Cleaned up. Part way through zym models.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@523 fc73d0e0-1445-4013-8a0c-d673dee63da5
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bdd87a38ba
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9 changed files with 471 additions and 36 deletions
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@ -70,6 +70,8 @@ typedef struct {
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int numskins;
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int ofsskins;
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qboolean sharesverts; //used with models with two shaders using the same vertex.
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int numverts;
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@ -81,12 +83,20 @@ typedef struct {
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int nextsurf;
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int numbones;
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int ofsbones;
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int numtransforms;
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int ofstransforms;
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//these exist only in the root mesh.
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int numtags;
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int ofstags;
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} galiasinfo_t;
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//frame is an index into this
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typedef struct {
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qboolean isskeletal;
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int numposes;
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float rate;
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int poseofs;
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@ -100,6 +110,18 @@ typedef struct {
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vec3_t scale_origin;
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} galiaspose_t;
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typedef struct {
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int parent;
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} galiasbone_t;
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typedef struct {
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//skeletal poses refer to this.
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int vertexindex;
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int boneindex;
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vec4_t org;
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} galisskeletaltransforms_t;
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//we can't be bothered with animating skins.
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//We'll load up to four of them but after that you're on your own
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typedef struct {
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@ -255,6 +277,70 @@ 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_BuildSkeletalMesh(mesh_t *mesh, float *plerp, float **pose, int poses, galiasbone_t *bones, int bonecount, galisskeletaltransforms_t *weights, int numweights)
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{
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float bonepose[256][12];
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float *outhead;
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galisskeletaltransforms_t *v;
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int i, k, b;
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float *out, *matrix, m[12];
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// vertex weighted skeletal
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// interpolate matrices and concatenate them to their parents
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for (i = 0;i < bonecount;i++)
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{
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for (k = 0;k < 12;k++)
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m[k] = 0;
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for (b = 0;b < poses;b++)
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{
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matrix = pose[b] + i*12;
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for (k = 0;k < 12;k++)
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m[k] += matrix[k] * plerp[b];
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}
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if (bones[i].parent >= 0)
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R_ConcatTransforms((void*)bonepose[bones[i].parent], (void*)m, (void*)bonepose[i]);
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else
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for (k = 0;k < 12;k++) //parentless
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bonepose[i][k] = m[k];
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}
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outhead = (float*)mesh->xyz_array;
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// blend the vertex bone weights
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memset(outhead, 0, mesh->numvertexes * sizeof(mesh->xyz_array[0]));
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for (i = 0; i < mesh->numvertexes; i++)
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{
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mesh->normals_array[i][0] = 0;
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mesh->normals_array[i][1] = 0;
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mesh->normals_array[i][2] = 1;
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mesh->colors_array[i][0] = ambientlight[0];
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mesh->colors_array[i][1] = ambientlight[1];
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mesh->colors_array[i][2] = ambientlight[2];
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mesh->colors_array[i][3] = 255;//alpha;
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/*
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mesh->xyz_array[i][0] = 0;
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mesh->xyz_array[i][1] = 0;
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mesh->xyz_array[i][2] = 0;
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mesh->xyz_array[i][3] = 1;
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*/
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}
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v = weights;
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for (i = 0;i < numweights;i++, v++)
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{
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out = outhead + v->vertexindex * 4;
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matrix = bonepose[v->boneindex];
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// FIXME: this can very easily be optimized with SSE or 3DNow
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out[0] += v->org[0] * matrix[0] + v->org[1] * matrix[1] + v->org[2] * matrix[ 2] + v->org[3] * matrix[ 3];
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out[1] += v->org[0] * matrix[4] + v->org[1] * matrix[5] + v->org[2] * matrix[ 6] + v->org[3] * matrix[ 7];
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out[2] += v->org[0] * matrix[8] + v->org[1] * matrix[9] + v->org[2] * matrix[10] + v->org[3] * matrix[11];
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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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@ -324,13 +410,13 @@ static void R_GAliasAddDlights(mesh_t *mesh, vec3_t org, vec3_t angles)
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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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static qboolean 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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if (!inf->groups)
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{
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Con_DPrintf("Model with no frames (%s)\n", currententity->model->name);
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return;
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return false;
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}
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if (frame1 < 0)
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{
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@ -355,7 +441,7 @@ static void R_GAliasBuildMesh(mesh_t *mesh, galiasinfo_t *inf, int frame1, int f
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if (lerp <= 0)
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frame2 = frame1;
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if (lerp >= 1)
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else if (lerp >= 1)
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frame1 = frame2;
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if (numTempColours < inf->numverts)
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@ -385,14 +471,69 @@ static void R_GAliasBuildMesh(mesh_t *mesh, galiasinfo_t *inf, int frame1, int f
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mesh->st_array = (vec2_t*)((char *)inf + inf->ofs_st_array);
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mesh->lmst_array = NULL;
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mesh->colors_array = tempColours;
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mesh->normals_array = tempNormals;
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mesh->xyz_array = tempVertexCoords;
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mesh->numvertexes = inf->numverts;
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mesh->trneighbors = (int *)((char *)inf + inf->ofs_trineighbours);
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if (inf->sharesverts)
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return false; //don't generate the new vertex positions. We still have them all.
