2bf193001b
remove MAX_MAP_LEAFS limit, although its still checked for sanity (just MUCH higher). You may need 64bit processes on account of the pvs+phs memory required. integrated my fork of frikdec into fteqccgui. Just associate .dat with fteqccgui and it'll decompile the progs (compiling will then embed the decompiled source into the resulting .dat to avoid repeated decompilation). Be sure to back up first... not tested as a 64bit process. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5114 fc73d0e0-1445-4013-8a0c-d673dee63da5
2693 lines
69 KiB
C
2693 lines
69 KiB
C
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//a note about dedicated servers:
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//In the server-side gamecode, a couple of q1 extensions require knowing something about models.
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//So we load models serverside, if required.
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//things we need:
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//tag/bone names and indexes so we can have reasonable modding with tags. :)
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//tag/bone positions so we can shoot from the actual gun or other funky stuff
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//vertex positions so we can trace against the mesh rather than the bbox.
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//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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#ifndef SERVERONLY
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#include "com_mesh.h"
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#if defined(RTLIGHTS)
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static int numProjectedShadowVerts;
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static vec3_t *ProjectedShadowVerts;
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static int numFacing;
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static qbyte *triangleFacing;
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#endif
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//FIXME
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typedef struct
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{
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float scale[3]; // multiply qbyte verts by this
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float translate[3]; // then add this
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char name[16]; // frame name from grabbing
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dtrivertx_t verts[1]; // variable sized
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} 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;
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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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extern cvar_t r_globalskin_first, r_globalskin_count;
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#ifndef SERVERONLY
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static hashtable_t skincolourmapped;
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//q3 .skin support
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static skinfile_t **registeredskins;
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static skinid_t numregisteredskins;
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struct cctx_s
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{
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texid_t diffuse;
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int width;
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int height;
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};
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void Mod_FlushSkin(skinid_t id)
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{
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skinfile_t *sk;
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id--;
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if (id >= numregisteredskins)
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return; //invalid!
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sk = registeredskins[id];
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if (!sk)
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return;
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sk->qwskin = NULL;
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}
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void Mod_WipeSkin(skinid_t id)
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{
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//FIXME: skin objects should persist for a frame.
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skinfile_t *sk;
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int i;
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id--;
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if (id >= numregisteredskins)
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return; //invalid!
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sk = registeredskins[id];
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if (!sk)
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return;
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for (i = 0; i < sk->nummappings; i++)
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{
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if (sk->mappings[i].needsfree)
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Image_UnloadTexture(sk->mappings[i].texnums.base);
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R_UnloadShader(sk->mappings[i].shader);
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}
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Z_Free(registeredskins[id]);
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registeredskins[id] = NULL;
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}
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static void Mod_WipeAllSkins(qboolean final)
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{
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skinid_t id;
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if (final)
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{
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for (id = 0; id < numregisteredskins; )
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Mod_WipeSkin(++id);
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Z_Free(registeredskins);
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registeredskins = NULL;
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numregisteredskins = 0;
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}
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else
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{
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for (id = 0; id < numregisteredskins; )
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Mod_FlushSkin(++id);
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}
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}
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skinfile_t *Mod_LookupSkin(skinid_t id)
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{
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id--;
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if (id < numregisteredskins)
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return registeredskins[id];
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return NULL;
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}
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static void Mod_ComposeSkin(char *texture, struct cctx_s *cctx)
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{
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float x=0, y=0;
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float w, h;
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int iw=0, ih=0;
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float s1 = 0, t1 = 0, s2 = 1, t2 = 1;
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float r=1,g=1,b=1,a=1;
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int l;
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char *s, tname[MAX_QPATH];
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shader_t *sourceimg;
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for (s = texture; *s; s++)
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{
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if (*s == '@' || *s == ':' || *s == '?' || *s == '*')
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break;
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}
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l = s - texture;
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if (l > MAX_QPATH-1)
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l = MAX_QPATH-1;
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memcpy(tname, texture, l);
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tname[l] = 0;
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//load the image and set some default sizes, etc.
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sourceimg = R2D_SafeCachePic(tname);
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if (!sourceimg || R_GetShaderSizes(sourceimg, &iw, &ih, true) != 1) //no shader? no point in doing anything.
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{
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w = 0;
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h = 0;
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sourceimg = NULL;
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}
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else
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{
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w = iw;
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h = ih;
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}
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while(*s)
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{
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switch(*s)
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{
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case '@':
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x = strtod(s+1, &s);
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if (*s == ',')
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s++;
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y = strtod(s, &s);
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break;
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case ':':
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w = strtod(s+1, &s);
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if (*s == ',')
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s++;
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h = strtod(s, &s);
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break;
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case '$':
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s1 = strtod(s+1, &s);
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if (*s == ',')
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s++;
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t1 = strtod(s, &s);
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if (*s == ',')
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s++;
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s2 = strtod(s, &s);
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if (*s == ',')
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s++;
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t2 = strtod(s, &s);
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break;
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case '?':
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r = strtod(s+1, &s);
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if (*s == ',')
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s++;
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g = strtod(s, &s);
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if (*s == ',')
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s++;
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b = strtod(s, &s);
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if (*s == ',')
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s++;
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a = strtod(s, &s);
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break;
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// case '*':
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// break;
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default:
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s+=strlen(s); //some sort of error or other thing we don't support
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break;
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}
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}
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if (!w || !h)
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return;
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//create a render target if one is not already selected
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if (!TEXVALID(cctx->diffuse))
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{
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strcpy(r_refdef.rt_destcolour[0].texname, "-");
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cctx->width = x+w;
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cctx->height = y+h;
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cctx->diffuse = R2D_RT_Configure(r_refdef.rt_destcolour[0].texname, cctx->width, cctx->height, TF_RGBA32, RT_IMAGEFLAGS);
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BE_RenderToTextureUpdate2d(true);
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}
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if (!sourceimg)
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return;
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R2D_ImageColours(r,g,b,a);
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R2D_Image(x, cctx->height-(y+h), w, h, s1, t2, s2, t1, sourceimg);
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R_UnloadShader(sourceimg); //we're done with it now
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}
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//create a new skin with explicit name and text. even if its already loaded. this means you can free it safely.
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skinid_t Mod_ReadSkinFile(const char *skinname, const char *skintext)
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{
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skinid_t id;
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char *nl;
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skinfile_t *skin;
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char shadername[MAX_QPATH];
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for (id = 0; id < numregisteredskins; id++)
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{
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if (!registeredskins[id])
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break;
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}
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if (id == numregisteredskins)
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{
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int newn = numregisteredskins + 64;
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registeredskins = BZ_Realloc(registeredskins, sizeof(*registeredskins) * newn);
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memset(registeredskins + numregisteredskins, 0, (newn-numregisteredskins)*sizeof(*registeredskins));
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numregisteredskins = newn;
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}
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skin = Z_Malloc(sizeof(*skin) - sizeof(skin->mappings) + sizeof(skin->mappings[0])*4);
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skin->maxmappings = 4;
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Q_strncpyz(skin->skinname, skinname, sizeof(skin->skinname));
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skin->q1lower = Q1UNSPECIFIED;
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skin->q1upper = Q1UNSPECIFIED;
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while(skintext)
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{
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if (skin->nummappings == skin->maxmappings)
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{
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skin->maxmappings += 4;
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skin = BZ_Realloc(skin, sizeof(*skin) - sizeof(skin->mappings) + sizeof(skin->mappings[0])*skin->maxmappings);
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}
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skintext = COM_ParseToken(skintext, ",");
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if (!skintext)
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break;
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if (!strcmp(com_token, "replace"))
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{
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skintext = COM_ParseToken(skintext, NULL);
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if (com_tokentype != TTP_LINEENDING)
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{
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Q_strncpyz(skin->mappings[skin->nummappings].surface, com_token, sizeof(skin->mappings[skin->nummappings].surface));
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skintext = COM_ParseToken(skintext, NULL);
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Q_strncpyz(shadername, com_token, sizeof(shadername));
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skin->mappings[skin->nummappings].shader = R_RegisterSkin(shadername, skin->skinname);
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R_BuildDefaultTexnums(NULL, skin->mappings[skin->nummappings].shader);
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skin->mappings[skin->nummappings].texnums = *skin->mappings[skin->nummappings].shader->defaulttextures;
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skin->nummappings++;
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}
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}
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else if (!strcmp(com_token, "compose"))
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{
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skintext = COM_ParseToken(skintext, NULL);
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//body
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if (com_tokentype != TTP_LINEENDING)
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{
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//fixme: this blocks waiting for the textures to load.
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struct cctx_s cctx;
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memset(&cctx, 0, sizeof(cctx));
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Q_strncpyz(skin->mappings[skin->nummappings].surface, com_token, sizeof(skin->mappings[skin->nummappings].surface));
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skintext = COM_ParseToken(skintext, NULL);
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Q_strncpyz(shadername, com_token, sizeof(shadername));
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skin->mappings[skin->nummappings].shader = R_RegisterSkin(shadername, skin->skinname);
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R_BuildDefaultTexnums(NULL, skin->mappings[skin->nummappings].shader);
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skin->mappings[skin->nummappings].texnums = *skin->mappings[skin->nummappings].shader->defaulttextures;
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for(;;)
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{
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while(*skintext == ' ' || *skintext == '\t')
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skintext++;
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if (*skintext == '+')
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skintext++;
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else
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break;
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skintext = COM_Parse(skintext);
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Mod_ComposeSkin(com_token, &cctx);
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}
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skin->mappings[skin->nummappings].needsfree = 1;
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skin->mappings[skin->nummappings].texnums.base = cctx.diffuse;
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skin->nummappings++;
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*r_refdef.rt_destcolour[0].texname = 0;
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BE_RenderToTextureUpdate2d(true);
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}
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}
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else if (!strcmp(com_token, "geomset"))
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{
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int set;
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skintext = COM_ParseToken(skintext, NULL);
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set = atoi(com_token);
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if (com_tokentype != TTP_LINEENDING)
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{
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skintext = COM_ParseToken(skintext, NULL);
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if (set < MAX_GEOMSETS)
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skin->geomset[set] = atoi(com_token);
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}
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}
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else if (!strncmp(com_token, "tag_", 4))
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{
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//ignore it. matches q3.
