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fteqw/engine/gl/gl_alias.c
Spoike 6e3f69f504 d3d rendering is diabled (framestate, read later - merged will compile just sw+gl for now).
fte particle scripts are disabled (classic works).
I'll fix these in the new year.
Redid framestate stuff again. Slightly better now, but this is the bulk of the changes here.
Reworked the renderqueue to provide batches of items instead of individual items. This cleans up the particle rendering code significantly, and is a step towards multiple concurrent particle systems. fte's scripted particles are broken as I'm trying to find a way to rework them to batch types together, rather than having to restart each batch after each particle when you have two particles in a trail. I'll fix it some time.
Reworked some alias model code regarding skeletal models. Added some conceptual skeletal bone control builtins available to csqc. Currently it can query the bone names and save off animation states, but can't animate - its just not complete.
Added more info to glsl custom shaders.
Updated surface sorting on halflife maps to properly cope with alphaed entities, rather than just texture-based blends (q2-style).

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3095 fc73d0e0-1445-4013-8a0c-d673dee63da5
2008-12-23 02:55:20 +00:00

2590 lines
67 KiB
C

//a note about dedicated servers:
//In the server-side gamecode, a couple of q1 extensions require knowing something about models.
//So we load models serverside, if required.
//things we need:
//tag/bone names and indexes so we can have reasonable modding with tags. :)
//tag/bone positions so we can shoot from the actual gun or other funky stuff
//vertex positions so we can trace against the mesh rather than the bbox.
//we use the gl renderer's model code because it supports more sorts of models than the sw renderer. Sad but true.
#include "quakedef.h"
#ifdef RGLQUAKE
#include "glquake.h"
#endif
#if defined(RGLQUAKE)
#ifdef _WIN32
#include <malloc.h>
#else
#include <alloca.h>
#endif
#define MAX_BONES 256
static model_t *loadmodel;
#include "com_mesh.h"
//FIXME
typedef struct
{
float scale[3]; // multiply qbyte verts by this
float translate[3]; // then add this
char name[16]; // frame name from grabbing
dtrivertx_t verts[1]; // variable sized
} dmd2aliasframe_t;
// entity_state_t->renderfx flags
#define Q2RF_MINLIGHT 1 // always have some light (viewmodel)
#define Q2RF_VIEWERMODEL 2 // don't draw through eyes, only mirrors
#define Q2RF_WEAPONMODEL 4 // only draw through eyes
#define Q2RF_FULLBRIGHT 8 // always draw full intensity
#define Q2RF_DEPTHHACK 16 // for view weapon Z crunching
#define Q2RF_TRANSLUCENT 32
#define Q2RF_FRAMELERP 64
#define Q2RF_BEAM 128
#define Q2RF_CUSTOMSKIN 256 // skin is an index in image_precache
#define Q2RF_GLOW 512 // pulse lighting for bonus items
#define Q2RF_SHELL_RED 1024
#define Q2RF_SHELL_GREEN 2048
#define Q2RF_SHELL_BLUE 4096
//ROGUE
#define Q2RF_IR_VISIBLE 0x00008000 // 32768
#define Q2RF_SHELL_DOUBLE 0x00010000 // 65536
#define Q2RF_SHELL_HALF_DAM 0x00020000
#define Q2RF_USE_DISGUISE 0x00040000
//ROGUE
extern cvar_t gl_part_flame, r_fullbrightSkins, r_fb_models;
extern cvar_t r_noaliasshadows;
void R_TorchEffect (vec3_t pos, int type);
void GLMod_FloodFillSkin( qbyte *skin, int skinwidth, int skinheight );
extern char loadname[32]; // for hunk tags
int numTempColours;
byte_vec4_t *tempColours;
int numTempVertexCoords;
vec3_t *tempVertexCoords;
int numTempNormals;
vec3_t *tempNormals;
extern cvar_t gl_ati_truform;
extern cvar_t r_vertexdlights;
extern cvar_t mod_md3flags;
extern cvar_t r_skin_overlays;
/*
qboolean GLMod_Trace(model_t *model, int forcehullnum, int frame, vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, trace_t *trace)
{
galiasinfo_t *mod = Mod_Extradata(model);
galiasgroup_t *group;
galiaspose_t *pose;
int i;
float *p1, *p2, *p3;
vec3_t edge1, edge2, edge3;
vec3_t normal;
vec3_t edgenormal;
float planedist;
float diststart, distend;
float frac;
// float temp;
vec3_t impactpoint;
float *posedata;
int *indexes;
while(mod)
{
#pragma message("this just uses frame 0")
indexes = (int*)((char*)mod + mod->ofs_indexes);
group = (galiasgroup_t*)((char*)mod + mod->groupofs);
pose = (galiaspose_t*)((char*)&group[0] + group[0].poseofs);
posedata = (float*)((char*)pose + pose->ofsverts);
#ifdef SKELETALMODELS
if (mod->numbones && !mod->sharesverts)
{
float bonepose[MAX_BONES][12];
posedata = alloca(mod->numverts*sizeof(vec3_t));
frac = 1;
if (group->isheirachical)
{
if (!mod->sharesbones)
R_LerpBones(&frac, (float**)posedata, 1, (galiasbone_t*)((char*)mod + mod->ofsbones), 0, mod->numbones, bonepose);
Alias_TransformVerticies(bonepose, (galisskeletaltransforms_t*)((char*)mod + mod->ofstransforms), mod->numtransforms, posedata);
}
else
Alias_TransformVerticies((void*)posedata, (galisskeletaltransforms_t*)((char*)mod + mod->ofstransforms), mod->numtransforms, posedata);
}
#endif
for (i = 0; i < mod->numindexes; i+=3)
{
p1 = posedata + 3*indexes[i+0];
p2 = posedata + 3*indexes[i+1];
p3 = posedata + 3*indexes[i+2];
VectorSubtract(p1, p2, edge1);
VectorSubtract(p3, p2, edge2);
CrossProduct(edge1, edge2, normal);
planedist = DotProduct(p1, normal);
diststart = DotProduct(start, normal);
if (diststart <= planedist)
continue; //start on back side.
distend = DotProduct(end, normal);
if (distend >= planedist)
continue; //end on front side (as must start - doesn't cross).
frac = (diststart - planedist) / (diststart-distend);
if (frac >= trace->fraction) //already found one closer.
