fc691d5be8
load times reduced slightly. don't show autoid armour if they're dead. its just not relevant. fix csqc staticsound builtin. fix some shader leaks/double-frees in certain situations. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4960 fc73d0e0-1445-4013-8a0c-d673dee63da5
2645 lines
67 KiB
C
2645 lines
67 KiB
C
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//a note about dedicated servers:
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//In the server-side gamecode, a couple of q1 extensions require knowing something about models.
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//So we load models serverside, if required.
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//things we need:
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//tag/bone names and indexes so we can have reasonable modding with tags. :)
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//tag/bone positions so we can shoot from the actual gun or other funky stuff
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//vertex positions so we can trace against the mesh rather than the bbox.
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//we use the gl renderer's model code because it supports more sorts of models than the sw renderer. Sad but true.
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#include "quakedef.h"
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#include "glquake.h"
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#ifndef SERVERONLY
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#ifdef _WIN32
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#include <malloc.h>
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#else
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#include <alloca.h>
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#endif
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#include "com_mesh.h"
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#if defined(RTLIGHTS)
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static int numProjectedShadowVerts;
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static vec3_t *ProjectedShadowVerts;
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static int numFacing;
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static qbyte *triangleFacing;
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#endif
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//FIXME
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typedef struct
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{
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float scale[3]; // multiply qbyte verts by this
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float translate[3]; // then add this
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char name[16]; // frame name from grabbing
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dtrivertx_t verts[1]; // variable sized
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} dmd2aliasframe_t;
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extern cvar_t gl_part_flame, r_fullbrightSkins, r_fb_models, ruleset_allow_fbmodels;
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extern cvar_t r_noaliasshadows;
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extern cvar_t gl_ati_truform;
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extern cvar_t r_vertexdlights;
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extern cvar_t mod_md3flags;
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extern cvar_t r_skin_overlays;
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extern cvar_t r_globalskin_first, r_globalskin_count;
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#ifndef SERVERONLY
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static hashtable_t skincolourmapped;
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//q3 .skin support
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static skinfile_t **registeredskins;
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static skinid_t numregisteredskins;
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struct cctx_s
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{
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texid_t diffuse;
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int width;
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int height;
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};
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void Mod_FlushSkin(skinid_t id)
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{
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skinfile_t *sk;
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id--;
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if (id >= numregisteredskins)
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return; //invalid!
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sk = registeredskins[id];
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if (!sk)
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return;
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sk->qwskin = NULL;
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}
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void Mod_WipeSkin(skinid_t id)
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{
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skinfile_t *sk;
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int i;
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id--;
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if (id >= numregisteredskins)
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return; //invalid!
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sk = registeredskins[id];
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if (!sk)
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return;
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for (i = 0; i < sk->nummappings; i++)
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{
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if (sk->mappings[i].needsfree)
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Image_UnloadTexture(sk->mappings[i].texnums.base);
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R_UnloadShader(sk->mappings[i].shader);
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}
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Z_Free(registeredskins[id]);
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registeredskins[id] = NULL;
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}
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static void Mod_WipeAllSkins(qboolean final)
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{
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skinid_t id;
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if (final)
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{
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for (id = 0; id < numregisteredskins; )
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Mod_WipeSkin(++id);
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Z_Free(registeredskins);
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registeredskins = NULL;
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numregisteredskins = 0;
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}
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else
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{
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for (id = 0; id < numregisteredskins; )
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Mod_FlushSkin(++id);
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}
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}
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skinfile_t *Mod_LookupSkin(skinid_t id)
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{
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id--;
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if (id < numregisteredskins)
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return registeredskins[id];
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return NULL;
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}
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static void Mod_ComposeSkin(char *texture, struct cctx_s *cctx)
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{
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float x=0, y=0;
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float w, h;
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int iw=0, ih=0;
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float r=1,g=1,b=1,a=1;
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int l;
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char *s, tname[MAX_QPATH];
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shader_t *sourceimg;
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for (s = texture; *s; s++)
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{
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if (*s == '@' || *s == ':' || *s == '?' || *s == '*')
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break;
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}
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l = s - texture;
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if (l > MAX_QPATH-1)
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l = MAX_QPATH-1;
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memcpy(tname, texture, l);
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tname[l] = 0;
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//load the image and set some default sizes, etc.
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sourceimg = R2D_SafeCachePic(tname);
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if (!sourceimg || R_GetShaderSizes(sourceimg, &iw, &ih, true) != 1) //no shader? no point in doing anything.
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{
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w = 0;
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h = 0;
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sourceimg = NULL;
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}
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else
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{
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w = iw;
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h = ih;
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}
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while(*s)
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{
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switch(*s)
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{
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case '@':
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x = strtod(s+1, &s);
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if (*s == ',')
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s++;
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y = strtod(s, &s);
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break;
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case ':':
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w = strtod(s+1, &s);
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if (*s == ',')
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s++;
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h = strtod(s, &s);
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break;
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case '?':
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r = strtod(s+1, &s);
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if (*s == ',')
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s++;
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g = strtod(s, &s);
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if (*s == ',')
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s++;
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b = strtod(s, &s);
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if (*s == ',')
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s++;
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a = strtod(s, &s);
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break;
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// case '*':
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// break;
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default:
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s+=strlen(s); //some sort of error or other thing we don't support
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break;
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}
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}
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if (!w || !h)
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return;
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//create a render target if one is not already selected
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if (!TEXVALID(cctx->diffuse))
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{
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strcpy(r_refdef.rt_destcolour[0].texname, "-");
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cctx->width = x+w;
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cctx->height = y+h;
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cctx->diffuse = R2D_RT_Configure(r_refdef.rt_destcolour[0].texname, cctx->width, cctx->height, TF_RGBA32);
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BE_RenderToTextureUpdate2d(true);
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}
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if (!sourceimg)
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return;
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R2D_ImageColours(r,g,b,a);
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R2D_Image(x, 512-(y+h), w, h, 0, 1, 1, 0, sourceimg);
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R_UnloadShader(sourceimg); //we're done with it now
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}
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//create a new skin with explicit name and text. even if its already loaded. this means you can free it safely.
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skinid_t Mod_ReadSkinFile(const char *skinname, const char *skintext)
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{
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skinid_t id;
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char *nl;
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skinfile_t *skin;
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char shadername[MAX_QPATH];
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for (id = 0; id < numregisteredskins; id++)
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{
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if (!registeredskins[id])
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break;
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}
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if (id == numregisteredskins)
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{
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int newn = numregisteredskins + 64;
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registeredskins = BZ_Realloc(registeredskins, sizeof(*registeredskins) * newn);
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memset(registeredskins + numregisteredskins, 0, (newn-numregisteredskins)*sizeof(*registeredskins));
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numregisteredskins = newn;
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}
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skin = Z_Malloc(sizeof(*skin) - sizeof(skin->mappings) + sizeof(skin->mappings[0])*4);
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skin->maxmappings = 4;
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Q_strncpyz(skin->skinname, skinname, sizeof(skin->skinname));
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skin->q1lower = Q1UNSPECIFIED;
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skin->q1upper = Q1UNSPECIFIED;
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while(skintext)
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{
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if (skin->nummappings == skin->maxmappings)
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{
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skin->maxmappings += 4;
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skin = BZ_Realloc(skin, sizeof(*skin) - sizeof(skin->mappings) + sizeof(skin->mappings[0])*skin->maxmappings);
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}
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skintext = COM_ParseToken(skintext, ",");
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if (!skintext)
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break;
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if (!strcmp(com_token, "replace"))
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{
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skintext = COM_ParseToken(skintext, NULL);
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if (com_tokentype != TTP_LINEENDING)
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{
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Q_strncpyz(skin->mappings[skin->nummappings].surface, com_token, sizeof(skin->mappings[skin->nummappings].surface));
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skintext = COM_ParseToken(skintext, NULL);
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Q_strncpyz(shadername, com_token, sizeof(shadername));
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skin->mappings[skin->nummappings].shader = R_RegisterSkin(shadername, skin->skinname);
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R_BuildDefaultTexnums(NULL, skin->mappings[skin->nummappings].shader);
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skin->mappings[skin->nummappings].texnums = *skin->mappings[skin->nummappings].shader->defaulttextures;
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skin->nummappings++;
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}
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}
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else if (!strcmp(com_token, "compose"))
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{
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skintext = COM_ParseToken(skintext, NULL);
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//body
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if (com_tokentype != TTP_LINEENDING)
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{
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//fixme: this blocks waiting for the textures to load.