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}
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else if (!strcmp(com_token, "qwskin"))
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{
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skintext = COM_ParseToken(skintext, NULL);
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Q_strncpyz(skin->qwskinname, com_token, sizeof(skin->qwskinname));
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}
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else if (!strcmp(com_token, "q1lower"))
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{
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skintext = COM_ParseToken(skintext, NULL);
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if (!strncmp(com_token, "0x", 2))
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skin->q1lower = 0xff000000|strtoul(com_token+2, NULL, 16);
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else
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skin->q1lower = atoi(com_token);
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}
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else if (!strcmp(com_token, "q1upper"))
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{
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skintext = COM_ParseToken(skintext, NULL);
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if (!strncmp(com_token, "0x", 2))
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skin->q1upper = 0xff000000|strtoul(com_token+2, NULL, 16);
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else
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skin->q1upper = atoi(com_token);
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}
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else
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{
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while(*skintext == ' ' || *skintext == '\t')
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skintext++;
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if (*skintext == ',')
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{
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Q_strncpyz(skin->mappings[skin->nummappings].surface, com_token, sizeof(skin->mappings[skin->nummappings].surface));
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skintext = COM_ParseToken(skintext+1, NULL);
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Q_strncpyz(shadername, com_token, sizeof(shadername));
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skin->mappings[skin->nummappings].shader = R_RegisterCustom (shadername, 0, Shader_DefaultSkin, NULL);
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R_BuildDefaultTexnums(NULL, skin->mappings[skin->nummappings].shader);
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skin->mappings[skin->nummappings].texnums = *skin->mappings[skin->nummappings].shader->defaulttextures;
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skin->nummappings++;
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}
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}
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if (com_tokentype == TTP_LINEENDING || !skintext)
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continue;
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nl = strchr(skintext, '\n');
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if (!nl)
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skintext = skintext+strlen(skintext);
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else
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skintext = nl+1;
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if (!*skintext)
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break;
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}
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registeredskins[id] = skin;
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return id+1;
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}
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//registers a skin. loads it if there's not one with that name already registered.
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//returns 0 if it failed.
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skinid_t Mod_RegisterSkinFile(const char *skinname)
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{
|
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char *f;
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skinid_t id;
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//block duplicates
|
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for (id = 0; id < numregisteredskins; id++)
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{
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if (!registeredskins[id])
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continue;
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if (!strcmp(skinname, registeredskins[id]->skinname))
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return id+1;
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}
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f = FS_LoadMallocFile(skinname, NULL);
|
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if (!f)
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return 0;
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id = Mod_ReadSkinFile(skinname, f);
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Z_Free(f);
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return id;
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}
|
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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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{
|
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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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float dot, d, a;
|
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|
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if (mesh->colors4f_array)
|
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{
|
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float l;
|
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int temp;
|
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int i;
|
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avec4_t *colours = mesh->colors4f_array;
|
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vec3_t *normals = mesh->normals_array;
|
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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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{
|
||
mesh->colors4f_array = NULL;
|
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return;
|
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}
|
||
|
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VectorCopy(ambientlight, ambient);
|
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VectorCopy(shadelight, shade);
|
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|
||
for (i = 0; i < 3; i++)
|
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{
|
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ambient[i] *= colormod[i];
|
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shade[i] *= colormod[i];
|
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}
|
||
|
||
|
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for (i = mesh->numvertexes-1; i >= 0; i--)
|
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{
|
||
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)
|
||
{
|
||
//don't include world lights
|
||
for (l=rtlights_first ; l<RTL_FIRST; l++)
|
||
{
|
||
if (cl_dlights[l].radius)
|
||
{
|
||
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++)
|
||
{
|
||
VectorSubtract(mesh->xyz_array[v], rel, dir);
|
||
dot = DotProduct(dir, mesh->normals_array[v]);
|
||
if (dot>0)
|
||
{
|
||
d = DotProduct(dir, dir);
|
||
a = 1/d;
|
||
if (a>0)
|
||
{
|
||
a *= 10000000*dot/sqrt(d);
|
||
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];
|
||
}
|
||
// else
|
||
// mesh->colors4f_array[v][1] = 1;
|
||
}
|
||
// else
|
||
// mesh->colors4f_array[v][2] = 1;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
#endif
|
||
/*
|
||
void GL_GAliasFlushOneSkin(char *skinname)
|
||
{
|
||
int i;
|
||
bucket_t **l;
|
||
galiascolourmapped_t *cm;
|
||
for (i = 0; i < skincolourmapped.numbuckets; i++)
|
||
{
|
||
for(l = &skincolourmapped.bucket[i]; *l; )
|
||
{
|
||
cm = (*l)->data;
|
||
if (strstr(cm->name, skinname))
|
||
{
|
||
*l = cm->bucket.next;
|
||
BZ_Free(cm);
|
||
continue;
|
||
}
|
||
l = &(*l)->next;
|
||
}
|
||
}
|
||
}*/
|
||
|
||
//final is set when the renderer is going down.
|
||
//if not set, this is mid-map, and everything should be regeneratable.
|
||
void R_GAliasFlushSkinCache(qboolean final)
|
||
{
|
||
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;
|
||
|
||
#ifdef RTLIGHTS
|
||
BZ_Free(ProjectedShadowVerts);
|
||
ProjectedShadowVerts = NULL;
|
||
numProjectedShadowVerts = 0;
|
||
|
||
BZ_Free(triangleFacing);
|
||
triangleFacing = NULL;
|
||
numFacing = 0;
|
||
#endif
|
||
|
||
Mod_WipeAllSkins(final);
|
||
}
|
||
|
||
static shader_t *GL_ChooseSkin(galiasinfo_t *inf, model_t *model, int surfnum, entity_t *e, texnums_t **forcedtex)
|
||
{
|
||
galiasskin_t *skins;
|
||
shader_t *shader;
|
||
qwskin_t *plskin = NULL;
|
||
int frame;
|
||
unsigned int subframe;
|
||
extern int cl_playerindex; //so I don't have to strcmp
|
||
|
||
unsigned int tc, bc, pc;
|
||
qboolean forced;
|
||
qboolean generateupperlower = false;
|
||
|
||
tc = e->topcolour;
|
||
bc = e->bottomcolour;
|
||
|
||
*forcedtex = NULL;
|
||
/*q3 .skin files*/
|
||
if (e->customskin)
|
||
{
|
||
skinfile_t *sk = Mod_LookupSkin(e->customskin);
|
||
if (sk)
|
||
{
|
||
int i;
|
||
if (inf->geomset < MAX_GEOMSETS && sk->geomset[inf->geomset] != inf->geomid)
|
||
return NULL; //don't allow this surface to be drawn.
|
||
for (i = 0; i < sk->nummappings; i++)
|
||
{
|
||
if (!strcmp(sk->mappings[i].surface, inf->surfacename))
|
||
{
|
||
*forcedtex = &sk->mappings[i].texnums;
|
||
return sk->mappings[i].shader;
|
||
}
|
||
}
|
||
if (!sk->qwskin && *sk->qwskinname)
|
||
sk->qwskin = Skin_Lookup(sk->qwskinname);
|
||
if (sk->q1lower != Q1UNSPECIFIED)
|
||
bc = e->bottomcolour = sk->q1lower;
|
||
if (sk->q1upper != Q1UNSPECIFIED)
|
||
tc = e->topcolour = sk->q1upper;
|
||
plskin = sk->qwskin;
|
||
}
|
||
}
|
||
else if (inf->geomset < MAX_GEOMSETS && 0 != inf->geomid)
|
||
return NULL;
|
||
|
||
|
||
/*hexen2 feature: global skins */
|
||
if (inf->numskins < e->skinnum && e->skinnum >= r_globalskin_first.ival && e->skinnum < r_globalskin_first.ival+r_globalskin_count.ival)
|
||
{
|
||
shader_t *s;
|
||
s = R_RegisterSkin(va("gfx/skin%d.lmp", e->skinnum), NULL);
|
||
if (s)
|
||
{
|
||
if (!TEXVALID(s->defaulttextures->base))
|
||
R_BuildDefaultTexnums(NULL, s);
|
||
return s;
|
||
}
|
||
}
|
||
|
||
|
||
if ((e->model->engineflags & MDLF_NOTREPLACEMENTS) && !ruleset_allow_sensitive_texture_replacements.ival)
|
||
forced = true;
|
||
else
|
||
forced = false;
|
||
|
||
if (!gl_nocolors.ival || forced)
|
||
{
|
||
if (plskin && plskin->loadstate == SKIN_LOADING)
|
||
plskin = NULL;
|
||
else if (!plskin || plskin->loadstate != SKIN_LOADED)
|
||
{
|
||
if (e->playerindex >= 0 && e->playerindex <= MAX_CLIENTS)
|
||
{
|
||
//heads don't get skinned, only players (and weaponless players), they do still get recoloured.
|
||
if (model==cl.model_precache[cl_playerindex] || model==cl.model_precache_vwep[0])
|
||
{
|
||
if (!cl.players[e->playerindex].qwskin)
|
||
Skin_Find(&cl.players[e->playerindex]);
|
||
plskin = cl.players[e->playerindex].qwskin;
|
||
}
|
||
else
|
||
plskin = NULL;
|
||
|
||
if (plskin && plskin->loadstate < SKIN_LOADED)
|
||
{
|
||
Skin_Cache8(plskin); //we're not going to use it, but make sure its status is updated when it is finally loaded..