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mesh->normals_array = tempNormals;
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frame1=frame2=0;
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g1 = (galiasgroup_t*)((char *)inf + inf->groupofs + sizeof(galiasgroup_t)*frame1);
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g2 = (galiasgroup_t*)((char *)inf + inf->groupofs + sizeof(galiasgroup_t)*frame2);
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//we don't support meshes with one pose skeletal and annother not.
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//we don't support meshes with one group skeletal and annother not.
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if (g1->isskeletal)
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{
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int l=0;
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float plerp[4];
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float *pose[4];
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float mlerp; //minor lerp, poses within a group.
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mlerp = cl.time*g1->rate;
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frame1=mlerp;
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frame2=frame1+1;
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mlerp-=frame1;
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frame1=frame1%g1->numposes;
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frame2=frame2%g1->numposes;
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plerp[l] = (1-mlerp)*lerp;
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if (plerp[l]>0)
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pose[l++] = (float *)((char *)g1 + g1->poseofs + sizeof(float)*inf->numbones*12*frame1);
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plerp[l] = (mlerp)*lerp;
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if (plerp[l]>0)
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pose[l++] = (float *)((char *)g1 + g1->poseofs + sizeof(float)*inf->numbones*12*frame2);
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mlerp = cl.time*g2->rate;
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frame1=mlerp;
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frame2=frame1+1;
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mlerp-=frame1;
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frame1=frame1%g2->numposes;
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frame2=frame2%g2->numposes;
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plerp[l] = (1-mlerp)*(1-lerp);
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if (plerp[l]>0)
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pose[l++] = (float *)((char *)g2 + g2->poseofs + sizeof(float)*inf->numbones*12*frame1);
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plerp[l] = (mlerp)*(1-lerp);
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if (plerp[l]>0)
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pose[l++] = (float *)((char *)g2 + g2->poseofs + sizeof(float)*inf->numbones*12*frame2);
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/* pose[0] = (float *)((char *)g1 + g1->poseofs);
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plerp[0] = 1;
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plerp[1] = 0;
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plerp[3] = 0;
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plerp[4] = 0;
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l = 1;
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*/
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R_BuildSkeletalMesh(mesh, plerp, pose, l, (galiasbone_t *)((char*)inf+inf->ofsbones), inf->numbones, (galisskeletaltransforms_t *)((char*)inf+inf->ofstransforms), inf->numtransforms);
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return false;
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}
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if (g1 == g2) //lerping within group is only done if not changing group
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{
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lerp = cl.time*g1->rate;
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@ -403,7 +544,7 @@ static void R_GAliasBuildMesh(mesh_t *mesh, galiasinfo_t *inf, int frame1, int f
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frame2=frame2%g1->numposes;
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}
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else //don't bother with a four way lerp
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else //don't bother with a four way lerp. Yeah, this will produce jerkyness with models with just framegroups.