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struct cctx_s cctx;
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memset(&cctx, 0, sizeof(cctx));
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Q_strncpyz(skin->mappings[skin->nummappings].surface, com_token, sizeof(skin->mappings[skin->nummappings].surface));
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skintext = COM_ParseToken(skintext, NULL);
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Q_strncpyz(shadername, com_token, sizeof(shadername));
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skin->mappings[skin->nummappings].shader = R_RegisterSkin(shadername, skin->skinname);
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R_BuildDefaultTexnums(NULL, skin->mappings[skin->nummappings].shader);
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skin->mappings[skin->nummappings].texnums = *skin->mappings[skin->nummappings].shader->defaulttextures;
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for(;;)
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{
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while(*skintext == ' ' || *skintext == '\t')
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skintext++;
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if (*skintext == '+')
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skintext++;
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else
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break;
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skintext = COM_Parse(skintext);
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Mod_ComposeSkin(com_token, &cctx);
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}
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skin->mappings[skin->nummappings].needsfree = 1;
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skin->mappings[skin->nummappings].texnums.base = cctx.diffuse;
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skin->nummappings++;
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*r_refdef.rt_destcolour[0].texname = 0;
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BE_RenderToTextureUpdate2d(true);
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}
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}
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else if (!strcmp(com_token, "geomset"))
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{
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int set;
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skintext = COM_ParseToken(skintext, NULL);
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set = atoi(com_token);
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if (com_tokentype != TTP_LINEENDING)
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{
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skintext = COM_ParseToken(skintext, NULL);
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if (set < MAX_GEOMSETS)
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skin->geomset[set] = atoi(com_token);
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}
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}
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else if (!strncmp(com_token, "tag_", 4))
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{
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//ignore it. matches q3.
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}
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else if (!strcmp(com_token, "qwskin"))
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{
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skintext = COM_ParseToken(skintext, NULL);
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Q_strncpyz(skin->qwskinname, com_token, sizeof(skin->qwskinname));
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}
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else if (!strcmp(com_token, "q1lower"))
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{
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skintext = COM_ParseToken(skintext, NULL);
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if (!strncmp(com_token, "0x", 2))
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skin->q1lower = 0xff000000|strtoul(com_token+2, NULL, 16);
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else
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skin->q1lower = atoi(com_token);
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}
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else if (!strcmp(com_token, "q1upper"))
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{
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skintext = COM_ParseToken(skintext, NULL);
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if (!strncmp(com_token, "0x", 2))
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skin->q1upper = 0xff000000|strtoul(com_token+2, NULL, 16);
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else
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skin->q1upper = atoi(com_token);
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}
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else
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{
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while(*skintext == ' ' || *skintext == '\t')
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skintext++;
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if (*skintext == ',')
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{
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Q_strncpyz(skin->mappings[skin->nummappings].surface, com_token, sizeof(skin->mappings[skin->nummappings].surface));
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skintext = COM_ParseToken(skintext+1, NULL);
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Q_strncpyz(shadername, com_token, sizeof(shadername));
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skin->mappings[skin->nummappings].shader = R_RegisterSkin(shadername, skin->skinname);
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R_BuildDefaultTexnums(NULL, skin->mappings[skin->nummappings].shader);
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skin->mappings[skin->nummappings].texnums = *skin->mappings[skin->nummappings].shader->defaulttextures;
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skin->nummappings++;
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}
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}
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if (com_tokentype == TTP_LINEENDING || !skintext)
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continue;
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nl = strchr(skintext, '\n');
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if (!nl)
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skintext = skintext+strlen(skintext);
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else
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skintext = nl+1;
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if (!*skintext)
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break;
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}
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registeredskins[id] = skin;
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return id+1;
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}
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//registers a skin. loads it if there's not one with that name already registered.
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//returns 0 if it failed.
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skinid_t Mod_RegisterSkinFile(const char *skinname)
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{
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char *f;
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skinid_t id;
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//block duplicates
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for (id = 0; id < numregisteredskins; id++)
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{
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if (!registeredskins[id])
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continue;
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if (!strcmp(skinname, registeredskins[id]->skinname))
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return id+1;
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}
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f = FS_LoadMallocFile(skinname, NULL);
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if (!f)
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return 0;
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id = Mod_ReadSkinFile(skinname, f);
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Z_Free(f);
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return id;
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}
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//changes vertex lighting values
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#if 0
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static void R_GAliasApplyLighting(mesh_t *mesh, vec3_t org, vec3_t angles, float *colormod)
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{
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int l, v;
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vec3_t rel;
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vec3_t dir;
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float dot, d, a;
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if (mesh->colors4f_array)
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{
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float l;
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int temp;
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int i;
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avec4_t *colours = mesh->colors4f_array;
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vec3_t *normals = mesh->normals_array;
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vec3_t ambient, shade;
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qbyte alphab = bound(0, colormod[3], 1);
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if (!mesh->normals_array)
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{
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mesh->colors4f_array = NULL;
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return;
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}
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VectorCopy(ambientlight, ambient);
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VectorCopy(shadelight, shade);
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for (i = 0; i < 3; i++)
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{
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ambient[i] *= colormod[i];
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shade[i] *= colormod[i];
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}
|
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for (i = mesh->numvertexes-1; i >= 0; i--)
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{
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l = DotProduct(normals[i], shadevector);
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temp = l*ambient[0]+shade[0];
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colours[i][0] = temp;
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temp = l*ambient[1]+shade[1];
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colours[i][1] = temp;
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temp = l*ambient[2]+shade[2];
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colours[i][2] = temp;
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colours[i][3] = alphab;
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}
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}
|
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|
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if (r_vertexdlights.value && mesh->colors4f_array)
|
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{
|
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//don't include world lights
|
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for (l=rtlights_first ; l<RTL_FIRST; l++)
|
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{
|
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if (cl_dlights[l].radius)
|
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{
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VectorSubtract (cl_dlights[l].origin,
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org,
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dir);
|
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if (Length(dir)>cl_dlights[l].radius+mesh->radius) //far out man!
|
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continue;
|
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rel[0] = -DotProduct(dir, currententity->axis[0]);
|
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rel[1] = -DotProduct(dir, currententity->axis[1]); //quake's crazy.
|
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rel[2] = -DotProduct(dir, currententity->axis[2]);
|
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/*
|
||
glBegin(GL_LINES);
|
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glVertex3f(0,0,0);
|
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glVertex3f(rel[0],rel[1],rel[2]);
|
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glEnd();
|
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*/
|
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for (v = 0; v < mesh->numvertexes; v++)
|
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{
|
||
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);
|
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mesh->colors4f_array[v][0] += a*cl_dlights[l].color[0];
|
||
mesh->colors4f_array[v][1] += a*cl_dlights[l].color[1];
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mesh->colors4f_array[v][2] += a*cl_dlights[l].color[2];
|
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}
|
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// else
|
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// mesh->colors4f_array[v][1] = 1;
|
||
}
|
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// 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)
|
||
bc = e->topcolour = sk->q1upper;
|
||
plskin = sk->qwskin;
|
||
}
|
||
}
|
||
|
||
/*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))
|
||
// s->defaulttextures.base = R_LoadHiResTexture(va("gfx/skin%d.lmp", e->skinnum), NULL, 0);
|
||
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->prog && shader->prog->permu[PERMUTATION_UPPERLOWER].h.loaded && !h2playertranslations)
|
||
{ //this shader can do permutations. this means we can generate only a black image, with separate top+bottom textures.