continue;
impactpoint[0] = start[0] + frac*(end[0] - start[0]);
impactpoint[1] = start[1] + frac*(end[1] - start[1]);
impactpoint[2] = start[2] + frac*(end[2] - start[2]);
// temp = DotProduct(impactpoint, normal)-planedist;
CrossProduct(edge1, normal, edgenormal);
// temp = DotProduct(impactpoint, edgenormal)-DotProduct(p2, edgenormal);
if (DotProduct(impactpoint, edgenormal) > DotProduct(p2, edgenormal))
continue;
CrossProduct(normal, edge2, edgenormal);
if (DotProduct(impactpoint, edgenormal) > DotProduct(p3, edgenormal))
continue;
VectorSubtract(p1, p3, edge3);
CrossProduct(normal, edge3, edgenormal);
if (DotProduct(impactpoint, edgenormal) > DotProduct(p1, edgenormal))
continue;
trace->fraction = frac;
VectorCopy(impactpoint, trace->endpos);
VectorCopy(normal, trace->plane.normal);
}
if (mod->nextsurf)
mod = (galiasinfo_t*)((char*)mod + mod->nextsurf);
else
mod = NULL;
}
trace->allsolid = false;
return trace->fraction != 1;
}
*/
#ifndef SERVERONLY
static hashtable_t skincolourmapped;
static vec3_t shadevector;
static vec3_t shadelight, ambientlight;
static void R_LerpFrames(mesh_t *mesh, galiaspose_t *p1, galiaspose_t *p2, float lerp, qbyte alpha, float expand, qboolean nolightdir)
{
extern cvar_t r_nolerp, r_nolightdir;
float blerp = 1-lerp;
int i;
float l;
int temp;
vec3_t *p1v, *p2v;
vec3_t *p1n, *p2n;
p1v = (vec3_t *)((char *)p1 + p1->ofsverts);
p2v = (vec3_t *)((char *)p2 + p2->ofsverts);
p1n = (vec3_t *)((char *)p1 + p1->ofsnormals);
p2n = (vec3_t *)((char *)p2 + p2->ofsnormals);
if (p1v == p2v || r_nolerp.value)
{
mesh->normals_array = (vec3_t*)((char *)p1 + p1->ofsnormals);
mesh->xyz_array = p1v;
if (r_nolightdir.value || nolightdir)
{
mesh->colors_array = NULL;
}
else
{
for (i = 0; i < mesh->numvertexes; i++)
{
l = DotProduct(mesh->normals_array[i], shadevector);
temp = l*ambientlight[0]+shadelight[0];
if (temp < 0) temp = 0;
else if (temp > 255) temp = 255;
mesh->colors_array[i][0] = temp;
temp = l*ambientlight[1]+shadelight[1];
if (temp < 0) temp = 0;
else if (temp > 255) temp = 255;
mesh->colors_array[i][1] = temp;
temp = l*ambientlight[2]+shadelight[2];
if (temp < 0) temp = 0;
else if (temp > 255) temp = 255;
mesh->colors_array[i][2] = temp;
mesh->colors_array[i][3] = alpha;
}
}
}
else
{
if (r_nolightdir.value || nolightdir)
{
mesh->colors_array = NULL;
for (i = 0; i < mesh->numvertexes; i++)
{
mesh->normals_array[i][0] = p1n[i][0]*lerp + p2n[i][0]*blerp;
mesh->normals_array[i][1] = p1n[i][1]*lerp + p2n[i][1]*blerp;
mesh->normals_array[i][2] = p1n[i][2]*lerp + p2n[i][2]*blerp;
mesh->xyz_array[i][0] = p1v[i][0]*lerp + p2v[i][0]*blerp;
mesh->xyz_array[i][1] = p1v[i][1]*lerp + p2v[i][1]*blerp;
mesh->xyz_array[i][2] = p1v[i][2]*lerp + p2v[i][2]*blerp;
}
}
else
{
for (i = 0; i < mesh->numvertexes; i++)
{
mesh->normals_array[i][0] = p1n[i][0]*lerp + p2n[i][0]*blerp;
mesh->normals_array[i][1] = p1n[i][1]*lerp + p2n[i][1]*blerp;
mesh->normals_array[i][2] = p1n[i][2]*lerp + p2n[i][2]*blerp;
mesh->xyz_array[i][0] = p1v[i][0]*lerp + p2v[i][0]*blerp;
mesh->xyz_array[i][1] = p1v[i][1]*lerp + p2v[i][1]*blerp;
mesh->xyz_array[i][2] = p1v[i][2]*lerp + p2v[i][2]*blerp;
l = DotProduct(mesh->normals_array[i], shadevector);
temp = l*ambientlight[0]+shadelight[0];
if (temp < 0) temp = 0;
else if (temp > 255) temp = 255;
mesh->colors_array[i][0] = temp;
temp = l*ambientlight[1]+shadelight[1];
if (temp < 0) temp = 0;
else if (temp > 255) temp = 255;
mesh->colors_array[i][1] = temp;
temp = l*ambientlight[2]+shadelight[2];
if (temp < 0) temp = 0;
else if (temp > 255) temp = 255;
mesh->colors_array[i][2] = temp;
mesh->colors_array[i][3] = alpha;
}
}
}
if (expand)
{
if (mesh->xyz_array == p1v)
{
mesh->xyz_array = tempVertexCoords;
for (i = 0; i < mesh->numvertexes; i++)
{
mesh->xyz_array[i][0] = p1v[i][0] + mesh->normals_array[i][0]*expand;
mesh->xyz_array[i][1] = p1v[i][1] + mesh->normals_array[i][1]*expand;
mesh->xyz_array[i][2] = p1v[i][2] + mesh->normals_array[i][2]*expand;
}
}
else
{
for (i = 0; i < mesh->numvertexes; i++)
{
mesh->xyz_array[i][0] += mesh->normals_array[i][0]*expand;
mesh->xyz_array[i][1] += mesh->normals_array[i][1]*expand;
mesh->xyz_array[i][2] += mesh->normals_array[i][2]*expand;
}
}
}
}
#endif
#ifdef SKELETALMODELS
#ifndef SERVERONLY
static void Alias_BuildSkeletalMesh(mesh_t *mesh, float *bonepose, galisskeletaltransforms_t *weights, int numweights)
{
int i;
// blend the vertex bone weights
// memset(outhead, 0, mesh->numvertexes * sizeof(mesh->xyz_array[0]));
for (i = 0; i < mesh->numvertexes; i++)
{
mesh->normals_array[i][0] = 0;
mesh->normals_array[i][1] = 0;
mesh->normals_array[i][2] = 1;
/*
mesh->colors_array[i][0] = ambientlight[0];
mesh->colors_array[i][1] = ambientlight[1];
mesh->colors_array[i][2] = ambientlight[2];
mesh->colors_array[i][3] = 255;//alpha;
*/
/*
mesh->xyz_array[i][0] = 0;
mesh->xyz_array[i][1] = 0;
mesh->xyz_array[i][2] = 0;
mesh->xyz_array[i][3] = 1;
*/
}
mesh->colors_array = NULL;
memset(mesh->xyz_array, 0, mesh->numvertexes*sizeof(vec3_t));
Alias_TransformVerticies(bonepose, weights, numweights, (float*)mesh->xyz_array);
#if 0 //draws the bones
qglColor3f(1, 0, 0);
{
int i;
int p;
vec3_t org, dest;
qglBegin(GL_LINES);
for (i = 0; i < bonecount; i++)
{
p = bones[i].parent;
if (p < 0)
p = 0;
qglVertex3f(bonepose[i][3], bonepose[i][7], bonepose[i][11]);
qglVertex3f(bonepose[p][3], bonepose[p][7], bonepose[p][11]);
}
qglEnd();
qglBegin(GL_LINES);
for (i = 0; i < bonecount; i++)
{
p = bones[i].parent;
if (p < 0)
p = 0;
org[0] = bonepose[i][3]; org[1] = bonepose[i][7]; org[2] = bonepose[i][11];
qglVertex3fv(org);
qglVertex3f(bonepose[p][3], bonepose[p][7], bonepose[p][11]);
dest[0] = org[0]+bonepose[i][0];dest[1] = org[1]+bonepose[i][1];dest[2] = org[2]+bonepose[i][2];
qglVertex3fv(org);
qglVertex3fv(dest);
qglVertex3fv(dest);
qglVertex3f(bonepose[p][3], bonepose[p][7], bonepose[p][11]);
dest[0] = org[0]+bonepose[i][4];dest[1] = org[1]+bonepose[i][5];dest[2] = org[2]+bonepose[i][6];
qglVertex3fv(org);
qglVertex3fv(dest);
qglVertex3fv(dest);
qglVertex3f(bonepose[p][3], bonepose[p][7], bonepose[p][11]);
dest[0] = org[0]+bonepose[i][8];dest[1] = org[1]+bonepose[i][9];dest[2] = org[2]+bonepose[i][10];
qglVertex3fv(org);
qglVertex3fv(dest);
qglVertex3fv(dest);
qglVertex3f(bonepose[p][3], bonepose[p][7], bonepose[p][11]);
}
qglEnd();
// mesh->numindexes = 0; //don't draw this mesh, as that would obscure the bones. :(
}
#endif
}
#endif
#endif
#ifndef SERVERONLY
void R_LightArrays(byte_vec4_t *colours, int vertcount, vec3_t *normals)
{
int i;
float l;
int temp;
for (i = vertcount-1; i >= 0; i--)
{
l = DotProduct(normals[i], shadevector);
temp = l*ambientlight[0]+shadelight[0];
if (temp < 0) temp = 0;
else if (temp > 255) temp = 255;
colours[i][0] = temp;
temp = l*ambientlight[1]+shadelight[1];
if (temp < 0) temp = 0;
else if (temp > 255) temp = 255;
colours[i][1] = temp;
temp = l*ambientlight[2]+shadelight[2];
if (temp < 0) temp = 0;
else if (temp > 255) temp = 255;
colours[i][2] = temp;
}
}
//changes vertex lighting values
static void R_GAliasApplyLighting(mesh_t *mesh, vec3_t org, vec3_t angles, float *colormod)
{
int l, v;
vec3_t rel;
vec3_t dir;
float dot, d, a, f;
if (mesh->colors_array)
{
float l;
int temp;
int i;
byte_vec4_t *colours = mesh->colors_array;
vec3_t *normals = mesh->normals_array;
vec3_t ambient, shade;
qbyte alphab = bound(0, colormod[3]*255, 255);
if (!mesh->normals_array)
{
mesh->colors_array = NULL;
return;
}
VectorCopy(ambientlight, ambient);
VectorCopy(shadelight, shade);
for (i = 0; i < 3; i++)
{
ambient[i] *= colormod[i];
shade[i] *= colormod[i];
}
for (i = mesh->numvertexes-1; i >= 0; i--)
{
l = DotProduct(normals[i], shadevector);
temp = l*ambient[0]+shade[0];
if (temp < 0) temp = 0;
else if (temp > 255) temp = 255;
colours[i][0] = temp;
temp = l*ambient[1]+shade[1];
if (temp < 0) temp = 0;
else if (temp > 255) temp = 255;
colours[i][1] = temp;
temp = l*ambient[2]+shade[2];
if (temp < 0) temp = 0;
else if (temp > 255) temp = 255;
colours[i][2] = temp;
colours[i][3] = alphab;
}
}
if (r_vertexdlights.value && mesh->colors_array)
{
for (l=0 ; l<dlights_running ; 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);
f = mesh->colors_array[v][0] + a*cl_dlights[l].color[0];
if (f > 255)
f = 255;
else if (f < 0)
f = 0;
mesh->colors_array[v][0] = f;
f = mesh->colors_array[v][1] + a*cl_dlights[l].color[1];
if (f > 255)
f = 255;
else if (f < 0)
f = 0;
mesh->colors_array[v][1] = f;
f = mesh->colors_array[v][2] + a*cl_dlights[l].color[2];
if (f > 255)
f = 255;
else if (f < 0)
f = 0;
mesh->colors_array[v][2] = f;
}
// else
// mesh->colors_array[v][1] =255;
}
// else
// mesh->colors_array[v][2] =255;
}
}
}
}
}
static qboolean R_GAliasBuildMesh(mesh_t *mesh, galiasinfo_t *inf,
entity_t *e,
float alpha, qboolean nolightdir)
{
galiasgroup_t *g1, *g2;
int frame1;
int frame2;
float lerp;
float fg1time;
float fg2time;
if (!inf->groups)
{
Con_DPrintf("Model with no frames (%s)\n", currententity->model->name);
return false;
}
if (numTempColours < inf->numverts)
{
if (tempColours)
BZ_Free(tempColours);
tempColours = BZ_Malloc(sizeof(*tempColours)*inf->numverts);
numTempColours = inf->numverts;
}
if (numTempNormals < inf->numverts)
{
if (tempNormals)
BZ_Free(tempNormals);
tempNormals = BZ_Malloc(sizeof(*tempNormals)*inf->numverts);
numTempNormals = inf->numverts;
}
if (numTempVertexCoords < inf->numverts)
{
if (tempVertexCoords)
BZ_Free(tempVertexCoords);
tempVertexCoords = BZ_Malloc(sizeof(*tempVertexCoords)*inf->numverts);
numTempVertexCoords = inf->numverts;
}
mesh->numvertexes = inf->numverts;
mesh->indexes = (index_t*)((char *)inf + inf->ofs_indexes);
mesh->numindexes = inf->numindexes;
if (inf->sharesverts)
return false; //don't generate the new vertex positions. We still have them all.
