-04 21:16:50 +00:00
//true if no shading is to be used.
2010-08-28 17:14:38 +00:00
static qboolean R_CalcModelLighting ( entity_t * e , model_t * clmodel )
2004-08-22 22:29:09 +00:00
{
vec3_t lightdir ;
2009-11-04 21:16:50 +00:00
int i ;
vec3_t dist ;
float add ;
2011-04-30 17:21:10 +00:00
vec3_t shadelight , ambientlight ;
2004-08-22 22:29:09 +00:00
2011-04-30 17:21:10 +00:00
if ( e - > light_known )
return e - > light_known - 1 ;
e - > light_dir [ 0 ] = 0 ; e - > light_dir [ 1 ] = 1 ; e - > light_dir [ 2 ] = 0 ;
2011-05-20 04:10:46 +00:00
if ( clmodel - > engineflags & MDLF_FLAME | | r_fullbright . ival )
2004-11-27 08:16:25 +00:00
{
2011-04-30 17:21:10 +00:00
e - > light_avg [ 0 ] = e - > light_avg [ 1 ] = e - > light_avg [ 2 ] = 1 ;
e - > light_range [ 0 ] = e - > light_range [ 1 ] = e - > light_range [ 2 ] = 0 ;
e - > light_known = 2 ;
return e - > light_known - 1 ;
2004-11-27 08:16:25 +00:00
}
2009-11-04 21:16:50 +00:00
if ( ( e - > drawflags & MLS_MASKIN ) = = MLS_FULLBRIGHT | | ( e - > flags & Q2RF_FULLBRIGHT ) )
{
2011-04-30 17:21:10 +00:00
e - > light_avg [ 0 ] = e - > light_avg [ 1 ] = e - > light_avg [ 2 ] = 1 ;
e - > light_range [ 0 ] = e - > light_range [ 1 ] = e - > light_range [ 2 ] = 0 ;
e - > light_known = 2 ;
return e - > light_known - 1 ;
2004-11-27 08:16:25 +00:00
}
2012-01-24 04:24:14 +00:00
if ( r_fb_models . ival = = 1 & & ruleset_allow_fbmodels . ival & & ( clmodel - > engineflags & MDLF_EZQUAKEFBCHEAT ) & & cls . protocol = = CP_QUAKEWORLD & & cl . deathmatch )
{
e - > light_avg [ 0 ] = e - > light_avg [ 1 ] = e - > light_avg [ 2 ] = 1 ;
e - > light_range [ 0 ] = e - > light_range [ 1 ] = e - > light_range [ 2 ] = 0 ;
e - > light_known = 2 ;
return e - > light_known - 1 ;
}
2004-11-27 08:16:25 +00:00
2005-04-18 17:12:18 +00:00
if ( ! ( r_refdef . flags & Q2RDF_NOWORLDMODEL ) )
2004-08-22 22:29:09 +00:00
{
2005-04-18 17:12:18 +00:00
if ( e - > flags & Q2RF_WEAPONMODEL )
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
{
2006-09-17 00:59:22 +00:00
cl . worldmodel - > funcs . LightPointValues ( cl . worldmodel , r_refdef . vieworg , shadelight , ambientlight , lightdir ) ;
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
for ( i = 0 ; i < 3 ; i + + )
{ /*viewmodels may not be pure black*/
if ( ambientlight [ i ] < 24 )
ambientlight [ i ] = 24 ;
}
}
2005-04-18 17:12:18 +00:00
else
2010-08-18 21:55:24 +00:00
{
vec3_t center ;
#if 0 /*hexen2*/
VectorAvg ( clmodel - > mins , clmodel - > maxs , center ) ;
VectorAdd ( e - > origin , center , center ) ;
# else
VectorCopy ( e - > origin , center ) ;
center [ 2 ] + = 8 ;
# endif
cl . worldmodel - > funcs . LightPointValues ( cl . worldmodel , center , shadelight , ambientlight , lightdir ) ;
}
2004-08-22 22:29:09 +00:00
}
else
{
2011-04-25 03:25:22 +00:00
ambientlight [ 0 ] = ambientlight [ 1 ] = ambientlight [ 2 ] = shadelight [ 0 ] = shadelight [ 1 ] = shadelight [ 2 ] = 128 ;
2004-08-22 22:29:09 +00:00
lightdir [ 0 ] = 0 ;
lightdir [ 1 ] = 1 ;
lightdir [ 2 ] = 1 ;
}
2009-11-04 21:16:50 +00:00
if ( ! r_vertexdlights . ival & & r_dynamic . ival )
2004-08-22 22:29:09 +00:00
{
2009-11-04 21:16:50 +00:00
//don't do world lights, although that might be funny
for ( i = rtlights_first ; i < RTL_FIRST ; i + + )
2004-08-22 22:29:09 +00:00
{
2004-11-27 08:16:25 +00:00
if ( cl_dlights [ i ] . radius )
2004-09-07 23:09:15 +00:00
{
VectorSubtract ( e - > origin ,
cl_dlights [ i ] . origin ,
dist ) ;
add = cl_dlights [ i ] . radius - Length ( dist ) ;
2011-10-27 16:16:29 +00:00
if ( add > 0 )
{
2004-09-07 23:09:15 +00:00
add * = 5 ;
ambientlight [ 0 ] + = add * cl_dlights [ i ] . color [ 0 ] ;
ambientlight [ 1 ] + = add * cl_dlights [ i ] . color [ 1 ] ;
ambientlight [ 2 ] + = add * cl_dlights [ i ] . color [ 2 ] ;
//ZOID models should be affected by dlights as well
shadelight [ 0 ] + = add * cl_dlights [ i ] . color [ 0 ] ;
shadelight [ 1 ] + = add * cl_dlights [ i ] . color [ 1 ] ;
shadelight [ 2 ] + = add * cl_dlights [ i ] . color [ 2 ] ;
}
2004-08-22 22:29:09 +00:00
}
}
}
for ( i = 0 ; i < 3 ; i + + ) //clamp light so it doesn't get vulgar.
{
if ( ambientlight [ i ] > 128 )
ambientlight [ i ] = 128 ;
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
if ( shadelight [ i ] > 192 )
shadelight [ i ] = 192 ;
2004-08-22 22:29:09 +00:00
}
//MORE HUGE HACKS! WHEN WILL THEY CEASE!