|
||
tc = 0xfe000000;
|
||
bc = 0xfe000000;
|
||
generateupperlower = true;
|
||
}
|
||
}
|
||
|
||
for (cm = Hash_Get(&skincolourmapped, skinname); cm; cm = Hash_GetNext(&skincolourmapped, skinname, cm))
|
||
{
|
||
if (cm->tcolour == tc && cm->bcolour == bc && cm->skinnum == e->skinnum && cm->subframe == subframe && cm->pclass == pc)
|
||
{
|
||
*forcedtex = &cm->texnum;
|
||
if (!shader)
|
||
shader = R_RegisterSkin(skinname, NULL);
|
||
return shader;
|
||
}
|
||
}
|
||
|
||
//colourmap isn't present yet.
|
||
cm = Z_Malloc(sizeof(*cm));
|
||
*forcedtex = &cm->texnum;
|
||
Q_strncpyz(cm->name, skinname, sizeof(cm->name));
|
||
Hash_Add(&skincolourmapped, cm->name, cm, &cm->bucket);
|
||
cm->tcolour = tc;
|
||
cm->bcolour = bc;
|
||
cm->pclass = pc; //is this needed? surely it'll be baked as part of the modelname?
|
||
cm->skinnum = e->skinnum;
|
||
cm->subframe = subframe;
|
||
|
||
//q2 has no surfaces in its player models, so don't crash from that
|
||
//note that q2 should also always have a custom skin set. its not our problem (here) if it doesn't.
|
||
if (!shader)
|
||
shader = R_RegisterSkin(skinname, NULL);
|
||
|
||
cm->texnum.bump = shader->defaulttextures->bump; //can't colour bumpmapping
|
||
if (plskin)
|
||
{
|
||
/*q1 only reskins the player model, not gibbed heads (which have the same colourmap)*/
|
||
original = Skin_Cache8(plskin);
|
||
inwidth = plskin->width;
|
||
inheight = plskin->height;
|
||
|
||
if (!original && TEXLOADED(plskin->textures.base))
|
||
{
|
||
cm->texnum.loweroverlay = plskin->textures.loweroverlay;
|
||
cm->texnum.upperoverlay = plskin->textures.upperoverlay;
|
||
cm->texnum.base = plskin->textures.base;
|
||
cm->texnum.fullbright = plskin->textures.fullbright;
|
||
cm->texnum.specular = plskin->textures.specular;
|
||
cm->texnum.paletted = r_nulltex;
|
||
cm->texnum.reflectcube = r_nulltex;
|
||
cm->texnum.reflectmask = r_nulltex;
|
||
return shader;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
original = NULL;
|
||
inwidth = 0;
|
||
inheight = 0;
|
||
}
|
||
if (!original)
|
||
{
|
||
if (skins && skins->numframes && skins->frame[subframe].texels)
|
||
{
|
||
original = skins->frame[subframe].texels;
|
||
inwidth = skins->skinwidth;
|
||
inheight = skins->skinheight;
|
||
}
|
||
else
|
||
{
|
||
original = NULL;
|
||
inwidth = 0;
|
||
inheight = 0;
|
||
}
|
||
}
|
||
if (skins)
|
||
{
|
||
tinwidth = skins->skinwidth;
|
||
tinheight = skins->skinheight;
|
||
}
|
||
else
|
||
{
|
||
tinwidth = inwidth;
|
||
tinheight = inheight;
|
||
}
|
||
if (original)
|
||
{
|
||
int i, j;
|
||
unsigned translate32[256];
|
||
unsigned *pixels;
|
||
unsigned *out;
|
||
unsigned frac, fracstep;
|
||
|
||
unsigned scaled_width, scaled_height;
|
||
qbyte *inrow;
|
||
|
||
cm->texnum.base = r_nulltex;
|
||
cm->texnum.fullbright = r_nulltex;
|
||
|
||
scaled_width = gl_max_size.value < 512 ? gl_max_size.value : 512;
|
||
scaled_height = gl_max_size.value < 512 ? gl_max_size.value : 512;
|
||
|
||
//handle the case of an external skin being smaller than the texture that its meant to replace
|
||
//(to support the evil hackage of the padding on the outside of common qw skins)
|
||
if (tinwidth > inwidth)
|
||
tinwidth = inwidth;
|
||
if (tinheight > inheight)
|
||
tinheight = inheight;
|
||
|
||
//don't make scaled width any larger than it needs to be
|
||
if (sh_config.texture_non_power_of_two)
|
||
{
|
||
scaled_width = tinwidth;
|
||
scaled_height = tinheight;
|
||
}
|
||
else
|
||
{
|
||
for (i = 0; i < 10; i++)
|
||
{
|
||
scaled_width = (1<<i);
|
||
if (scaled_width >= tinwidth)
|
||
break; //its covered
|
||
}
|
||
for (i = 0; i < 10; i++)
|
||
{
|
||
scaled_height = (1<<i);
|
||
if (scaled_height >= tinheight)
|
||
break; //its covered
|
||
}
|
||
}
|
||
|
||
if (scaled_width > gl_max_size.value)
|
||
scaled_width = gl_max_size.value; //whoops, we made it too big
|
||
if (scaled_height > gl_max_size.value)
|
||
scaled_height = gl_max_size.value; //whoops, we made it too big
|
||
|
||
if (scaled_width < 4)
|
||
scaled_width = 4;
|
||
if (scaled_height < 4)
|
||
scaled_height = 4;
|
||
|
||
#ifdef HEXEN2
|
||
if (h2playertranslations && pc)
|
||
{
|
||
unsigned int color_offsets[5] = {2*14*256,0,1*14*256,2*14*256,2*14*256};
|
||
unsigned char *colorA, *colorB, *sourceA, *sourceB;
|
||
colorA = h2playertranslations + 256 + color_offsets[pc-1];
|
||
colorB = colorA + 256;
|
||
sourceA = colorB + (tc * 256);
|
||
sourceB = colorB + (bc * 256);
|
||
for(i=0;i<256;i++)
|
||
{
|
||
translate32[i] = d_8to24rgbtable[i];
|
||
if (tc > 0 && (colorA[i] != 255))
|
||
{
|
||
if (tc >= 16)
|
||
{
|
||
unsigned int v = d_8to24rgbtable[colorA[i]];
|
||
v = max(max((v>>0)&0xff, (v>>8)&0xff), (v>>16)&0xff);
|
||
*((unsigned char*)&translate32[i]+0) = (((tc&0xff0000)>>16)*v)>>8;
|
||
*((unsigned char*)&translate32[i]+1) = (((tc&0x00ff00)>> 8)*v)>>8;
|
||
*((unsigned char*)&translate32[i]+2) = (((tc&0x0000ff)>> 0)*v)>>8;
|
||
*((unsigned char*)&translate32[i]+3) = 0xff;
|
||
}
|
||
else
|
||
translate32[i] = d_8to24rgbtable[sourceA[i]];
|
||
}
|
||
if (bc > 0 && (colorB[i] != 255))
|
||
{
|
||
if (bc >= 16)
|
||
{
|
||
unsigned int v = d_8to24rgbtable[colorB[i]];
|
||
v = max(max((v>>0)&0xff, (v>>8)&0xff), (v>>16)&0xff);
|
||
*((unsigned char*)&translate32[i]+0) = (((bc&0xff0000)>>16)*v)>>8;
|
||
*((unsigned char*)&translate32[i]+1) = (((bc&0x00ff00)>> 8)*v)>>8;
|
||
*((unsigned char*)&translate32[i]+2) = (((bc&0x0000ff)>> 0)*v)>>8;
|
||
*((unsigned char*)&translate32[i]+3) = 0xff;
|
||
}
|
||
else
|
||
translate32[i] = d_8to24rgbtable[sourceB[i]];
|
||
}
|
||
}
|
||
translate32[0] = 0;
|
||
}
|
||
else
|
||
#endif
|
||
{
|
||
for (i=0 ; i<256 ; i++)
|
||
translate32[i] = d_8to24rgbtable[i];
|
||
|
||
for (i = 0; i < 16; i++)
|
||
{
|
||
if (tc >= 16)
|
||
{
|
||
//assumption: row 0 is pure white.