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{
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frame1=0;
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frame2=0;
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@ -412,6 +553,8 @@ static void R_GAliasBuildMesh(mesh_t *mesh, galiasinfo_t *inf, int frame1, int f
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R_LerpFrames(mesh, (galiaspose_t *)((char *)g1 + g1->poseofs + sizeof(galiaspose_t)*frame1),
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(galiaspose_t *)((char *)g2 + g2->poseofs + sizeof(galiaspose_t)*frame2),
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1-lerp, (qbyte)(alpha*255), currententity->fatness);//20*sin(cl.time));
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return true; //to allow the mesh to be dlighted.
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}
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void GL_GAliasFlushSkinCache(void)
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@ -1137,8 +1280,7 @@ void R_DrawGAliasModel (entity_t *e)
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memset(&mesh, 0, sizeof(mesh));
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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 (r_vertexdlights.value)
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if (R_GAliasBuildMesh(&mesh, inf, e->frame, e->oldframe, e->lerptime, e->alpha) && r_vertexdlights.value)
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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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@ -2328,7 +2470,7 @@ typedef struct {
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void Mod_GetTag(model_t *model, int tagnum, int frame, float **org, float **axis)
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void GLMod_GetTag(model_t *model, int tagnum, int frame, float **org, float **axis)
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{
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galiasinfo_t *inf;
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md3tag_t *t;
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@ -2691,3 +2833,231 @@ void GL_LoadQ3Model(model_t *mod, void *buffer)
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Hunk_FreeToLowMark (hunkstart);
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}
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#endif
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typedef struct zymlump_s
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{
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int start;
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int length;
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} zymlump_t;
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typedef struct zymtype1header_s
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{
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char id[12]; // "ZYMOTICMODEL", length 12, no termination
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int type; // 0 (vertex morph) 1 (skeletal pose) or 2 (skeletal scripted)
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int filesize; // size of entire model file
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float mins[3], maxs[3], radius; // for clipping uses
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int numverts;
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int numtris;
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int numshaders;
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int numbones; // this may be zero in the vertex morph format (undecided)
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int numscenes; // 0 in skeletal scripted models
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// skeletal pose header
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// lump offsets are relative to the file
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zymlump_t lump_scenes; // zymscene_t scene[numscenes]; // name and other information for each scene (see zymscene struct)
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zymlump_t lump_poses; // float pose[numposes][numbones][6]; // animation data
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zymlump_t lump_bones; // zymbone_t bone[numbones];
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zymlump_t lump_vertbonecounts; // int vertbonecounts[numvertices]; // how many bones influence each vertex (separate mainly to make this compress better)
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zymlump_t lump_verts; // zymvertex_t vert[numvertices]; // see vertex struct
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zymlump_t lump_texcoords; // float texcoords[numvertices][2];
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zymlump_t lump_render; // int renderlist[rendersize]; // sorted by shader with run lengths (int count), shaders are sequentially used, each run can be used with glDrawElements (each triangle is 3 int indices)
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zymlump_t lump_shaders; // char shadername[numshaders][32]; // shaders used on this model
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zymlump_t lump_trizone; // byte trizone[numtris]; // see trizone explanation
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} zymtype1header_t;
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typedef struct zymbone_s
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{
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char name[32];
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int flags;
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int parent; // parent bone number
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} zymbone_t;
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typedef struct zymscene_s
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{
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char name[32];
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float mins[3], maxs[3], radius; // for clipping
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float framerate; // the scene will animate at this framerate (in frames per second)
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int flags;
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int start, length; // range of poses
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} zymscene_t;
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typedef struct zymvertex_s
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{
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int bonenum;
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float origin[3];
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} zymvertex_t;
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//this can generate multiple meshes (one for each shader).
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//but only one set of transforms are ever generated.