#ifndef SERVERONLY
mesh->st_array = (vec2_t*)((char *)inf + inf->ofs_st_array);
mesh->lmst_array = NULL;
mesh->colors_array = tempColours;
mesh->trneighbors = (int *)((char *)inf + inf->ofs_trineighbours);
mesh->normals_array = tempNormals;
#endif
mesh->xyz_array = tempVertexCoords;
//we don't support meshes with one pose skeletal and annother not.
//we don't support meshes with one group skeletal and annother not.
#ifdef SKELETALMODELS
if (inf->numbones)
{
float bonepose[MAX_BONES][12];
float *usebonepose;
usebonepose = Alias_GetBonePositions(inf, &e->framestate, (float*)bonepose, MAX_BONES);
Alias_BuildSkeletalMesh(mesh, usebonepose, (galisskeletaltransforms_t *)((char*)inf+inf->ofstransforms), inf->numtransforms);
return false;
}
#endif
frame1 = e->framestate.g[FS_REG].frame[0];
frame2 = e->framestate.g[FS_REG].frame[1];
lerp = e->framestate.g[FS_REG].lerpfrac;
fg1time = e->framestate.g[FS_REG].frametime[0];
fg2time = e->framestate.g[FS_REG].frametime[1];
if (frame1 < 0)
{
Con_DPrintf("Negative frame (%s)\n", currententity->model->name);
frame1 = 0;
}
if (frame2 < 0)
{
Con_DPrintf("Negative frame (%s)\n", currententity->model->name);
frame2 = frame1;
}
if (frame1 >= inf->groups)
{
Con_DPrintf("Too high frame %i (%s)\n", frame1, currententity->model->name);
frame1 %= inf->groups;
}
if (frame2 >= inf->groups)
{
Con_DPrintf("Too high frame %i (%s)\n", frame2, currententity->model->name);
frame2 = frame1;
}
if (lerp <= 0)
frame2 = frame1;
else if (lerp >= 1)
frame1 = frame2;
g1 = (galiasgroup_t*)((char *)inf + inf->groupofs + sizeof(galiasgroup_t)*frame1);
g2 = (galiasgroup_t*)((char *)inf + inf->groupofs + sizeof(galiasgroup_t)*frame2);
if (g1 == g2) //lerping within group is only done if not changing group
{
lerp = fg1time*g1->rate;
if (lerp < 0) lerp = 0; //hrm
frame1=lerp;
frame2=frame1+1;
lerp-=frame1;
if (g1->loop)
{
frame1=frame1%g1->numposes;
frame2=frame2%g1->numposes;
}
else
{
frame1=(frame1>g1->numposes-1)?g1->numposes-1:frame1;
frame2=(frame2>g1->numposes-1)?g1->numposes-1:frame2;
}
}
else //don't bother with a four way lerp. Yeah, this will produce jerkyness with models with just framegroups.
{
frame1=0;
frame2=0;
}
R_LerpFrames(mesh, (galiaspose_t *)((char *)g1 + g1->poseofs + sizeof(galiaspose_t)*frame1),
(galiaspose_t *)((char *)g2 + g2->poseofs + sizeof(galiaspose_t)*frame2),
1-lerp, (qbyte)(alpha*255), currententity->fatness, nolightdir);
return true; //to allow the mesh to be dlighted.
}
void GL_GAliasFlushSkinCache(void)
{
int i;
bucket_t *b;
for (i = 0; i < skincolourmapped.numbuckets; i++)
{
while((b = skincolourmapped.bucket[i]))
{
skincolourmapped.bucket[i] = b->next;
BZ_Free(b->data);
}
}
if (skincolourmapped.bucket)
BZ_Free(skincolourmapped.bucket);
skincolourmapped.bucket = NULL;
skincolourmapped.numbuckets = 0;
}
static galiastexnum_t *GL_ChooseSkin(galiasinfo_t *inf, char *modelname, int surfnum, entity_t *e)
{
galiasskin_t *skins;
galiastexnum_t *texnums;
int frame;
unsigned int tc, bc;
qboolean forced;
if ((e->model->engineflags & MDLF_NOTREPLACEMENTS) && !ruleset_allow_sensative_texture_replacements.value)
forced = true;
else
forced = false;
if (!gl_nocolors.value || forced)
{
if (e->scoreboard)
{
if (!e->scoreboard->skin)
Skin_Find(e->scoreboard);
tc = e->scoreboard->ttopcolor;
bc = e->scoreboard->tbottomcolor;
}
else
{
tc = 1;
bc = 1;
}
if (forced || tc != 1 || bc != 1 || (e->scoreboard && e->scoreboard->skin))
{
int inwidth, inheight;
int tinwidth, tinheight;
char *skinname;
qbyte *original;
galiascolourmapped_t *cm;
char hashname[512];
// if (e->scoreboard->skin->cachedbpp
/* if (cls.protocol == CP_QUAKE2)
{
if (e->scoreboard && e->scoreboard->skin)
snprintf(hashname, sizeof(hashname), "%s$%s$%i", modelname, e->scoreboard->skin->name, surfnum);
else
snprintf(hashname, sizeof(hashname), "%s$%i", modelname, surfnum);
skinname = hashname;
}
else */
{
if (e->scoreboard && e->scoreboard->skin)
{
snprintf(hashname, sizeof(hashname), "%s$%s$%i", modelname, e->scoreboard->skin->name, surfnum);
skinname = hashname;
}
else if (surfnum)
{
snprintf(hashname, sizeof(hashname), "%s$%i", modelname, surfnum);
skinname = hashname;
}
else
skinname = modelname;
}
if (!skincolourmapped.numbuckets)
{
void *buckets = BZ_Malloc(Hash_BytesForBuckets(256));
memset(buckets, 0, Hash_BytesForBuckets(256));
Hash_InitTable(&skincolourmapped, 256, buckets);
}
for (cm = Hash_Get(&skincolourmapped, skinname); cm; cm = Hash_GetNext(&skincolourmapped, skinname, cm))
{
if (cm->tcolour == tc && cm->bcolour == bc && cm->skinnum == e->skinnum)
{
return &cm->texnum;
}
}
if (!inf->numskins)
{
skins = NULL;
texnums = NULL;
}
else
{
skins = (galiasskin_t*)((char *)inf + inf->ofsskins);
if (!skins->texnums)
return NULL;
if (e->skinnum >= 0 && e->skinnum < inf->numskins)
skins += e->skinnum;
texnums = (galiastexnum_t*)((char *)skins + skins->ofstexnums);
}
//colourmap isn't present yet.