|
||
plskin = cl.players[e->playerindex].lastskin;
|
||
}
|
||
else
|
||
cl.players[e->playerindex].lastskin = plskin;
|
||
}
|
||
else
|
||
plskin = NULL;
|
||
}
|
||
#ifdef HEXEN2
|
||
pc = e->h2playerclass;
|
||
#else
|
||
pc = 0;
|
||
#endif
|
||
|
||
if (forced || tc != TOP_DEFAULT || bc != BOTTOM_DEFAULT || plskin)
|
||
{
|
||
int inwidth, inheight;
|
||
int tinwidth, tinheight;
|
||
char *skinname;
|
||
qbyte *original;
|
||
galiascolourmapped_t *cm;
|
||
char hashname[512];
|
||
|
||
if (plskin)
|
||
{
|
||
snprintf(hashname, sizeof(hashname), "%s$%s$%i", model->name, plskin->name, surfnum);
|
||
skinname = hashname;
|
||
}
|
||
else if (surfnum)
|
||
{
|
||
snprintf(hashname, sizeof(hashname), "%s$%i", model->name, surfnum);
|
||
skinname = hashname;
|
||
}
|
||
else
|
||
skinname = model->name;
|
||
|
||
if (!skincolourmapped.numbuckets)
|
||
{
|
||
void *buckets = BZ_Malloc(Hash_BytesForBuckets(256));
|
||
memset(buckets, 0, Hash_BytesForBuckets(256));
|
||
Hash_InitTable(&skincolourmapped, 256, buckets);
|
||
}
|
||
|
||
if (!inf->numskins)
|
||
{
|
||
/*model has no skins*/
|
||
skins = NULL;
|
||
subframe = 0;
|
||
shader = NULL;
|
||
}
|
||
else
|
||
{
|
||
skins = inf->ofsskins;
|
||
if (e->skinnum >= 0 && e->skinnum < inf->numskins)
|
||
skins += e->skinnum;
|
||
|
||
if (!skins->numframes)
|
||
{
|
||
/*model has a skin, but has no framegroups*/
|
||
skins = NULL;
|
||
subframe = 0;
|
||
shader = NULL;
|
||
}
|
||
else
|
||
{
|
||
subframe = cl.time*skins->skinspeed;
|
||
subframe = subframe%skins->numframes;
|
||
|
||
shader = skins->frame[subframe].shader;
|
||
}
|
||
}
|
||
if (shader)
|
||
{
|
||
if (!plskin)
|
||
{
|
||
texnums_t *tex = shader->defaulttextures;
|
||
//do this for the loading case too, in the hope that it'll avoid generating a per-player skin at all
|
||
if ((tex->loweroverlay && (tex->loweroverlay->status == TEX_LOADING || tex->loweroverlay->status == TEX_LOADED)) ||
|
||
(tex->upperoverlay && (tex->upperoverlay->status == TEX_LOADING || tex->upperoverlay->status == TEX_LOADED)))
|
||
return shader;
|
||
}
|
||
if ((shader->flags & SHADER_HASTOPBOTTOM) && !h2playertranslations)
|
||
{ //this shader will try to do top+bottom colours. this means we can generate only a black image, with separate top+bottom textures.
|
||
tc = 0xfe000000;
|
||
bc = 0xfe000000;
|
||
generateupperlower = true;
|
||
}
|
||
}
|
||
|
||
for (cm = Hash_Get(&skincolourmapped, skinname); cm; cm = Hash_GetNext(&skincolourmapped, skinname, cm))
|
||
{
|
||
if (cm->tcolour == tc && cm->bcolour == bc && cm->skinnum == e->skinnum && cm->subframe == subframe && cm->pclass == pc)
|
||
{
|
||
*forcedtex = &cm->texnum;
|
||
if (!shader)
|
||
shader = R_RegisterSkin(skinname, NULL);
|
||
return shader;
|
||
}
|
||
}
|
||
|
||
//colourmap isn't present yet.
|
||
cm = Z_Malloc(sizeof(*cm));
|
||
*forcedtex = &cm->texnum;
|
||
Q_strncpyz(cm->name, skinname, sizeof(cm->name));
|
||
Hash_Add(&skincolourmapped, cm->name, cm, &cm->bucket);
|
||
cm->tcolour = tc;
|
||
cm->bcolour = bc;
|
||
cm->pclass = pc; //is this needed? surely it'll be baked as part of the modelname?
|
||
cm->skinnum = e->skinnum;
|
||
cm->subframe = subframe;
|
||
|
||
//q2 has no surfaces in its player models, so don't crash from that
|
||
//note that q2 should also always have a custom skin set. its not our problem (here) if it doesn't.
|
||
if (!shader)
|
||
shader = R_RegisterSkin(skinname, NULL);
|
||
|
||
cm->texnum.bump = shader->defaulttextures->bump; //can't colour bumpmapping
|
||
if (plskin)
|
||
{
|
||
/*q1 only reskins the player model, not gibbed heads (which have the same colourmap)*/
|
||
original = Skin_Cache8(plskin);
|
||
inwidth = plskin->width;
|
||
inheight = plskin->height;
|
||
|
||
if (!original && TEXLOADED(plskin->textures.base))
|
||
{
|
||
cm->texnum.loweroverlay = plskin->textures.loweroverlay;
|
||
cm->texnum.upperoverlay = plskin->textures.upperoverlay;
|
||
cm->texnum.base = plskin->textures.base;
|
||
cm->texnum.fullbright = plskin->textures.fullbright;
|
||
cm->texnum.specular = plskin->textures.specular;
|
||
cm->texnum.paletted = r_nulltex;
|
||
cm->texnum.reflectcube = r_nulltex;
|
||
cm->texnum.reflectmask = r_nulltex;
|
||
return shader;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
original = NULL;
|
||
inwidth = 0;
|
||
inheight = 0;
|
||
}
|
||
if (!original)
|
||
{
|
||
if (skins && skins->numframes && skins->frame[subframe].texels)
|
||
{
|
||
original = skins->frame[subframe].texels;
|
||
inwidth = skins->skinwidth;
|
||
inheight = skins->skinheight;
|
||
}
|
||
else
|
||
{
|
||
original = NULL;
|
||
inwidth = 0;
|
||
inheight = 0;
|
||
}
|
||
}
|
||
if (skins)
|
||
{
|
||
tinwidth = skins->skinwidth;
|
||
tinheight = skins->skinheight;
|
||
}
|
||
else
|
||
{
|
||
tinwidth = inwidth;
|
||
tinheight = inheight;
|
||
}
|
||
if (original)
|
||
{
|
||
int i, j;
|
||
unsigned translate32[256];
|
||
unsigned *pixels;
|
||
unsigned *out;
|
||
unsigned frac, fracstep;
|
||
|
||
unsigned scaled_width, scaled_height;
|
||
qbyte *inrow;
|
||
|
||
cm->texnum.base = r_nulltex;
|
||
cm->texnum.fullbright = r_nulltex;
|
||
|
||
scaled_width = gl_max_size.value < 512 ? gl_max_size.value : 512;
|
||
scaled_height = gl_max_size.value < 512 ? gl_max_size.value : 512;
|
||
|
||
//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
|
||
if (sh_config.texture_non_power_of_two)
|
||
{
|
||
scaled_width = tinwidth;
|
||
scaled_height = tinheight;
|
||
}
|
||
else
|
||
{
|
||
for (i = 0; i < 10; i++)
|
||
{
|
||
scaled_width = (1<<i);
|
||
if (scaled_width >= tinwidth)
|
||
break; //its covered
|
||
}
|
||
for (i = 0; i < 10; i++)
|
||
{
|
||
scaled_height = (1<<i);
|
||
if (scaled_height >= tinheight)
|
||
break; //its covered
|
||
}
|
||
}
|
||
|
||
if (scaled_width > gl_max_size.value)
|
||
scaled_width = gl_max_size.value; //whoops, we made it too big
|
||
if (scaled_height > gl_max_size.value)
|
||
scaled_height = gl_max_size.value; //whoops, we made it too big
|
||
|
||
if (scaled_width < 4)
|
||
scaled_width = 4;
|
||
if (scaled_height < 4)
|
||
scaled_height = 4;
|
||
|
||
#ifdef HEXEN2
|
||
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];
|
||
if (tc > 0 && (colorA[i] != 255))
|
||
{
|
||
if (tc >= 16)
|
||
{
|
||
unsigned int v = d_8to24rgbtable[colorA[i]];
|
||
v = max(max((v>>0)&0xff, (v>>8)&0xff), (v>>16)&0xff);
|
||
*((unsigned char*)&translate32[i]+0) = (((tc&0xff0000)>>16)*v)>>8;
|
||
*((unsigned char*)&translate32[i]+1) = (((tc&0x00ff00)>> 8)*v)>>8;
|
||
*((unsigned char*)&translate32[i]+2) = (((tc&0x0000ff)>> 0)*v)>>8;
|
||
*((unsigned char*)&translate32[i]+3) = 0xff;
|
||
}
|
||
else
|
||
translate32[i] = d_8to24rgbtable[sourceA[i]];
|
||
}
|
||
if (bc > 0 && (colorB[i] != 255))
|
||
{
|
||
if (bc >= 16)
|
||
{
|
||
unsigned int v = d_8to24rgbtable[colorB[i]];
|
||
v = max(max((v>>0)&0xff, (v>>8)&0xff), (v>>16)&0xff);
|
||
*((unsigned char*)&translate32[i]+0) = (((bc&0xff0000)>>16)*v)>>8;
|
||
*((unsigned char*)&translate32[i]+1) = (((bc&0x00ff00)>> 8)*v)>>8;
|
||
*((unsigned char*)&translate32[i]+2) = (((bc&0x0000ff)>> 0)*v)>>8;
|
||
*((unsigned char*)&translate32[i]+3) = 0xff;
|
||
}
|
||
else
|
||
translate32[i] = d_8to24rgbtable[sourceB[i]];
|
||
}
|
||
}
|
||
translate32[0] = 0;
|
||
}
|
||
else
|
||
#endif
|
||
{
|
||
for (i=0 ; i<256 ; i++)
|
||
translate32[i] = d_8to24rgbtable[i];
|
||
|
||
for (i = 0; i < 16; i++)
|
||
{
|
||
if (tc >= 16)
|
||
{
|
||
//assumption: row 0 is pure white.
|
||
*((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;
|
||
}
|
||
else
|
||
{
|
||
if (tc < 8)
|
||
translate32[TOP_RANGE+i] = d_8to24rgbtable[(tc<<4)+i];
|
||
else
|
||
translate32[TOP_RANGE+i] = d_8to24rgbtable[(tc<<4)+15-i];
|
||
}
|
||
if (bc >= 16)
|
||
{
|
||
*((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;
|
||
}
|
||
else
|
||
{
|
||
if (bc < 8)
|
||
translate32[BOTTOM_RANGE+i] = d_8to24rgbtable[(bc<<4)+i];
|
||
else
|
||
translate32[BOTTOM_RANGE+i] = d_8to24rgbtable[(bc<<4)+15-i];
|
||
}
|
||
}
|
||
}
|
||
|
||
pixels = malloc(sizeof(*pixels) * scaled_height*scaled_width);
|
||
out = pixels;
|
||
fracstep = tinwidth*0x10000/scaled_width;
|
||
for (i=0 ; i<scaled_height ; i++, out += scaled_width)
|
||
{
|
||
inrow = original + inwidth*(i*inheight/scaled_height);
|
||
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;
|
||
}
|
||
}
|
||
cm->texnum.base = R_LoadTexture(va("base$%x$%x$%i$%i$%i$%s", tc, bc, cm->skinnum, subframe, pc, cm->name),
|
||
scaled_width, scaled_height, h2playertranslations?TF_RGBA32:TF_RGBX32, pixels, IF_NOMIPMAP);
|
||
|
||
cm->texnum.bump = shader->defaulttextures->bump;
|
||
cm->texnum.fullbright = shader->defaulttextures->fullbright;
|
||
cm->texnum.specular = shader->defaulttextures->specular;
|
||
cm->texnum.reflectcube = shader->defaulttextures->reflectcube;
|
||
cm->texnum.reflectmask = shader->defaulttextures->reflectmask;
|
||
/*if (!h2playertranslations)
|
||
{
|
||
qboolean valid = false;
|
||
//now do the fullbrights.