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void GLMod_LoadZymoticModel(model_t *mod, void *buffer)
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{
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int i;
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int hunkstart, hunkend, hunktotal;
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zymtype1header_t *header;
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galiasinfo_t *root;
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galisskeletaltransforms_t *transforms;
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zymvertex_t *intrans;
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galiasbone_t *bone;
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zymbone_t *inbone;
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int v;
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float multiplier;
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float *matrix, *inmatrix;
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int *vertbonecounts;
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galiasgroup_t *grp;
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zymscene_t *inscene;
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int *renderlist, count;
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index_t *indexes;
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loadmodel=mod;
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hunkstart = Hunk_LowMark ();
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header = buffer;
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if (memcmp(header->id, "ZYMOTICMODEL", 12))
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Sys_Error("GLMod_LoadZymoticModel: doesn't appear to BE a zymotic!\n");
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if (BigLong(header->type) != 1)
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Sys_Error("GLMod_LoadZymoticModel: only type 1 is supported\n");
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for (i = 0; i < sizeof(zymtype1header_t)/4; i++)
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((int*)header)[i] = BigLong(((int*)header)[i]);
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if (!header->numverts)
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Sys_Error("GLMod_LoadZymoticModel: no vertexes\n");
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if (!header->numshaders)
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Sys_Error("GLMod_LoadZymoticModel: no textures\n");
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root = Hunk_AllocName(sizeof(galiasinfo_t)*header->numshaders, loadname);
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root->numtransforms = header->lump_verts.length/sizeof(zymvertex_t);
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transforms = Hunk_Alloc(root->numtransforms*sizeof(*transforms));
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root->ofstransforms = (char*)transforms - (char*)root;
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vertbonecounts = (int *)((char*)header + header->lump_vertbonecounts.start);
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intrans = (zymvertex_t *)((char*)header + header->lump_verts.start);
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vertbonecounts[0] = BigLong(vertbonecounts[0]);
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multiplier = 1.0f / vertbonecounts[0];
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for (i = 0, v=0; i < root->numtransforms; i++)
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{
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while(!vertbonecounts[v])