// clamp lighting so it doesn't overbright as much
// ZOID: never allow players to go totally black
2006-03-06 00:19:46 +00:00
if ( clmodel - > engineflags & MDLF_PLAYER )
2004-08-22 22:29:09 +00:00
{
float fb = r_fullbrightSkins . value ;
if ( fb > cls . allow_fbskins )
fb = cls . allow_fbskins ;
if ( fb < 0 )
fb = 0 ;
if ( fb )
{
2006-05-11 02:30:13 +00:00
extern cvar_t r_fb_models ;
if ( fb > = 1 & & r_fb_models . value )
{
2010-11-10 03:32:47 +00:00
ambientlight [ 0 ] = ambientlight [ 1 ] = ambientlight [ 2 ] = 1 ;
shadelight [ 0 ] = shadelight [ 1 ] = shadelight [ 2 ] = 1 ;
2011-04-30 17:21:10 +00:00
e - > light_known = 2 ;
return e - > light_known - 1 ;
2006-05-11 02:30:13 +00:00
}
else
2004-08-22 22:29:09 +00:00
{
2006-05-11 02:30:13 +00:00
for ( i = 0 ; i < 3 ; i + + )
{
ambientlight [ i ] = max ( ambientlight [ i ] , 8 + fb * 120 ) ;
shadelight [ i ] = max ( shadelight [ i ] , 8 + fb * 120 ) ;
}
2004-08-22 22:29:09 +00:00
}
}
for ( i = 0 ; i < 3 ; i + + )
{
if ( ambientlight [ i ] < 8 )
2011-04-25 03:25:22 +00:00
ambientlight [ i ] = 8 ;
2004-08-22 22:29:09 +00:00
}
}
2009-11-04 21:16:50 +00:00
for ( i = 0 ; i < 3 ; i + + )
2006-06-08 06:24:07 +00:00
{
2009-11-04 21:16:50 +00:00
if ( ambientlight [ i ] > 128 )
ambientlight [ i ] = 128 ;
2004-08-22 22:29:09 +00:00
2009-11-04 21:16:50 +00:00
shadelight [ i ] / = 200.0 / 255 ;
ambientlight [ i ] / = 200.0 / 255 ;
2004-08-22 22:29:09 +00:00
}
2011-10-27 16:16:29 +00:00
if ( ( e - > model - > flags & MF_ROTATE ) & & cl . hexen2pickups )
2008-06-01 22:06:22 +00:00
{
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shadelight [ 0 ] = shadelight [ 1 ] = shadelight [ 2 ] =
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ambientlight [ 0 ] = ambientlight [ 1 ] = ambientlight [ 2 ] = 128 + sin ( cl . servertime * 4 ) * 64 ;
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}
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if ( ( e - > drawflags & MLS_MASKIN ) = = MLS_ABSLIGHT )
{
shadelight [ 0 ] = shadelight [ 1 ] = shadelight [ 2 ] = e - > abslight ;
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ambientlight [ 0 ] = ambientlight [ 1 ] = ambientlight [ 2 ] = e - > abslight ;
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}
//#define SHOWLIGHTDIR
{ //lightdir is absolute, shadevector is relative
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e - > light_dir [ 0 ] = DotProduct ( lightdir , e - > axis [ 0 ] ) ;
e - > light_dir [ 1 ] = DotProduct ( lightdir , e - > axis [ 1 ] ) ;
e - > light_dir [ 2 ] = DotProduct ( lightdir , e - > axis [ 2 ] ) ;
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if ( e - > flags & Q2RF_WEAPONMODEL )
{
vec3_t temp ;
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temp [ 0 ] = DotProduct ( e - > light_dir , vpn ) ;
temp [ 1 ] = - DotProduct ( e - > light_dir , vright ) ;
temp [ 2 ] = DotProduct ( e - > light_dir , vup ) ;
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2011-04-30 17:21:10 +00:00
VectorCopy ( temp , e - > light_dir ) ;
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}
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VectorNormalize ( e - > light_dir ) ;
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}
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2009-11-04 21:16:50 +00:00
shadelight [ 0 ] * = 1 / 255.0f ;
shadelight [ 1 ] * = 1 / 255.0f ;
shadelight [ 2 ] * = 1 / 255.0f ;
ambientlight [ 0 ] * = 1 / 255.0f ;
ambientlight [ 1 ] * = 1 / 255.0f ;
ambientlight [ 2 ] * = 1 / 255.0f ;
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if ( e - > flags & Q2RF_GLOW )
{
shadelight [ 0 ] + = sin ( cl . time ) * 0.25 ;
shadelight [ 1 ] + = sin ( cl . time ) * 0.25 ;
shadelight [ 2 ] + = sin ( cl . time ) * 0.25 ;
}
2011-04-30 17:21:10 +00:00
VectorMA ( ambientlight , 0.5 , shadelight , e - > light_avg ) ;
VectorSubtract ( shadelight , ambientlight , e - > light_range ) ;
e - > light_known = 1 ;
return e - > light_known - 1 ;
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}
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2010-08-28 17:14:38 +00:00
void R_GAlias_DrawBatch ( batch_t * batch )
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{
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entity_t * e ;
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2010-08-28 17:14:38 +00:00
galiasinfo_t * inf ;
model_t * clmodel ;
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int surfnum ;
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static mesh_t mesh ;
static mesh_t * meshl = & mesh ;
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2009-11-04 21:16:50 +00:00
qboolean needrecolour ;
qboolean nolightdir ;
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2010-08-28 17:14:38 +00:00
e = batch - > ent ;
clmodel = e - > model ;
currententity = e ;
nolightdir = R_CalcModelLighting ( e , clmodel ) ;
inf = RMod_Extradata ( clmodel ) ;
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if ( inf )
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{
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memset ( & mesh , 0 , sizeof ( mesh ) ) ;
for ( surfnum = 0 ; inf ; ( ( inf - > nextsurf ) ? ( inf = ( galiasinfo_t * ) ( ( char * ) inf + inf - > nextsurf ) ) : ( inf = NULL ) ) , surfnum + + )
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{
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if ( batch - > surf_first = = surfnum )
{
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needrecolour = Alias_GAliasBuildMesh ( & mesh , inf , surfnum , e , true ) ;
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batch - > mesh = & meshl ;
return ;
}
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}
}
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batch - > meshes = 0 ;
Con_Printf ( " Broken model surfaces mid-frame \n " ) ;
return ;
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}
void R_GAlias_GenerateBatches ( entity_t * e , batch_t * * batches )
{
galiasinfo_t * inf ;
model_t * clmodel ;
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shader_t * shader , * regshader ;
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batch_t * b ;
int surfnum ;
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shadersort_t sort ;
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2010-08-28 17:14:38 +00:00
texnums_t * skin ;
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2010-07-11 02:22:39 +00:00
if ( r_refdef . externalview & & e - > flags & Q2RF_WEAPONMODEL )
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return ;
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2010-08-28 17:14:38 +00:00
/*switch model if we're the player model, and the player skin says a new model*/
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{
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extern int cl_playerindex ;
if ( e - > scoreboard & & e - > model = = cl . model_precache [ cl_playerindex ] )
{