cm = BZ_Malloc(sizeof(*cm));
Q_strncpyz(cm->name, skinname, sizeof(cm->name));
Hash_Add(&skincolourmapped, cm->name, cm, &cm->bucket);
cm->tcolour = tc;
cm->bcolour = bc;
cm->skinnum = e->skinnum;
cm->texnum.fullbright = 0;
cm->texnum.base = 0;
#ifdef Q3SHADERS
cm->texnum.shader = NULL;
#endif
if (!texnums)
{ //load just the skin
if (e->scoreboard && e->scoreboard->skin)
{
if (cls.protocol == CP_QUAKE2)
{
original = Skin_Cache32(e->scoreboard->skin);
if (original)
{
inwidth = e->scoreboard->skin->width;
inheight = e->scoreboard->skin->height;
cm->texnum.base = cm->texnum.fullbright = GL_LoadTexture32(e->scoreboard->skin->name, inwidth, inheight, (unsigned int*)original, true, false);
return &cm->texnum;
}
}
else
{
original = Skin_Cache8(e->scoreboard->skin);
if (original)
{
inwidth = e->scoreboard->skin->width;
inheight = e->scoreboard->skin->height;
cm->texnum.base = cm->texnum.fullbright = GL_LoadTexture(e->scoreboard->skin->name, inwidth, inheight, original, true, false);
return &cm->texnum;
}
}
cm->texnum.base = Mod_LoadHiResTexture(e->scoreboard->skin->name, "skins", true, false, true);
return &cm->texnum;
}
return NULL;
}
cm->texnum.bump = texnums[cm->skinnum].bump; //can't colour bumpmapping
if (cls.protocol != CP_QUAKE2 && ((!texnums || !strcmp(modelname, "progs/player.mdl")) && e->scoreboard && e->scoreboard->skin))
{
original = Skin_Cache8(e->scoreboard->skin);
inwidth = e->scoreboard->skin->width;
inheight = e->scoreboard->skin->height;
}
else
{
original = NULL;
inwidth = 0;
inheight = 0;
}
if (!original)
{
if (skins->ofstexels)
{
original = (qbyte *)skins + skins->ofstexels;
inwidth = skins->skinwidth;
inheight = skins->skinheight;
}
else
{
original = NULL;
inwidth = 0;
inheight = 0;
}
}
tinwidth = skins->skinwidth;
tinheight = skins->skinheight;
if (original)
{
int i, j;
unsigned translate32[256];
static unsigned pixels[512*512];
unsigned *out;
unsigned frac, fracstep;
unsigned scaled_width, scaled_height;
qbyte *inrow;
texnums = &cm->texnum;
texnums->base = 0;
texnums->fullbright = 0;
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
for (i = 0; i < 10; i++)
{
scaled_width = (1<<i);
if (scaled_width >= tinwidth)
break; //its covered
}
if (scaled_width > gl_max_size.value)
scaled_width = gl_max_size.value; //whoops, we made it too big
for (i = 0; i < 10; i++)
{
scaled_height = (1<<i);
if (scaled_height >= tinheight)
break; //its covered
}
if (scaled_height > gl_max_size.value)
scaled_height = gl_max_size.value; //whoops, we made it too big
{
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];
}
}
}
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;
}
}
texnums->base = texture_extension_number++;
GL_Bind(texnums->base);
qglTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//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
frac += fracstep;
}
}
texnums->fullbright = texture_extension_number++;
GL_Bind(texnums->fullbright);
qglTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
else
{
skins = (galiasskin_t*)((char *)inf + inf->ofsskins);
if (e->skinnum >= 0 && e->skinnum < inf->numskins)
skins += e->skinnum;
if (!inf->numskins || !skins->texnums)
return NULL;
frame = cl.time*skins->skinspeed;
frame = frame%skins->texnums;
texnums = (galiastexnum_t*)((char *)skins + skins->ofstexnums + frame*sizeof(galiastexnum_t));
memcpy(&cm->texnum, texnums, sizeof(cm->texnum));
}
return &cm->texnum;
}
}
if (!inf->numskins)
return NULL;
skins = (galiasskin_t*)((char *)inf + inf->ofsskins);
if (e->skinnum >= 0 && e->skinnum < inf->numskins)
skins += e->skinnum;
else
{
Con_DPrintf("Skin number out of range\n");
if (!inf->numskins)
return NULL;
}
if (!skins->texnums)
return NULL;
frame = cl.time*skins->skinspeed;
frame = frame%skins->texnums;
texnums = (galiastexnum_t*)((char *)skins + skins->ofstexnums + frame*sizeof(galiastexnum_t));
return texnums;
}
static int numFacing;
static qbyte *triangleFacing;
static void R_CalcFacing(mesh_t *mesh, vec3_t lightpos)
{
float *v1, *v2, *v3;
vec3_t d1, d2, norm;
int i;
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 int numProjectedShadowVerts;
static vec3_t *ProjectedShadowVerts;
static void R_ProjectShadowVolume(mesh_t *mesh, vec3_t lightpos)
{
int numverts = mesh->numvertexes;
int i;
vec3_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)
{
int t;
vec3_t *proj = ProjectedShadowVerts;
vec3_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();
}
void GL_DrawAliasMesh_Sketch (mesh_t *mesh)
{
int i;
extern int gldepthfunc;
#ifdef Q3SHADERS
R_UnlockArrays();
#endif
qglDepthFunc(gldepthfunc);
qglDepthMask(1);
if (gldepthmin == 0.5)
qglCullFace ( GL_BACK );
else
qglCullFace ( GL_FRONT );
GL_TexEnv(GL_MODULATE);
qglDisable(GL_TEXTURE_2D);
qglVertexPointer(3, GL_FLOAT, 0, mesh->xyz_array);
qglEnableClientState( GL_VERTEX_ARRAY );
if (mesh->normals_array && qglNormalPointer) //d3d wrapper doesn't support normals, and this is only really needed for truform
{
qglNormalPointer(GL_FLOAT, 0, mesh->normals_array);
qglEnableClientState( GL_NORMAL_ARRAY );
}
qglColor3f(1,1,1);
/* if (mesh->colors_array)
{
qglColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh->colors_array);
qglEnableClientState( GL_COLOR_ARRAY );
}
else
*/ qglDisableClientState( GL_COLOR_ARRAY );
qglDrawElements(GL_TRIANGLES, mesh->numindexes, GL_INDEX_TYPE, mesh->indexes);
qglDisableClientState( GL_VERTEX_ARRAY );
qglDisableClientState( GL_COLOR_ARRAY );
qglDisableClientState( GL_NORMAL_ARRAY );
if (mesh->colors_array)
qglColor4ub(0, 0, 0, mesh->colors_array[0][3]);
else
qglColor3f(0, 0, 0);
qglBegin(GL_LINES);
for (i = 0; i < mesh->numindexes; i+=3)
{
float *v1, *v2, *v3;
int n;
v1 = mesh->xyz_array[mesh->indexes[i+0]];
v2 = mesh->xyz_array[mesh->indexes[i+1]];
v3 = mesh->xyz_array[mesh->indexes[i+2]];
for (n = 0; n < 3; n++) //rember we do this triangle AND the neighbours
{
qglVertex3f(v1[0]+0.5*(rand()/(float)RAND_MAX-0.5),
v1[1]+0.5*(rand()/(float)RAND_MAX-0.5),
v1[2]+0.5*(rand()/(float)RAND_MAX-0.5));
qglVertex3f(v2[0]+0.5*(rand()/(float)RAND_MAX-0.5),
v2[1]+0.5*(rand()/(float)RAND_MAX-0.5),
v2[2]+0.5*(rand()/(float)RAND_MAX-0.5));
qglVertex3f(v2[0]+0.5*(rand()/(float)RAND_MAX-0.5),
v2[1]+0.5*(rand()/(float)RAND_MAX-0.5),
v2[2]+0.5*(rand()/(float)RAND_MAX-0.5));
qglVertex3f(v3[0]+0.5*(rand()/(float)RAND_MAX-0.5),
v3[1]+0.5*(rand()/(float)RAND_MAX-0.5),
v3[2]+0.5*(rand()/(float)RAND_MAX-0.5));
qglVertex3f(v3[0]+0.5*(rand()/(float)RAND_MAX-0.5),
v3[1]+0.5*(rand()/(float)RAND_MAX-0.5),
v3[2]+0.5*(rand()/(float)RAND_MAX-0.5));
qglVertex3f(v1[0]+0.5*(rand()/(float)RAND_MAX-0.5),
v1[1]+0.5*(rand()/(float)RAND_MAX-0.5),
v1[2]+0.5*(rand()/(float)RAND_MAX-0.5));
}
}
qglEnd();
#ifdef Q3SHADERS
R_IBrokeTheArrays();
#endif
}
//called from sprite code.
