fteqw/engine/gl/gl_alias.c
2022-03-08 05:31:34 +00:00

3043 lines
79 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"
#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 r_lodscale, r_lodbias;
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)
{
#ifdef QWSKINS
skinfile_t *sk;
id--;
if (id >= numregisteredskins)
return; //invalid!
sk = registeredskins[id];
if (!sk)
return;
sk->qwskin = NULL;
#endif
}
void Mod_WipeSkin(skinid_t id, qboolean force)
{
//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;
if (!force && --sk->refcount > 0)
return; //still in use.
registeredskins[id] = NULL;
for (i = 0; i < sk->nummappings; i++)
{
if (sk->mappings[i].needsfree)
{
Image_UnloadTexture(sk->mappings[i].texnums.base);
sk->mappings[i].texnums.base = r_nulltex;
}
R_UnloadShader(sk->mappings[i].shader);
}
Z_Free(sk);
}
static void Mod_WipeAllSkins(qboolean final)
{
skinid_t id;
if (final)
{
for (id = 0; id < numregisteredskins; )
Mod_WipeSkin(++id, true);
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;
}
struct composeline_s
{
shader_t *sourceimg;
vec2_t pos, size;
vec4_t tc;
vec4_t rgba;
};
static void Mod_ParseComposeLine(char *texture, struct composeline_s *line)
{
int l;
char *s, tname[MAX_QPATH];
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.
if (*tname)
line->sourceimg = R2D_SafeCachePic(tname);
else
line->sourceimg = NULL;
Vector2Set(line->pos, 0, 0);
Vector2Set(line->size, -1, -1);
Vector4Set(line->tc, 0, 0, 1, 1);
Vector4Set(line->rgba, 1, 1, 1, 1);
while(*s)
{
switch(*s)
{
case '@':
line->pos[0] = strtod(s+1, &s);
if (*s == ',')
s++;
line->pos[1] = strtod(s, &s);
break;
case ':':
line->size[0] = strtod(s+1, &s);
if (*s == ',')
s++;
line->size[1] = strtod(s, &s);
break;
case '$':
line->tc[0] = strtod(s+1, &s);
if (*s == ',')
s++;
line->tc[1] = strtod(s, &s);
if (*s == ',')
s++;
line->tc[2] = strtod(s, &s);
if (*s == ',')
s++;
line->tc[3] = strtod(s, &s);
break;
case '?':
line->rgba[0] = strtod(s+1, &s);
if (*s == ',')
s++;
line->rgba[1] = strtod(s, &s);
if (*s == ',')
s++;
line->rgba[2] = strtod(s, &s);
if (*s == ',')
s++;
line->rgba[3] = strtod(s, &s);
break;
// case '*':
// break;
default:
s+=strlen(s); //some sort of error or other thing we don't support
break;
}
}
}
static void Mod_ComposeSkin(char *texture, struct cctx_s *cctx, struct composeline_s *line)
{
int iw=0, ih=0;
if (!line->sourceimg || R_GetShaderSizes(line->sourceimg, &iw, &ih, false) != 1) //no shader? no point in doing anything.
{
iw = ih = 0;
line->sourceimg = NULL;
}
if (line->size[0] < 0)
line->size[0] = iw;
if (line->size[1] < 0)
line->size[1] = ih;
if (line->size[0]>0 && line->size[1]>0)
{
//create a render target if one is not already selected
if (!TEXVALID(cctx->diffuse))
{
if (R2D_Flush)
R2D_Flush();
strcpy(r_refdef.rt_destcolour[0].texname, "-");
cctx->width = line->pos[0]+line->size[0];
cctx->height = line->pos[1]+line->size[1];
cctx->diffuse = R2D_RT_Configure(r_refdef.rt_destcolour[0].texname, cctx->width, cctx->height, TF_RGBA32, RT_IMAGEFLAGS);
BE_RenderToTextureUpdate2d(true);
}
if (line->sourceimg)
{
R2D_ImageColours(line->rgba[0],line->rgba[1],line->rgba[2],line->rgba[3]);
R2D_Image(line->pos[0], line->pos[1], line->size[0], line->size[1], line->tc[0], line->tc[1], line->tc[2], line->tc[3], line->sourceimg);
}
}
if (R2D_Flush)
R2D_Flush();
R_UnloadShader(line->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->refcount++;
skin->maxmappings = 4;
Q_strncpyz(skin->skinname, skinname, sizeof(skin->skinname));
#ifdef QWSKINS
skin->q1lower = Q1UNSPECIFIED;
skin->q1upper = Q1UNSPECIFIED;
#endif
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(NULL, shadername);
R_BuildDefaultTexnums(NULL, skin->mappings[skin->nummappings].shader, 0);
skin->mappings[skin->nummappings].texnums = *skin->mappings[skin->nummappings].shader->defaulttextures;
skin->mappings[skin->nummappings].needsfree = false;
skin->nummappings++;
}
}
else if (!strcmp(com_token, "compose"))
{
skintext = COM_ParseToken(skintext, NULL);
//body
if (com_tokentype != TTP_LINEENDING)
{
size_t l,lines;
struct composeline_s line[64];
//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(NULL, shadername);
R_BuildDefaultTexnums(NULL, skin->mappings[skin->nummappings].shader, 0);
skin->mappings[skin->nummappings].texnums = *skin->mappings[skin->nummappings].shader->defaulttextures;
//parse the lines, and start to load the various shaders.