clmodel = e - > scoreboard - > model ;
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if ( clmodel & & clmodel - > type = = mod_alias )
e - > model = clmodel ;
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}
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}
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2010-08-28 17:14:38 +00:00
clmodel = e - > model ;
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if ( ! ( e - > flags & Q2RF_WEAPONMODEL ) )
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{
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if ( R_CullEntityBox ( e , clmodel - > mins , clmodel - > maxs ) )
return ;
# ifdef RTLIGHTS
if ( BE_LightCullModel ( e - > origin , clmodel ) )
return ;
}
else
{
if ( BE_LightCullModel ( r_origin , clmodel ) )
return ;
# endif
}
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if ( clmodel - > tainted )
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{
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if ( ! ruleset_allow_modified_eyes . ival & & ! strcmp ( clmodel - > name , " progs/eyes.mdl " ) )
return ;
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}
2008-01-19 05:59:00 +00:00
2009-11-04 21:16:50 +00:00
inf = RMod_Extradata ( clmodel ) ;
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2005-08-07 13:16:20 +00:00
for ( surfnum = 0 ; inf ; ( ( inf - > nextsurf ) ? ( inf = ( galiasinfo_t * ) ( ( char * ) inf + inf - > nextsurf ) ) : ( inf = NULL ) ) , surfnum + + )
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{
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regshader = GL_ChooseSkin ( inf , clmodel , surfnum , e , & skin ) ;
if ( ! regshader )
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continue ;
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skin = skin ? skin : & regshader - > defaulttextures ;
shader = e - > forcedshader ? e - > forcedshader : regshader ;
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if ( shader )
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{
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b = BE_GetTempBatch ( ) ;
if ( ! b )
break ;
b - > buildmeshes = R_GAlias_DrawBatch ;
b - > ent = e ;
b - > mesh = NULL ;
b - > firstmesh = 0 ;
b - > meshes = 1 ;
b - > skin = skin ;
b - > texture = NULL ;
b - > shader = shader ;
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b - > lightmap = - 1 ;
b - > surf_first = surfnum ;
b - > flags = 0 ;
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sort = shader - > sort ;
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if ( e - > flags & RF_FORCECOLOURMOD )
b - > flags | = BEF_FORCECOLOURMOD ;
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if ( e - > flags & Q2RF_ADDITIVE )
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{
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b - > flags | = BEF_FORCEADDITIVE ;
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if ( sort < SHADER_SORT_ADDITIVE )
sort = SHADER_SORT_ADDITIVE ;
}
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if ( e - > flags & Q2RF_TRANSLUCENT )
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{
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b - > flags | = BEF_FORCETRANSPARENT ;
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if ( SHADER_SORT_PORTAL < sort & & sort < SHADER_SORT_BLEND )
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sort = SHADER_SORT_BLEND ;
}
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if ( e - > flags & RF_NODEPTHTEST )
2011-04-25 03:25:22 +00:00
{
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b - > flags | = BEF_FORCENODEPTH ;
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if ( sort < SHADER_SORT_NEAREST )
sort = SHADER_SORT_NEAREST ;
}
if ( e - > flags & RF_NOSHADOW )
b - > flags | = BEF_NOSHADOWS ;
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b - > vbo = NULL ;
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b - > next = batches [ sort ] ;
batches [ sort ] = b ;
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}
}
}
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#if 0
void R_Sprite_GenerateBatches ( entity_t * e , batch_t * * batches )
{
galiasinfo_t * inf ;
model_t * clmodel ;
shader_t * shader ;
batch_t * b ;
int surfnum ;
texnums_t * skin ;
if ( r_refdef . externalview & & e - > flags & Q2RF_WEAPONMODEL )
return ;
clmodel = e - > model ;
if ( ! ( e - > flags & Q2RF_WEAPONMODEL ) )
{
if ( R_CullEntityBox ( e , clmodel - > mins , clmodel - > maxs ) )
return ;
# ifdef RTLIGHTS
if ( BE_LightCullModel ( e - > origin , clmodel ) )
return ;
}
else
{
if ( BE_LightCullModel ( r_origin , clmodel ) )
return ;
# endif
}
if ( clmodel - > tainted )
{
if ( ! ruleset_allow_modified_eyes . ival & & ! strcmp ( clmodel - > name , " progs/eyes.mdl " ) )
return ;
}
inf = RMod_Extradata ( clmodel ) ;
if ( ! e - > model | | e - > forcedshader )
{
//fixme
return ;
}
else
{
frame = R_GetSpriteFrame ( e ) ;
psprite = e - > model - > cache . data ;
sprtype = psprite - > type ;
shader = frame - > shader ;
}
if ( shader )
{
b = BE_GetTempBatch ( ) ;
if ( ! b )
break ;
b - > buildmeshes = R_Sprite_DrawBatch ;
b - > ent = e ;
b - > mesh = NULL ;
b - > firstmesh = 0 ;
b - > meshes = 1 ;
b - > skin = frame - ;
b - > texture = NULL ;
b - > shader = frame - > shader ;
b - > lightmap = - 1 ;
b - > surf_first = surfnum ;
b - > flags = 0 ;
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b - > vbo = NULL ;
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b - > next = batches [ shader - > sort ] ;
batches [ shader - > sort ] = b ;
}
}
# endif
2010-07-11 02:22:39 +00:00
//returns the rotated offset of the two points in result
2009-07-05 18:45:53 +00:00
void RotateLightVector ( const vec3_t * axis , const vec3_t origin , const vec3_t lightpoint , vec3_t result )
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{
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vec3_t offs ;
2004-12-09 23:45:14 +00:00
offs [ 0 ] = lightpoint [ 0 ] - origin [ 0 ] ;
offs [ 1 ] = lightpoint [ 1 ] - origin [ 1 ] ;
offs [ 2 ] = lightpoint [ 2 ] - origin [ 2 ] ;
2005-08-03 23:14:59 +00:00
result [ 0 ] = DotProduct ( offs , axis [ 0 ] ) ;
result [ 1 ] = DotProduct ( offs , axis [ 1 ] ) ;
result [ 2 ] = DotProduct ( offs , axis [ 2 ] ) ;
2004-12-09 23:45:14 +00:00
}
2012-01-01 02:26:42 +00:00
# if defined(RTLIGHTS)
static void GL_LightMesh ( mesh_t * mesh , vec3_t lightpos , vec3_t colours , float radius )
2004-12-09 23:45:14 +00:00
{
vec3_t dir ;
int i ;
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float dot , d , f , a ;
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vecV_t * xyz = mesh - > xyz_array ;
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vec3_t * normals = mesh - > normals_array ;
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vec4_t * out = mesh - > colors4f_array ;
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if ( ! out )
return ; //urm..