/*
void GL_KnownState(void)
{
extern int gldepthfunc;
qglDepthFunc(gldepthfunc);
qglDepthMask(1);
if (gldepthmin == 0.5)
qglCullFace ( GL_BACK );
else
qglCullFace ( GL_FRONT );
GL_TexEnv(GL_MODULATE);
qglEnable (GL_BLEND);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
*/
void GL_DrawAliasMesh (mesh_t *mesh, int texnum)
{
extern int gldepthfunc;
#ifdef Q3SHADERS
R_UnlockArrays();
#endif
qglDepthFunc(gldepthfunc);
qglDepthMask(1);
GL_Bind(texnum);
if (gldepthmin == 0.5)
qglCullFace ( GL_BACK );
else
qglCullFace ( GL_FRONT );
GL_TexEnv(GL_MODULATE);
qglVertexPointer(3, GL_FLOAT, 0, mesh->xyz_array);
qglEnableClientState( GL_VERTEX_ARRAY );
if (mesh->normals_array && qglNormalPointer) //d3d wrapper doesn't support normals, and this is only really needed for truform
{
qglNormalPointer(GL_FLOAT, 0, mesh->normals_array);
qglEnableClientState( GL_NORMAL_ARRAY );
}
if (mesh->colors_array)
{
qglColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh->colors_array);
qglEnableClientState( GL_COLOR_ARRAY );
}
else
qglDisableClientState( GL_COLOR_ARRAY );
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
qglTexCoordPointer(2, GL_FLOAT, 0, mesh->st_array);
qglDrawRangeElements(GL_TRIANGLES, 0, mesh->numvertexes, mesh->numindexes, GL_INDEX_TYPE, mesh->indexes);
qglDisableClientState( GL_VERTEX_ARRAY );
qglDisableClientState( GL_COLOR_ARRAY );
qglDisableClientState( GL_NORMAL_ARRAY );
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
#ifdef Q3SHADERS
R_IBrokeTheArrays();
#endif
}
#ifdef Q3SHADERS
mfog_t *CM_FogForOrigin(vec3_t org);
#endif
void R_DrawGAliasModel (entity_t *e)
{
extern cvar_t r_drawflat;
model_t *clmodel;
vec3_t dist;
vec_t add;
int i;
galiasinfo_t *inf;
mesh_t mesh;
galiastexnum_t *skin;
float entScale;
vec3_t lightdir;
vec3_t saveorg;
#ifdef Q3SHADERS
mfog_t *fog;
#endif
int surfnum;
float tmatrix[3][4];
qboolean needrecolour;
qboolean nolightdir;
currententity = e;
// if (e->flags & Q2RF_VIEWERMODEL && e->keynum == cl.playernum[r_refdef.currentplayernum]+1)
// return;
if (r_secondaryview && e->flags & Q2RF_WEAPONMODEL)
return;
{
extern int cl_playerindex;
if (e->scoreboard && e->model == cl.model_precache[cl_playerindex])
{
clmodel = e->scoreboard->model;
if (!clmodel || clmodel->type != mod_alias)
clmodel = e->model;
}
else
clmodel = e->model;
}
if (clmodel->tainted)
{
if (!ruleset_allow_modified_eyes.value && !strcmp(clmodel->name, "progs/eyes.mdl"))
return;
}
if (!(e->flags & Q2RF_WEAPONMODEL))
if (R_CullEntityBox (e, clmodel->mins, clmodel->maxs))
return;
if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL))
{
if (e->flags & Q2RF_WEAPONMODEL)
cl.worldmodel->funcs.LightPointValues(cl.worldmodel, r_refdef.vieworg, shadelight, ambientlight, lightdir);
else
cl.worldmodel->funcs.LightPointValues(cl.worldmodel, e->origin, shadelight, ambientlight, lightdir);
}
else
{
ambientlight[0] = ambientlight[1] = ambientlight[2] = shadelight[0] = shadelight[1] = shadelight[2] = 255;
lightdir[0] = 0;
lightdir[1] = 1;
lightdir[2] = 1;
}
if (!r_vertexdlights.value)
{
for (i=0 ; i<dlights_running ; i++)
{
if (cl_dlights[i].radius)
{
VectorSubtract (e->origin,
cl_dlights[i].origin,
dist);
add = cl_dlights[i].radius - Length(dist);
if (add > 0) {
add*=5;
ambientlight[0] += add * cl_dlights[i].color[0];
ambientlight[1] += add * cl_dlights[i].color[1];
ambientlight[2] += add * cl_dlights[i].color[2];
//ZOID models should be affected by dlights as well
shadelight[0] += add * cl_dlights[i].color[0];
shadelight[1] += add * cl_dlights[i].color[1];
shadelight[2] += add * cl_dlights[i].color[2];
}
}
}
}
else
{
}
for (i = 0; i < 3; i++) //clamp light so it doesn't get vulgar.
{
if (ambientlight[i] > 128)
ambientlight[i] = 128;
if (ambientlight[i] + shadelight[i] > 192)
shadelight[i] = 192 - ambientlight[i];
}
if (e->flags & Q2RF_WEAPONMODEL)
{
for (i = 0; i < 3; i++)
{
if (ambientlight[i] < 24)
ambientlight[i] = shadelight[i] = 24;
}
}
//MORE HUGE HACKS! WHEN WILL THEY CEASE!
// clamp lighting so it doesn't overbright as much
// ZOID: never allow players to go totally black
nolightdir = false;
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] = 4096;
shadelight[0] = shadelight[1] = shadelight[2] = 4096;
nolightdir = true;
}
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] = shadelight[i] = 8;
}
}
if (clmodel->engineflags & MDLF_FLAME)
{
shadelight[0] = shadelight[1] = shadelight[2] = 4096;
ambientlight[0] = ambientlight[1] = ambientlight[2] = 4096;
nolightdir = true;
}
else
{
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 & EF_ROTATE) && cl.hexen2pickups)
{
shadelight[0] = shadelight[1] = shadelight[2] =
ambientlight[0] = ambientlight[1] = ambientlight[2] = 128+sin(cl.time*4)*64;
}
if ((e->drawflags & MLS_MASKIN) == MLS_ABSLIGHT)
{
shadelight[0] = shadelight[1] = shadelight[2] = e->abslight;
ambientlight[0] = ambientlight[1] = ambientlight[2] = 0;
}
if ((e->drawflags & MLS_MASKIN) == MLS_FULLBRIGHT || (e->flags & Q2RF_FULLBRIGHT))
{
shadelight[0] = shadelight[1] = shadelight[2] = 255;
ambientlight[0] = ambientlight[1] = ambientlight[2] = 0;
nolightdir = true;
}
//#define SHOWLIGHTDIR
{ //lightdir is absolute, shadevector is relative
shadevector[0] = DotProduct(lightdir, e->axis[0]);
shadevector[1] = DotProduct(lightdir, e->axis[1]);
shadevector[2] = DotProduct(lightdir, e->axis[2]);
if (e->flags & Q2RF_WEAPONMODEL)
{
vec3_t temp;
temp[0] = DotProduct(shadevector, vpn);
temp[1] = DotProduct(shadevector, vright);
temp[2] = DotProduct(shadevector, vup);
VectorCopy(temp, shadevector);
}
VectorNormalize(shadevector);
VectorCopy(shadevector, mesh.lightaxis[2]);
VectorVectors(mesh.lightaxis[2], mesh.lightaxis[1], mesh.lightaxis[0]);
VectorInverse(mesh.lightaxis[1]);
}
if (e->flags & Q2RF_GLOW)
{
shadelight[0] += sin(cl.time)*0.25;
shadelight[1] += sin(cl.time)*0.25;
shadelight[2] += sin(cl.time)*0.25;
}
/*
VectorClear(ambientlight);
VectorClear(shadelight);
*/
/*
an = e->angles[1]/180*M_PI;
shadevector[0] = cos(-an);
shadevector[1] = sin(-an);
shadevector[2] = 1;
VectorNormalize (shadevector);
*/
GL_DisableMultitexture();
GL_TexEnv(GL_MODULATE);
if (gl_smoothmodels.value)
qglShadeModel (GL_SMOOTH);
if (gl_affinemodels.value)
qglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
qglDisable (GL_ALPHA_TEST);
if (e->flags & Q2RF_DEPTHHACK)
qglDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
// glColor3f( 1,1,1);
if (e->flags & Q2RF_ADDATIVE)
{
qglEnable (GL_BLEND);
qglBlendFunc(GL_ONE, GL_ONE);
}
else if ((e->model->flags & EFH2_SPECIAL_TRANS)) //hexen2 flags.
