//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" #include "glquake.h" #ifndef SERVERONLY #include "com_mesh.h" #if defined(RTLIGHTS) static int numProjectedShadowVerts; static vec3_t *ProjectedShadowVerts; static int numFacing; static qbyte *triangleFacing; #endif //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; extern cvar_t gl_part_flame, r_fullbrightSkins, r_fb_models, ruleset_allow_fbmodels; extern cvar_t r_noaliasshadows; extern cvar_t gl_ati_truform; extern cvar_t r_vertexdlights; extern cvar_t mod_md3flags; extern cvar_t r_skin_overlays; extern cvar_t r_globalskin_first, r_globalskin_count; #ifndef SERVERONLY static hashtable_t skincolourmapped; //q3 .skin support static skinfile_t **registeredskins; static skinid_t numregisteredskins; struct cctx_s { texid_t diffuse; int width; int height; }; void Mod_FlushSkin(skinid_t id) { skinfile_t *sk; id--; if (id >= numregisteredskins) return; //invalid! sk = registeredskins[id]; if (!sk) return; sk->qwskin = NULL; } void Mod_WipeSkin(skinid_t id) { //FIXME: skin objects should persist for a frame. skinfile_t *sk; int i; id--; if (id >= numregisteredskins) return; //invalid! sk = registeredskins[id]; if (!sk) return; for (i = 0; i < sk->nummappings; i++) { if (sk->mappings[i].needsfree) Image_UnloadTexture(sk->mappings[i].texnums.base); R_UnloadShader(sk->mappings[i].shader); } Z_Free(registeredskins[id]); registeredskins[id] = NULL; } static void Mod_WipeAllSkins(qboolean final) { skinid_t id; if (final) { for (id = 0; id < numregisteredskins; ) Mod_WipeSkin(++id); Z_Free(registeredskins); registeredskins = NULL; numregisteredskins = 0; } else { for (id = 0; id < numregisteredskins; ) Mod_FlushSkin(++id); } } skinfile_t *Mod_LookupSkin(skinid_t id) { id--; if (id < numregisteredskins) return registeredskins[id]; return NULL; } static void Mod_ComposeSkin(char *texture, struct cctx_s *cctx) { float x=0, y=0; float w, h; int iw=0, ih=0; float s1 = 0, t1 = 0, s2 = 1, t2 = 1; float r=1,g=1,b=1,a=1; int l; char *s, tname[MAX_QPATH]; shader_t *sourceimg; for (s = texture; *s; s++) { if (*s == '@' || *s == ':' || *s == '?' || *s == '*') break; } l = s - texture; if (l > MAX_QPATH-1) l = MAX_QPATH-1; memcpy(tname, texture, l); tname[l] = 0; //load the image and set some default sizes, etc. sourceimg = R2D_SafeCachePic(tname); if (!sourceimg || R_GetShaderSizes(sourceimg, &iw, &ih, true) != 1) //no shader? no point in doing anything. { w = 0; h = 0; sourceimg = NULL; } else { w = iw; h = ih; } while(*s) { switch(*s) { case '@': x = strtod(s+1, &s); if (*s == ',') s++; y = strtod(s, &s); break; case ':': w = strtod(s+1, &s); if (*s == ',') s++; h = strtod(s, &s); break; case '$': s1 = strtod(s+1, &s); if (*s == ',') s++; t1 = strtod(s, &s); if (*s == ',') s++; s2 = strtod(s, &s); if (*s == ',') s++; t2 = strtod(s, &s); break; case '?': r = strtod(s+1, &s); if (*s == ',') s++; g = strtod(s, &s); if (*s == ',') s++; b = strtod(s, &s); if (*s == ',') s++; a = strtod(s, &s); break; // case '*': // break; default: s+=strlen(s); //some sort of error or other thing we don't support break; } } if (!w || !h) return; //create a render target if one is not already selected if (!TEXVALID(cctx->diffuse)) { strcpy(r_refdef.rt_destcolour[0].texname, "-"); cctx->width = x+w; cctx->height = y+h; cctx->diffuse = R2D_RT_Configure(r_refdef.rt_destcolour[0].texname, cctx->width, cctx->height, TF_RGBA32, RT_IMAGEFLAGS); BE_RenderToTextureUpdate2d(true); } if (!sourceimg) return; R2D_ImageColours(r,g,b,a); R2D_Image(x, cctx->height-(y+h), w, h, s1, t2, s2, t1, sourceimg); R_UnloadShader(sourceimg); //we're done with it now } //create a new skin with explicit name and text. even if its already loaded. this means you can free it safely. skinid_t Mod_ReadSkinFile(const char *skinname, const char *skintext) { skinid_t id; char *nl; skinfile_t *skin; char shadername[MAX_QPATH]; for (id = 0; id < numregisteredskins; id++) { if (!registeredskins[id]) break; } if (id == numregisteredskins) { int newn = numregisteredskins + 64; registeredskins = BZ_Realloc(registeredskins, sizeof(*registeredskins) * newn); memset(registeredskins + numregisteredskins, 0, (newn-numregisteredskins)*sizeof(*registeredskins)); numregisteredskins = newn; } skin = Z_Malloc(sizeof(*skin) - sizeof(skin->mappings) + sizeof(skin->mappings[0])*4); skin->maxmappings = 4; Q_strncpyz(skin->skinname, skinname, sizeof(skin->skinname)); skin->q1lower = Q1UNSPECIFIED; skin->q1upper = Q1UNSPECIFIED; while(skintext) { if (skin->nummappings == skin->maxmappings) { skin->maxmappings += 4; skin = BZ_Realloc(skin, sizeof(*skin) - sizeof(skin->mappings) + sizeof(skin->mappings[0])*skin->maxmappings); } skintext = COM_ParseToken(skintext, ","); if (!skintext) break; if (!strcmp(com_token, "replace")) { skintext = COM_ParseToken(skintext, NULL); if (com_tokentype != TTP_LINEENDING) { Q_strncpyz(skin->mappings[skin->nummappings].surface, com_token, sizeof(skin->mappings[skin->nummappings].surface)); skintext = COM_ParseToken(skintext, NULL); Q_strncpyz(shadername, com_token, sizeof(shadername)); skin->mappings[skin->nummappings].shader = R_RegisterSkin(shadername, skin->skinname); R_BuildDefaultTexnums(NULL, skin->mappings[skin->nummappings].shader); skin->mappings[skin->nummappings].texnums = *skin->mappings[skin->nummappings].shader->defaulttextures; skin->nummappings++; } } else if (!strcmp(com_token, "compose")) { skintext = COM_ParseToken(skintext, NULL); //body if (com_tokentype != TTP_LINEENDING) { //fixme: this blocks waiting for the textures to load. struct cctx_s cctx; memset(&cctx, 0, sizeof(cctx)); Q_strncpyz(skin->mappings[skin->nummappings].surface, com_token, sizeof(skin->mappings[skin->nummappings].surface)); skintext = COM_ParseToken(skintext, NULL); Q_strncpyz(shadername, com_token, sizeof(shadername)); skin->mappings[skin->nummappings].shader = R_RegisterSkin(shadername, skin->skinname); R_BuildDefaultTexnums(NULL, skin->mappings[skin->nummappings].shader); skin->mappings[skin->nummappings].texnums = *skin->mappings[skin->nummappings].shader->defaulttextures; for(;;) { while(*skintext == ' ' || *skintext == '\t') skintext++; if (*skintext == '+') skintext++; else break; skintext = COM_Parse(skintext); Mod_ComposeSkin(com_token, &cctx); } skin->mappings[skin->nummappings].needsfree = 1; skin->mappings[skin->nummappings].texnums.base = cctx.diffuse; skin->nummappings++; *r_refdef.rt_destcolour[0].texname = 0; BE_RenderToTextureUpdate2d(true); } } else if (!strcmp(com_token, "geomset")) { int set; skintext = COM_ParseToken(skintext, NULL); set = atoi(com_token); if (com_tokentype != TTP_LINEENDING) { skintext = COM_ParseToken(skintext, NULL); if (set < MAX_GEOMSETS) skin->geomset[set] = atoi(com_token); } } else