2004-12-09 23:45:14 +00:00
if ( normals )
{
for ( i = 0 ; i < mesh - > numvertexes ; i + + )
{
VectorSubtract ( lightpos , xyz [ i ] , dir ) ;
dot = DotProduct ( dir , normals [ i ] ) ;
2005-08-03 23:14:59 +00:00
if ( dot > 0 )
{
d = DotProduct ( dir , dir ) / radius ;
a = 1 / d ;
if ( a > 0 )
{
a * = dot / sqrt ( d ) ;
2009-11-04 21:16:50 +00:00
f = a * colours [ 0 ] ;
2005-08-03 23:14:59 +00:00
out [ i ] [ 0 ] = f ;
2009-11-04 21:16:50 +00:00
f = a * colours [ 1 ] ;
2005-08-03 23:14:59 +00:00
out [ i ] [ 1 ] = f ;
2009-11-04 21:16:50 +00:00
f = a * colours [ 2 ] ;
2005-08-03 23:14:59 +00:00
out [ i ] [ 2 ] = f ;
}
else
{
out [ i ] [ 0 ] = 0 ;
out [ i ] [ 1 ] = 0 ;
out [ i ] [ 2 ] = 0 ;
}
}
else
{
out [ i ] [ 0 ] = 0 ;
out [ i ] [ 1 ] = 0 ;
out [ i ] [ 2 ] = 0 ;
}
2009-11-04 21:16:50 +00:00
out [ i ] [ 3 ] = 1 ;
2004-12-09 23:45:14 +00:00
}
}
else
{
for ( i = 0 ; i < mesh - > numvertexes ; i + + )
{
VectorSubtract ( lightpos , xyz [ i ] , dir ) ;
2009-11-04 21:16:50 +00:00
out [ i ] [ 0 ] = colours [ 0 ] ;
out [ i ] [ 1 ] = colours [ 1 ] ;
out [ i ] [ 2 ] = colours [ 2 ] ;
out [ i ] [ 3 ] = 1 ;
2004-12-09 23:45:14 +00:00
}
}
}
2005-09-08 02:02:09 +00:00
//courtesy of DP
2012-01-01 02:26:42 +00:00
static void R_BuildBumpVectors ( const float * v0 , const float * v1 , const float * v2 , const float * tc0 , const float * tc1 , const float * tc2 , float * svector3f , float * tvector3f , float * normal3f )
2005-09-08 02:02:09 +00:00
{
float f , tangentcross [ 3 ] , v10 [ 3 ] , v20 [ 3 ] , tc10 [ 2 ] , tc20 [ 2 ] ;
// 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
// 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
// 6 multiply, 9 subtract
VectorSubtract ( v1 , v0 , v10 ) ;
VectorSubtract ( v2 , v0 , v20 ) ;
normal3f [ 0 ] = v10 [ 1 ] * v20 [ 2 ] - v10 [ 2 ] * v20 [ 1 ] ;
normal3f [ 1 ] = v10 [ 2 ] * v20 [ 0 ] - v10 [ 0 ] * v20 [ 2 ] ;
normal3f [ 2 ] = v10 [ 0 ] * v20 [ 1 ] - v10 [ 1 ] * v20 [ 0 ] ;
// 12 multiply, 10 subtract
tc10 [ 1 ] = tc1 [ 1 ] - tc0 [ 1 ] ;
tc20 [ 1 ] = tc2 [ 1 ] - tc0 [ 1 ] ;
svector3f [ 0 ] = tc10 [ 1 ] * v20 [ 0 ] - tc20 [ 1 ] * v10 [ 0 ] ;
svector3f [ 1 ] = tc10 [ 1 ] * v20 [ 1 ] - tc20 [ 1 ] * v10 [ 1 ] ;
svector3f [ 2 ] = tc10 [ 1 ] * v20 [ 2 ] - tc20 [ 1 ] * v10 [ 2 ] ;
tc10 [ 0 ] = tc1 [ 0 ] - tc0 [ 0 ] ;
tc20 [ 0 ] = tc2 [ 0 ] - tc0 [ 0 ] ;
tvector3f [ 0 ] = tc10 [ 0 ] * v20 [ 0 ] - tc20 [ 0 ] * v10 [ 0 ] ;
tvector3f [ 1 ] = tc10 [ 0 ] * v20 [ 1 ] - tc20 [ 0 ] * v10 [ 1 ] ;
tvector3f [ 2 ] = tc10 [ 0 ] * v20 [ 2 ] - tc20 [ 0 ] * v10 [ 2 ] ;
// 12 multiply, 4 add, 6 subtract
f = DotProduct ( svector3f , normal3f ) ;
svector3f [ 0 ] - = f * normal3f [ 0 ] ;
svector3f [ 1 ] - = f * normal3f [ 1 ] ;
svector3f [ 2 ] - = f * normal3f [ 2 ] ;
f = DotProduct ( tvector3f , normal3f ) ;
tvector3f [ 0 ] - = f * normal3f [ 0 ] ;
tvector3f [ 1 ] - = f * normal3f [ 1 ] ;
tvector3f [ 2 ] - = f * normal3f [ 2 ] ;
// if texture is mapped the wrong way (counterclockwise), the tangents
// have to be flipped, this is detected by calculating a normal from the
// two tangents, and seeing if it is opposite the surface normal
// 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
CrossProduct ( tvector3f , svector3f , tangentcross ) ;
if ( DotProduct ( tangentcross , normal3f ) < 0 )
{
VectorNegate ( svector3f , svector3f ) ;
VectorNegate ( tvector3f , tvector3f ) ;
}
}
//courtesy of DP
void R_AliasGenerateTextureVectors ( mesh_t * mesh , float * normal3f , float * svector3f , float * tvector3f )
{
int i ;
float sdir [ 3 ] , tdir [ 3 ] , normal [ 3 ] , * v ;
2007-05-25 22:16:29 +00:00
index_t * e ;
2005-09-08 02:02:09 +00:00
float * vertex3f = ( float * ) mesh - > xyz_array ;
float * texcoord2f = ( float * ) mesh - > st_array ;
// clear the vectors
// if (svector3f)
memset ( svector3f , 0 , mesh - > numvertexes * sizeof ( float [ 3 ] ) ) ;
// if (tvector3f)
memset ( tvector3f , 0 , mesh - > numvertexes * sizeof ( float [ 3 ] ) ) ;
// if (normal3f)
memset ( normal3f , 0 , mesh - > numvertexes * sizeof ( float [ 3 ] ) ) ;
// process each vertex of each triangle and accumulate the results
for ( e = mesh - > indexes ; e < mesh - > indexes + mesh - > numindexes ; e + = 3 )
{
R_BuildBumpVectors ( vertex3f + e [ 0 ] * 3 , vertex3f + e [ 1 ] * 3 , vertex3f + e [ 2 ] * 3 , texcoord2f + e [ 0 ] * 2 , texcoord2f + e [ 1 ] * 2 , texcoord2f + e [ 2 ] * 2 , sdir , tdir , normal ) ;
// if (!areaweighting)
// {
// VectorNormalize(sdir);
// VectorNormalize(tdir);
// VectorNormalize(normal);
// }
// if (svector3f)
for ( i = 0 ; i < 3 ; i + + )
VectorAdd ( svector3f + e [ i ] * 3 , sdir , svector3f + e [ i ] * 3 ) ;
// if (tvector3f)
for ( i = 0 ; i < 3 ; i + + )
VectorAdd ( tvector3f + e [ i ] * 3 , tdir , tvector3f + e [ i ] * 3 ) ;
// if (normal3f)
for ( i = 0 ; i < 3 ; i + + )
VectorAdd ( normal3f + e [ i ] * 3 , normal , normal3f + e [ i ] * 3 ) ;
}
// now we could divide the vectors by the number of averaged values on
// each vertex... but instead normalize them
// 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
if ( svector3f )
for ( i = 0 , v = svector3f ; i < mesh - > numvertexes ; i + + , v + = 3 )
VectorNormalize ( v ) ;
// 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
if ( tvector3f )
for ( i = 0 , v = tvector3f ; i < mesh - > numvertexes ; i + + , v + = 3 )
VectorNormalize ( v ) ;
// 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
if ( normal3f )
for ( i = 0 , v = normal3f ; i < mesh - > numvertexes ; i + + , v + = 3 )
VectorNormalize ( v ) ;
}
void R_AliasGenerateVertexLightDirs ( mesh_t * mesh , vec3_t lightdir , vec3_t * results , vec3_t * normal3f , vec3_t * svector3f , vec3_t * tvector3f )
{
int i ;
R_AliasGenerateTextureVectors ( mesh , ( float * ) normal3f , ( float * ) svector3f , ( float * ) tvector3f ) ;
for ( i = 0 ; i < mesh - > numvertexes ; i + + )
{
results [ i ] [ 0 ] = - DotProduct ( lightdir , tvector3f [ i ] ) ;
results [ i ] [ 1 ] = - DotProduct ( lightdir , svector3f [ i ] ) ;
results [ i ] [ 2 ] = - DotProduct ( lightdir , normal3f [ i ] ) ;
}
}
2004-08-22 22:29:09 +00:00
//FIXME: Be less agressive.