for(lines = 0;lines<countof(line);)
{
while(*skintext == ' ' || *skintext == '\t')
skintext++;
if (*skintext == '+')
skintext++;
else
break;
skintext = COM_Parse(skintext);
Mod_ParseComposeLine(com_token, &line[lines++]);
}
//all the textures should be loading now... block while waiting for them (sucks)
for (l = 0; l < lines; l++)
R_GetShaderSizes(line[l].sourceimg, NULL, NULL, true);
//okay, they're loaded, do the compose now.
for (l = 0; l < lines; l++)
Mod_ComposeSkin(com_token, &cctx, &line[l]);
*r_refdef.rt_destcolour[0].texname = 0;
BE_RenderToTextureUpdate2d(true);
skin->mappings[skin->nummappings].needsfree = 1;
skin->mappings[skin->nummappings].texnums.base = cctx.diffuse;
skin->nummappings++;
}
}
else if (!strcmp(com_token, "geomset") || !strcmp(com_token, "meshgroup"))
{
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.
}
#ifdef QWSKINS
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);
}
#endif
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 (NULL, shadername, 0, Shader_DefaultSkin, NULL);
R_BuildDefaultTexnums(NULL, skin->mappings[skin->nummappings].shader, 0);
skin->mappings[skin->nummappings].texnums = *skin->mappings[skin->nummappings].shader->defaulttextures;
skin->mappings[skin->nummappings].needsfree = false;
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;
#ifdef QWSKINS
//warm it up, hopefully before its stictly necessary.
if (*skin->qwskinname)
Skin_Lookup (skin->qwskinname);
#endif
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))
{
registeredskins[id]->refcount++;
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 ; l<RTL_FIRST; l++)
{
if (cl_dlights[l].radius)
{
VectorSubtract (cl_dlights[l].origin,
org,
dir);
if (Length(dir)>cl_dlights[l].radius+mesh->radius) //far out man!
continue;
rel[0] = -DotProduct(dir, currententity->axis[0]);
rel[1] = -DotProduct(dir, currententity->axis[1]); //quake's crazy.
rel[2] = -DotProduct(dir, currententity->axis[2]);
/*
glBegin(GL_LINES);
glVertex3f(0,0,0);
glVertex3f(rel[0],rel[1],rel[2]);
glEnd();
*/
for (v = 0; v < mesh->numvertexes; v++)
{
VectorSubtract(mesh->xyz_array[v], rel, dir);
dot = DotProduct(dir, mesh->normals_array[v]);
if (dot>0)
{
d = DotProduct(dir, dir);
a = 1/d;
if (a>0)
{
a *= 10000000*dot/sqrt(d);
mesh->colors4f_array[v][0] += a*cl_dlights[l].color[0];
mesh->colors4f_array[v][1] += a*cl_dlights[l].color[1];
mesh->colors4f_array[v][2] += a*cl_dlights[l].color[2];
}
// else
// mesh->colors4f_array[v][1] = 1;
}
// else
// mesh->colors4f_array[v][2] = 1;
}
}
}
}
}
#endif
/*
void GL_GAliasFlushOneSkin(char *skinname)
{
int i;
bucket_t **l;
galiascolourmapped_t *cm;
for (i = 0; i < skincolourmapped.numbuckets; i++)
{
for(l = &skincolourmapped.bucket[i]; *l; )
{
cm = (*l)->data;
if (strstr(cm->name, skinname))
{
*l = cm->bucket.next;
BZ_Free(cm);
continue;
}
l = &(*l)->next;
}
}
}*/
//final is set when the renderer is going down.