|
||
*((unsigned char*)&translate32[TOP_RANGE+i]+0) = (((tc&0xff0000)>>16)**((unsigned char*)&d_8to24rgbtable[i]+0))>>8;
|
||
*((unsigned char*)&translate32[TOP_RANGE+i]+1) = (((tc&0x00ff00)>> 8)**((unsigned char*)&d_8to24rgbtable[i]+1))>>8;
|
||
*((unsigned char*)&translate32[TOP_RANGE+i]+2) = (((tc&0x0000ff)>> 0)**((unsigned char*)&d_8to24rgbtable[i]+2))>>8;
|
||
*((unsigned char*)&translate32[TOP_RANGE+i]+3) = 0xff;
|
||
}
|
||
else
|
||
{
|
||
if (tc < 8)
|
||
translate32[TOP_RANGE+i] = d_8to24rgbtable[(tc<<4)+i];
|
||
else
|
||
translate32[TOP_RANGE+i] = d_8to24rgbtable[(tc<<4)+15-i];
|
||
}
|
||
if (bc >= 16)
|
||
{
|
||
*((unsigned char*)&translate32[BOTTOM_RANGE+i]+0) = (((bc&0xff0000)>>16)**((unsigned char*)&d_8to24rgbtable[i]+0))>>8;
|
||
*((unsigned char*)&translate32[BOTTOM_RANGE+i]+1) = (((bc&0x00ff00)>> 8)**((unsigned char*)&d_8to24rgbtable[i]+1))>>8;
|
||
*((unsigned char*)&translate32[BOTTOM_RANGE+i]+2) = (((bc&0x0000ff)>> 0)**((unsigned char*)&d_8to24rgbtable[i]+2))>>8;
|
||
*((unsigned char*)&translate32[BOTTOM_RANGE+i]+3) = 0xff;
|
||
}
|
||
else
|
||
{
|
||
if (bc < 8)
|
||
translate32[BOTTOM_RANGE+i] = d_8to24rgbtable[(bc<<4)+i];
|
||
else
|
||
translate32[BOTTOM_RANGE+i] = d_8to24rgbtable[(bc<<4)+15-i];
|
||
}
|
||
}
|
||
}
|
||
|
||
pixels = malloc(sizeof(*pixels) * scaled_height*scaled_width);
|
||
out = pixels;
|
||
fracstep = tinwidth*0x10000/scaled_width;
|
||
for (i=0 ; i<scaled_height ; i++, out += scaled_width)
|
||
{
|
||
inrow = original + inwidth*(i*inheight/scaled_height);
|
||
frac = fracstep >> 1;
|
||
for (j=0 ; j<scaled_width ; j+=4)
|
||
{
|
||
out[j] = translate32[inrow[frac>>16]];
|
||
frac += fracstep;
|
||
out[j+1] = translate32[inrow[frac>>16]];
|
||
frac += fracstep;
|
||
out[j+2] = translate32[inrow[frac>>16]];
|
||
frac += fracstep;
|
||
out[j+3] = translate32[inrow[frac>>16]];
|
||
frac += fracstep;
|
||
}
|
||
}
|
||
cm->texnum.base = R_LoadTexture(va("base$%x$%x$%i$%i$%i$%s", tc, bc, cm->skinnum, subframe, pc, cm->name),
|
||
scaled_width, scaled_height, h2playertranslations?TF_RGBA32:TF_RGBX32, pixels, IF_NOMIPMAP);
|
||
|
||
cm->texnum.bump = shader->defaulttextures->bump;
|
||
cm->texnum.fullbright = shader->defaulttextures->fullbright;
|
||
cm->texnum.specular = shader->defaulttextures->specular;
|
||
cm->texnum.reflectcube = shader->defaulttextures->reflectcube;
|
||
cm->texnum.reflectmask = shader->defaulttextures->reflectmask;
|
||
/*if (!h2playertranslations)
|
||
{
|
||
qboolean valid = false;
|
||
//now do the fullbrights.
|
||
out = pixels;
|
||
fracstep = tinwidth*0x10000/scaled_width;
|
||
for (i=0 ; i<scaled_height ; i++, out += scaled_width)
|
||
{
|
||
inrow = original + inwidth*(i*inheight/scaled_height);
|
||
frac = fracstep >> 1;
|
||
for (j=0 ; j<scaled_width ; j+=1)
|
||
{
|
||
if (inrow[frac>>16] < 255-vid.fullbright)
|
||
((char *) (&out[j]))[3] = 0; //alpha 0
|
||
else
|
||
valid = true;
|
||
frac += fracstep;
|
||
}
|
||
}
|
||
if (valid)
|
||
cm->texnum.fullbright = R_LoadTexture(va("fb$%x$%x$%i$%i$%i$%s", tc, bc, cm->skinnum, subframe, pc, cm->name),
|
||
scaled_width, scaled_height, TF_RGBA32, pixels, IF_NOMIPMAP);
|
||
}*/
|
||
|
||
if (generateupperlower)
|
||
{
|
||
for (i=0 ; i<256 ; i++)
|
||
translate32[i] = 0xff000000;
|
||
for (i = 0; i < 16; i++)
|
||
translate32[TOP_RANGE+i] = d_8to24rgbtable[i];
|
||
out = pixels;
|
||
fracstep = tinwidth*0x10000/scaled_width;
|
||
for (i=0 ; i<scaled_height ; i++, out += scaled_width)
|
||
{
|
||
inrow = original + inwidth*(i*inheight/scaled_height);
|
||
frac = fracstep >> 1;
|
||
for (j=0 ; j<scaled_width ; j+=4)
|
||
{
|
||
out[j] = translate32[inrow[frac>>16]];
|
||
frac += fracstep;
|
||
out[j+1] = translate32[inrow[frac>>16]];
|
||
frac += fracstep;
|
||
out[j+2] = translate32[inrow[frac>>16]];
|
||
frac += fracstep;
|
||
out[j+3] = translate32[inrow[frac>>16]];
|
||
frac += fracstep;
|
||
}
|
||
}
|
||
cm->texnum.upperoverlay = R_LoadTexture(va("up$%i$%i$%i$%s", cm->skinnum, subframe, pc, cm->name),
|
||
scaled_width, scaled_height, TF_RGBA32, pixels, IF_NOMIPMAP);
|
||
|
||
for (i=0 ; i<256 ; i++)
|
||
translate32[i] = 0xff000000;
|
||
for (i = 0; i < 16; i++)
|
||
translate32[BOTTOM_RANGE+i] = d_8to24rgbtable[i];
|
||
out = pixels;
|
||
fracstep = tinwidth*0x10000/scaled_width;
|
||
for (i=0 ; i<scaled_height ; i++, out += scaled_width)
|
||
{
|
||
inrow = original + inwidth*(i*inheight/scaled_height);
|
||
frac = fracstep >> 1;
|
||
for (j=0 ; j<scaled_width ; j+=4)
|
||
{
|
||
out[j] = translate32[inrow[frac>>16]];
|
||
frac += fracstep;
|
||
out[j+1] = translate32[inrow[frac>>16]];
|
||
frac += fracstep;
|
||
out[j+2] = translate32[inrow[frac>>16]];
|
||
frac += fracstep;
|
||
out[j+3] = translate32[inrow[frac>>16]];
|
||
frac += fracstep;
|
||
}
|
||
}
|
||
cm->texnum.loweroverlay = R_LoadTexture(va("lo$%i$%i$%i$%s", cm->skinnum, subframe, pc, cm->name),
|
||
scaled_width, scaled_height, TF_RGBA32, pixels, IF_NOMIPMAP);
|
||
|
||
}
|
||
free(pixels);
|
||
}
|
||
else
|
||
{
|
||
/*model has no original skin info and thus cannot be reskinned, copy over the default textures so that the skincache doesn't break things when it gets reused*/
|
||
cm->texnum = *shader->defaulttextures;
|
||
}
|
||
return shader;
|
||
}
|
||
}
|
||
|
||
if (!inf->numskins)
|
||
return NULL;
|
||
|
||
skins = inf->ofsskins;
|
||
if (e->skinnum >= 0 && e->skinnum < inf->numskins)
|
||
skins += e->skinnum;
|
||
else
|
||
{
|
||
if (developer.ival)
|
||
{
|
||
static int lastframe;
|
||
if (lastframe != r_framecount && lastframe != r_framecount-1) //patented anti-spam technology!... actually, I wonder if it would actually be eligable for a patent.