//This function will have to be called twice (for geforce cards), with the same data, so do the building once and rendering twice.
void R_DrawGAliasShadowVolume ( entity_t * e , vec3_t lightpos , float radius )
{
model_t * clmodel = e - > model ;
galiasinfo_t * inf ;
mesh_t mesh ;
vec3_t lightorg ;
2011-07-30 14:14:56 +00:00
int surfnum = 0 ;
2004-08-22 22:29:09 +00:00
2006-06-08 06:24:07 +00:00
if ( clmodel - > engineflags & ( MDLF_FLAME | MDLF_BOLT ) )
2004-08-22 22:29:09 +00:00
return ;
2009-11-04 21:16:50 +00:00
if ( r_noaliasshadows . ival )
2004-08-22 22:29:09 +00:00
return ;
2009-11-04 21:16:50 +00:00
// if (e->shaderRGBAf[3] < 0.5)
// return;
2006-02-27 00:42:25 +00:00
2011-05-19 13:34:07 +00:00
RotateLightVector ( ( void * ) e - > axis , e - > origin , lightpos , lightorg ) ;
2004-08-22 22:29:09 +00:00
if ( Length ( lightorg ) > radius + clmodel - > radius )
return ;
2010-08-28 17:14:38 +00:00
BE_SelectEntity ( e ) ;
2004-08-22 22:29:09 +00:00
2009-11-04 21:16:50 +00:00
inf = RMod_Extradata ( clmodel ) ;
2004-08-22 22:29:09 +00:00
while ( inf )
{
if ( inf - > ofs_trineighbours )
{
2011-07-30 14:14:56 +00:00
Alias_GAliasBuildMesh ( & mesh , inf , surfnum , e , false ) ;
2004-08-22 22:29:09 +00:00
R_CalcFacing ( & mesh , lightorg ) ;
R_ProjectShadowVolume ( & mesh , lightorg ) ;
R_DrawShadowVolume ( & mesh ) ;
}
if ( inf - > nextsurf )
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inf = ( galiasinfo_t * ) ( ( char * ) inf + inf - > nextsurf ) ;
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else
inf = NULL ;
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surfnum + + ;
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}
}
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# endif
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2007-08-08 02:37:59 +00:00
#if 0
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static int R_FindTriangleWithEdge ( index_t * indexes , int numtris , index_t start , index_t end , int ignore )
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{
int i ;
int match , count ;
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2004-08-22 22:29:09 +00:00
count = 0 ;
match = - 1 ;
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2004-08-22 22:29:09 +00:00
for ( i = 0 ; i < numtris ; i + + , indexes + = 3 )
{
if ( ( indexes [ 0 ] = = start & & indexes [ 1 ] = = end )
| | ( indexes [ 1 ] = = start & & indexes [ 2 ] = = end )
| | ( indexes [ 2 ] = = start & & indexes [ 0 ] = = end ) ) {
if ( i ! = ignore )
match = i ;
count + + ;
} else if ( ( indexes [ 1 ] = = start & & indexes [ 0 ] = = end )
| | ( indexes [ 2 ] = = start & & indexes [ 1 ] = = end )
| | ( indexes [ 0 ] = = start & & indexes [ 2 ] = = end ) ) {
count + + ;
}
}
// detect edges shared by three triangles and make them seams
if ( count > 2 )
match = - 1 ;
return match ;
}
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# endif
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#if 0
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static void R_BuildTriangleNeighbours ( int * neighbours , index_t * indexes , int numtris )
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{
int i , * n ;
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index_t * index ;
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for ( i = 0 , index = indexes , n = neighbours ; i < numtris ; i + + , index + = 3 , n + = 3 )
{
n [ 0 ] = R_FindTriangleWithEdge ( indexes , numtris , index [ 1 ] , index [ 0 ] , i ) ;
n [ 1 ] = R_FindTriangleWithEdge ( indexes , numtris , index [ 2 ] , index [ 1 ] , i ) ;
n [ 2 ] = R_FindTriangleWithEdge ( indexes , numtris , index [ 0 ] , index [ 2 ] , i ) ;
}
}
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# endif
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2009-11-04 21:16:50 +00:00
#if 0
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void GL_GenerateNormals ( float * orgs , float * normals , int * indicies , int numtris , int numverts )
{
vec3_t d1 , d2 ;
vec3_t norm ;
int t , i , v1 , v2 , v3 ;
int tricounts [ MD2MAX_VERTS ] ;
vec3_t combined [ MD2MAX_VERTS ] ;
int triremap [ MD2MAX_VERTS ] ;
if ( numverts > MD2MAX_VERTS )
return ; //not an issue, you just loose the normals.
memset ( triremap , 0 , numverts * sizeof ( triremap [ 0 ] ) ) ;
v2 = 0 ;
for ( i = 0 ; i < numverts ; i + + ) //weld points
{
for ( v1 = 0 ; v1 < v2 ; v1 + + )
{
if ( orgs [ i * 3 + 0 ] = = combined [ v1 ] [ 0 ] & &
orgs [ i * 3 + 1 ] = = combined [ v1 ] [ 1 ] & &
orgs [ i * 3 + 2 ] = = combined [ v1 ] [ 2 ] )
{
triremap [ i ] = v1 ;
break ;
}
}
if ( v1 = = v2 )
{
combined [ v1 ] [ 0 ] = orgs [ i * 3 + 0 ] ;
combined [ v1 ] [ 1 ] = orgs [ i * 3 + 1 ] ;
combined [ v1 ] [ 2 ] = orgs [ i * 3 + 2 ] ;
v2 + + ;
triremap [ i ] = v1 ;
}
}
memset ( tricounts , 0 , v2 * sizeof ( tricounts [ 0 ] ) ) ;
memset ( combined , 0 , v2 * sizeof ( * combined ) ) ;
for ( t = 0 ; t < numtris ; t + + )
{
v1 = triremap [ indicies [ t * 3 ] ] ;
v2 = triremap [ indicies [ t * 3 + 1 ] ] ;
v3 = triremap [ indicies [ t * 3 + 2 ] ] ;
VectorSubtract ( ( orgs + v2 * 3 ) , ( orgs + v1 * 3 ) , d1 ) ;
VectorSubtract ( ( orgs + v3 * 3 ) , ( orgs + v1 * 3 ) , d2 ) ;
CrossProduct ( d1 , d2 , norm ) ;
VectorNormalize ( norm ) ;
VectorAdd ( norm , combined [ v1 ] , combined [ v1 ] ) ;
VectorAdd ( norm , combined [ v2 ] , combined [ v2 ] ) ;
VectorAdd ( norm , combined [ v3 ] , combined [ v3 ] ) ;
tricounts [ v1 ] + + ;
tricounts [ v2 ] + + ;
tricounts [ v3 ] + + ;
}
for ( i = 0 ; i < numverts ; i + + )
{
if ( tricounts [ triremap [ i ] ] )
{
VectorScale ( combined [ triremap [ i ] ] , 1.0f / tricounts [ triremap [ i ] ] , normals + i * 3 ) ;
}
}
}
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# endif
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# endif
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qboolean BE_ShouldDraw ( entity_t * e )
{
if ( ! r_refdef . externalview & & ( e - > externalmodelview & ( 1 < < r_refdef . currentplayernum ) ) )
return false ;
if ( ! Cam_DrawPlayer ( r_refdef . currentplayernum , e - > keynum - 1 ) )
return false ;
return true ;
}
# ifdef Q3CLIENT
//q3 lightning gun
static void R_DB_LightningBeam ( batch_t * batch )
{
entity_t * e = batch - > ent ;
vec3_t v ;
vec3_t dir , cr ;
float scale = e - > scale ;
float length ;
static vecV_t points [ 4 ] ;
static vec2_t texcoords [ 4 ] = { { 0 , 0 } , { 0 , 1 } , { 1 , 1 } , { 1 , 0 } } ;
static index_t indexarray [ 6 ] = { 0 , 1 , 2 , 0 , 2 , 3 } ;
static vec4_t colors [ 4 ] ;
static mesh_t mesh ;
static mesh_t * meshptr = & mesh ;
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if ( batch - > ent = = & r_worldentity )
{
mesh . numindexes = 0 ;
mesh . numindexes = 0 ;
return ;
}
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scale * = - 10 ;
if ( ! scale )
scale = 10 ;
VectorSubtract ( e - > origin , e - > oldorigin , dir ) ;
length = Length ( dir ) ;
//this seems to be about right.