//if not set, this is mid-map, and everything should be regeneratable.
void R_GAliasFlushSkinCache(qboolean final)
{
int i;
bucket_t *b;
for (i = 0; i < skincolourmapped.numbuckets; i++)
{
while((b = skincolourmapped.bucket[i]))
{
skincolourmapped.bucket[i] = b->next;
BZ_Free(b->data);
}
}
if (skincolourmapped.bucket)
BZ_Free(skincolourmapped.bucket);
skincolourmapped.bucket = NULL;
skincolourmapped.numbuckets = 0;
#ifdef RTLIGHTS
BZ_Free(ProjectedShadowVerts);
ProjectedShadowVerts = NULL;
numProjectedShadowVerts = 0;
BZ_Free(triangleFacing);
triangleFacing = NULL;
numFacing = 0;
#endif
Mod_WipeAllSkins(final);
}
static shader_t *GL_ChooseSkin(galiasinfo_t *inf, model_t *model, int surfnum, entity_t *e, texnums_t **forcedtex)
{
galiasskin_t *skins;
#ifdef QWSKINS
shader_t *shader;
qwskin_t *plskin = NULL;
unsigned int subframe;
unsigned int tc = e->topcolour, bc = e->bottomcolour, pc;
qboolean generateupperlower = false;
qboolean forced;
extern int cl_playerindex; //so I don't have to strcmp
#endif
int frame;
*forcedtex = NULL;
/*q3 .skin files*/
if (e->customskin)
{
skinfile_t *sk = Mod_LookupSkin(e->customskin);
if (sk)
{
int i, fallback=-1;
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->mappings[i].surface)
fallback = i;
}
if (fallback >= 0)
{
*forcedtex = &sk->mappings[fallback].texnums;
return sk->mappings[fallback].shader;
}
#ifdef QWSKINS
if (sk->q1lower != Q1UNSPECIFIED)
bc = e->bottomcolour = sk->q1lower;
if (sk->q1upper != Q1UNSPECIFIED)
tc = e->topcolour = sk->q1upper;
if (!sk->qwskin && *sk->qwskinname)
sk->qwskin = Skin_Lookup(sk->qwskinname);
plskin = sk->qwskin;
#endif
}
}
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(NULL, va("gfx/skin%d.lmp", e->skinnum));
if (s)
{
if (!TEXVALID(s->defaulttextures->base))
R_BuildDefaultTexnums(NULL, s, 0);
return s;
}
}
#ifdef QWSKINS
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]
#ifdef HAVE_LEGACY
|| model==cl.model_precache_vwep[0]
#endif
)
{
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_TryCache8(plskin); //we're not going to use it, but make sure its status is updated when it is finally loaded..
if (plskin->loadstate < SKIN_LOADED)
{
plskin = cl.players[e->playerindex].lastskin;
if (!plskin || plskin->loadstate < SKIN_LOADED)
return NULL; //just wait for it to finish loading so we don't generate pointless skins.
}
}
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 (!skincolourmapped.numbuckets)
{
int bucketcount = 256;
void *buckets = BZ_Malloc(Hash_BytesForBuckets(bucketcount));
memset(buckets, 0, Hash_BytesForBuckets(bucketcount));
Hash_InitTable(&skincolourmapped, bucketcount, 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->base && (tex->base->status == TEX_LOADING)) ||
(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 we've got a replacement texture (read: its size differs from the proper skin size) then don't use the base texels for colourmapping.
if (tex->base && skins &&
(tex->base->width!=skins->skinwidth || tex->base->height!=skins->skinheight))
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;
}
if (!skins || !skins->numframes || !skins->frame[subframe].texels)
{ //no top/bottom colourmapping possible here. don't cache a million different values.
tc = 0xfe000000;
bc = 0xfe000000;
generateupperlower = true;
}
}
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;
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(model, skinname);
return shader;
}
}
if (plskin)
{
original = Skin_TryCache8(plskin); //will start it loading if not already loaded.
if (plskin->loadstate == SKIN_LOADING)
return shader;