|
||
Con_DPrintf("Skin number out of range (%u >= %u - %s)\n", e->skinnum, inf->numskins, model->name);
|
||
lastframe = r_framecount;
|
||
}
|
||
if (!inf->numskins)
|
||
return NULL;
|
||
}
|
||
|
||
if (!skins->numframes)
|
||
return NULL;
|
||
|
||
frame = cl.time*skins->skinspeed;
|
||
frame = frame%skins->numframes;
|
||
return skins->frame[frame].shader;
|
||
}
|
||
|
||
#if defined(RTLIGHTS)
|
||
static void R_CalcFacing(mesh_t *mesh, vec3_t lightpos)
|
||
{
|
||
float *v1, *v2, *v3;
|
||
vec3_t d1, d2, norm;
|
||
|
||
int i;
|
||
|
||
index_t *indexes = mesh->indexes;
|
||
int numtris = mesh->numindexes/3;
|
||
|
||
|
||
if (numFacing < numtris)
|
||
{
|
||
if (triangleFacing)
|
||
BZ_Free(triangleFacing);
|
||
triangleFacing = BZ_Malloc(sizeof(*triangleFacing)*numtris);
|
||
numFacing = numtris;
|
||
}
|
||
|
||
for (i = 0; i < numtris; i++, indexes+=3)
|
||
{
|
||
v1 = (float *)(mesh->xyz_array + indexes[0]);
|
||
v2 = (float *)(mesh->xyz_array + indexes[1]);
|
||
v3 = (float *)(mesh->xyz_array + indexes[2]);
|
||
|
||
VectorSubtract(v1, v2, d1);
|
||
VectorSubtract(v3, v2, d2);
|
||
CrossProduct(d1, d2, norm);
|
||
|
||
triangleFacing[i] = (( lightpos[0] - v1[0] ) * norm[0] + ( lightpos[1] - v1[1] ) * norm[1] + ( lightpos[2] - v1[2] ) * norm[2]) > 0;
|
||
}
|
||
}
|
||
|
||
#define PROJECTION_DISTANCE 30000
|
||
static void R_ProjectShadowVolume(mesh_t *mesh, vec3_t lightpos)
|
||
{
|
||
int numverts = mesh->numvertexes;
|
||
int i;
|
||
vecV_t *input = mesh->xyz_array;
|
||
vec3_t *projected;
|
||
if (numProjectedShadowVerts < numverts)
|
||
{
|
||
if (ProjectedShadowVerts)
|
||
BZ_Free(ProjectedShadowVerts);
|
||
ProjectedShadowVerts = BZ_Malloc(sizeof(*ProjectedShadowVerts)*numverts);
|
||
numProjectedShadowVerts = numverts;
|
||
}
|
||
projected = ProjectedShadowVerts;
|
||
for (i = 0; i < numverts; i++)
|
||
{
|
||
projected[i][0] = input[i][0] + (input[i][0]-lightpos[0])*PROJECTION_DISTANCE;
|
||
projected[i][1] = input[i][1] + (input[i][1]-lightpos[1])*PROJECTION_DISTANCE;
|
||
projected[i][2] = input[i][2] + (input[i][2]-lightpos[2])*PROJECTION_DISTANCE;
|
||
}
|
||
}
|
||
|
||
static void R_DrawShadowVolume(mesh_t *mesh)
|
||
{
|
||
#ifdef GLQUAKE
|
||
int t;
|
||
vec3_t *proj = ProjectedShadowVerts;
|
||
vecV_t *verts = mesh->xyz_array;
|
||
index_t *indexes = mesh->indexes;
|
||
int *neighbours = mesh->trneighbors;
|
||
int numtris = mesh->numindexes/3;
|
||
|
||
qglBegin(GL_TRIANGLES);
|
||
for (t = 0; t < numtris; t++)
|
||
{
|
||
if (triangleFacing[t])
|
||
{
|
||
//draw front
|
||
qglVertex3fv(verts[indexes[t*3+0]]);
|
||
qglVertex3fv(verts[indexes[t*3+1]]);
|
||
qglVertex3fv(verts[indexes[t*3+2]]);
|
||
|
||
//draw back
|
||
qglVertex3fv(proj[indexes[t*3+1]]);
|
||
qglVertex3fv(proj[indexes[t*3+0]]);
|
||
qglVertex3fv(proj[indexes[t*3+2]]);
|
||
|
||
//draw side caps
|
||
if (neighbours[t*3+0] < 0 || !triangleFacing[neighbours[t*3+0]])
|
||
{
|
||
qglVertex3fv(verts[indexes[t*3+1]]);
|
||
qglVertex3fv(verts[indexes[t*3+0]]);
|
||
qglVertex3fv(proj [indexes[t*3+0]]);
|
||
qglVertex3fv(verts[indexes[t*3+1]]);
|
||
qglVertex3fv(proj [indexes[t*3+0]]);
|
||
qglVertex3fv(proj [indexes[t*3+1]]);
|
||
}
|
||
|
||
if (neighbours[t*3+1] < 0 || !triangleFacing[neighbours[t*3+1]])
|
||
{
|
||
qglVertex3fv(verts[indexes[t*3+2]]);
|
||
qglVertex3fv(verts[indexes[t*3+1]]);
|
||
qglVertex3fv(proj [indexes[t*3+1]]);
|
||
qglVertex3fv(verts[indexes[t*3+2]]);
|
||
qglVertex3fv(proj [indexes[t*3+1]]);
|
||
qglVertex3fv(proj [indexes[t*3+2]]);
|
||
}
|
||
|
||
if (neighbours[t*3+2] < 0 || !triangleFacing[neighbours[t*3+2]])
|
||
{
|
||
qglVertex3fv(verts[indexes[t*3+0]]);
|
||
qglVertex3fv(verts[indexes[t*3+2]]);
|
||
qglVertex3fv(proj [indexes[t*3+2]]);
|
||
qglVertex3fv(verts[indexes[t*3+0]]);
|
||
qglVertex3fv(proj [indexes[t*3+2]]);
|
||
qglVertex3fv(proj [indexes[t*3+0]]);
|
||
}
|
||
}
|
||
}
|
||
qglEnd();
|
||
#endif
|
||
}
|
||
#endif
|
||
|
||
//true if no shading is to be used.
|
||
qboolean R_CalcModelLighting(entity_t *e, model_t *clmodel)
|
||
{
|
||
vec3_t lightdir;
|
||
int i;
|
||
vec3_t dist;
|
||
float add, m;
|
||
vec3_t shadelight, ambientlight;
|
||
|
||
if (e->light_known)
|
||
return e->light_known-1;
|
||
|
||
e->light_dir[0] = 0; e->light_dir[1] = 1; e->light_dir[2] = 0;
|
||
if (clmodel->engineflags & MDLF_FLAME || r_fullbright.ival)
|
||
{
|
||
e->light_avg[0] = e->light_avg[1] = e->light_avg[2] = 1;
|
||
e->light_range[0] = e->light_range[1] = e->light_range[2] = 0;
|
||
e->light_known = 2;
|
||
return e->light_known-1;
|
||
}
|
||
if ((e->drawflags & MLS_MASKIN) == 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;
|
||
}
|
||
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)
|
||
{
|
||
float *org = e->origin;
|
||
if (e->flags & RF_WEAPONMODEL)
|
||
org = r_refdef.vieworg;
|
||
|
||
//don't do world lights, although that might be funny
|
||
for (i=rtlights_first; i<RTL_FIRST; i++)
|
||
{
|
||
if (cl_dlights[i].radius)
|
||
{
|
||
VectorSubtract (org,
|
||
cl_dlights[i].origin,
|
||
dist);
|
||
add = cl_dlights[i].radius - Length(dist);
|
||
|
||
#ifdef RTLIGHTS
|
||
//if world lighting is on, there may be no lightmap influence even if r_dynamic is on.