texcoords [ 2 ] [ 0 ] = length / 128 ;
texcoords [ 3 ] [ 0 ] = length / 128 ;
VectorSubtract ( r_refdef . vieworg , e - > origin , v ) ;
CrossProduct ( v , dir , cr ) ;
VectorNormalize ( cr ) ;
VectorMA ( e - > origin , - scale / 2 , cr , points [ 0 ] ) ;
VectorMA ( e - > origin , scale / 2 , cr , points [ 1 ] ) ;
VectorSubtract ( r_refdef . vieworg , e - > oldorigin , v ) ;
CrossProduct ( v , dir , cr ) ;
VectorNormalize ( cr ) ;
VectorMA ( e - > oldorigin , scale / 2 , cr , points [ 2 ] ) ;
VectorMA ( e - > oldorigin , - scale / 2 , cr , points [ 3 ] ) ;
/*this is actually meant to be 4 separate quads at 45 degrees from each other*/
Vector4Copy ( e - > shaderRGBAf , colors [ 0 ] ) ;
Vector4Copy ( e - > shaderRGBAf , colors [ 1 ] ) ;
Vector4Copy ( e - > shaderRGBAf , colors [ 2 ] ) ;
Vector4Copy ( e - > shaderRGBAf , colors [ 3 ] ) ;
batch - > ent = & r_worldentity ;
batch - > mesh = & meshptr ;
memset ( & mesh , 0 , sizeof ( mesh ) ) ;
mesh . vbofirstelement = 0 ;
mesh . vbofirstvert = 0 ;
mesh . xyz_array = points ;
mesh . indexes = indexarray ;
mesh . numindexes = sizeof ( indexarray ) / sizeof ( indexarray [ 0 ] ) ;
mesh . colors4f_array = ( vec4_t * ) colors ;
mesh . lmst_array = NULL ;
mesh . normals_array = NULL ;
mesh . numvertexes = 4 ;
mesh . st_array = texcoords ;
}
//q3 railgun beam
static void R_DB_RailgunBeam ( batch_t * batch )
{
entity_t * e = batch - > ent ;
vec3_t v ;
vec3_t dir , cr ;
float scale = e - > scale ;
float length ;
static mesh_t mesh ;
static mesh_t * meshptr = & mesh ;
static vecV_t points [ 4 ] ;
static vec2_t texcoords [ 4 ] = { { 0 , 0 } , { 0 , 1 } , { 1 , 1 } , { 1 , 0 } } ;
static index_t indexarray [ 6 ] = { 0 , 1 , 2 , 0 , 2 , 3 } ;
static vec4_t colors [ 4 ] ;
2011-04-30 17:21:10 +00:00
if ( batch - > ent = = & r_worldentity )
{
mesh . numindexes = 0 ;
mesh . numindexes = 0 ;
return ;
}
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if ( ! e - > forcedshader )
return ;
if ( ! scale )
scale = 10 ;
VectorSubtract ( e - > origin , e - > oldorigin , dir ) ;
length = Length ( dir ) ;
//this seems to be about right.
texcoords [ 2 ] [ 0 ] = length / 128 ;
texcoords [ 3 ] [ 0 ] = length / 128 ;
VectorSubtract ( r_refdef . vieworg , e - > origin , v ) ;
CrossProduct ( v , dir , cr ) ;
VectorNormalize ( cr ) ;
VectorMA ( e - > origin , - scale / 2 , cr , points [ 0 ] ) ;
VectorMA ( e - > origin , scale / 2 , cr , points [ 1 ] ) ;
VectorSubtract ( r_refdef . vieworg , e - > oldorigin , v ) ;
CrossProduct ( v , dir , cr ) ;
VectorNormalize ( cr ) ;
VectorMA ( e - > oldorigin , scale / 2 , cr , points [ 2 ] ) ;
VectorMA ( e - > oldorigin , - scale / 2 , cr , points [ 3 ] ) ;
Vector4Copy ( e - > shaderRGBAf , colors [ 0 ] ) ;
Vector4Copy ( e - > shaderRGBAf , colors [ 1 ] ) ;
Vector4Copy ( e - > shaderRGBAf , colors [ 2 ] ) ;
Vector4Copy ( e - > shaderRGBAf , colors [ 3 ] ) ;
batch - > ent = & r_worldentity ;
batch - > mesh = & meshptr ;
memset ( & mesh , 0 , sizeof ( mesh ) ) ;
mesh . vbofirstelement = 0 ;
mesh . vbofirstvert = 0 ;
mesh . xyz_array = points ;
mesh . indexes = indexarray ;
mesh . numindexes = sizeof ( indexarray ) / sizeof ( indexarray [ 0 ] ) ;
mesh . colors4f_array = ( vec4_t * ) colors ;
mesh . lmst_array = NULL ;
mesh . normals_array = NULL ;
mesh . numvertexes = 4 ;
mesh . st_array = texcoords ;
}
# endif
static void R_DB_Sprite ( batch_t * batch )
{
entity_t * e = batch - > ent ;
vec3_t point ;
mspriteframe_t * frame , genframe ;
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vec3_t spraxis [ 3 ] ;
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msprite_t * psprite ;
vec3_t sprorigin ;
unsigned int sprtype ;
static vec2_t texcoords [ 4 ] = { { 0 , 1 } , { 0 , 0 } , { 1 , 0 } , { 1 , 1 } } ;
static index_t indexes [ 6 ] = { 0 , 1 , 2 , 0 , 2 , 3 } ;
static vecV_t vertcoords [ 4 ] ;
static avec4_t colours [ 4 ] ;
static mesh_t mesh ;
static mesh_t * meshptr = & mesh ;
2011-04-30 17:21:10 +00:00
if ( batch - > ent = = & r_worldentity )
{
mesh . numindexes = 0 ;
mesh . numindexes = 0 ;
return ;
}
2011-04-23 20:37:20 +00:00
if ( e - > flags & Q2RF_WEAPONMODEL & & r_refdef . currentplayernum > = 0 )
{
sprorigin [ 0 ] = cl . viewent [ r_refdef . currentplayernum ] . origin [ 0 ] ;
sprorigin [ 1 ] = cl . viewent [ r_refdef . currentplayernum ] . origin [ 1 ] ;
sprorigin [ 2 ] = cl . viewent [ r_refdef . currentplayernum ] . origin [ 2 ] ;
VectorMA ( sprorigin , e - > origin [ 0 ] , cl . viewent [ r_refdef . currentplayernum ] . axis [ 0 ] , sprorigin ) ;
VectorMA ( sprorigin , e - > origin [ 1 ] , cl . viewent [ r_refdef . currentplayernum ] . axis [ 1 ] , sprorigin ) ;
