trying a more interesting lighting system on alias models... What do you think?
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@169 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 94 additions and 15 deletions
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@ -250,6 +250,75 @@ static void R_LerpFrames(mesh_t *mesh, galiaspose_t *p1, galiaspose_t *p2, float
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}
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}
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static void R_GAliasAddDlights(mesh_t *mesh, vec3_t org, vec3_t angles)
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{
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int l, v;
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vec3_t rel;
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vec3_t dir;
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vec3_t axis[3];
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float dot, d, a, f;
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AngleVectors(angles, axis[0], axis[1], axis[2]);
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for (l=0 ; l<MAX_DLIGHTS ; l++)
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{
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if (cl_dlights[l].die >= cl.time)
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{
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VectorSubtract (cl_dlights[l].origin,
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org,
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dir);
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if (Length(dir)>cl_dlights[l].radius+mesh->radius) //far out man!
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continue;
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rel[0] = -DotProduct(dir, axis[0]);
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rel[1] = DotProduct(dir, axis[1]); //quake's crazy.
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rel[2] = -DotProduct(dir, axis[2]);
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/*
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glBegin(GL_LINES);
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glVertex3f(0,0,0);
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glVertex3f(rel[0],rel[1],rel[2]);
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glEnd();
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*/
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for (v = 0; v < mesh->numvertexes; v++)
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{
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VectorSubtract(mesh->xyz_array[v], rel, dir);
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dot = DotProduct(dir, mesh->normals_array[v]);
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if (dot>0)
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{
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d = DotProduct(dir, dir);
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a = 1/d;
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if (a>0)
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{
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a *= 10000000*dot/sqrt(d);
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f = mesh->colors_array[v][0] + a*cl_dlights[l].color[0];
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if (f > 255)
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f = 255;
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else if (f < 0)
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f = 0;
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mesh->colors_array[v][0] = f;
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f = mesh->colors_array[v][1] + a*cl_dlights[l].color[1];
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if (f > 255)
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f = 255;
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else if (f < 0)
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f = 0;
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mesh->colors_array[v][1] = f;
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f = mesh->colors_array[v][2] + a*cl_dlights[l].color[2];
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if (f > 255)
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f = 255;
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else if (f < 0)
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f = 0;
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mesh->colors_array[v][2] = f;
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}
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// else
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// mesh->colors_array[v][1] =255;
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}
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// else
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// mesh->colors_array[v][2] =255;
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}
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}
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}
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}
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static void R_GAliasBuildMesh(mesh_t *mesh, galiasinfo_t *inf, int frame1, int frame2, float lerp, float alpha)
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{
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galiasgroup_t *g1, *g2;
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@ -703,6 +772,8 @@ void R_DrawGAliasModel (entity_t *e)
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float entScale;
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vec3_t lightdir;
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int pervertexdlights = 1;
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float tmatrix[3][4];
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if (e->flags & Q2RF_VIEWERMODEL && e->keynum == cl.playernum[r_refdef.currentplayernum]+1)
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@ -727,27 +798,33 @@ void R_DrawGAliasModel (entity_t *e)
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lightdir[2] = 1;
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}
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for (i=0 ; i<MAX_DLIGHTS ; i++)
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if (!pervertexdlights)
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{
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if (cl_dlights[i].die >= cl.time)
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for (i=0 ; i<MAX_DLIGHTS ; i++)
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{
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VectorSubtract (e->origin,
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cl_dlights[i].origin,
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dist);
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add = cl_dlights[i].radius - Length(dist);
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if (cl_dlights[i].die >= cl.time)
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{
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VectorSubtract (e->origin,
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cl_dlights[i].origin,
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dist);
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add = cl_dlights[i].radius - Length(dist);
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if (add > 0) {
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add*=5;
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ambientlight[0] += add * cl_dlights[i].color[0];
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ambientlight[1] += add * cl_dlights[i].color[1];
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ambientlight[2] += add * cl_dlights[i].color[2];
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//ZOID models should be affected by dlights as well
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shadelight[0] += add * cl_dlights[i].color[0];
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shadelight[1] += add * cl_dlights[i].color[1];
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shadelight[2] += add * cl_dlights[i].color[2];
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if (add > 0) {
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add*=5;
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ambientlight[0] += add * cl_dlights[i].color[0];
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ambientlight[1] += add * cl_dlights[i].color[1];
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ambientlight[2] += add * cl_dlights[i].color[2];
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//ZOID models should be affected by dlights as well
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shadelight[0] += add * cl_dlights[i].color[0];
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shadelight[1] += add * cl_dlights[i].color[1];
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shadelight[2] += add * cl_dlights[i].color[2];
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}
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}
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}
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}
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else
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{
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}
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for (i = 0; i < 3; i++) //clamp light so it doesn't get vulgar.
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{
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@ -990,6 +1067,8 @@ void R_DrawGAliasModel (entity_t *e)
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while(inf)
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{
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R_GAliasBuildMesh(&mesh, inf, e->frame, e->oldframe, e->lerptime, e->alpha);
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if (pervertexdlights)
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R_GAliasAddDlights(&mesh, e->origin, e->angles);
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skin = GL_ChooseSkin(inf, clmodel->name, e);
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c_alias_polys += mesh.numindexes/3;
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if (!skin)
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