|
||
if (r_shadow_realtime_world.ival)
|
||
add *= r_shadow_realtime_world_lightmaps.value;
|
||
#endif
|
||
|
||
if (add > 0)
|
||
{
|
||
ambientlight[0] += add * cl_dlights[i].color[0];
|
||
ambientlight[1] += add * cl_dlights[i].color[1];
|
||
ambientlight[2] += add * cl_dlights[i].color[2];
|
||
//ZOID models should be affected by dlights as well
|
||
shadelight[0] += add * cl_dlights[i].color[0];
|
||
shadelight[1] += add * cl_dlights[i].color[1];
|
||
shadelight[2] += add * cl_dlights[i].color[2];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
m = max(max(ambientlight[0], ambientlight[1]), ambientlight[2]);
|
||
if (m > 255)
|
||
{
|
||
ambientlight[0] *= 255.0/m;
|
||
ambientlight[1] *= 255.0/m;
|
||
ambientlight[2] *= 255.0/m;
|
||
}
|
||
m = max(max(shadelight[0], shadelight[1]), shadelight[2]);
|
||
if (m > 128)
|
||
{
|
||
shadelight[0] *= 128.0/m;
|
||
shadelight[1] *= 128.0/m;
|
||
shadelight[2] *= 128.0/m;
|
||
}
|
||
|
||
//MORE HUGE HACKS! WHEN WILL THEY CEASE!
|
||
// clamp lighting so it doesn't overbright as much
|
||
// ZOID: never allow players to go totally black
|
||
if (clmodel->engineflags & MDLF_PLAYER)
|
||
{
|
||
float fb = r_fullbrightSkins.value;
|
||
if (fb > cls.allow_fbskins)
|
||
fb = cls.allow_fbskins;
|
||
if (fb < 0)
|
||
fb = 0;
|
||
if (fb)
|
||
{
|
||
extern cvar_t r_fb_models;
|
||
|
||
if (fb >= 1 && r_fb_models.value)
|
||
{
|
||
ambientlight[0] = ambientlight[1] = ambientlight[2] = 1;
|
||
shadelight[0] = shadelight[1] = shadelight[2] = 1;
|
||
|
||
e->light_known = 2;
|
||
return e->light_known-1;
|
||
}
|
||
else
|
||
{
|
||
for (i = 0; i < 3; i++)
|
||
{
|
||
ambientlight[i] = max(ambientlight[i], 8 + fb * 120);
|
||
shadelight[i] = max(shadelight[i], 8 + fb * 120);
|
||
}
|
||
}
|
||
}
|
||
for (i = 0; i < 3; i++)
|
||
{
|
||
if (ambientlight[i] < 8)
|
||
ambientlight[i] = 8;
|
||
}
|
||
}
|
||
|
||
|
||
for (i = 0; i < 3; i++)
|
||
{
|
||
if (ambientlight[i] > 128)
|
||
ambientlight[i] = 128;
|
||
|
||
shadelight[i] /= 200.0/255;
|
||
ambientlight[i] /= 200.0/255;
|
||
}
|
||
|
||
if ((e->model->flags & MF_ROTATE) && cl.hexen2pickups)
|
||
{
|
||
shadelight[0] = shadelight[1] = shadelight[2] =
|
||
ambientlight[0] = ambientlight[1] = ambientlight[2] = 128+sin(cl.servertime*4)*64;
|
||
}
|
||
if ((e->drawflags & MLS_MASKIN) == MLS_ABSLIGHT)
|
||
{
|
||
shadelight[0] = shadelight[1] = shadelight[2] = e->abslight;
|
||
ambientlight[0] = ambientlight[1] = ambientlight[2] = e->abslight;
|
||
}
|
||
|
||
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->permu[PERMUTATION_SKELETAL].h.loaded);
|
||
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;
|
||
}
|
||
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;
|
||
}
|
||
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 *svector3f, float *tvector3f, float *normal3f)
|
||
{
|
||
float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
|
||
// 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
|
||
// 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
|
||
|
||
// 6 multiply, 9 subtract
|
||
VectorSubtract(v1, v0, v10);
|
||
VectorSubtract(v2, v0, v20);
|
||
normal3f[0] = v10[1] * v20[2] - v10[2] * v20[1];
|
||
normal3f[1] = v10[2] * v20[0] - v10[0] * v20[2];
|
||
normal3f[2] = v10[0] * v20[1] - v10[1] * v20[0];
|
||
// 12 multiply, 10 subtract
|
||
tc10[1] = tc1[1] - tc0[1];
|
||
tc20[1] = tc2[1] - tc0[1];
|
||
svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
|
||
svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
|
||
svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
|
||
tc10[0] = tc1[0] - tc0[0];
|
||
tc20[0] = tc2[0] - tc0[0];
|
||
tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
|
||
tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
|
||
tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
|
||
// 12 multiply, 4 add, 6 subtract
|
||
f = DotProduct(svector3f, normal3f);
|
||
svector3f[0] -= f * normal3f[0];
|
||
svector3f[1] -= f * normal3f[1];
|
||
svector3f[2] -= f * normal3f[2];
|
||
f = DotProduct(tvector3f, normal3f);
|
||
tvector3f[0] -= f * normal3f[0];
|
||
tvector3f[1] -= f * normal3f[1];
|
||
tvector3f[2] -= f * normal3f[2];
|
||
// if texture is mapped the wrong way (counterclockwise), the tangents
|
||
// have to be flipped, this is detected by calculating a normal from the
|
||
// two tangents, and seeing if it is opposite the surface normal
|
||
// 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
|
||
CrossProduct(tvector3f, svector3f, tangentcross);
|
||
if (DotProduct(tangentcross, normal3f) < 0)
|
||
{
|
||
VectorNegate(svector3f, svector3f);
|
||
VectorNegate(tvector3f, tvector3f);
|
||
}
|
||
}
|
||
|
||
//courtesy of DP
|
||
void R_AliasGenerateTextureVectors(mesh_t *mesh, float *normal3f, float *svector3f, float *tvector3f)
|
||
{
|
||
int i;
|
||
float sdir[3], tdir[3], normal[3], *v;
|
||
index_t *e;
|
||
float *vertex3f = (float*)mesh->xyz_array;
|
||
float *texcoord2f = (float*)mesh->st_array;
|
||
// clear the vectors
|
||
// if (svector3f)
|
||
memset(svector3f, 0, mesh->numvertexes * sizeof(float[3]));
|
||
// if (tvector3f)
|
||
memset(tvector3f, 0, mesh->numvertexes * sizeof(float[3]));
|
||
// if (normal3f)
|
||
memset(normal3f, 0, mesh->numvertexes * sizeof(float[3]));
|
||
// process each vertex of each triangle and accumulate the results
|
||
for (e = mesh->indexes; e < mesh->indexes+mesh->numindexes; e += 3)
|
||
{
|
||
R_BuildBumpVectors(vertex3f + e[0] * 3, vertex3f + e[1] * 3, vertex3f + e[2] * 3, texcoord2f + e[0] * 2, texcoord2f + e[1] * 2, texcoord2f + e[2] * 2, sdir, tdir, normal);
|
||
// if (!areaweighting)
|
||
// {
|
||
// VectorNormalize(sdir);
|
||
// VectorNormalize(tdir);
|
||
// VectorNormalize(normal);
|
||
// }
|
||
// if (svector3f)
|
||
for (i = 0;i < 3;i++)
|
||
VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
|
||
// if (tvector3f)
|
||
for (i = 0;i < 3;i++)
|
||
VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
|
||
// if (normal3f)
|
||
for (i = 0;i < 3;i++)
|
||
VectorAdd(normal3f + e[i]*3, normal, normal3f + e[i]*3);
|
||
}
|
||
// now we could divide the vectors by the number of averaged values on
|
||
// each vertex... but instead normalize them
|
||
// 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
|
||
if (svector3f)
|
||
for (i = 0, v = svector3f;i < mesh->numvertexes;i++, v += 3)
|
||
VectorNormalize(v);
|
||
// 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
|
||
if (tvector3f)
|
||
for (i = 0, v = tvector3f;i < mesh->numvertexes;i++, v += 3)
|
||
VectorNormalize(v);
|
||
// 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
|
||
if (normal3f)
|
||
for (i = 0, v = normal3f;i < mesh->numvertexes;i++, v += 3)
|
||
VectorNormalize(v);
|
||
|
||
}
|
||
|
||
|
||
void R_AliasGenerateVertexLightDirs(mesh_t *mesh, vec3_t lightdir, vec3_t *results, vec3_t *normal3f, vec3_t *svector3f, vec3_t *tvector3f)
|
||
{
|
||
int i;
|
||
R_AliasGenerateTextureVectors(mesh, (float*)normal3f, (float*)svector3f, (float*)tvector3f);
|
||
|
||
for (i = 0; i < mesh->numvertexes; i++)
|
||
{
|
||
results[i][0] = -DotProduct(lightdir, tvector3f[i]);
|
||
results[i][1] = -DotProduct(lightdir, svector3f[i]);
|
||
results[i][2] = -DotProduct(lightdir, normal3f[i]);
|
||
}
|
||
}
|
||
|
||
//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
|
||
{
|
||
extern cvar_t r_shadow_realtime_world_lightmaps;
|
||
//lit sprites need to sample the world lighting. with rtlights that generally means they're 0.