VectorMA ( sprorigin , e - > origin [ 2 ] , cl . viewent [ r_refdef . currentplayernum ] . axis [ 2 ] , sprorigin ) ;
VectorMA ( sprorigin , 12 , vpn , sprorigin ) ;
batch - > flags | = BEF_FORCENODEPTH ;
}
else
VectorCopy ( e - > origin , sprorigin ) ;
if ( ! e - > model | | e - > forcedshader )
{
genframe . shader = e - > forcedshader ;
genframe . up = genframe . left = - 1 ;
genframe . down = genframe . right = 1 ;
sprtype = SPR_VP_PARALLEL ;
frame = & genframe ;
}
else
{
// don't even bother culling, because it's just a single
// polygon without a surface cache
frame = R_GetSpriteFrame ( e ) ;
psprite = e - > model - > cache . data ;
sprtype = psprite - > type ;
}
if ( ! frame - > shader )
return ;
switch ( sprtype )
{
case SPR_ORIENTED :
// bullet marks on walls
2012-02-17 01:12:37 +00:00
if ( e - > flags & Q2RF_WEAPONMODEL & & r_refdef . currentplayernum > = 0 )
{
vec3_t ea [ 3 ] ;
AngleVectors ( e - > angles , ea [ 0 ] , ea [ 1 ] , ea [ 2 ] ) ;
Matrix3_Multiply ( ea , cl . viewent [ r_refdef . currentplayernum ] . axis , spraxis ) ;
}
else
AngleVectors ( e - > angles , spraxis [ 0 ] , spraxis [ 1 ] , spraxis [ 2 ] ) ;
2011-04-23 20:37:20 +00:00
break ;
case SPR_FACING_UPRIGHT :
2012-02-17 01:12:37 +00:00
spraxis [ 2 ] [ 0 ] = 0 ; spraxis [ 2 ] [ 1 ] = 0 ; spraxis [ 2 ] [ 2 ] = 1 ;
spraxis [ 1 ] [ 0 ] = sprorigin [ 1 ] - r_origin [ 1 ] ;
spraxis [ 1 ] [ 1 ] = - ( sprorigin [ 0 ] - r_origin [ 0 ] ) ;
spraxis [ 1 ] [ 2 ] = 0 ;
VectorNormalize ( spraxis [ 1 ] ) ;
2011-04-23 20:37:20 +00:00
break ;
case SPR_VP_PARALLEL_UPRIGHT :
2012-02-17 01:12:37 +00:00
spraxis [ 2 ] [ 0 ] = 0 ; spraxis [ 2 ] [ 1 ] = 0 ; spraxis [ 2 ] [ 2 ] = 1 ;
VectorCopy ( vright , spraxis [ 1 ] ) ;
2011-04-23 20:37:20 +00:00
break ;
default :
case SPR_VP_PARALLEL :
//normal sprite
2012-02-17 01:12:37 +00:00
VectorCopy ( vup , spraxis [ 2 ] ) ;
VectorCopy ( vright , spraxis [ 1 ] ) ;
2011-04-23 20:37:20 +00:00
break ;
}
2012-02-17 01:12:37 +00:00
spraxis [ 2 ] [ 0 ] * = e - > scale ;
spraxis [ 2 ] [ 1 ] * = e - > scale ;
spraxis [ 2 ] [ 2 ] * = e - > scale ;
spraxis [ 1 ] [ 0 ] * = e - > scale ;
spraxis [ 1 ] [ 1 ] * = e - > scale ;
spraxis [ 1 ] [ 2 ] * = e - > scale ;
2011-04-23 20:37:20 +00:00
if ( e - > shaderRGBAf [ 0 ] > 1 )
e - > shaderRGBAf [ 0 ] = 1 ;
if ( e - > shaderRGBAf [ 1 ] > 1 )
e - > shaderRGBAf [ 1 ] = 1 ;
if ( e - > shaderRGBAf [ 2 ] > 1 )
e - > shaderRGBAf [ 2 ] = 1 ;
Vector4Copy ( e - > shaderRGBAf , colours [ 0 ] ) ;
Vector4Copy ( e - > shaderRGBAf , colours [ 1 ] ) ;
Vector4Copy ( e - > shaderRGBAf , colours [ 2 ] ) ;
Vector4Copy ( e - > shaderRGBAf , colours [ 3 ] ) ;
2012-02-17 01:12:37 +00:00
VectorMA ( sprorigin , frame - > down , spraxis [ 2 ] , point ) ;
VectorMA ( point , frame - > left , spraxis [ 1 ] , vertcoords [ 0 ] ) ;
2011-04-23 20:37:20 +00:00
2012-02-17 01:12:37 +00:00
VectorMA ( sprorigin , frame - > up , spraxis [ 2 ] , point ) ;
VectorMA ( point , frame - > left , spraxis [ 1 ] , vertcoords [ 1 ] ) ;
2011-04-23 20:37:20 +00:00
2012-02-17 01:12:37 +00:00
VectorMA ( sprorigin , frame - > up , spraxis [ 2 ] , point ) ;
VectorMA ( point , frame - > right , spraxis [ 1 ] , vertcoords [ 2 ] ) ;
2011-04-23 20:37:20 +00:00
2012-02-17 01:12:37 +00:00
VectorMA ( sprorigin , frame - > down , spraxis [ 2 ] , point ) ;
VectorMA ( point , frame - > right , spraxis [ 1 ] , vertcoords [ 3 ] ) ;
2011-04-23 20:37:20 +00:00
batch - > ent = & r_worldentity ;
batch - > mesh = & meshptr ;
memset ( & mesh , 0 , sizeof ( mesh ) ) ;
mesh . vbofirstelement = 0 ;
mesh . vbofirstvert = 0 ;
mesh . xyz_array = vertcoords ;
mesh . indexes = indexes ;
mesh . numindexes = sizeof ( indexes ) / sizeof ( indexes [ 0 ] ) ;
mesh . colors4f_array = colours ;
mesh . lmst_array = NULL ;
mesh . normals_array = NULL ;
mesh . numvertexes = 4 ;
mesh . st_array = texcoords ;
mesh . istrifan = true ;
}
static void R_Sprite_GenerateBatch ( entity_t * e , batch_t * * batches , void ( * drawfunc ) ( batch_t * batch ) )
{
extern cvar_t gl_blendsprites ;
shader_t * shader = NULL ;
batch_t * b ;
shadersort_t sort ;
if ( ! e - > model | | e - > model - > type ! = mod_sprite | | e - > forcedshader )
{
shader = e - > forcedshader ;
if ( ! shader )
shader = R_RegisterShader ( " q2beam " ,
" { \n "
" { \n "
" map $whiteimage \n "
" rgbgen vertex \n "
" alphagen vertex \n "
" blendfunc blend \n "
" } \n "
" } \n "
) ;
}
else
{
// don't even bother culling, because it's just a single
// polygon without a surface cache
shader = R_GetSpriteFrame ( e ) - > shader ;
}
if ( ! shader )
return ;
b = BE_GetTempBatch ( ) ;
if ( ! b )