if (!strncmp(com_token, "tag_", 4)) { //ignore it. matches q3. } else if (!strcmp(com_token, "qwskin")) { skintext = COM_ParseToken(skintext, NULL); Q_strncpyz(skin->qwskinname, com_token, sizeof(skin->qwskinname)); } else if (!strcmp(com_token, "q1lower")) { skintext = COM_ParseToken(skintext, NULL); if (!strncmp(com_token, "0x", 2)) skin->q1lower = 0xff000000|strtoul(com_token+2, NULL, 16); else skin->q1lower = atoi(com_token); } else if (!strcmp(com_token, "q1upper")) { skintext = COM_ParseToken(skintext, NULL); if (!strncmp(com_token, "0x", 2)) skin->q1upper = 0xff000000|strtoul(com_token+2, NULL, 16); else skin->q1upper = atoi(com_token); } else { while(*skintext == ' ' || *skintext == '\t') skintext++; if (*skintext == ',') { Q_strncpyz(skin->mappings[skin->nummappings].surface, com_token, sizeof(skin->mappings[skin->nummappings].surface)); skintext = COM_ParseToken(skintext+1, NULL); Q_strncpyz(shadername, com_token, sizeof(shadername)); skin->mappings[skin->nummappings].shader = R_RegisterCustom (shadername, 0, Shader_DefaultSkin, NULL); R_BuildDefaultTexnums(NULL, skin->mappings[skin->nummappings].shader); skin->mappings[skin->nummappings].texnums = *skin->mappings[skin->nummappings].shader->defaulttextures; skin->nummappings++; } } if (com_tokentype == TTP_LINEENDING || !skintext) continue; nl = strchr(skintext, '\n'); if (!nl) skintext = skintext+strlen(skintext); else skintext = nl+1; if (!*skintext) break; } registeredskins[id] = skin; return id+1; } //registers a skin. loads it if there's not one with that name already registered. //returns 0 if it failed. skinid_t Mod_RegisterSkinFile(const char *skinname) { char *f; skinid_t id; //block duplicates for (id = 0; id < numregisteredskins; id++) { if (!registeredskins[id]) continue; if (!strcmp(skinname, registeredskins[id]->skinname)) return id+1; } f = FS_LoadMallocFile(skinname, NULL); if (!f) return 0; id = Mod_ReadSkinFile(skinname, f); Z_Free(f); return id; } //changes vertex lighting values #if 0 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; if (mesh->colors4f_array) { float l; int temp; int i; avec4_t *colours = mesh->colors4f_array; vec3_t *normals = mesh->normals_array; vec3_t ambient, shade; qbyte alphab = bound(0, colormod[3], 1); if (!mesh->normals_array) { mesh->colors4f_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]; 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; } } if (r_vertexdlights.value && mesh->colors4f_array) { //don't include world lights for (l=rtlights_first ; lcl_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<= tinwidth) break; //its covered } for (i = 0; i < 10; i++) { scaled_height = (1<= 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> 1; for (j=0 ; j>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> 1; for (j=0 ; j>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> 1; for (j=0 ; j>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> 1; for (j=0 ; j>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 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]); if (frame->xmirror) { Vector2Set(st[0], 1, 1); Vector2Set(st[1], 1, 0); Vector2Set(st[2], 0, 0); Vector2Set(st[3], 0, 1); } else { 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 ; iflags & 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 ‘mod_*’ 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)