inwidth = plskin->width;
inheight = plskin->height;
}
else
{
original = NULL;
inwidth = 0;
inheight = 0;
}
//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(model, skinname);
cm->texnum.bump = shader->defaulttextures->bump; //can't colour bumpmapping
if (plskin)
{
if (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;
cm->texnum.displacement = r_nulltex;
return shader;
}
}
if (!original)
{
if (skins && skins->numframes && skins->frame[subframe].texels)
{
original = skins->frame[subframe].texels;
inwidth = skins->skinwidth;
inheight = skins->skinheight;
}
else
{
original = NULL;
inwidth = 0;
inheight = 0;
}
}
if (skins)
{
tinwidth = skins->skinwidth;
tinheight = skins->skinheight;
}
else
{
tinwidth = inwidth;
tinheight = inheight;
}
if (original)
{
int i, j;
unsigned translate32[256];
unsigned *pixels;
unsigned *out;
unsigned frac, fracstep;
unsigned scaled_width, scaled_height;
qbyte *inrow;
cm->texnum.base = r_nulltex;
cm->texnum.fullbright = r_nulltex;
scaled_width = gl_max_size.value < 512 ? gl_max_size.value : 512;
scaled_height = gl_max_size.value < 512 ? gl_max_size.value : 512;
//handle the case of an external skin being smaller than the texture that its meant to replace
//(to support the evil hackage of the padding on the outside of common qw skins)
if (tinwidth > inwidth)
tinwidth = inwidth;
if (tinheight > inheight)
tinheight = inheight;
//don't make scaled width any larger than it needs to be
if (sh_config.texture_non_power_of_two)
{
scaled_width = tinwidth;
scaled_height = tinheight;
}
else
{
for (i = 0; i < 10; i++)
{
scaled_width = (1<<i);
if (scaled_width >= tinwidth)
break; //its covered
}
for (i = 0; i < 10; i++)
{
scaled_height = (1<<i);
if (scaled_height >= tinheight)
break; //its covered
}
}
if (scaled_width > gl_max_size.value)
scaled_width = gl_max_size.value; //whoops, we made it too big
if (scaled_height > gl_max_size.value)
scaled_height = gl_max_size.value; //whoops, we made it too big
if (scaled_width < 4)
scaled_width = 4;
if (scaled_height < 4)
scaled_height = 4;
#ifdef HEXEN2
if (h2playertranslations && pc)
{
unsigned int color_offsets[5] = {2*14*256,0,1*14*256,2*14*256,2*14*256};
unsigned char *colorA, *colorB, *sourceA, *sourceB;
colorA = h2playertranslations + 256 + color_offsets[pc-1];
colorB = colorA + 256;
sourceA = colorB + (tc * 256);
sourceB = colorB + (bc * 256);
for(i=0;i<256;i++)
{
translate32[i] = d_8to24rgbtable[i];
if (tc > 0 && (colorA[i] != 255))
{
if (tc >= 16)
{
unsigned int v = d_8to24rgbtable[colorA[i]];
v = max(max((v>>0)&0xff, (v>>8)&0xff), (v>>16)&0xff);
*((unsigned char*)&translate32[i]+0) = (((tc&0xff0000)>>16)*v)>>8;
*((unsigned char*)&translate32[i]+1) = (((tc&0x00ff00)>> 8)*v)>>8;
*((unsigned char*)&translate32[i]+2) = (((tc&0x0000ff)>> 0)*v)>>8;
*((unsigned char*)&translate32[i]+3) = 0xff;
}
else
translate32[i] = d_8to24rgbtable[sourceA[i]];
}
if (bc > 0 && (colorB[i] != 255))
{
if (bc >= 16)
{
unsigned int v = d_8to24rgbtable[colorB[i]];
v = max(max((v>>0)&0xff, (v>>8)&0xff), (v>>16)&0xff);
*((unsigned char*)&translate32[i]+0) = (((bc&0xff0000)>>16)*v)>>8;
*((unsigned char*)&translate32[i]+1) = (((bc&0x00ff00)>> 8)*v)>>8;
*((unsigned char*)&translate32[i]+2) = (((bc&0x0000ff)>> 0)*v)>>8;
*((unsigned char*)&translate32[i]+3) = 0xff;
}
else
translate32[i] = d_8to24rgbtable[sourceB[i]];
}
}
translate32[0] = 0;
}
else
#endif
{
for (i=0 ; i<256 ; i++)
translate32[i] = d_8to24rgbtable[i];
for (i = 0; i < 16; i++)
{
if (tc >= 16)
{
//assumption: row 0 is pure white.
*((unsigned char*)&translate32[TOP_RANGE+i]+0) = (((tc&0xff0000)>>16)**((unsigned char*)&d_8to24rgbtable[i]+0))>>8;