|
||
out = pixels;
|
||
fracstep = tinwidth*0x10000/scaled_width;
|
||
for (i=0 ; i<scaled_height ; i++, out += scaled_width)
|
||
{
|
||
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
|
||
else
|
||
valid = true;
|
||
frac += fracstep;
|
||
}
|
||
}
|
||
if (valid)
|
||
cm->texnum.fullbright = R_LoadTexture(va("fb$%x$%x$%i$%i$%i$%s", tc, bc, cm->skinnum, subframe, pc, cm->name),
|
||
scaled_width, scaled_height, TF_RGBA32, pixels, IF_NOMIPMAP);
|
||
}*/
|
||
|
||
if (generateupperlower)
|
||
{
|
||
for (i=0 ; i<256 ; i++)
|
||
translate32[i] = 0xff000000;
|
||
for (i = 0; i < 16; i++)
|
||
translate32[TOP_RANGE+i] = d_8to24rgbtable[i];
|
||
out = pixels;
|
||
fracstep = tinwidth*0x10000/scaled_width;
|
||
for (i=0 ; i<scaled_height ; i++, out += scaled_width)
|
||
{
|
||
inrow = original + inwidth*(i*inheight/scaled_height);
|
||
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;
|
||
}
|
||
}
|
||
cm->texnum.upperoverlay = R_LoadTexture(va("up$%i$%i$%i$%s", cm->skinnum, subframe, pc, cm->name),
|
||
scaled_width, scaled_height, TF_RGBA32, pixels, IF_NOMIPMAP);
|
||
|
||
for (i=0 ; i<256 ; i++)
|
||
translate32[i] = 0xff000000;
|
||
for (i = 0; i < 16; i++)
|
||
translate32[BOTTOM_RANGE+i] = d_8to24rgbtable[i];
|
||
out = pixels;
|
||
fracstep = tinwidth*0x10000/scaled_width;
|
||
for (i=0 ; i<scaled_height ; i++, out += scaled_width)
|
||
{
|
||
inrow = original + inwidth*(i*inheight/scaled_height);
|
||
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;
|
||
}
|
||
}
|
||
cm->texnum.loweroverlay = R_LoadTexture(va("lo$%i$%i$%i$%s", cm->skinnum, subframe, pc, cm->name),
|
||
scaled_width, scaled_height, TF_RGBA32, pixels, IF_NOMIPMAP);
|
||
|
||
}
|
||
free(pixels);
|
||
}
|
||
else
|
||
{
|
||
/*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;
|
||
}
|
||
return shader;
|
||
}
|
||
}
|
||
|
||
if (!inf->numskins)
|
||
return NULL;
|
||
|
||
skins = inf->ofsskins;
|
||
if (e->skinnum >= 0 && e->skinnum < inf->numskins)
|
||
skins += e->skinnum;
|
||
else
|
||
{
|
||
if (developer.ival)
|
||
{
|
||
static int lastframe;
|
||
if (lastframe != r_framecount && lastframe != r_framecount-1) //patented anti-spam technology!... actually, I wonder if it would actually be eligable for a patent.
|
||
Con_DPrintf("Skin number out of range (%u >= %u - %s)\n", e->skinnum, inf->numskins, model->name);
|
||
lastframe = r_framecount;
|
||
}
|
||
if (!inf->numskins)
|
||
return NULL;
|
||
}
|
||
|
||
if (!skins->numframes)
|
||
return NULL;
|
||
|
||
frame = cl.time*skins->skinspeed;
|
||
frame = frame%skins->numframes;
|
||
return skins->frame[frame].shader;
|
||
}
|
||
|
||
#if defined(RTLIGHTS)
|
||
static void R_CalcFacing(mesh_t *mesh, vec3_t lightpos)
|
||
{
|
||
float *v1, *v2, *v3;
|
||
vec3_t d1, d2, norm;
|
||
|
||
int i;
|
||
|
||
index_t *indexes = mesh->indexes;
|
||
int numtris = mesh->numindexes/3;
|
||
|
||
|
||
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 void R_ProjectShadowVolume(mesh_t *mesh, vec3_t lightpos)
|
||
{
|
||
int numverts = mesh->numvertexes;
|
||
int i;
|
||
vecV_t *input = mesh->xyz_array;
|
||
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)
|
||
{
|
||
#ifdef GLQUAKE
|
||
int t;
|
||
vec3_t *proj = ProjectedShadowVerts;
|
||
vecV_t *verts = mesh->xyz_array;
|
||
index_t *indexes = mesh->indexes;
|
||
int *neighbours = mesh->trneighbors;
|
||
int numtris = mesh->numindexes/3;
|
||
|
||
qglBegin(GL_TRIANGLES);
|
||
for (t = 0; t < numtris; t++)
|
||
{
|
||
if (triangleFacing[t])
|
||
{
|
||
//draw front
|
||
qglVertex3fv(verts[indexes[t*3+0]]);
|
||
qglVertex3fv(verts[indexes[t*3+1]]);
|
||
qglVertex3fv(verts[indexes[t*3+2]]);
|
||
|
||
//draw back
|
||
qglVertex3fv(proj[indexes[t*3+1]]);
|
||
qglVertex3fv(proj[indexes[t*3+0]]);
|
||
qglVertex3fv(proj[indexes[t*3+2]]);
|
||
|
||
//draw side caps
|
||
if (neighbours[t*3+0] < 0 || !triangleFacing[neighbours[t*3+0]])
|
||
{
|
||
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]]);
|
||
}
|
||
|
||
if (neighbours[t*3+1] < 0 || !triangleFacing[neighbours[t*3+1]])
|
||
{
|
||
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]]);
|
||
}
|
||
|
||
if (neighbours[t*3+2] < 0 || !triangleFacing[neighbours[t*3+2]])
|
||
{
|
||
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]]);
|
||
}
|
||
}
|
||
}
|
||
qglEnd();
|
||
#endif
|
||
}
|
||
#endif
|
||
|
||
//true if no shading is to be used.
|
||
qboolean R_CalcModelLighting(entity_t *e, model_t *clmodel)
|
||
{
|
||
vec3_t lightdir;
|
||
int i;
|
||
vec3_t dist;
|
||
float add, m;
|
||
vec3_t shadelight, ambientlight;
|
||
|
||
if (e->light_known)
|
||
return e->light_known-1;
|
||
|
||
e->light_dir[0] = 0; e->light_dir[1] = 1; e->light_dir[2] = 0;
|
||
if (clmodel->engineflags & MDLF_FLAME || r_fullbright.ival)
|
||
{
|
||
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;
|
||
}
|
||
#ifdef HEXEN2
|
||
if ((e->drawflags & MLS_MASK) == MLS_FULLBRIGHT || (e->flags & Q2RF_FULLBRIGHT))
|
||
{
|
||
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;
|
||
}
|
||
#endif
|
||
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;
|
||
}
|
||
|
||
if (!(r_refdef.flags & RDF_NOWORLDMODEL))
|
||
{
|
||
if (e->flags & RF_WEAPONMODEL)
|
||
{
|
||
cl.worldmodel->funcs.LightPointValues(cl.worldmodel, r_refdef.vieworg, shadelight, ambientlight, lightdir);
|
||
for (i = 0; i < 3; i++)
|
||
{ /*viewmodels may not be pure black*/
|
||
if (ambientlight[i] < 24)
|
||
ambientlight[i] = 24;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
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);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
ambientlight[0] = ambientlight[1] = ambientlight[2] = shadelight[0] = shadelight[1] = shadelight[2] = 128;
|
||
lightdir[0] = 0;
|
||
lightdir[1] = 1;
|
||
lightdir[2] = 1;
|
||
}
|
||
|
||
if (!r_vertexdlights.ival && r_dynamic.ival > 0)
|
||
{
|
||
float *org = e->origin;
|
||
if (e->flags & RF_WEAPONMODEL)
|
||
org = r_refdef.vieworg;
|
||
|
||
//don't do world lights, although that might be funny
|
||
for (i=rtlights_first; i<RTL_FIRST; i++)
|
||
{
|
||
if (cl_dlights[i].radius)
|
||
{
|
||
VectorSubtract (org,
|
||
cl_dlights[i].origin,
|
||
dist);
|
||
add = cl_dlights[i].radius - Length(dist);
|
||
|
||
#ifdef RTLIGHTS
|
||
//if world lighting is on, there may be no lightmap influence even if r_dynamic is on.
|
||
if (r_shadow_realtime_world.ival)
|
||
add *= r_shadow_realtime_world_lightmaps.value;
|
||
#endif
|
||
|
||
if (add > 0)
|
||
{
|
||
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];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
m = max(max(ambientlight[0], ambientlight[1]), ambientlight[2]);
|
||
if (m > 255)
|
||
{
|
||
ambientlight[0] *= 255.0/m;
|
||
ambientlight[1] *= 255.0/m;
|
||
ambientlight[2] *= 255.0/m;
|
||
}
|
||
m = max(max(shadelight[0], shadelight[1]), shadelight[2]);
|
||
if (m > 128)
|
||
{
|
||
shadelight[0] *= 128.0/m;
|
||
shadelight[1] *= 128.0/m;
|
||
shadelight[2] *= 128.0/m;
|
||
}
|
||
|
||
//MORE HUGE HACKS! WHEN WILL THEY CEASE!