|
||
#ifdef RTLIGHTS
|
||
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;
|
||
|
||
extern cvar_t gl_blendsprites;
|
||
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
|
||
{
|
||
extern cvar_t r_shadow_realtime_world_lightmaps;
|
||
//lit sprites need to sample the world lighting. with rtlights that generally means they're 0.
|
||
#ifdef RTLIGHTS
|
||
if (r_shadow_realtime_world.ival)
|
||
lightmap = r_shadow_realtime_world_lightmaps.value;
|
||
else
|
||
#endif
|
||
lightmap = 1;
|
||
}
|
||
|
||
if ((e->flags & RF_WEAPONMODEL) && r_refdef.playerview->viewentity > 0)
|
||
{
|
||
sprorigin[0] = r_refdef.playerview->vw_origin[0];
|
||
sprorigin[1] = r_refdef.playerview->vw_origin[1];
|
||
sprorigin[2] = r_refdef.playerview->vw_origin[2];
|
||
VectorMA(sprorigin, e->origin[0], r_refdef.playerview->vw_axis[0], sprorigin);
|
||
VectorMA(sprorigin, e->origin[1], r_refdef.playerview->vw_axis[1], sprorigin);
|
||
VectorMA(sprorigin, e->origin[2], r_refdef.playerview->vw_axis[2], sprorigin);
|
||
VectorMA(sprorigin, 12, vpn, sprorigin);
|
||
|
||
batchflags |= BEF_FORCENODEPTH;
|
||
}
|
||
else
|
||
VectorCopy(e->origin, sprorigin);
|
||
|
||
|
||
if (cl_numstris && cl_stris[cl_numstris-1].shader == shader && cl_stris[cl_numstris-1].flags == batchflags)
|
||
t = &cl_stris[cl_numstris-1];
|
||
else
|
||
{
|
||
if (cl_numstris == cl_maxstris)
|
||
{
|
||
cl_maxstris += 8;
|
||
cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris);
|
||
}
|
||
t = &cl_stris[cl_numstris++];
|
||
t->shader = shader;
|
||
t->numidx = 0;
|
||
t->numvert = 0;
|
||
t->firstidx = cl_numstrisidx;
|
||
t->firstvert = cl_numstrisvert;
|
||
t->flags = batchflags;
|
||
}
|
||
|
||
if (cl_numstrisidx+6 > cl_maxstrisidx)
|
||
{
|
||
cl_maxstrisidx=cl_numstrisidx+6 + 64;
|
||
cl_strisidx = BZ_Realloc(cl_strisidx, sizeof(*cl_strisidx)*cl_maxstrisidx);
|
||
}
|
||
if (cl_numstrisvert+4 > cl_maxstrisvert)
|
||
{
|
||
cl_maxstrisvert+=64;
|
||
cl_strisvertv = BZ_Realloc(cl_strisvertv, sizeof(*cl_strisvertv)*cl_maxstrisvert);
|
||
cl_strisvertt = BZ_Realloc(cl_strisvertt, sizeof(*cl_strisvertt)*cl_maxstrisvert);
|
||
cl_strisvertc = BZ_Realloc(cl_strisvertc, sizeof(*cl_strisvertc)*cl_maxstrisvert);
|
||
}
|
||
|
||
xyz = &cl_strisvertv[cl_numstrisvert];
|
||
st = &cl_strisvertt[cl_numstrisvert];
|
||
rgba = &cl_strisvertc[cl_numstrisvert];
|
||
|
||
cl_strisidx[cl_numstrisidx++] = t->numvert+0;
|
||
cl_strisidx[cl_numstrisidx++] = t->numvert+1;
|
||
cl_strisidx[cl_numstrisidx++] = t->numvert+2;
|
||
cl_strisidx[cl_numstrisidx++] = t->numvert+0;
|
||
cl_strisidx[cl_numstrisidx++] = t->numvert+2;
|
||
cl_strisidx[cl_numstrisidx++] = t->numvert+3;
|
||
t->numidx += 6;
|
||
t->numvert += 4;
|
||
cl_numstrisvert += 4;
|
||
|
||
if (!frame)
|
||
{
|
||
genframe.down = genframe.left = -1;
|
||
genframe.up = genframe.right = 1;
|
||
sprtype = SPR_VP_PARALLEL;
|
||
frame = &genframe;
|
||
}
|
||
else
|
||
{
|
||
// don't even bother culling, because it's just a single
|
||
// polygon without a surface cache
|
||
psprite = e->model->meshinfo;
|
||
sprtype = psprite->type;
|
||
}
|
||
|
||
switch(sprtype)
|
||
{
|
||
case SPR_ORIENTED:
|
||
// bullet marks on walls
|
||
if ((e->flags & RF_WEAPONMODEL) && r_refdef.playerview->viewentity > 0)
|
||
{
|
||
vec3_t ea[3];
|
||
AngleVectors (e->angles, ea[0], ea[1], ea[2]);
|
||
Matrix3_Multiply(ea, r_refdef.playerview->vw_axis, spraxis);
|
||
}
|
||
else
|
||
AngleVectors (e->angles, spraxis[0], spraxis[1], spraxis[2]);
|
||
break;
|
||
|
||
case SPR_FACING_UPRIGHT:
|
||
spraxis[2][0] = 0;spraxis[2][1] = 0;spraxis[2][2]=1;
|
||
spraxis[1][0] = sprorigin[1] - r_origin[1];
|
||
spraxis[1][1] = -(sprorigin[0] - r_origin[0]);
|
||
spraxis[1][2] = 0;
|
||
VectorNormalize (spraxis[1]);
|
||
break;
|
||
case SPR_VP_PARALLEL_UPRIGHT:
|
||
spraxis[2][0] = 0;spraxis[2][1] = 0;spraxis[2][2]=1;
|
||
VectorCopy (vright, spraxis[1]);
|
||
break;
|
||
|
||
default:
|
||
case SPR_VP_PARALLEL:
|
||
//normal sprite
|
||
VectorCopy(vup, spraxis[2]);
|
||
VectorCopy(vright, spraxis[1]);
|
||
break;
|
||
}
|
||
if (e->scale)
|
||
{
|
||
spraxis[2][0]*=e->scale;
|
||
spraxis[2][1]*=e->scale;
|
||
spraxis[2][2]*=e->scale;
|
||
spraxis[1][0]*=e->scale;
|
||
spraxis[1][1]*=e->scale;
|
||
spraxis[1][2]*=e->scale;
|
||
}
|
||
|
||
if (e->shaderRGBAf[0] != 0 || e->shaderRGBAf[1] != 0 || e->shaderRGBAf[2] != 0 || (batchflags & BEF_FORCECOLOURMOD))
|
||
{
|
||
if (e->shaderRGBAf[0] > 1)
|
||
e->shaderRGBAf[0] = 1;
|
||
if (e->shaderRGBAf[1] > 1)
|
||
e->shaderRGBAf[1] = 1;
|
||
if (e->shaderRGBAf[2] > 1)
|
||
e->shaderRGBAf[2] = 1;
|
||
}
|
||
else
|
||
{
|
||
e->shaderRGBAf[0] = 1;
|
||
e->shaderRGBAf[1] = 1;
|
||
e->shaderRGBAf[2] = 1;
|
||
}
|
||
|
||
VectorScale(e->shaderRGBAf, lightmap, rgba[0]);
|
||
rgba[0][3] = e->shaderRGBAf[3];