*((unsigned char*)&translate32[TOP_RANGE+i]+1) = (((tc&0x00ff00)>> 8)**((unsigned char*)&d_8to24rgbtable[i]+1))>>8;
*((unsigned char*)&translate32[TOP_RANGE+i]+2) = (((tc&0x0000ff)>> 0)**((unsigned char*)&d_8to24rgbtable[i]+2))>>8;
*((unsigned char*)&translate32[TOP_RANGE+i]+3) = 0xff;
}
else
{
if (tc < 8)
translate32[TOP_RANGE+i] = d_8to24rgbtable[(tc<<4)+i];
else
translate32[TOP_RANGE+i] = d_8to24rgbtable[(tc<<4)+15-i];
}
if (bc >= 16)
{
*((unsigned char*)&translate32[BOTTOM_RANGE+i]+0) = (((bc&0xff0000)>>16)**((unsigned char*)&d_8to24rgbtable[i]+0))>>8;
*((unsigned char*)&translate32[BOTTOM_RANGE+i]+1) = (((bc&0x00ff00)>> 8)**((unsigned char*)&d_8to24rgbtable[i]+1))>>8;
*((unsigned char*)&translate32[BOTTOM_RANGE+i]+2) = (((bc&0x0000ff)>> 0)**((unsigned char*)&d_8to24rgbtable[i]+2))>>8;
*((unsigned char*)&translate32[BOTTOM_RANGE+i]+3) = 0xff;
}
else
{
if (bc < 8)
translate32[BOTTOM_RANGE+i] = d_8to24rgbtable[(bc<<4)+i];
else
translate32[BOTTOM_RANGE+i] = d_8to24rgbtable[(bc<<4)+15-i];
}
}
}
pixels = malloc(sizeof(*pixels) * scaled_height*scaled_width);
out = pixels;
fracstep = tinwidth*0x10000/scaled_width;
for (i=0 ; i<scaled_height ; i++, out += scaled_width)
{
inrow = original + inwidth*(i*inheight/scaled_height);
frac = fracstep >> 1;
for (j=0 ; j<scaled_width ; j+=4)
{
out[j] = translate32[inrow[frac>>16]];
frac += fracstep;
out[j+1] = translate32[inrow[frac>>16]];
frac += fracstep;
out[j+2] = translate32[inrow[frac>>16]];
frac += fracstep;
out[j+3] = translate32[inrow[frac>>16]];
frac += fracstep;
}
}
cm->texnum.base = R_LoadTexture(va("base$%x$%x$%i$%i$%i$%s", tc, bc, cm->skinnum, subframe, pc, cm->name),
scaled_width, scaled_height, h2playertranslations?TF_RGBA32:TF_RGBX32, pixels, IF_NOMIPMAP);
cm->texnum.bump = shader->defaulttextures->bump;
cm->texnum.fullbright = shader->defaulttextures->fullbright;
cm->texnum.specular = shader->defaulttextures->specular;
cm->texnum.reflectcube = shader->defaulttextures->reflectcube;
cm->texnum.reflectmask = shader->defaulttextures->reflectmask;
cm->texnum.paletted = shader->defaulttextures->paletted;
cm->texnum.displacement = shader->defaulttextures->displacement;
#ifdef HEXEN2 //too lazy to do this
if (h2playertranslations && pc)
;
else
#endif
if (r_softwarebanding)
{
qbyte *pixels8 = (void*)pixels;
qbyte *out8;
for (i=0 ; i<256 ; i++)
translate32[i] = i;
//fancy colours are not supported here. try to aproximate them.
if (tc >= 16)
tc = GetPaletteIndexNoFB((tc>>16)&0xff, (tc>>8)&0xff, (tc>>0)&0xff)/16;
if (bc >= 16)
bc = GetPaletteIndexNoFB((bc>>16)&0xff, (bc>>8)&0xff, (bc>>0)&0xff)/16;
for (i = 0; i < 16; i++)
{
if (tc < 8)
translate32[TOP_RANGE+i] = (tc<<4)+i;
else
translate32[TOP_RANGE+i] = (tc<<4)+15-i;
if (bc < 8)
translate32[BOTTOM_RANGE+i] = (bc<<4)+i;
else
translate32[BOTTOM_RANGE+i] = (bc<<4)+15-i;
}
fracstep = tinwidth*0x10000/scaled_width;
for (i=0, out8=pixels8 ; i<scaled_height ; i++, out8 += scaled_width)
{
inrow = original + inwidth*(i*inheight/scaled_height);
frac = fracstep >> 1;
for (j=0 ; j<scaled_width ; j+=4)
{
out8[j] = translate32[inrow[frac>>16]];
frac += fracstep;
out8[j+1] = translate32[inrow[frac>>16]];
frac += fracstep;
out8[j+2] = translate32[inrow[frac>>16]];
frac += fracstep;
out8[j+3] = translate32[inrow[frac>>16]];
frac += fracstep;
}
}
cm->texnum.paletted = R_LoadTexture(va("paletted$%x$%x$%i$%i$%i$%s", tc, bc, cm->skinnum, subframe, pc, cm->name),
scaled_width, scaled_height, PTI_P8, pixels8, IF_NEAREST|IF_NOMIPMAP);
}
/*if (!h2playertranslations)
{
qboolean valid = false;
//now do the fullbrights.