|
||
// clamp lighting so it doesn't overbright as much
|
||
// ZOID: never allow players to go totally black
|
||
if (clmodel->engineflags & MDLF_PLAYER)
|
||
{
|
||
float fb = r_fullbrightSkins.value;
|
||
if (fb > cls.allow_fbskins)
|
||
fb = cls.allow_fbskins;
|
||
if (fb < 0)
|
||
fb = 0;
|
||
if (fb)
|
||
{
|
||
extern cvar_t r_fb_models;
|
||
|
||
if (fb >= 1 && r_fb_models.value)
|
||
{
|
||
ambientlight[0] = ambientlight[1] = ambientlight[2] = 1;
|
||
shadelight[0] = shadelight[1] = shadelight[2] = 1;
|
||
|
||
e->light_known = 2;
|
||
return e->light_known-1;
|
||
}
|
||
else
|
||
{
|
||
for (i = 0; i < 3; i++)
|
||
{
|
||
ambientlight[i] = max(ambientlight[i], 8 + fb * 120);
|
||
shadelight[i] = max(shadelight[i], 8 + fb * 120);
|
||
}
|
||
}
|
||
}
|
||
for (i = 0; i < 3; i++)
|
||
{
|
||
if (ambientlight[i] < 8)
|
||
ambientlight[i] = 8;
|
||
}
|
||
}
|
||
|
||
|
||
for (i = 0; i < 3; i++)
|
||
{
|
||
if (ambientlight[i] > 128)
|
||
ambientlight[i] = 128;
|
||
|
||
shadelight[i] /= 200.0/255;
|
||
ambientlight[i] /= 200.0/255;
|
||
}
|
||
|
||
if ((e->model->flags & MF_ROTATE) && cl.hexen2pickups)
|
||
{
|
||
shadelight[0] = shadelight[1] = shadelight[2] =
|
||
ambientlight[0] = ambientlight[1] = ambientlight[2] = 128+sin(cl.servertime*4)*64;
|
||
}
|
||
#ifdef HEXEN2
|
||
if ((e->drawflags & MLS_MASK) == MLS_ABSLIGHT)
|
||
{
|
||
shadelight[0] = shadelight[1] = shadelight[2] = e->abslight;
|
||
ambientlight[0] = ambientlight[1] = ambientlight[2] = e->abslight;
|
||
}
|
||
#endif
|
||
|
||
if (e->flags & RF_WEAPONMODEL)
|
||
{
|
||
vec3_t temp;
|
||
temp[0] = DotProduct(lightdir, vpn);
|
||
temp[1] = -DotProduct(lightdir, vright);
|
||
temp[2] = DotProduct(lightdir, vup);
|
||
|
||
e->light_dir[0] = DotProduct(temp, e->axis[0]);
|
||
e->light_dir[1] = DotProduct(temp, e->axis[1]);
|
||
e->light_dir[2] = DotProduct(temp, e->axis[2]);
|
||
}
|
||
else
|
||
{
|
||
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]);
|
||
}
|
||
VectorNormalize(e->light_dir);
|
||
|
||
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;
|
||
|
||
if (e->flags & Q2RF_GLOW)
|
||
{
|
||
float scale = 1 + 0.2 * sin(cl.time*7);
|
||
VectorScale(ambientlight, scale, ambientlight);
|
||
VectorScale(shadelight, scale, shadelight);
|
||
}
|
||
|
||
VectorMA(ambientlight, 0.5, shadelight, e->light_avg);
|
||
VectorSubtract(shadelight, ambientlight, e->light_range);
|
||
|
||
e->light_known = 1;
|
||
return e->light_known-1;
|
||
}
|
||
|
||
void R_GAlias_DrawBatch(batch_t *batch)
|
||
{
|
||
entity_t *e;
|
||
|
||
galiasinfo_t *inf;
|
||
model_t *clmodel;
|
||
int surfnum;
|
||
|
||
static mesh_t mesh;
|
||
static mesh_t *meshl = &mesh;
|
||
|
||
// qboolean needrecolour;
|
||
// qboolean nolightdir;
|
||
|
||
e = batch->ent;
|
||
clmodel = e->model;
|
||
|
||
currententity = e;
|
||
/*nolightdir =*/ R_CalcModelLighting(e, clmodel);
|
||
|
||
inf = Mod_Extradata (clmodel);
|
||
if (inf)
|
||
{
|
||
memset(&mesh, 0, sizeof(mesh));
|
||
for(surfnum=0; inf; inf=inf->nextsurf, surfnum++)
|
||
{
|
||
if (batch->surf_first == surfnum)
|
||
{
|
||
/*needrecolour =*/ Alias_GAliasBuildMesh(&mesh, &batch->vbo, inf, surfnum, e, batch->shader->prog && (batch->shader->prog->supportedpermutations & PERMUTATION_SKELETAL));
|
||
batch->mesh = &meshl;
|
||
if (!mesh.numindexes)
|
||
{
|
||
batch->meshes = 0; //something went screwy
|
||
batch->mesh = NULL;
|
||
}
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
batch->meshes = 0;
|
||
Con_Printf("Broken model surfaces mid-frame\n");
|
||
return;
|
||
}
|
||
|
||
void R_GAlias_GenerateBatches(entity_t *e, batch_t **batches)
|
||
{
|
||
galiasinfo_t *inf;
|
||
model_t *clmodel;
|
||
shader_t *shader, *regshader;
|
||
batch_t *b;
|
||
int surfnum, j;
|
||
shadersort_t sort;
|
||
|
||
texnums_t *skin;
|
||
|
||
if ((r_refdef.externalview || r_refdef.recurse) && e->flags & RF_WEAPONMODEL)
|
||
return;
|
||
|
||
clmodel = e->model;
|
||
/*switch model if we're the player model, and the player skin says a new model*/
|
||
{
|
||
extern int cl_playerindex;
|
||
if (e->playerindex >= 0 && e->model == cl.model_precache[cl_playerindex])
|
||
{
|
||
clmodel = cl.players[e->playerindex].model;
|
||
if (!clmodel || clmodel->type != mod_alias)
|
||
clmodel = e->model; //oops, never mind
|
||
}
|
||
}
|
||
|
||
if (!(e->flags & RF_WEAPONMODEL)
|
||
#ifdef SKELETALMODELS
|
||
&& !e->framestate.bonestate
|
||
#endif
|
||
)
|
||
{
|
||
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 = Mod_Extradata (clmodel);
|
||
|
||
for(surfnum=0; inf; inf=inf->nextsurf, surfnum++)
|
||
{
|
||
regshader = GL_ChooseSkin(inf, clmodel, surfnum, e, &skin);
|
||
if (!regshader)
|
||
continue;
|
||
skin = skin?skin:NULL;
|
||
shader = e->forcedshader?e->forcedshader:regshader;
|
||
if (shader)
|
||
{
|
||
b = BE_GetTempBatch();
|
||
if (!b)
|
||
break;
|
||
|
||
b->buildmeshes = R_GAlias_DrawBatch;
|
||
b->ent = e;
|
||
#ifdef Q3BSPS
|
||
b->fog = Mod_FogForOrigin(cl.worldmodel, e->origin);
|
||
#endif
|
||
b->mesh = NULL;
|
||
b->firstmesh = 0;
|
||
b->meshes = 1;
|
||
b->skin = skin;
|
||
b->texture = NULL;
|
||
b->shader = shader;
|
||
for (j = 0; j < MAXRLIGHTMAPS; j++)
|
||
b->lightmap[j] = -1;
|
||
b->surf_first = surfnum;
|
||
b->flags = 0;
|
||
sort = shader->sort;
|
||
if (e->flags & RF_FORCECOLOURMOD)
|
||
b->flags |= BEF_FORCECOLOURMOD;
|
||
if (e->flags & RF_ADDITIVE)
|
||
{
|
||
b->flags |= BEF_FORCEADDITIVE;
|
||
if (sort < SHADER_SORT_ADDITIVE)
|
||
sort = SHADER_SORT_ADDITIVE;
|
||
}
|
||
if (e->flags & RF_TRANSLUCENT)
|
||
{
|
||
b->flags |= BEF_FORCETRANSPARENT;
|
||
if (SHADER_SORT_PORTAL < sort && sort < SHADER_SORT_BLEND)
|
||
sort = SHADER_SORT_BLEND;
|
||
}
|
||
#ifdef HEXEN2
|
||
else if (e->drawflags & DRF_TRANSLUCENT)
|
||
{
|
||
b->flags |= BEF_FORCETRANSPARENT;
|
||
if (SHADER_SORT_PORTAL < sort && sort < SHADER_SORT_BLEND)
|
||
sort = SHADER_SORT_BLEND;
|
||
e->shaderRGBAf[3] = r_wateralpha.value;
|
||
}
|
||
#endif
|
||
if (e->flags & RF_NODEPTHTEST)
|
||
{
|
||
b->flags |= BEF_FORCENODEPTH;
|
||
if (sort < SHADER_SORT_NEAREST)
|
||
sort = SHADER_SORT_NEAREST;
|
||
}
|
||
if (e->flags & RF_NOSHADOW)
|
||
b->flags |= BEF_NOSHADOWS;
|
||
b->vbo = NULL;
|
||
b->next = batches[sort];
|
||
batches[sort] = b;
|
||
}
|
||
}
|
||
}
|
||
|
||
#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;
|
||
for (j = 0; j < MAXRLIGHTMAPS; j++)
|
||
b->lightmap[j] = -1;
|
||
b->surf_first = surfnum;
|
||
b->flags = 0;
|
||
b->vbo = NULL;
|
||
b->next = batches[shader->sort];
|
||
batches[shader->sort] = b;
|
||
}
|
||
}
|
||
#endif
|
||
|
||
//returns the rotated offset of the two points in result
|
||
void RotateLightVector(const vec3_t *axis, const vec3_t origin, const vec3_t lightpoint, vec3_t result)
|
||
{
|
||
vec3_t offs;
|
||
|
||
offs[0] = lightpoint[0] - origin[0];
|
||
offs[1] = lightpoint[1] - origin[1];
|
||
offs[2] = lightpoint[2] - origin[2];
|
||
|
||
result[0] = DotProduct (offs, axis[0]);
|
||
result[1] = DotProduct (offs, axis[1]);
|
||
result[2] = DotProduct (offs, axis[2]);
|
||
}
|
||
|
||
#if defined(RTLIGHTS)
|
||
/*
|
||
static void GL_LightMesh (mesh_t *mesh, vec3_t lightpos, vec3_t colours, float radius)
|
||
{
|
||
vec3_t dir;
|
||
int i;
|
||
float dot, d, f, a;
|
||
|
||
vecV_t *xyz = mesh->xyz_array;
|
||
vec3_t *normals = mesh->normals_array;
|
||
vec4_t *out = mesh->colors4f_array;
|
||
|
||
if (!out)
|
||
return; //urm..