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{
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v++;
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if (v == header->numverts)
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Sys_Error("GLMod_LoadZymoticModel: Too many transformations\n");
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vertbonecounts[v] = BigLong(vertbonecounts[v]);
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multiplier = 1.0f / vertbonecounts[v];
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}
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transforms[i].vertexindex = v;
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transforms[i].boneindex = BigLong(intrans[i].bonenum);
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transforms[i].org[0] = multiplier*BigFloat(intrans[i].origin[0]);
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transforms[i].org[1] = multiplier*BigFloat(intrans[i].origin[1]);
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transforms[i].org[2] = multiplier*BigFloat(intrans[i].origin[2]);
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transforms[i].org[3] = multiplier*1;
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vertbonecounts[v]--;
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}
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if (intrans != (zymvertex_t *)((char*)header + header->lump_verts.start))
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Sys_Error("Vertex transforms list appears corrupt.");
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root->numverts = v+1;
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root->numbones = header->numbones;
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bone = Hunk_Alloc(root->numtransforms*sizeof(*transforms));
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inbone = (zymbone_t*)((char*)header + header->lump_bones.start);
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for (i = 0; i < root->numbones; i++)
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bone[i].parent = BigLong(inbone[i].parent);
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root->ofsbones = (char *)bone - (char *)root;
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renderlist = (int*)((char*)header + header->lump_render.start);
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for (i = 0;i < header->numshaders; i++)
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{
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count = BigLong(*renderlist++);
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count *= 3;
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indexes = Hunk_Alloc(count*sizeof(*indexes));
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root[i].ofs_indexes = (char *)indexes - (char*)&root[i];
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root[i].numindexes = count;
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while(count--)
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{
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indexes[count] = BigLong(renderlist[count]);
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}
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renderlist += root[i].numindexes;
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}
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if (renderlist != (int*)((char*)header + header->lump_render.start + header->lump_render.length))
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Sys_Error("Render list appears corrupt.");