out = pixels;
fracstep = tinwidth*0x10000/scaled_width;
for (i=0 ; i<scaled_height ; i++, out += scaled_width)
{
inrow = original + inwidth*(i*inheight/scaled_height);
frac = fracstep >> 1;
for (j=0 ; j<scaled_width ; j+=1)
{
if (inrow[frac>>16] < 255-vid.fullbright)
((char *) (&out[j]))[3] = 0; //alpha 0
else
valid = true;
frac += fracstep;
}
}
if (valid)
cm->texnum.fullbright = R_LoadTexture(va("fb$%x$%x$%i$%i$%i$%s", tc, bc, cm->skinnum, subframe, pc, cm->name),
scaled_width, scaled_height, TF_RGBA32, pixels, IF_NOMIPMAP);
}*/
if (generateupperlower)
{
for (i=0 ; i<256 ; i++)
translate32[i] = 0xff000000;
for (i = 0; i < 16; i++)
translate32[TOP_RANGE+i] = d_8to24rgbtable[i];
out = pixels;
fracstep = tinwidth*0x10000/scaled_width;
for (i=0 ; i<scaled_height ; i++, out += scaled_width)
{
inrow = original + inwidth*(i*inheight/scaled_height);
frac = fracstep >> 1;
for (j=0 ; j<scaled_width ; j+=4)
{
out[j] = translate32[inrow[frac>>16]];
frac += fracstep;
out[j+1] = translate32[inrow[frac>>16]];
frac += fracstep;
out[j+2] = translate32[inrow[frac>>16]];
frac += fracstep;
out[j+3] = translate32[inrow[frac>>16]];
frac += fracstep;
}
}
cm->texnum.upperoverlay = R_LoadTexture(va("up$%i$%i$%i$%s", cm->skinnum, subframe, pc, cm->name),
scaled_width, scaled_height, TF_RGBA32, pixels, IF_NOMIPMAP);
for (i=0 ; i<256 ; i++)
translate32[i] = 0xff000000;
for (i = 0; i < 16; i++)
translate32[BOTTOM_RANGE+i] = d_8to24rgbtable[i];
out = pixels;
fracstep = tinwidth*0x10000/scaled_width;
for (i=0 ; i<scaled_height ; i++, out += scaled_width)
{
inrow = original + inwidth*(i*inheight/scaled_height);
frac = fracstep >> 1;
for (j=0 ; j<scaled_width ; j+=4)
{
out[j] = translate32[inrow[frac>>16]];
frac += fracstep;
out[j+1] = translate32[inrow[frac>>16]];
frac += fracstep;
out[j+2] = translate32[inrow[frac>>16]];
frac += fracstep;
out[j+3] = translate32[inrow[frac>>16]];
frac += fracstep;
}
}
cm->texnum.loweroverlay = R_LoadTexture(va("lo$%i$%i$%i$%s", cm->skinnum, subframe, pc, cm->name),
scaled_width, scaled_height, TF_RGBA32, pixels, IF_NOMIPMAP);
}
free(pixels);
}
else
{
/*model has no original skin info and thus cannot be reskinned, copy over the default textures so that the skincache doesn't break things when it gets reused*/
cm->texnum = *shader->defaulttextures;
}
return shader;
}
}
#endif
if (!inf->numskins)
return NULL;
skins = inf->ofsskins;
if (e->skinnum >= 0 && e->skinnum < inf->numskins)
skins += e->skinnum;
else
{
static float timer;
Con_ThrottlePrintf(&timer, 1, "Skin number out of range (%u >= %u - %s)\n", e->skinnum, inf->numskins, model->name);
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;
}
if (
#ifdef HEXEN2
(e->drawflags & MLS_MASK) == MLS_FULLBRIGHT ||
#endif
(e->flags & RF_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;
}
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) && cl.worldmodel)
{
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] += 24;
#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;
}
#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;
}
else
#endif
if (r_softwarebanding)
{
//mimic software rendering as closely as possible
lightdir[2] = 0; //horizontal light only.
VectorMA(vec3_origin, 0.5, shadelight, ambientlight);
VectorCopy(ambientlight, shadelight);
if (!r_vertexdlights.ival && r_dynamic.ival > 0)
{
float *org = e->origin;
if (e->flags & RF_WEAPONMODEL)
org = r_refdef.vieworg;
//don't do world lights, although that might be funny
for (i=rtlights_first; i<RTL_FIRST; i++)
{
if (cl_dlights[i].radius)
{
VectorSubtract (org,
cl_dlights[i].origin,
dist);
add = cl_dlights[i].radius - Length(dist);
#ifdef RTLIGHTS
if (r_shadow_realtime_world.ival) //if world lighting is on, there may be no lightmap influence even if r_dynamic is on.
add *= r_shadow_realtime_world_lightmaps.value;
#endif
if (add > 0)
{
if (r_dynamic.ival == 2)
{
ambientlight[0] += add * 2;
ambientlight[1] += add * 2;
ambientlight[2] += add * 2;
}
else
{
ambientlight[0] += add * cl_dlights[i].color[0];
ambientlight[1] += add * cl_dlights[i].color[1];
ambientlight[2] += add * cl_dlights[i].color[2];
}
}
}
}
}
for (i = 0; i < 3; i++)
{
if (ambientlight[i] > 128)
ambientlight[i] = 128;
if (ambientlight[i] + shadelight[i] > 192)
shadelight[i] = 192 - ambientlight[i];
}
}
else
{
#ifdef HEXEN2
if ((e->drawflags & MLS_MASK) == MLS_ADDLIGHT)
{
ambientlight[0] += e->abslight;
ambientlight[1] += e->abslight;
ambientlight[2] += e->abslight;
shadelight[0] += e->abslight;
shadelight[1] += e->abslight;
shadelight[2] += e->abslight;
}
#endif
if (!r_vertexdlights.ival && r_dynamic.ival > 0)
{
float *org = e->origin;
if (e->flags & RF_WEAPONMODEL)
org = r_refdef.vieworg;
//don't do world lights, although that might be funny
for (i=rtlights_first; i<RTL_FIRST; i++)
{
if (cl_dlights[i].radius)
{
VectorSubtract (org,
cl_dlights[i].origin,
dist);
add = cl_dlights[i].radius - Length(dist);
#ifdef RTLIGHTS
if (r_shadow_realtime_world.ival) //if world lighting is on, there may be no lightmap influence even if r_dynamic is on.