|
||
|
||
if (normals)
|
||
{
|
||
for (i = 0; i < mesh->numvertexes; i++)
|
||
{
|
||
VectorSubtract(lightpos, xyz[i], dir);
|
||
dot = DotProduct(dir, normals[i]);
|
||
if (dot > 0)
|
||
{
|
||
d = DotProduct(dir, dir)/radius;
|
||
a = 1/d;
|
||
if (a>0)
|
||
{
|
||
a *= dot/sqrt(d);
|
||
f = a*colours[0];
|
||
out[i][0] = f;
|
||
|
||
f = a*colours[1];
|
||
out[i][1] = f;
|
||
|
||
f = a*colours[2];
|
||
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;
|
||
}
|
||
out[i][3] = 1;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
for (i = 0; i < mesh->numvertexes; i++)
|
||
{
|
||
VectorSubtract(lightpos, xyz[i], dir);
|
||
out[i][0] = colours[0];
|
||
out[i][1] = colours[1];
|
||
out[i][2] = colours[2];
|
||
out[i][3] = 1;
|
||
}
|
||
}
|
||
}
|
||
*/
|
||
|
||
//courtesy of DP
|
||
static void R_BuildBumpVectors(const float *v0, const float *v1, const float *v2, const float *tc0, const float *tc1, const float *tc2, float *fte_restrict svector3f, float *fte_restrict tvector3f, float *fte_restrict normal3f)
|
||
{
|
||
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);
|
||
}
|
||
}
|
||
|
||
#if 0
|
||
//courtesy of DP
|
||
void R_AliasGenerateTextureVectors(mesh_t *mesh, float *fte_restrict normal3f, float *fte_restrict svector3f, float *fte_restrict tvector3f)
|
||
{
|
||
int i;
|
||
float sdir[3], tdir[3], normal[3], *v;
|
||
index_t *e;
|
||
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);
|
||
}
|
||
#endif
|
||
|
||
//calculate S+T vectors without also breaking the normals
|
||
void R_Generate_Mesh_ST_Vectors(mesh_t *mesh)
|
||
{
|
||
int i;
|
||
vec3_t sdir, tdir, normal, *s, *t, *n;
|
||
index_t *e;
|
||
vecV_t *vertex3f = mesh->xyz_array;
|
||
vec2_t *texcoord2f = mesh->st_array;
|
||
vec3_t *normal3f = mesh->normals_array;
|
||
vec3_t *fte_restrict svector3f = mesh->snormals_array;
|
||
vec3_t *fte_restrict tvector3f = mesh->tnormals_array;
|
||
float frac;
|
||
// clear the vectors
|
||
memset(svector3f, 0, mesh->numvertexes * sizeof(float[3]));
|
||
memset(tvector3f, 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]], vertex3f[e[1]], vertex3f[e[2]], texcoord2f[e[0]], texcoord2f[e[1]], texcoord2f[e[2]], sdir, tdir, normal);
|
||
// if (!areaweighting)
|
||
// {
|
||
// VectorNormalize(sdir);
|
||
// VectorNormalize(tdir);
|
||
// }
|
||
for (i = 0;i < 3;i++)
|
||
VectorAdd(svector3f[e[i]], sdir, svector3f[e[i]]);
|
||
for (i = 0;i < 3;i++)
|
||
VectorAdd(tvector3f[e[i]], tdir, tvector3f[e[i]]);
|
||
}
|
||
for (i = 0, s = svector3f, t = tvector3f, n = normal3f;i < mesh->numvertexes;i++, s++, t++, n++)
|
||
{
|
||
frac = -DotProduct(*s, *n);
|
||
VectorMA(*s, frac, *n, *s);
|
||
VectorNormalize(*s);
|
||
|
||
frac = -DotProduct(*t, *n);
|
||
VectorMA(*t, frac, *n, *t);
|
||
VectorNormalize(*t);
|
||
}
|
||
}
|
||
|
||
//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;
|
||
int surfnum = 0;
|
||
|
||
if (qrenderer != QR_OPENGL)
|
||
return;
|
||
|
||
if (clmodel->engineflags & (MDLF_FLAME | MDLF_BOLT))
|
||
return;
|
||
if (r_noaliasshadows.ival)
|
||
return;
|
||
|
||
// if (e->shaderRGBAf[3] < 0.5)
|
||
// return;
|
||
|
||
RotateLightVector((void *)e->axis, e->origin, lightpos, lightorg);
|
||
|
||
if (Length(lightorg) > radius + clmodel->radius)
|
||
return;
|
||
|
||
BE_SelectEntity(e);
|
||
|
||
inf = Mod_Extradata (clmodel);
|
||
while(inf)
|
||
{
|
||
if (inf->ofs_trineighbours)
|
||
{
|
||
Alias_GAliasBuildMesh(&mesh, NULL, inf, surfnum, e, false);
|
||
R_CalcFacing(&mesh, lightorg);
|
||
R_ProjectShadowVolume(&mesh, lightorg);
|
||
R_DrawShadowVolume(&mesh);
|
||
}
|
||
|
||
inf = inf->nextsurf;
|
||
|
||
surfnum++;
|
||
}
|
||
}
|
||
#endif
|
||
|
||
|
||
|
||
|
||
|
||
#if 0
|
||
static int R_FindTriangleWithEdge ( index_t *indexes, int numtris, index_t start, index_t end, int ignore)
|
||
{
|
||
int i;
|
||
int match, count;
|
||
|
||
count = 0;
|
||
match = -1;
|
||
|
||
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;
|
||
}
|
||
#endif
|
||
|
||
#if 0
|
||
static void R_BuildTriangleNeighbours ( int *neighbours, index_t *indexes, int numtris )
|
||
{
|
||
int i, *n;
|
||
index_t *index;
|
||
|
||
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);
|
||
}
|
||
}
|
||
#endif
|
||
|
||
|
||
|
||
|
||
#if 0
|
||
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);
|
||
}
|
||
}
|
||
}
|
||
#endif
|
||
#endif
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
#if defined(Q2CLIENT) || defined(Q3CLIENT)
|
||
//q3 lightning gun / q3 railgun / q2 beams
|
||
static void R_Beam_GenerateTrisoup(entity_t *e, int bemode)
|
||
{
|
||
float lightmap;
|
||
unsigned int batchflags = 0;
|
||
vecV_t *xyz;
|
||
vec2_t *st;
|
||
vec4_t *rgba;
|
||
scenetris_t *t;
|
||
shader_t *shader = NULL;
|
||
float scale, length;
|
||
vec3_t dir, v, cr;
|
||
|
||
shader = e->forcedshader;
|
||
if (!shader)
|
||
shader = R_RegisterShader("q2beam", SUF_NONE,
|
||
"{\n"
|
||
"{\n"
|
||
"map $whiteimage\n"
|
||
"rgbgen vertex\n"
|
||
"alphagen vertex\n"
|
||
"blendfunc blend\n"
|
||
"}\n"
|
||
"}\n"
|
||
);
|
||
|
||
batchflags = 0;
|
||
// if (e->flags & RF_NOSHADOW)
|
||
batchflags |= BEF_NOSHADOWS;
|
||
if (e->flags & RF_ADDITIVE)
|
||
batchflags |= BEF_FORCEADDITIVE;
|
||
if (e->flags & RF_TRANSLUCENT)
|
||
batchflags |= BEF_FORCETRANSPARENT;
|
||
if (e->flags & RF_NODEPTHTEST)
|
||
batchflags |= BEF_FORCENODEPTH;
|
||
if (e->flags & RF_FORCECOLOURMOD)
|
||
batchflags |= BEF_FORCECOLOURMOD;
|
||
if (shader->flags & SHADER_NODLIGHT)
|
||
batchflags |= BEF_NODLIGHT;
|
||
|
||
if ((batchflags & BEF_NODLIGHT) || (shader->flags & SHADER_NODLIGHT) || bemode != BEM_STANDARD)
|
||
{
|
||
//unlit sprites are just fullbright
|
||
lightmap = 1;
|
||
}
|
||
else
|
||
{
|
||
#ifdef RTLIGHTS
|
||
extern cvar_t r_shadow_realtime_world_lightmaps;
|
||
//lit sprites need to sample the world lighting. with rtlights that generally means they're 0.