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grp = Hunk_Alloc(sizeof(*grp)*header->numscenes*header->numshaders);
|
||||
matrix = Hunk_Alloc(header->lump_poses.length);
|
||||
inmatrix = (float*)((float*)header + header->lump_poses.start);
|
||||
for (i = 0; i < header->lump_poses.length/4; i++)
|
||||
matrix[i] = BigFloat(inmatrix[i]);
|
||||
inscene = (zymscene_t*)((char*)header + header->lump_scenes.start);
|
||||
for (v = 0; v < header->numshaders; v++)
|
||||
{
|
||||
root[v].groups = header->numscenes;
|
||||
root[v].groupofs = (char*)grp - (char*)&root[0];
|
||||
}
|
||||
|
||||
for (i = 0; i < header->numscenes; i++, grp++, inscene++)
|
||||
{
|
||||
grp->isskeletal = 1;
|
||||
grp->rate = BigFloat(inscene->framerate);
|
||||
grp->numposes = BigLong(inscene->length);
|
||||
grp->poseofs = (char*)matrix - (char*)grp;
|
||||
grp->poseofs += BigLong(inscene->start)*sizeof(float[4][3]);
|
||||
}
|
||||
|
||||
if (inscene != (zymscene_t*)((char*)header + header->lump_scenes.start+header->lump_scenes.length))
|
||||
Sys_Error("scene list appears corrupt.");
|
||||
|
||||
for (i = 0; i < header->numshaders-1; i++)
|
||||
root[i].nextsurf = sizeof(galiasinfo_t);
|
||||
for (i = 1; i < header->numshaders; i++)
|
||||
{
|
||||
|
||||
root[i].sharesverts = true;
|
||||
root[i].numbones = root[0].numbones;
|
||||
root[i].numindexes = root[0].numindexes;
|
||||
root[i].numskins = 1;
|
||||
root[i].numverts = root[0].numverts;
|
||||
|
||||
root[i].ofsbones = root[0].ofsbones;
|
||||
}
|
||||
|
||||
root[0].numskins = 1;
|
||||
|
||||
//
|
||||
// move the complete, relocatable alias model to the cache
|
||||
//
|
||||
|
||||
hunkend = Hunk_LowMark ();
|
||||
|
||||
mod->flags = Mod_ReadFlagsFromMD1(mod->name, 0); //file replacement - inherit flags from any defunc mdl files.
|
||||
|
||||
Hunk_Alloc(0);
|
||||
hunktotal = hunkend - hunkstart;
|
||||
|
||||
Cache_Alloc (&mod->cache, hunktotal, loadname);
|
||||
mod->type = mod_alias;
|
||||
if (!mod->cache.data)
|
||||
{
|
||||
Hunk_FreeToLowMark (hunkstart);
|
||||
return;
|
||||
}
|
||||
memcpy (mod->cache.data, root, hunktotal);
|
||||
|
||||
Hunk_FreeToLowMark (hunkstart);
|
||||
}
|
|
@ -71,7 +71,7 @@ void GL_TexEnv( GLenum mode )
|
|||
}
|
||||
|
||||
//vid restarted.
|
||||
void GL_FlushBinds(void)
|
||||
void GL_FlushBackEnd(void)
|
||||
{
|
||||
int i;
|
||||
for (i = 0; i < MAX_TEXTURE_UNITS; i++)
|
||||
|
@ -82,19 +82,6 @@ void GL_FlushBinds(void)
|
|||
}
|
||||
|
||||
typedef vec3_t mat3_t[3];
|
||||
void Matrix3_Multiply (mat3_t in1, mat3_t in2, mat3_t out)
|
||||
{
|
||||
out[0][0] = in1[0][0]*in2[0][0] + in1[0][1]*in2[1][0] + in1[0][2]*in2[2][0];
|
||||
out[0][1] = in1[0][0]*in2[0][1] + in1[0][1]*in2[1][1] + in1[0][2]*in2[2][1];
|
||||
out[0][2] = in1[0][0]*in2[0][2] + in1[0][1]*in2[1][2] + in1[0][2]*in2[2][2];
|
||||
out[1][0] = in1[1][0]*in2[0][0] + in1[1][1]*in2[1][0] + in1[1][2]*in2[2][0];
|
||||
out[1][1] = in1[1][0]*in2[0][1] + in1[1][1]*in2[1][1] + in1[1][2]*in2[2][1];
|
||||
out[1][2] = in1[1][0]*in2[0][2] + in1[1][1]*in2[1][2] + in1[1][2]*in2[2][2];
|
||||
out[2][0] = in1[2][0]*in2[0][0] + in1[2][1]*in2[1][0] + in1[2][2]*in2[2][0];
|
||||
out[2][1] = in1[2][0]*in2[0][1] + in1[2][1]*in2[1][1] + in1[2][2]*in2[2][1];
|
||||
out[2][2] = in1[2][0]*in2[0][2] + in1[2][1]*in2[1][2] + in1[2][2]*in2[2][2];
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -200,6 +200,18 @@ qbyte menuplyr_pixels[4096];
|
|||
int pic_texels;
|
||||
int pic_count;
|
||||
|
||||
qpic_t *GLDraw_IsCached(char *name)
|
||||
{
|
||||
glcachepic_t *pic;
|
||||
int i;
|
||||
|
||||
for (pic=glmenu_cachepics, i=0 ; i<glmenu_numcachepics ; pic++, i++)
|
||||
if (!strcmp (name, pic->name))
|
||||
return &pic->pic;