add *= r_shadow_realtime_world_lightmaps.value;
#endif
if (add > 0)
{
if (r_dynamic.ival == 2)
{
ambientlight[0] += add * 2;
ambientlight[1] += add * 2;
ambientlight[2] += add * 2;
//ZOID models should be affected by dlights as well
shadelight[0] += add * 2;
shadelight[1] += add * 2;
shadelight[2] += add * 2;
}
else
{
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];
}
}
}
}
}
switch(PTI_E5BGR9)//lightmap_fmt)
{
//don't clamp model lighting if we're not clamping world lighting either.
case PTI_E5BGR9:
case PTI_RGBA16F:
case PTI_RGBA32F:
break;
default: //non-hdr lightmap format. clamp model lighting to match the lightmap's clamps.
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;
}
break;
}
//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;
VectorSet(e->light_dir, 1, 0, 0);
VectorClear(e->light_range);
VectorScale(shadelight, fb, e->light_avg);
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;
}
}
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);
}
if (r_softwarebanding)
{ //overbright the models.
VectorScale(ambientlight, 2, e->light_avg);
VectorScale(shadelight, 2, e->light_range);
}
else
{ //calculate average and range, to allow for negative lighting dotproducts
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;
unsigned 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->user.alias.surfrefs[0] == 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;
float lod;
texnums_t *skin;
if ((r_refdef.externalview || r_refdef.recurse) && (e->flags & RF_WEAPONMODEL))
return;
clmodel = e->model;
#ifdef QWSKINS
/*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
}
}
#endif
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);
if (clmodel->maxlod)
{
vec3_t v;
float z;
VectorSubtract(e->origin, r_refdef.vieworg, v);
z = DotProduct(v, vpn);
if (z < -clmodel->radius)
return; //furthest extent of bounding sphere is nearer than the near clip plane, and thus completely invisible
else if (z < 0)
lod = 0; //nearer than the camera, use the highest lod
else
{
//if the ent is in the middle of the screen, then the right edge of its sphere is at what percentage of the width of the screen...?
//simplified Matrix4x4_CM_Transform4
float coverage = (r_refdef.m_projection_std[5]*clmodel->radius + r_refdef.m_projection_std[ 9]*-z + r_refdef.m_projection_std[13]) /
(r_refdef.m_projection_std[7]*clmodel->radius + r_refdef.m_projection_std[11]*-z + r_refdef.m_projection_std[15]);
lod = 1-(coverage*r_lodscale.value);
lod = bound(0, lod, 1); //so lodbias is a little more reliable.
lod *= clmodel->maxlod;
lod += r_lodbias.value;
lod = max(0, lod); //never nearer than 0, the min value check wouldn't cope.
}
}
else
lod = 0;
for(surfnum=0; inf; inf=inf->nextsurf, surfnum++)
{
if (!inf->numindexes)
continue;
if (lod < inf->mindist || (inf->maxdist && lod >= inf->maxdist))
continue;
regshader = GL_ChooseSkin(inf, clmodel, surfnum, e, &skin);
if (!regshader)
continue;
skin = skin?skin:NULL;
shader = e->forcedshader?e->forcedshader:regshader;
if (shader && !(shader->flags & SHADER_NODRAW))
{
b = BE_GetTempBatch();
if (!b)
break;
b->buildmeshes = R_GAlias_DrawBatch;
b->ent = e;
b->envmap = Mod_CubemapForOrigin(cl.worldmodel, e->origin);
#if defined(Q3BSPS) || defined(RFBSPS)
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->lmlightstyle[j] = INVALID_LIGHTSTYLE;
}
b->user.alias.surfrefs[0] = 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) || (clmodel->engineflags & MDLF_NOSHADOWS))
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_stris_ExpandVerts(cl_numstrisvert+64);
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_stris_ExpandVerts(cl_numstrisvert+64);
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;
genframe.xmirror = false;
genframe.lit = false;
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;
}
safeswitch(sprtype)
{
case SPR_ORIENTED:
// bullet marks on walls
if ((e->flags & RF_WEAPONMODEL) && r_refdef.playerview->viewentity > 0)
Matrix3_Multiply(e->axis, r_refdef.playerview->vw_axis, spraxis);
else
memcpy(spraxis, e->axis, sizeof(spraxis));
break;
case SPR_ORIENTED_BACKFACE:
// bullet marks on walls, invisible to anyone in the direction that its facing...