|
||
if (r_shadow_realtime_world.ival)
|
||
lightmap = r_shadow_realtime_world_lightmaps.value;
|
||
else
|
||
#endif
|
||
lightmap = 1;
|
||
}
|
||
|
||
if (cl_numstris && cl_stris[cl_numstris-1].shader == shader && cl_stris[cl_numstris-1].flags == batchflags)
|
||
t = &cl_stris[cl_numstris-1];
|
||
else
|
||
{
|
||
if (cl_numstris == cl_maxstris)
|
||
{
|
||
cl_maxstris += 8;
|
||
cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris);
|
||
}
|
||
t = &cl_stris[cl_numstris++];
|
||
t->shader = shader;
|
||
t->numidx = 0;
|
||
t->numvert = 0;
|
||
t->firstidx = cl_numstrisidx;
|
||
t->firstvert = cl_numstrisvert;
|
||
t->flags = batchflags;
|
||
}
|
||
|
||
if (cl_numstrisidx+6 > cl_maxstrisidx)
|
||
{
|
||
cl_maxstrisidx=cl_numstrisidx+6 + 64;
|
||
cl_strisidx = BZ_Realloc(cl_strisidx, sizeof(*cl_strisidx)*cl_maxstrisidx);
|
||
}
|
||
if (cl_numstrisvert+4 > cl_maxstrisvert)
|
||
{
|
||
cl_maxstrisvert+=64;
|
||
cl_strisvertv = BZ_Realloc(cl_strisvertv, sizeof(*cl_strisvertv)*cl_maxstrisvert);
|
||
cl_strisvertt = BZ_Realloc(cl_strisvertt, sizeof(*cl_strisvertt)*cl_maxstrisvert);
|
||
cl_strisvertc = BZ_Realloc(cl_strisvertc, sizeof(*cl_strisvertc)*cl_maxstrisvert);
|
||
}
|
||
|
||
xyz = &cl_strisvertv[cl_numstrisvert];
|
||
st = &cl_strisvertt[cl_numstrisvert];
|
||
rgba = &cl_strisvertc[cl_numstrisvert];
|
||
|
||
cl_strisidx[cl_numstrisidx++] = t->numvert+0;
|
||
cl_strisidx[cl_numstrisidx++] = t->numvert+1;
|
||
cl_strisidx[cl_numstrisidx++] = t->numvert+2;
|
||
cl_strisidx[cl_numstrisidx++] = t->numvert+0;
|
||
cl_strisidx[cl_numstrisidx++] = t->numvert+2;
|
||
cl_strisidx[cl_numstrisidx++] = t->numvert+3;
|
||
t->numidx += 6;
|
||
t->numvert += 4;
|
||
cl_numstrisvert += 4;
|
||
|
||
scale = e->scale*5;
|
||
if (!scale)
|
||
scale = 5;
|
||
|
||
if (shader->flags & SHADER_CULL_FRONT)
|
||
scale *= -1;
|
||
|
||
VectorSubtract(e->origin, e->oldorigin, dir);
|
||
length = Length(dir);
|
||
|
||
Vector2Set(st[0], 0, 1);
|
||
Vector2Set(st[1], 0, 0);
|
||
Vector2Set(st[2], length/128, 0);
|
||
Vector2Set(st[3], length/128, 1);
|
||
|
||
VectorSubtract(r_refdef.vieworg, e->origin, v);
|
||
CrossProduct(v, dir, cr);
|
||
VectorNormalize(cr);
|
||
|
||
VectorMA(e->origin, -scale/2, cr, xyz[0]);
|
||
VectorMA(e->origin, scale/2, cr, xyz[1]);
|
||
|
||
VectorSubtract(r_refdef.vieworg, e->oldorigin, v);
|
||
CrossProduct(v, dir, cr);
|
||
VectorNormalize(cr);
|
||
|
||
VectorMA(e->oldorigin, scale/2, cr, xyz[2]);
|
||
VectorMA(e->oldorigin, -scale/2, cr, xyz[3]);
|
||
|
||
if (e->shaderRGBAf[0] != 0 || e->shaderRGBAf[1] != 0 || e->shaderRGBAf[2] != 0 || (batchflags & BEF_FORCECOLOURMOD))
|
||
{
|
||
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;
|
||
}
|
||
else
|
||
{
|
||
e->shaderRGBAf[0] = 1;
|
||
e->shaderRGBAf[1] = 1;
|
||
e->shaderRGBAf[2] = 1;
|
||
}
|
||
|
||
VectorScale(e->shaderRGBAf, lightmap, rgba[0]);
|
||
rgba[0][3] = e->shaderRGBAf[3];
|
||
Vector4Copy(rgba[0], rgba[1]);
|
||
Vector4Copy(rgba[0], rgba[2]);
|
||
Vector4Copy(rgba[0], rgba[3]);
|
||
}
|
||
#endif
|
||
|
||
static void R_Sprite_GenerateTrisoup(entity_t *e, int bemode)
|
||
{
|
||
vec3_t point;
|
||
mspriteframe_t genframe;
|
||
vec3_t spraxis[3];
|
||
msprite_t *psprite;
|
||
vec3_t sprorigin;
|
||
unsigned int sprtype;
|
||
float lightmap;
|
||
unsigned int batchflags = 0;
|
||
vecV_t *xyz;
|
||
vec2_t *st;
|
||
vec4_t *rgba;
|
||
scenetris_t *t;
|
||
|
||
shader_t *shader = NULL;
|
||
mspriteframe_t *frame;
|
||
|
||
if (!e->model || e->model->type != mod_sprite || e->forcedshader)
|
||
{
|
||
frame = NULL;
|
||
shader = e->forcedshader;
|
||
if (!shader)
|
||
shader = R_RegisterShader("q2beam", SUF_NONE,
|
||
"{\n"
|
||
"{\n"
|
||
"map $whiteimage\n"
|
||
"rgbgen vertex\n"
|
||
"alphagen vertex\n"
|
||
"blendfunc blend\n"
|
||
"}\n"
|
||
"}\n"
|
||
);
|
||
}
|
||
else
|
||
{
|
||
if (!(e->flags & RF_WEAPONMODEL))
|
||
{
|
||
if (R_CullEntityBox (e, e->model->mins, e->model->maxs))
|
||
return;
|
||
#ifdef RTLIGHTS
|
||
if (BE_LightCullModel(e->origin, e->model))
|
||
return;
|
||
}
|
||
else
|
||
{
|
||
if (BE_LightCullModel(r_origin, e->model))
|
||
return;
|
||
#endif
|
||
}
|
||
|
||
// don't even bother culling, because it's just a single
|
||
// polygon without a surface cache
|
||
frame = R_GetSpriteFrame(e);
|
||
shader = frame->shader;
|
||
}
|
||
|
||
batchflags = 0;
|
||
// if (e->flags & RF_NOSHADOW)
|
||
batchflags |= BEF_NOSHADOWS;
|
||
if (e->flags & RF_ADDITIVE)
|
||
batchflags |= BEF_FORCEADDITIVE;
|
||
if (e->flags & RF_TRANSLUCENT)
|
||
batchflags |= BEF_FORCETRANSPARENT;
|
||
if (e->flags & RF_NODEPTHTEST)
|
||
batchflags |= BEF_FORCENODEPTH;
|
||
if (e->flags & RF_FORCECOLOURMOD)
|
||
batchflags |= BEF_FORCECOLOURMOD;
|
||
if (shader->flags & SHADER_NODLIGHT)
|
||
batchflags |= BEF_NODLIGHT;
|
||
// if (shader->flags & RF_TWOSIDED)
|
||
// batchflags |= BEF_FORCETWOSIDED;
|
||
|
||
if ((batchflags & BEF_NODLIGHT) || (shader->flags & SHADER_NODLIGHT) || bemode != BEM_STANDARD)
|
||
{
|
||
//unlit sprites are just fullbright
|
||
lightmap = 1;
|
||
}
|
||
else
|
||
{
|
||
#ifdef RTLIGHTS
|
||
extern cvar_t r_shadow_realtime_world_lightmaps;
|
||
//lit sprites need to sample the world lighting. with rtlights that generally means they're 0.
|
||
if (r_shadow_realtime_world.ival)
|
||
lightmap = r_shadow_realtime_world_lightmaps.value;
|
||
else
|
||
#endif
|
||
lightmap = 1;
|
||
}
|
||
|
||
if ((e->flags & RF_WEAPONMODEL) && r_refdef.playerview->viewentity > 0)
|
||
{
|
||
sprorigin[0] = r_refdef.playerview->vw_origin[0];
|
||
sprorigin[1] = r_refdef.playerview->vw_origin[1];
|
||
sprorigin[2] = r_refdef.playerview->vw_origin[2];
|
||
VectorMA(sprorigin, e->origin[0], r_refdef.playerview->vw_axis[0], sprorigin);
|
||
VectorMA(sprorigin, e->origin[1], r_refdef.playerview->vw_axis[1], sprorigin);
|
||
VectorMA(sprorigin, e->origin[2], r_refdef.playerview->vw_axis[2], sprorigin);
|
||
VectorMA(sprorigin, 12, vpn, sprorigin);
|
||
|
||
batchflags |= BEF_FORCENODEPTH;
|
||
}
|
||
else
|
||
VectorCopy(e->origin, sprorigin);
|
||
|
||
|
||
if (cl_numstris && cl_stris[cl_numstris-1].shader == shader && cl_stris[cl_numstris-1].flags == batchflags)
|
||
t = &cl_stris[cl_numstris-1];
|
||
else
|
||
{
|
||
if (cl_numstris == cl_maxstris)
|
||
{
|
||
cl_maxstris += 8;
|
||
cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris);
|
||
}
|
||
t = &cl_stris[cl_numstris++];
|
||
t->shader = shader;
|
||
t->numidx = 0;
|
||
t->numvert = 0;
|
||
t->firstidx = cl_numstrisidx;
|
||
t->firstvert = cl_numstrisvert;
|
||
t->flags = batchflags;
|
||
}
|
||
|
||
if (cl_numstrisidx+6 > cl_maxstrisidx)
|
||
{
|
||
cl_maxstrisidx=cl_numstrisidx+6 + 64;
|
||
cl_strisidx = BZ_Realloc(cl_strisidx, sizeof(*cl_strisidx)*cl_maxstrisidx);
|
||
}
|
||
if (cl_numstrisvert+4 > cl_maxstrisvert)
|
||
{
|
||
cl_maxstrisvert+=64;
|
||
cl_strisvertv = BZ_Realloc(cl_strisvertv, sizeof(*cl_strisvertv)*cl_maxstrisvert);
|
||
cl_strisvertt = BZ_Realloc(cl_strisvertt, sizeof(*cl_strisvertt)*cl_maxstrisvert);
|
||
cl_strisvertc = BZ_Realloc(cl_strisvertc, sizeof(*cl_strisvertc)*cl_maxstrisvert);
|
||
}
|
||
|
||
xyz = &cl_strisvertv[cl_numstrisvert];
|
||
st = &cl_strisvertt[cl_numstrisvert];
|
||
rgba = &cl_strisvertc[cl_numstrisvert];
|
||
|
||
cl_strisidx[cl_numstrisidx++] = t->numvert+0;
|
||
cl_strisidx[cl_numstrisidx++] = t->numvert+1;
|
||
cl_strisidx[cl_numstrisidx++] = t->numvert+2;
|
||
cl_strisidx[cl_numstrisidx++] = t->numvert+0;
|
||
cl_strisidx[cl_numstrisidx++] = t->numvert+2;
|
||
cl_strisidx[cl_numstrisidx++] = t->numvert+3;
|
||
t->numidx += 6;
|
||
t->numvert += 4;
|
||
cl_numstrisvert += 4;
|
||
|
||
if (!frame)
|
||
{
|
||
genframe.down = genframe.left = -1;
|
||
genframe.up = 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