{
qglEnable (GL_BLEND);
qglBlendFunc (GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA);
// glColor3f( 1,1,1);
qglDisable( GL_CULL_FACE );
}
else if (e->drawflags & DRF_TRANSLUCENT)
{
qglEnable (GL_BLEND);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
e->shaderRGBAf[3] = r_wateralpha.value;
}
else if ((e->model->flags & EFH2_TRANSPARENT))
{
qglEnable (GL_BLEND);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else if ((e->model->flags & EFH2_HOLEY))
{
qglEnable (GL_ALPHA_TEST);
// qglEnable (GL_BLEND);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else if (e->shaderRGBAf[3] < 1)
{
qglEnable(GL_BLEND);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else
{
qglDisable(GL_BLEND);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
// qglEnable (GL_ALPHA_TEST);
qglPushMatrix();
R_RotateForEntity(e);
if (e->scale != 1 && e->scale != 0) //hexen 2 stuff
{
vec3_t scale;
vec3_t scale_origin;
float xyfact, zfact;
scale[0] = (clmodel->maxs[0]-clmodel->mins[0])/255;
scale[1] = (clmodel->maxs[1]-clmodel->mins[1])/255;
scale[2] = (clmodel->maxs[2]-clmodel->mins[2])/255;
scale_origin[0] = clmodel->mins[0];
scale_origin[1] = clmodel->mins[1];
scale_origin[2] = clmodel->mins[2];
/* qglScalef( 1/scale[0],
1/scale[1],
1/scale[2]);
qglTranslatef ( -scale_origin[0],
-scale_origin[1],
-scale_origin[2]);
*/
if(e->scale != 0 && e->scale != 1)
{
entScale = (float)e->scale;
switch(e->drawflags&SCALE_TYPE_MASKIN)
{
default:
case SCALE_TYPE_UNIFORM:
tmatrix[0][0] = scale[0]*entScale;
tmatrix[1][1] = scale[1]*entScale;
tmatrix[2][2] = scale[2]*entScale;
xyfact = zfact = (entScale-1.0)*127.95;
break;
case SCALE_TYPE_XYONLY:
tmatrix[0][0] = scale[0]*entScale;
tmatrix[1][1] = scale[1]*entScale;
tmatrix[2][2] = scale[2];
xyfact = (entScale-1.0)*127.95;
zfact = 1.0;
break;
case SCALE_TYPE_ZONLY:
tmatrix[0][0] = scale[0];
tmatrix[1][1] = scale[1];
tmatrix[2][2] = scale[2]*entScale;
xyfact = 1.0;
zfact = (entScale-1.0)*127.95;
break;
}
switch(currententity->drawflags&SCALE_ORIGIN_MASKIN)
{
default:
case SCALE_ORIGIN_CENTER:
tmatrix[0][3] = scale_origin[0]-scale[0]*xyfact;
tmatrix[1][3] = scale_origin[1]-scale[1]*xyfact;
tmatrix[2][3] = scale_origin[2]-scale[2]*zfact;
break;
case SCALE_ORIGIN_BOTTOM:
tmatrix[0][3] = scale_origin[0]-scale[0]*xyfact;
tmatrix[1][3] = scale_origin[1]-scale[1]*xyfact;
tmatrix[2][3] = scale_origin[2];
break;
case SCALE_ORIGIN_TOP:
tmatrix[0][3] = scale_origin[0]-scale[0]*xyfact;
tmatrix[1][3] = scale_origin[1]-scale[1]*xyfact;
tmatrix[2][3] = scale_origin[2]-scale[2]*zfact*2.0;
break;
}
}
else
{
tmatrix[0][0] = scale[0];
tmatrix[1][1] = scale[1];
tmatrix[2][2] = scale[2];
tmatrix[0][3] = scale_origin[0];
tmatrix[1][3] = scale_origin[1];
tmatrix[2][3] = scale_origin[2];
}
/* if(clmodel->flags&EF_ROTATE)
{ // Floating motion
tmatrix[2][3] += sin(currententity->origin[0]
+currententity->origin[1]+(cl.time*3))*5.5;
}*/
qglTranslatef (tmatrix[0][3],tmatrix[1][3],tmatrix[2][3]);
qglScalef (tmatrix[0][0],tmatrix[1][1],tmatrix[2][2]);
qglScalef( 1/scale[0],
1/scale[1],
1/scale[2]);
qglTranslatef ( -scale_origin[0],
-scale_origin[1],
-scale_origin[2]);
}
if (!ruleset_allow_larger_models.value && clmodel->clampscale != 1)
{ //possibly this should be on a per-frame basis, but that's a real pain to do
Con_DPrintf("Rescaling %s by %f\n", clmodel->name, clmodel->clampscale);
qglScalef(clmodel->clampscale, clmodel->clampscale, clmodel->clampscale);
}
inf = GLMod_Extradata (clmodel);
if (qglPNTrianglesfATI && gl_ati_truform.value)
qglEnable(GL_PN_TRIANGLES_ATI);
if (e->flags & Q2RF_WEAPONMODEL)
{
VectorCopy(currententity->origin, saveorg);
VectorCopy(r_refdef.vieworg, currententity->origin);
}
#if defined(Q3SHADERS) && defined(Q2BSPS)
fog = CM_FogForOrigin(currententity->origin);
#endif
qglColor4f(shadelight[0]/255, shadelight[1]/255, shadelight[2]/255, e->shaderRGBAf[3]);
memset(&mesh, 0, sizeof(mesh));
for(surfnum=0; inf; ((inf->nextsurf)?(inf = (galiasinfo_t*)((char *)inf + inf->nextsurf)):(inf=NULL)), surfnum++)
{
needrecolour = R_GAliasBuildMesh(&mesh, inf, e, e->shaderRGBAf[3], nolightdir);
c_alias_polys += mesh.numindexes/3;
if (r_drawflat.value == 2)
{
if (needrecolour)
R_GAliasApplyLighting(&mesh, e->origin, e->angles, e->shaderRGBAf);
GL_DrawAliasMesh_Sketch(&mesh);
continue;
}
#ifdef Q3SHADERS
else if (currententity->forcedshader)
{
meshbuffer_t mb;
R_IBrokeTheArrays();
mb.entity = &r_worldentity;
mb.shader = currententity->forcedshader;
mb.fog = fog;
mb.mesh = &mesh;
mb.infokey = -1;//currententity->keynum;
mb.dlightbits = 0;
R_PushMesh(&mesh, mb.shader->features | MF_NONBATCHED | MF_COLORS);
R_RenderMeshBuffer ( &mb, false );
continue;
}
#endif
skin = GL_ChooseSkin(inf, clmodel->name, surfnum, e);
if (!skin || ((void*)skin->base == NULL
#ifdef Q3SHADERS
&& skin->shader == NULL
#endif
))
{
if (needrecolour)
R_GAliasApplyLighting(&mesh, e->origin, e->angles, e->shaderRGBAf);
GL_DrawAliasMesh_Sketch(&mesh);
}
#ifdef Q3SHADERS
else if (skin->shader)
{
meshbuffer_t mb;
int olddst = skin->shader->numpasses?skin->shader->passes[0].blenddst:0;
if (e->flags & Q2RF_ADDATIVE && skin->shader->numpasses)
{ //hack the shader into submition.
skin->shader->passes[0].blenddst = GL_ONE;
skin->shader->passes[0].flags &= ~SHADER_PASS_DEPTHWRITE;
}
mb.entity = &r_worldentity;
mb.shader = skin->shader;
mb.fog = fog;
mb.mesh = &mesh;
mb.infokey = -1;//currententity->keynum;
mb.dlightbits = 0;
R_IBrokeTheArrays();
R_PushMesh(&mesh, skin->shader->features | MF_NONBATCHED | MF_COLORS);
R_RenderMeshBuffer ( &mb, false );
if (e->flags & Q2RF_ADDATIVE && skin->shader->numpasses)
{ //hack the shader into submition.