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
qboolean Draw_RealPicFromWad (qpic_t *out, char *name)
|
||||
{
|
||||
qpic_t *in;
|
||||
|
@ -682,7 +694,7 @@ void GLDraw_ReInit (void)
|
|||
#ifdef Q3SHADERS
|
||||
r_fogtexture=0;
|
||||
#endif
|
||||
GL_FlushBinds();
|
||||
GL_FlushBackEnd();
|
||||
// GL_FlushSkinCache();
|
||||
TRACE(("dbg: GLDraw_ReInit: GL_GAliasFlushSkinCache\n"));
|
||||
GL_GAliasFlushSkinCache();
|
||||
|
@ -1174,8 +1186,16 @@ Draw_String
|
|||
*/
|
||||
void GLDraw_String (int x, int y, const qbyte *str)
|
||||
{
|
||||
float xstart = x;
|
||||
while (*str)
|
||||
{
|
||||
if (*str == '\n')
|
||||
{
|
||||
x = xstart;
|
||||
y += 8;
|
||||
str++;
|
||||
continue;
|
||||
}
|
||||
Draw_Character (x, y, *str);
|
||||
str++;
|
||||
x += 8;
|
||||
|
@ -1359,7 +1379,7 @@ void GLDraw_ScalePic (int x, int y, int width, int height, qpic_t *pic)
|
|||
if (scrap_dirty)
|
||||
Scrap_Upload ();
|
||||
gl = (glpic_t *)pic->data;
|
||||
glColor4f (1,1,1,1);
|
||||
// glColor4f (1,1,1,1);
|
||||
GL_Bind (gl->texnum);
|
||||
glBegin (GL_QUADS);
|
||||
glTexCoord2f (gl->sl, gl->tl);
|
||||
|
@ -1425,7 +1445,19 @@ void GLDraw_SubPic(int x, int y, qpic_t *pic, int srcx, int srcy, int width, int
|
|||
newtl = gl->tl + (srcy*oldglheight)/pic->height;
|
||||
newth = newtl + (height*oldglheight)/pic->height;
|
||||
|
||||
|
||||
#ifdef Q3SHADERS
|
||||
GL_Bind (gl->texnum);
|
||||
glBegin (GL_QUADS);
|
||||
glTexCoord2f (newsl, newtl);
|
||||
glVertex2f (x, y);
|
||||
glTexCoord2f (newsh, newtl);
|
||||
glVertex2f (x+width, y);
|
||||
glTexCoord2f (newsh, newth);
|
||||
glVertex2f (x+width, y+height);
|
||||
glTexCoord2f (newsl, newth);
|
||||
glVertex2f (x, y+height);
|
||||
glEnd ();
|
||||
#else
|
||||
draw_mesh_xyz[0][0] = x;
|
||||
draw_mesh_xyz[0][1] = y;
|
||||
draw_mesh_st[0][0] = newsl;
|
||||
|
@ -1446,9 +1478,6 @@ void GLDraw_SubPic(int x, int y, qpic_t *pic, int srcx, int srcy, int width, int
|
|||
draw_mesh_st[3][0] = newsl;
|
||||
draw_mesh_st[3][1] = newth;
|
||||
|
||||
#ifdef Q3SHADERS
|
||||
GL_DrawAliasMesh(&draw_mesh, gl->texnum);
|
||||
#else
|
||||
GL_DrawMesh(&draw_mesh, NULL, gl->texnum, 0);
|
||||
#endif
|
||||
}
|
||||
|
@ -1660,6 +1689,11 @@ void GLDraw_FadeScreen (void)
|
|||
Sbar_Changed();
|
||||
}
|
||||
|
||||
void GLDraw_ImageColours(float r, float g, float b, float a)
|
||||
{
|
||||
glColor4f(r, g, b, a);
|
||||
}
|
||||
|
||||
void GLDraw_Image(float x, float y, float w, float h, float s1, float t1, float s2, float t2, qpic_t *pic)
|
||||
{
|
||||
glpic_t *gl;
|
||||
|
@ -1690,6 +1724,19 @@ void GLDraw_Image(float x, float y, float w, float h, float s1, float t1, float
|
|||
t2 = t1 + (t2-t1)*gl->th;
|
||||
t1 += gl->tl;
|
||||
|
||||
#ifdef Q3SHADERS
|
||||
GL_Bind (gl->texnum);
|
||||
glBegin (GL_QUADS);
|
||||
glTexCoord2f (s1, t1);
|
||||
glVertex2f (x, y);
|
||||
glTexCoord2f (s2, t1);
|
||||
glVertex2f (x+w, y);
|
||||
glTexCoord2f (s2, t2);
|
||||
glVertex2f (x+w, y+h);
|
||||
glTexCoord2f (s1, t2);
|
||||
glVertex2f (x, y+h);
|
||||
glEnd ();
|
||||
#else
|
||||
draw_mesh_xyz[0][0] = x;
|
||||
draw_mesh_xyz[0][1] = y;
|
||||
draw_mesh_st[0][0] = s1;
|
||||
|
@ -1710,9 +1757,6 @@ void GLDraw_Image(float x, float y, float w, float h, float s1, float t1, float
|
|||
draw_mesh_st[3][0] = s1;
|
||||
draw_mesh_st[3][1] = t2;
|
||||
|
||||
#ifdef Q3SHADERS
|
||||
GL_DrawAliasMesh(&draw_mesh, gl->texnum);
|
||||
#else
|
||||
GL_DrawMesh(&draw_mesh, NULL, gl->texnum, 0);
|
||||
#endif
|
||||
}
|
||||
|
|
|
@ -49,6 +49,7 @@ void Mod_LoadQ2BrushModel (model_t *mod, void *buffer);
|
|||
void Mod_LoadHLModel (model_t *mod, void *buffer);
|
||||
void Mod_LoadAlias3Model (model_t *mod, void *buffer);