return ;
b - > flags = 0 ;
sort = shader - > sort ;
if ( e - > flags & Q2RF_ADDITIVE )
{
b - > flags | = BEF_FORCEADDITIVE ;
if ( sort < SHADER_SORT_ADDITIVE )
sort = SHADER_SORT_ADDITIVE ;
}
if ( e - > flags & Q2RF_TRANSLUCENT | | ( gl_blendsprites . ival & & drawfunc = = R_DB_Sprite ) )
{
b - > flags | = BEF_FORCETRANSPARENT ;
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if ( SHADER_SORT_PORTAL < sort & & sort < SHADER_SORT_BLEND )
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sort = SHADER_SORT_BLEND ;
}
if ( e - > flags & RF_NODEPTHTEST )
{
b - > flags | = BEF_FORCENODEPTH ;
if ( sort < SHADER_SORT_BANNER )
sort = SHADER_SORT_BANNER ;
}
b - > buildmeshes = drawfunc ;
b - > ent = e ;
b - > mesh = NULL ;
b - > firstmesh = 0 ;
b - > meshes = 1 ;
b - > skin = & shader - > defaulttextures ;
b - > texture = NULL ;
b - > shader = shader ;
b - > lightmap = - 1 ;
b - > surf_first = 0 ;
b - > flags | = BEF_NODLIGHT | BEF_NOSHADOWS ;
b - > vbo = 0 ;
b - > next = batches [ sort ] ;
batches [ sort ] = b ;
}
static void R_DB_Poly ( batch_t * batch )
{
static mesh_t mesh ;
static mesh_t * meshptr = & mesh ;
unsigned int i = batch - > surf_first ;
batch - > mesh = & meshptr ;
mesh . xyz_array = cl_strisvertv + cl_stris [ i ] . firstvert ;
mesh . st_array = cl_strisvertt + cl_stris [ i ] . firstvert ;
mesh . colors4f_array = cl_strisvertc + cl_stris [ i ] . firstvert ;
mesh . indexes = cl_strisidx + cl_stris [ i ] . firstidx ;
mesh . numindexes = cl_stris [ i ] . numidx ;
mesh . numvertexes = cl_stris [ i ] . numvert ;
}
void BE_GenPolyBatches ( batch_t * * batches )
{
shader_t * shader = NULL ;
batch_t * b ;
unsigned int i ;
for ( i = 0 ; i < cl_numstris ; i + + )
{
2012-02-13 09:24:01 +00:00
if ( ! cl_stris [ i ] . numidx )
continue ;
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b = BE_GetTempBatch ( ) ;
if ( ! b )
return ;
shader = cl_stris [ i ] . shader ;
b - > buildmeshes = R_DB_Poly ;
b - > ent = & r_worldentity ;
b - > mesh = NULL ;
b - > firstmesh = 0 ;
b - > meshes = 1 ;
b - > skin = & shader - > defaulttextures ;
b - > texture = NULL ;
b - > shader = shader ;
b - > lightmap = - 1 ;
b - > surf_first = i ;
b - > flags = BEF_NODLIGHT | BEF_NOSHADOWS ;
b - > vbo = 0 ;
b - > next = batches [ shader - > sort ] ;
batches [ shader - > sort ] = b ;
}
}
void BE_GenModelBatches ( batch_t * * batches )
{
int i ;
entity_t * ent ;
/*clear the batch list*/
for ( i = 0 ; i < SHADER_SORT_COUNT ; i + + )
batches [ i ] = NULL ;
2011-05-20 04:10:46 +00:00
# if defined(TERRAIN)
if ( cl . worldmodel & & cl . worldmodel - > type = = mod_heightmap )
GL_DrawHeightmapModel ( batches , & r_worldentity ) ;
# endif
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if ( ! r_drawentities . ival )
return ;
Alias_FlushCache ( ) ;
2011-04-23 20:37:20 +00:00
// draw sprites seperately, because of alpha blending
for ( i = 0 ; i < cl_numvisedicts ; i + + )
{
ent = & cl_visedicts [ i ] ;
if ( ! BE_ShouldDraw ( ent ) )
continue ;
switch ( ent - > rtype )
{
case RT_MODEL :
default :
if ( ! ent - > model )
continue ;
if ( ent - > model - > needload )
continue ;
if ( cl . lerpents & & ( cls . allow_anyparticles | | ent - > visframe ) ) //allowed or static
{
if ( gl_part_flame . value )
{
if ( ent - > model - > engineflags & MDLF_ENGULPHS )
continue ;
}
}
if ( ent - > model - > engineflags & MDLF_NOTREPLACEMENTS )
{
if ( ent - > model - > fromgame ! = fg_quake | | ent - > model - > type ! = mod_alias )
if ( ! ruleset_allow_sensative_texture_replacements . value )
continue ;
}
switch ( ent - > model - > type )
{
case mod_brush :
if ( r_drawentities . ival = = 2 )
continue ;
Surf_GenBrushBatches ( batches , ent ) ;
break ;
case mod_alias :
if ( r_drawentities . ival = = 3 )
continue ;
R_GAlias_GenerateBatches ( ent , batches ) ;
break ;
case mod_sprite :
R_Sprite_GenerateBatch ( ent , batches , R_DB_Sprite ) ;
break ;
2011-05-15 13:23:13 +00:00
// warning: enumeration value <20> mod_*<2A> not handled in switch
case mod_dummy :
case mod_halflife :
case mod_heightmap :
break ;
2011-04-23 20:37:20 +00:00
}
break ;
case RT_SPRITE :
R_Sprite_GenerateBatch ( ent , batches , R_DB_Sprite ) ;
break ;
# ifdef Q3CLIENT
case RT_BEAM :
case RT_RAIL_RINGS :
case RT_LIGHTNING :
R_Sprite_GenerateBatch ( ent , batches , R_DB_LightningBeam ) ;
continue ;
case RT_RAIL_CORE :
R_Sprite_GenerateBatch ( ent , batches , R_DB_RailgunBeam ) ;
continue ;
# endif
case RT_POLY :
/*not implemented*/
break ;
case RT_PORTALSURFACE :
/*nothing*/
break ;
}
}
if ( cl_numstris )
BE_GenPolyBatches ( batches ) ;
2011-04-23 20:57:06 +00:00
}
# endif // defined(GLQUAKE)