skin->shader->passes[0].blenddst = olddst;
}
}
#endif
else
{
if (needrecolour)
R_GAliasApplyLighting(&mesh, e->origin, e->angles, e->shaderRGBAf);
qglEnable(GL_TEXTURE_2D);
// if (skin->bump)
// GL_DrawMeshBump(&mesh, skin->base, 0, skin->bump, 0);
// else
GL_DrawAliasMesh(&mesh, skin->base);
if (skin->loweroverlay && r_skin_overlays.value)
{
qglEnable(GL_BLEND);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE);
mesh.colors_array = NULL;
if (e->scoreboard)
{
int c = e->scoreboard->tbottomcolor;
if (c >= 16)
qglColor4f(shadelight[0]/255, shadelight[1]/255, shadelight[2]/255, e->shaderRGBAf[3]);
else if (c >= 8)
qglColor4f(host_basepal[c*16*3]/255.0f, host_basepal[c*16*3+1]/255.0f, host_basepal[c*16*3+2]/255.0f, e->shaderRGBAf[3]);
else
qglColor4f(host_basepal[15+c*16*3]/255.0f, host_basepal[15+c*16*3+1]/255.0f, host_basepal[15+c*16*3+2]/255.0f, e->shaderRGBAf[3]);
}
c_alias_polys += mesh.numindexes/3;
GL_DrawAliasMesh(&mesh, skin->loweroverlay);
}
if (skin->upperoverlay && r_skin_overlays.value)
{
qglEnable(GL_BLEND);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE);
mesh.colors_array = NULL;
if (e->scoreboard)
{
int c = e->scoreboard->ttopcolor;
if (c >= 16)
qglColor4f(shadelight[0]/255, shadelight[1]/255, shadelight[2]/255, e->shaderRGBAf[3]);
else if (c >= 8)
qglColor4f(host_basepal[c*16*3]/255.0f, host_basepal[c*16*3+1]/255.0f, host_basepal[c*16*3+2]/255.0f, e->shaderRGBAf[3]);
else
qglColor4f(host_basepal[15+c*16*3]/255.0f, host_basepal[15+c*16*3+1]/255.0f, host_basepal[15+c*16*3+2]/255.0f, e->shaderRGBAf[3]);
}
c_alias_polys += mesh.numindexes/3;
GL_DrawAliasMesh(&mesh, skin->upperoverlay);
}
if (skin->fullbright && r_fb_models.value && cls.allow_luma)
{
mesh.colors_array = NULL;
qglEnable(GL_BLEND);
qglColor4f(e->shaderRGBAf[0], e->shaderRGBAf[1], e->shaderRGBAf[2], e->shaderRGBAf[3]*r_fb_models.value);
c_alias_polys += mesh.numindexes/3;
qglBlendFunc (GL_SRC_ALPHA, GL_ONE);
GL_DrawAliasMesh(&mesh, skin->fullbright);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
#ifdef Q3BSPS
if (fog)
{
meshbuffer_t mb;
shader_t dummyshader = {0};
R_IBrokeTheArrays();
mb.entity = currententity;
mb.shader = &dummyshader;
mb.fog = fog;
mb.mesh = &mesh;
mb.infokey = -1;//currententity->keynum;
mb.dlightbits = 0;
R_PushMesh(&mesh, mb.shader->features | MF_NONBATCHED | MF_COLORS);
R_RenderMeshBuffer ( &mb, false );
R_ClearArrays();
}
#endif
}
}
if (e->flags & Q2RF_WEAPONMODEL)
VectorCopy(saveorg, currententity->origin);
if (qglPNTrianglesfATI && gl_ati_truform.value)
qglDisable(GL_PN_TRIANGLES_ATI);
#ifdef SHOWLIGHTDIR //testing
qglDisable(GL_TEXTURE_2D);
qglBegin(GL_LINES);
qglColor3f(1,0,0);
qglVertex3f( 0,
0,
0);
qglVertex3f( 100*mesh.lightaxis[0][0],
100*mesh.lightaxis[0][1],
100*mesh.lightaxis[0][2]);
qglColor3f(0,1,0);
qglVertex3f( 0,
0,
0);
qglVertex3f( 100*mesh.lightaxis[1][0],
100*mesh.lightaxis[1][1],
100*mesh.lightaxis[1][2]);
qglColor3f(0,0,1);
qglVertex3f( 0,
0,
0);
qglVertex3f( 100*mesh.lightaxis[2][0],
100*mesh.lightaxis[2][1],
100*mesh.lightaxis[2][2]);
qglEnd();
qglEnable(GL_TEXTURE_2D);
#endif
qglPopMatrix();
qglDisable(GL_BLEND);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_TexEnv(GL_REPLACE);
qglEnable(GL_TEXTURE_2D);
qglShadeModel (GL_FLAT);
if (gl_affinemodels.value)
qglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
if (e->flags & Q2RF_DEPTHHACK)
qglDepthRange (gldepthmin, gldepthmax);
if ((currententity->model->flags & EFH2_SPECIAL_TRANS) && gl_cull.value)
qglEnable( GL_CULL_FACE );
if ((currententity->model->flags & EFH2_HOLEY))
qglDisable( GL_ALPHA_TEST );
#ifdef SHOWLIGHTDIR //testing
qglDisable(GL_TEXTURE_2D);
qglColor3f(1,1,1);
qglBegin(GL_LINES);
qglVertex3f( currententity->origin[0],
currententity->origin[1],
currententity->origin[2]);
qglVertex3f( currententity->origin[0]+100*lightdir[0],
currententity->origin[1]+100*lightdir[1],
currententity->origin[2]+100*lightdir[2]);
qglEnd();
qglEnable(GL_TEXTURE_2D);
#endif
}
//returns result in the form of the result vector
void RotateLightVector(vec3_t *axis, vec3_t origin, 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]);
}
void GL_LightMesh (mesh_t *mesh, vec3_t lightpos, vec3_t colours, float radius)
{
vec3_t dir;
int i;
float dot, d, f, a;
vec3_t bcolours;
vec3_t *xyz = mesh->xyz_array;
vec3_t *normals = mesh->normals_array;
byte_vec4_t *out = mesh->colors_array;
bcolours[0] = colours[0]*255;
bcolours[1] = colours[1]*255;
bcolours[2] = colours[2]*255;
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*bcolours[0];
if (f > 255)
f = 255;
else if (f < 0)
f = 0;
out[i][0] = f;
f = a*bcolours[1];
if (f > 255)
f = 255;
else if (f < 0)
f = 0;
out[i][1] = f;
f = a*bcolours[2];
if (f > 255)
f = 255;
else if (f < 0)
f = 0;
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] = 255;
}
}
else
{
if (bcolours[0] > 255)
bcolours[0] = 255;
if (bcolours[1] > 255)
bcolours[1] = 255;
if (bcolours[2] > 255)
bcolours[2] = 255;
for (i = 0; i < mesh->numvertexes; i++)
{
VectorSubtract(lightpos, xyz[i], dir);
out[i][0] = bcolours[0];
out[i][1] = bcolours[1];
out[i][2] = bcolours[2];
out[i][3] = 255;
}
}
}
//courtesy of DP
void R_BuildBumpVectors(const float *v0, const float *v1, const float *v2, const float *tc0, const float *tc1, const float *tc2, float *svector3f, float *tvector3f, float *normal3f)
{
float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
// 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
// 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
// 6 multiply, 9 subtract
VectorSubtract(v1, v0, v10);
VectorSubtract(v2, v0, v20);
normal3f[0] = v10[1] * v20[2] - v10[2] * v20[1];
normal3f[1] = v10[2] * v20[0] - v10[0] * v20[2];
normal3f[2] = v10[0] * v20[1] - v10[1] * v20[0];
// 12 multiply, 10 subtract
tc10[1] = tc1[1] - tc0[1];
tc20[1] = tc2[1] - tc0[1];
svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
tc10[0] = tc1[0] - tc0[0];
tc20[0] = tc2[0] - tc0[0];
tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
// 12 multiply, 4 add, 6 subtract
f = DotProduct(svector3f, normal3f);
svector3f[0] -= f * normal3f[0];
svector3f[1] -= f * normal3f[1];
svector3f[2] -= f * normal3f[2];
f = DotProduct(tvector3f, normal3f);
tvector3f[0] -= f * normal3f[0];
tvector3f[1] -= f * normal3f[1];
tvector3f[2] -= f * normal3f[2];
// if texture is mapped the wrong way (counterclockwise), the tangents
// have to be flipped, this is detected by calculating a normal from the
// two tangents, and seeing if it is opposite the surface normal
// 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
CrossProduct(tvector3f, svector3f, tangentcross);
if (DotProduct(tangentcross, normal3f) < 0)
{
VectorNegate(svector3f, svector3f);
VectorNegate(tvector3f, tvector3f);
}
}
//courtesy of DP
void R_AliasGenerateTextureVectors(mesh_t *mesh, float *normal3f, float *svector3f, float *tvector3f)
{
int i;
float sdir[3], tdir[3], normal[3], *v;
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);
}
void R_AliasGenerateVertexLightDirs(mesh_t *mesh, vec3_t lightdir, vec3_t *results, vec3_t *normal3f, vec3_t *svector3f, vec3_t *tvector3f)
{
int i;
R_AliasGenerateTextureVectors(mesh, (float*)normal3f, (float*)svector3f, (float*)tvector3f);
for (i = 0; i < mesh->numvertexes; i++)
{
results[i][0] = -DotProduct(lightdir, tvector3f[i]);
results[i][1] = -DotProduct(lightdir, svector3f[i]);
results[i][2] = -DotProduct(lightdir, normal3f[i]);
}
}
void R_DrawMeshBumpmap(mesh_t *mesh, galiastexnum_t *skin, vec3_t lightdir)
{
extern int gldepthfunc;
static vec3_t *lightdirs;
static int maxlightdirs;
extern int normalisationCubeMap;
#ifdef Q3SHADERS
R_UnlockArrays();
#endif
//(bumpmap dot cubemap)*texture
//why no luma?