|
||||
void Mod_LoadGroupModel (model_t *mod, void *buffer);
|
||||
void GLMod_LoadZymoticModel(model_t *mod, void *buffer);
|
||||
model_t *GLMod_LoadModel (model_t *mod, qboolean crash);
|
||||
|
||||
#ifdef DOOMWADS
|
||||
|
@ -651,6 +652,11 @@ couldntload:
|
|||
case 29: //q1
|
||||
GLMod_LoadBrushModel (mod, buf);
|
||||
break;
|
||||
|
||||
case (('O'<<24)+('M'<<16)+('Y'<<8)+'Z'):
|
||||
GLMod_LoadZymoticModel(mod, buf);
|
||||
break;
|
||||
|
||||
default:
|
||||
Con_Printf("Unrecognised model format %i\n", LittleLong(*(unsigned *)buf));
|
||||
goto couldntload;
|
||||
|
|
|
@ -24,6 +24,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|||
#include "glquake.h"
|
||||
#include "shader.h"
|
||||
|
||||
#include "hash.h"
|
||||
|
||||
|
||||
//Spike: Marked code removal areas with FIZME
|
||||
//readd as porting progresses
|
||||
|
|
|
@ -177,6 +177,15 @@ void GL_CheckExtensions (void *(*getglfunction) (char *name))
|
|||
gl_config.arb_texture_non_power_of_two = false;
|
||||
gl_config.sgis_generate_mipmap = false;
|
||||
|
||||
gl_config.tex_env_combine = false;
|
||||
gl_config.env_add = false;
|
||||
gl_config.nv_tex_env_combine4 = false;
|
||||
|
||||
gl_config.arb_texture_env_combine = false;
|
||||
gl_config.arb_texture_env_dot3 = false;
|
||||
gl_config.arb_texture_cube_map = false;
|
||||
|
||||
|
||||
if (strstr(gl_extensions, "GL_ARB_texture_non_power_of_two"))
|
||||
gl_config.arb_texture_non_power_of_two = true;
|
||||
if (strstr(gl_extensions, "GL_SGIS_generate_mipmap"))
|
||||
|
|
|
@ -806,6 +806,7 @@ void GL_BeginRendering (int *x, int *y, int *width, int *height)
|
|||
qboolean screenflush;
|
||||
void GL_DoSwap (void)
|
||||
{
|
||||
extern int mouseusedforgui;
|
||||
if (!screenflush)
|
||||
return;
|
||||
screenflush = 0;
|
||||
|
@ -830,10 +831,10 @@ void GL_DoSwap (void)
|
|||
}
|
||||
} else {
|
||||
windowed_mouse = true;
|
||||
if (key_dest == key_game && !mouseactive && ActiveApp) {
|
||||
if ((key_dest == key_game||mouseusedforgui) && !mouseactive && ActiveApp) {
|
||||
IN_ActivateMouse ();
|
||||
IN_HideMouse ();
|
||||
} else if (mouseactive && key_dest != key_game) {
|
||||
} else if (mouseactive && !(key_dest == key_game || mouseusedforgui)) {
|
||||
IN_DeactivateMouse ();
|
||||
IN_ShowMouse ();
|
||||
}
|
||||
|
|
|
@ -322,6 +322,8 @@ void EmitSkyPolys (msurface_t *fa)
|
|||
|
||||
if (fa->mesh)
|
||||
{
|
||||
extern void GL_DrawAliasMesh (mesh_t *mesh, int texnum);
|
||||
|
||||
fa->mesh->colors_array = NULL;
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glColor3f(0,0,0);
|
||||
|
|
|
@ -214,11 +214,20 @@ extern const char *gl_renderer;
|
|||
extern const char *gl_version;
|
||||
extern const char *gl_extensions;
|
||||
|
||||
void R_TranslatePlayerSkin (int playernum);
|
||||
void GL_Bind (int texnum);
|
||||
void GL_BindType (int type, int texnum);
|
||||
|
||||
#ifdef Q3SHADERS
|
||||
void R_UnlockArrays (void);
|
||||
void R_IBrokeTheArrays(void);
|
||||
#endif
|
||||
|
||||
#if defined(RGLQUAKE)
|
||||
void R_TranslatePlayerSkin (int playernum);
|
||||
void GL_Bind (int texnum);
|
||||
void GL_MBind( GLenum target, int texnum );
|
||||
void GL_TexEnv( GLenum mode );
|
||||
void GL_BindType (int type, int texnum);
|
||||
void GL_FlushBackEnd (void);
|
||||
|
||||
// Multitexture
|
||||
#define GL_TEXTURE0_SGIS 0x835E
|
||||
#define GL_TEXTURE1_SGIS 0x835F
|
||||
|
@ -246,6 +255,11 @@ extern qboolean gl_mtexable;
|
|||
void GL_DisableMultitexture(void);
|
||||
void GL_EnableMultitexture(void);
|
||||
|
||||
//
|
||||
// vid_gl*.c
|
||||
//
|
||||
void GL_DoSwap (void);
|
||||
|
||||
//
|
||||
// gl_warp.c
|
||||
//
|
||||
|
|
Loading…
Reference in a new issue