if ((e->flags & RF_WEAPONMODEL) && r_refdef.playerview->viewentity > 0)
Matrix3_Multiply(e->axis, r_refdef.playerview->vw_axis, spraxis);
else
memcpy(spraxis, e->axis, sizeof(spraxis));
VectorNegate(spraxis[1], spraxis[1]);
break;
case SPR_FACING_UPRIGHT:
//up vector is worldspace up
//side is crossproduct of (org-vieworg),up
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:
//up vector is worldspace up
//side vector matches view
spraxis[2][0] = 0;spraxis[2][1] = 0;spraxis[2][2]=1;
VectorCopy (vright, spraxis[1]);
break;
case SPR_VP_PARALLEL_ORIENTED:
//normal sprite, except rotating with roll angles
{
vec3_t ang;
int i;
float cr,sr;
VectorAngles(e->axis[0], e->axis[2], ang, false); //bah, slow.
cr = cos(ang[2] * M_PI/180);
sr = sin(ang[2]);
for (i=0 ; i<3 ; i++)
{
spraxis[1][i] = vright[i] * cr + vup[i] * sr;
spraxis[2][i] = vright[i] * -sr + vup[i] * cr;
}
}
break;
case SPR_VP_PARALLEL:
//normal sprite
safedefault:
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]);
if (frame && frame->lit && !(r_refdef.flags & RDF_NOWORLDMODEL) && cl.worldmodel && cl.worldmodel->funcs.LightPointValues)
{
R_CalcModelLighting(e, e->model);
VectorMul(rgba[0], e->light_avg, rgba[0]);
VectorMA(rgba[0], 0.5, e->light_range, 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->user.poly.surface;
batch->mesh = &meshptr;
mesh.xyz_array = cl_strisvertv + cl_stris[i].firstvert;
mesh.st_array = cl_strisvertt + cl_stris[i].firstvert;
// mesh.normals_array = cl_strisvertn[0];// + cl_stris[i].firstvert;
// mesh.snormals_array = cl_strisvertn[1];// + cl_stris[i].firstvert;
// mesh.tnormals_array = cl_strisvertn[2];// + 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->user.poly.surface = 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 PR_Route_Visualise(void);
void BE_GenModelBatches(batch_t **batches, const dlight_t *dl, unsigned int bemode, const qbyte *worldpvs, const int *worldareas)
{
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;
extern cvar_t r_ignoreentpvs; //legacy value is 1...
if (r_ignoreentpvs.ival)
{
worldpvs = NULL;
worldareas = NULL;
}
/*clear the batch list*/
for (i = 0; i < SHADER_SORT_COUNT; i++)
batches[i] = NULL;
if (cl.worldmodel && !(r_refdef.flags & RDF_NOWORLDMODEL))
{
if (cl.worldmodel->terrain)
#if defined(TERRAIN)
Terr_DrawTerrainModel(batches, &r_worldentity);
#endif
if (cl.worldmodel->type == mod_alias)
{
r_worldentity.framestate.g[FS_REG].lerpweight[0] = 1;
r_worldentity.scale = 1;
VectorSet(r_worldentity.light_avg, 1.0, 1.0, 1.0);
VectorSet(r_worldentity.light_range, 0.5, 0.5, 0.5);
VectorSet(r_worldentity.light_dir, 0.0, 0.196, 0.98);
r_worldentity.light_known = 1;
R_GAlias_GenerateBatches(&r_worldentity, batches);
}
}
R_Clutter_Emit(batches);
if (!r_drawentities.ival)
return;
if (bemode == BEM_STANDARD)
{
#ifndef CLIENTONLY
SV_AddDebugPolygons();
#endif
#ifdef ENGINE_ROUTING
PR_Route_Visualise();
#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=r_refdef.firstvisedict ; i<cl_numvisedicts ; i++)
{
ent = &cl_visedicts[i];
if ((r_refdef.externalview || chase_active.ival) && (ent->flags & RF_FIRSTPERSON))
continue;
if (!r_refdef.externalview && (ent->flags & RF_EXTERNALMODEL) && !chase_active.ival)
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
if (worldpvs && !cl.worldmodel->funcs.EdictInFatPVS(cl.worldmodel, &ent->pvscache, worldpvs, worldareas))
continue;
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 (emodel->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;
}
safeswitch(emodel->type)
{
case mod_brush:
if (r_drawentities.ival == 2 && cls.allow_cheats) //2 is considered a cheat, because it can be used as a wallhack (whereas mdls are not normally considered as occluding).
continue;
if (emodel->lightmaps.maxstyle >= cl_max_lightstyles)
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;
case mod_dummy:
case mod_heightmap:
#if defined(TERRAIN)
if (emodel->terrain && !(r_refdef.flags & RDF_NOWORLDMODEL))
Terr_DrawTerrainModel(batches, ent);
#endif
break;
safedefault:
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 && !(r_refdef.flags & RDF_DISABLEPARTICLES))
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)