//that's thrown on last.
//why a cubemap?
//we need to pass colours as a normal somehow
//we could use the fragment colour for it, however, we then wouldn't be able to colour the light.
//so we use a cubemap, which has the added advantage of normalizing the light dir for us.
//the bumpmap we use is tangent-space (so I'm told)
qglDepthFunc(gldepthfunc);
qglDepthMask(0);
if (gldepthmin == 0.5)
qglCullFace ( GL_BACK );
else
qglCullFace ( GL_FRONT );
qglEnable(GL_BLEND);
qglVertexPointer(3, GL_FLOAT, 0, mesh->xyz_array);
qglEnableClientState( GL_VERTEX_ARRAY );
if (mesh->normals_array && qglNormalPointer) //d3d wrapper doesn't support normals, and this is only really needed for truform
{
qglNormalPointer(GL_FLOAT, 0, mesh->normals_array);
qglEnableClientState( GL_NORMAL_ARRAY );
}
if (mesh->colors_array)
{
qglColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh->colors_array);
qglEnableClientState( GL_COLOR_ARRAY );
}
else
qglDisableClientState( GL_COLOR_ARRAY );
if (maxlightdirs < mesh->numvertexes)
{
maxlightdirs = mesh->numvertexes;
lightdirs = BZ_Malloc(sizeof(vec3_t)*maxlightdirs*4);
}
R_AliasGenerateVertexLightDirs(mesh, lightdir,
lightdirs + maxlightdirs*0,
lightdirs + maxlightdirs*1,
lightdirs + maxlightdirs*2,
lightdirs + maxlightdirs*3);
GL_MBind(mtexid0, skin->bump);
GL_TexEnv(GL_REPLACE);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglTexCoordPointer(2, GL_FLOAT, 0, mesh->st_array);
qglEnable(GL_TEXTURE_2D);
GL_SelectTexture(mtexid1);
GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap);
qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
GL_TexEnv(GL_COMBINE_ARB);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglTexCoordPointer(3, GL_FLOAT, 0, lightdirs);
if (gl_mtexarbable>=3)
{
GL_MBind(mtexid0+2, skin->base);
qglEnable(GL_TEXTURE_2D);
}
else
{ //we don't support 3tmus, so draw the bumps, and multiply the rest over the top
qglDrawElements(GL_TRIANGLES, mesh->numindexes, GL_INDEX_TYPE, mesh->indexes);
qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
GL_MBind(mtexid0, skin->base);
}
GL_TexEnv(GL_MODULATE);
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglTexCoordPointer(2, GL_FLOAT, 0, mesh->st_array);
qglDrawElements(GL_TRIANGLES, mesh->numindexes, GL_INDEX_TYPE, mesh->indexes);
// GL_SelectTexture(mtexid2);
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
qglDisable(GL_TEXTURE_2D);
GL_SelectTexture(mtexid1);
qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
GL_TexEnv(GL_MODULATE);
GL_SelectTexture(mtexid0);
qglEnable(GL_TEXTURE_2D);
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
qglDisableClientState( GL_VERTEX_ARRAY );
qglDisableClientState( GL_COLOR_ARRAY );
qglDisableClientState( GL_NORMAL_ARRAY );
#ifdef Q3SHADERS
R_IBrokeTheArrays();
#endif
}
void R_DrawGAliasModelLighting (entity_t *e, vec3_t lightpos, vec3_t colours, float radius)
{
#if 0 //glitches, no attenuation... :(
model_t *clmodel = e->model;
vec3_t mins, maxs;
vec3_t lightdir;
galiasinfo_t *inf;
galiastexnum_t *tex;
mesh_t mesh;
int surfnum;
extern cvar_t r_nolightdir;
if (e->flags & Q2RF_VIEWERMODEL)
return;
if (r_nolightdir.value) //are you crazy?
return;
//Total insanity with r_shadows 2...
// if (!strcmp (clmodel->name, "progs/flame2.mdl"))
// CL_NewDlight (e, e->origin[0]-1, e->origin[1]+1, e->origin[2]+24, 200 + (rand()&31), host_frametime*2, 3);
// if (!strcmp (clmodel->name, "progs/armor.mdl"))
// CL_NewDlight (e->keynum, e->origin[0]-1, e->origin[1]+1, e->origin[2]+25, 200 + (rand()&31), host_frametime*2, 3);
VectorAdd (e->origin, clmodel->mins, mins);
VectorAdd (e->origin, clmodel->maxs, maxs);
// if (!(e->flags & Q2RF_WEAPONMODEL))
// if (R_CullBox (mins, maxs))
// return;
RotateLightVector(e->axis, e->origin, lightpos, lightdir);
GL_DisableMultitexture();
GL_TexEnv(GL_MODULATE);
if (gl_smoothmodels.value)
qglShadeModel (GL_SMOOTH);
if (gl_affinemodels.value)
qglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
if (e->flags & Q2RF_DEPTHHACK)
qglDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
qglColor3f(colours[0], colours[1], colours[2]);
qglColor4f(1, 1, 1, 1);
qglPushMatrix();
R_RotateForEntity(e);
inf = GLMod_Extradata (clmodel);
if (gl_ati_truform.value)
qglEnable(GL_PN_TRIANGLES_ATI);
qglEnable(GL_TEXTURE_2D);
qglEnable(GL_POLYGON_OFFSET_FILL);
GL_TexEnv(GL_REPLACE);
// qglDisable(GL_STENCIL_TEST);
qglEnable(GL_BLEND);
qglDisable(GL_ALPHA_TEST); //if you used an alpha channel where you shouldn't have, more fool you.
qglBlendFunc(GL_ONE, GL_ONE);
// qglDepthFunc(GL_ALWAYS);
for(surfnum=0;inf;surfnum++)
{
R_GAliasBuildMesh(&mesh, inf, e->frame, e->oldframe, e->lerpfrac, e->alpha, e->frame1time, e->frame2time, false);
mesh.colors_array = tempColours;
tex = GL_ChooseSkin(inf, clmodel->name, surfnum, e);
if (tex->bump && e->alpha==1)
{
R_DrawMeshBumpmap(&mesh, tex, lightdir);
}
else
{
GL_LightMesh(&mesh, lightdir, colours, radius);
GL_DrawAliasMesh(&mesh, tex->base);
}
if (inf->nextsurf)
inf = (galiasinfo_t*)((char *)inf + inf->nextsurf);
else
inf = NULL;
}
currententity->fatness=0;
qglPopMatrix();
if (gl_ati_truform.value)
qglDisable(GL_PN_TRIANGLES_ATI);
GL_TexEnv(GL_REPLACE);
qglShadeModel (GL_FLAT);
if (gl_affinemodels.value)
qglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
qglDisable(GL_POLYGON_OFFSET_FILL);
if (e->flags & Q2RF_DEPTHHACK)
qglDepthRange (gldepthmin, gldepthmax);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglDisable(GL_BLEND);
qglDisable(GL_TEXTURE_2D);
R_IBrokeTheArrays();
#endif
}
//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;
if (clmodel->engineflags & (MDLF_FLAME | MDLF_BOLT))
return;
if (r_noaliasshadows.value)
return;
if (e->shaderRGBAf[3] < 0.5)
return;
RotateLightVector(e->axis, e->origin, lightpos, lightorg);
if (Length(lightorg) > radius + clmodel->radius)
return;
qglPushMatrix();
R_RotateForEntity(e);
inf = GLMod_Extradata (clmodel);
while(inf)
{
if (inf->ofs_trineighbours)
{
R_GAliasBuildMesh(&mesh, inf, e, 1, true);
R_CalcFacing(&mesh, lightorg);
R_ProjectShadowVolume(&mesh, lightorg);
R_DrawShadowVolume(&mesh);
}
if (inf->nextsurf)
inf = (galiasinfo_t*)((char *)inf + inf->nextsurf);
else
inf = NULL;
}
qglPopMatrix();
}
#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
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 // defined(RGLQUAKE)