|
||
psprite = e->model->meshinfo;
|
||
sprtype = psprite->type;
|
||
}
|
||
|
||
switch(sprtype)
|
||
{
|
||
case SPR_ORIENTED:
|
||
// bullet marks on walls
|
||
if ((e->flags & RF_WEAPONMODEL) && r_refdef.playerview->viewentity > 0)
|
||
{
|
||
vec3_t ea[3];
|
||
AngleVectors (e->angles, ea[0], ea[1], ea[2]);
|
||
Matrix3_Multiply(ea, r_refdef.playerview->vw_axis, spraxis);
|
||
}
|
||
else
|
||
AngleVectors (e->angles, spraxis[0], spraxis[1], spraxis[2]);
|
||
break;
|
||
|
||
case SPR_FACING_UPRIGHT:
|
||
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]);
|
||
break;
|
||
case SPR_VP_PARALLEL_UPRIGHT:
|
||
spraxis[2][0] = 0;spraxis[2][1] = 0;spraxis[2][2]=1;
|
||
VectorCopy (vright, spraxis[1]);
|
||
break;
|
||
|
||
default:
|
||
case SPR_VP_PARALLEL:
|
||
//normal sprite
|
||
VectorCopy(vup, spraxis[2]);
|
||
VectorCopy(vright, spraxis[1]);
|
||
break;
|
||
}
|
||
if (e->scale)
|
||
{
|
||
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;
|
||
}
|
||
|
||
if (e->shaderRGBAf[0] != 0 || e->shaderRGBAf[1] != 0 || e->shaderRGBAf[2] != 0 || (batchflags & BEF_FORCECOLOURMOD))
|
||
{
|
||
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;
|
||
}
|
||
else
|
||
{
|
||
e->shaderRGBAf[0] = 1;
|
||
e->shaderRGBAf[1] = 1;
|
||
e->shaderRGBAf[2] = 1;
|
||
}
|
||
|
||
VectorScale(e->shaderRGBAf, lightmap, rgba[0]);
|
||
rgba[0][3] = e->shaderRGBAf[3];
|
||
Vector4Copy(rgba[0], rgba[1]);
|
||
Vector4Copy(rgba[0], rgba[2]);
|
||
Vector4Copy(rgba[0], rgba[3]);
|
||
|
||
Vector2Set(st[0], 0, 1);
|
||
Vector2Set(st[1], 0, 0);
|
||
Vector2Set(st[2], 1, 0);
|
||
Vector2Set(st[3], 1, 1);
|
||
|
||
VectorMA (sprorigin, frame->down, spraxis[2], point);
|
||
VectorMA (point, frame->left, spraxis[1], xyz[0]);
|
||
|
||
VectorMA (sprorigin, frame->up, spraxis[2], point);
|
||
VectorMA (point, frame->left, spraxis[1], xyz[1]);
|
||
|
||
VectorMA (sprorigin, frame->up, spraxis[2], point);
|
||
VectorMA (point, frame->right, spraxis[1], xyz[2]);
|
||
|
||
VectorMA (sprorigin, frame->down, spraxis[2], point);
|
||
VectorMA (point, frame->right, spraxis[1], xyz[3]);
|
||
}
|
||
|
||
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[0] = 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;
|
||
}
|
||
static void BE_GenPolyBatches(batch_t **batches)
|
||
{
|
||
shader_t *shader = NULL;
|
||
batch_t *b;
|
||
unsigned int i = cl_numstris, j;
|
||
unsigned int sort;
|
||
|
||
while (i-- > 0)
|
||
{
|
||
if (!cl_stris[i].numidx)
|
||
continue;
|
||
|
||
b = BE_GetTempBatch();
|
||
if (!b)
|
||
return;
|
||
|
||
shader = cl_stris[i].shader;
|
||
if (!shader)
|
||
continue;
|
||
|
||
b->buildmeshes = R_DB_Poly;
|
||
b->ent = &r_worldentity;
|
||
b->mesh = NULL;
|
||
b->firstmesh = 0;
|
||
b->meshes = 1;
|
||
b->skin = NULL;
|
||
b->texture = NULL;
|
||
b->shader = shader;
|
||
for (j = 0; j < MAXRLIGHTMAPS; j++)
|
||
b->lightmap[j] = -1;
|
||
b->surf_first = i;
|
||
b->flags = cl_stris[i].flags;
|
||
b->vbo = 0;
|
||
|
||
sort = shader->sort;
|
||
if ((b->flags & BEF_FORCEADDITIVE) && sort < SHADER_SORT_ADDITIVE)
|
||
sort = SHADER_SORT_ADDITIVE;
|
||
if ((b->flags & BEF_FORCETRANSPARENT) && SHADER_SORT_PORTAL < sort && sort < SHADER_SORT_BLEND)
|
||
sort = SHADER_SORT_BLEND;
|
||
if ((b->flags & BEF_FORCENODEPTH) && sort < SHADER_SORT_BANNER)
|
||
sort = SHADER_SORT_BANNER;
|
||
|
||
b->next = batches[sort];
|
||
batches[sort] = b;
|
||
}
|
||
}
|
||
void R_HalfLife_GenerateBatches(entity_t *e, batch_t **batches);
|
||
void BE_GenModelBatches(batch_t **batches, const dlight_t *dl, unsigned int bemode)
|
||
{
|
||
int i;
|
||
entity_t *ent;
|
||
model_t *emodel;
|
||
unsigned int orig_numstris = cl_numstris;
|
||
unsigned int orig_numvisedicts = cl_numvisedicts;
|
||
// unsigned int orig_numstrisidx = cl_numstrisidx;
|
||
// unsigned int orig_numstrisvert = cl_numstrisvert;
|
||
|
||
/*clear the batch list*/
|
||
for (i = 0; i < SHADER_SORT_COUNT; i++)
|
||
batches[i] = NULL;
|
||
|
||
#if defined(TERRAIN)
|
||
if (cl.worldmodel && cl.worldmodel->terrain && !(r_refdef.flags & RDF_NOWORLDMODEL))
|
||
Terr_DrawTerrainModel(batches, &r_worldentity);
|
||
#endif
|
||
|
||
R_Clutter_Emit(batches);
|
||
|
||
if (!r_drawentities.ival)
|
||
return;
|
||
|
||
if (bemode == BEM_STANDARD)
|
||
{
|
||
#ifndef CLIENTONLY
|
||
SV_AddDebugPolygons();
|
||
#endif
|
||
|
||
//the alias cache is a backend thing that provides support for multiple entities using the same skeleton.
|
||
//thus it needs to be cleared so that it won't reuse the cache over multiple frames.
|
||
Alias_FlushCache();
|
||
}
|
||
|
||
// draw sprites seperately, because of alpha blending
|
||
for (i=0 ; i<cl_numvisedicts ; i++)
|
||
{
|
||
ent = &cl_visedicts[i];
|
||
|
||
if (!r_refdef.externalview && (ent->flags & RF_EXTERNALMODEL))
|
||
continue;
|
||
|
||
#ifdef RTLIGHTS
|
||
if (bemode == BEM_STENCIL || bemode == BEM_DEPTHONLY)
|
||
{
|
||
if (ent->flags & (RF_NOSHADOW | RF_ADDITIVE | RF_NODEPTHTEST | RF_TRANSLUCENT)) //noshadow often isn't enough for legacy content.
|
||
continue;
|
||
if (ent->flags & RF_EXTERNALMODEL && !r_shadow_playershadows.ival) //noshadow often isn't enough for legacy content.
|
||
continue;
|
||
if (ent->keynum == dl->key && ent->keynum) //shadows are not cast from the entity that owns the light. it is expected to be inside.
|
||
continue;
|
||
if (ent->model && ent->model->engineflags & MDLF_FLAME)
|
||
continue;
|
||
}
|
||
#endif
|
||
|
||
switch(ent->rtype)
|
||
{
|
||
case RT_MODEL:
|
||
default:
|
||
emodel = ent->model;
|
||
if (!emodel)
|
||
continue;
|
||
if (emodel->loadstate == MLS_NOTLOADED)
|
||
{
|
||
if (!Mod_LoadModel(emodel, MLV_WARN))
|
||
continue;
|
||
}
|
||
if (emodel->loadstate != MLS_LOADED)
|
||
continue;
|
||
|
||
if (cl.lerpents && (cls.allow_anyparticles)) //allowed or static
|
||
{
|
||
if (gl_part_flame.value)
|
||
{
|
||
if (ent->model->engineflags & MDLF_EMITREPLACE)
|
||
continue;
|
||
}
|
||
}
|
||
|
||
if (emodel->engineflags & MDLF_NOTREPLACEMENTS)
|
||
{
|
||
if (emodel->fromgame != fg_quake || emodel->type != mod_alias)
|
||
if (!ruleset_allow_sensitive_texture_replacements.value)
|
||
continue;
|
||
}
|
||
|
||
switch(emodel->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_GenerateTrisoup(ent, bemode);
|
||
break;
|
||
case mod_halflife:
|
||
#ifdef HALFLIFEMODELS
|
||
R_HalfLife_GenerateBatches(ent, batches);
|
||
#endif
|
||
break;
|
||
// warning: enumeration value <20>mod_*<2A> not handled in switch
|
||
case mod_dummy:
|
||
case mod_heightmap:
|
||
#if defined(TERRAIN)
|
||
if (emodel->terrain && !(r_refdef.flags & RDF_NOWORLDMODEL))
|
||
Terr_DrawTerrainModel(batches, ent);
|
||
#endif
|
||
break;
|
||
}
|
||
break;
|
||
case RT_SPRITE:
|
||
R_Sprite_GenerateTrisoup(ent, bemode);
|
||
break;
|
||
|
||
case RT_BEAM:
|
||
case RT_RAIL_RINGS:
|
||
case RT_LIGHTNING:
|
||
case RT_RAIL_CORE:
|
||
#if defined(Q2CLIENT) || defined(Q3CLIENT)
|
||
R_Beam_GenerateTrisoup(ent, bemode);
|
||
#endif
|
||
break;
|
||
|
||
case RT_POLY:
|
||
/*not implemented*/
|
||
break;
|
||
case RT_PORTALSURFACE:
|
||
/*nothing*/
|
||
break;
|
||
}
|
||
}
|
||
|
||
if (cl_numstris)
|
||
BE_GenPolyBatches(batches);
|
||
|
||
while(orig_numstris < cl_numstris)
|
||
cl_stris[orig_numstris++].shader = NULL;
|
||
cl_numstris = orig_numstris;
|
||
/* cl_numstrisidx = orig_numstrisidx;
|
||
cl_numstrisvert = orig_numstrisvert;
|
||
if (cl_numstris)
|
||
{ //fix this up, in case they got merged.
|
||
cl_stris[cl_numstris-1].numvert = cl_numstrisvert - cl_stris[cl_numstris-1].firstvert;
|
||
cl_stris[cl_numstris-1].numidx = cl_numstrisidx - cl_stris[cl_numstris-1].firstidx;
|
||
}
|
||
*/ cl_numvisedicts = orig_numvisedicts;
|
||
}
|
||
|
||
#endif // defined(GLQUAKE)
|