|
||
Vector4Copy(rgba[0], rgba[1]);
|
||
Vector4Copy(rgba[0], rgba[2]);
|
||
Vector4Copy(rgba[0], rgba[3]);
|
||
|
||
Vector2Set(st[0], 0, 1);
|
||
Vector2Set(st[1], 0, 0);
|
||
Vector2Set(st[2], 1, 0);
|
||
Vector2Set(st[3], 1, 1);
|
||
|
||
VectorMA (sprorigin, frame->down, spraxis[2], point);
|
||
VectorMA (point, frame->left, spraxis[1], xyz[0]);
|
||
|
||
VectorMA (sprorigin, frame->up, spraxis[2], point);
|
||
VectorMA (point, frame->left, spraxis[1], xyz[1]);
|
||
|
||
VectorMA (sprorigin, frame->up, spraxis[2], point);
|
||
VectorMA (point, frame->right, spraxis[1], xyz[2]);
|
||
|
||
VectorMA (sprorigin, frame->down, spraxis[2], point);
|
||
VectorMA (point, frame->right, spraxis[1], xyz[3]);
|
||
}
|
||
|
||
static void R_DB_Poly(batch_t *batch)
|
||
{
|
||
static mesh_t mesh;
|
||
static mesh_t *meshptr = &mesh;
|
||
unsigned int i = batch->surf_first;
|
||
|
||
batch->mesh = &meshptr;
|
||
|
||
mesh.xyz_array = cl_strisvertv + cl_stris[i].firstvert;
|
||
mesh.st_array = cl_strisvertt + cl_stris[i].firstvert;
|
||
mesh.colors4f_array[0] = cl_strisvertc + cl_stris[i].firstvert;
|
||
mesh.indexes = cl_strisidx + cl_stris[i].firstidx;
|
||
mesh.numindexes = cl_stris[i].numidx;
|
||
mesh.numvertexes = cl_stris[i].numvert;
|
||
}
|
||
static void BE_GenPolyBatches(batch_t **batches)
|
||
{
|
||
shader_t *shader = NULL;
|
||
batch_t *b;
|
||
unsigned int i = cl_numstris, j;
|
||
unsigned int sort;
|
||
|
||
while (i-- > 0)
|
||
{
|
||
if (!cl_stris[i].numidx)
|
||
continue;
|
||
|
||
b = BE_GetTempBatch();
|
||
if (!b)
|
||
return;
|
||
|
||
shader = cl_stris[i].shader;
|
||
if (!shader)
|
||
continue;
|
||
|
||
b->buildmeshes = R_DB_Poly;
|
||
b->ent = &r_worldentity;
|
||
b->mesh = NULL;
|
||
b->firstmesh = 0;
|
||
b->meshes = 1;
|
||
b->skin = NULL;
|
||
b->texture = NULL;
|
||
b->shader = shader;
|
||
for (j = 0; j < MAXRLIGHTMAPS; j++)
|
||
b->lightmap[j] = -1;
|
||
b->surf_first = i;
|
||
b->flags = cl_stris[i].flags;
|
||
b->vbo = 0;
|
||
|
||
sort = shader->sort;
|
||
if ((b->flags & BEF_FORCEADDITIVE) && sort < SHADER_SORT_ADDITIVE)
|
||
sort = SHADER_SORT_ADDITIVE;
|
||
if ((b->flags & BEF_FORCETRANSPARENT) && SHADER_SORT_PORTAL < sort && sort < SHADER_SORT_BLEND)
|
||
sort = SHADER_SORT_BLEND;
|
||
if ((b->flags & BEF_FORCENODEPTH) && sort < SHADER_SORT_BANNER)
|
||
sort = SHADER_SORT_BANNER;
|
||
|
||
b->next = batches[sort];
|
||
batches[sort] = b;
|
||
}
|
||
}
|
||
void R_HalfLife_GenerateBatches(entity_t *e, batch_t **batches);
|
||
void BE_GenModelBatches(batch_t **batches, const dlight_t *dl, unsigned int bemode)
|
||
{
|
||
int i;
|
||
entity_t *ent;
|
||
model_t *emodel;
|
||
unsigned int orig_numstris = cl_numstris;
|
||
unsigned int orig_numvisedicts = cl_numvisedicts;
|
||
unsigned int orig_numstrisidx = cl_numstrisidx;
|
||
unsigned int orig_numstrisvert = cl_numstrisvert;
|
||
|
||
/*clear the batch list*/
|
||
for (i = 0; i < SHADER_SORT_COUNT; i++)
|
||
batches[i] = NULL;
|
||
|
||
#if defined(TERRAIN)
|
||
if (cl.worldmodel && cl.worldmodel->terrain && !(r_refdef.flags & RDF_NOWORLDMODEL))
|
||
Terr_DrawTerrainModel(batches, &r_worldentity);
|
||
#endif
|
||
|
||
R_Clutter_Emit(batches);
|
||
|
||
if (!r_drawentities.ival)
|
||
return;
|
||
|
||
if (bemode == BEM_STANDARD)
|
||
{
|
||
#ifndef CLIENTONLY
|
||
SV_AddDebugPolygons();
|
||
#endif
|
||
|
||
//the alias cache is a backend thing that provides support for multiple entities using the same skeleton.
|
||
//thus it needs to be cleared so that it won't reuse the cache over multiple frames.
|
||
Alias_FlushCache();
|
||
}
|
||
|
||
// draw sprites seperately, because of alpha blending
|
||
for (i=0 ; i<cl_numvisedicts ; i++)
|
||
{
|
||
ent = &cl_visedicts[i];
|
||
|
||
if (!r_refdef.externalview && (ent->flags & RF_EXTERNALMODEL))
|
||
continue;
|
||
|
||
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->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;
|
||
}
|
||
|
||
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_ENGULPHS)
|
||
continue;
|
||
}
|
||
}
|
||
|
||
if (emodel->engineflags & MDLF_NOTREPLACEMENTS)
|
||
{
|
||
if (emodel->fromgame != fg_quake || emodel->type != mod_alias)
|
||
if (!ruleset_allow_sensitive_texture_replacements.value)
|
||
continue;
|
||
}
|
||
|
||
switch(emodel->type)
|
||
{
|
||
case mod_brush:
|
||
if (r_drawentities.ival == 2)
|
||
continue;
|
||
Surf_GenBrushBatches(batches, ent);
|
||
break;
|
||
case mod_alias:
|
||
if (r_drawentities.ival == 3)
|
||
continue;
|
||
R_GAlias_GenerateBatches(ent, batches);
|
||
break;
|
||
case mod_sprite:
|
||
R_Sprite_GenerateTrisoup(ent, bemode);
|
||
break;
|
||
case mod_halflife:
|
||
#ifdef HALFLIFEMODELS
|
||
R_HalfLife_GenerateBatches(ent, batches);
|
||
#endif
|
||
break;
|
||
// warning: enumeration value <20>mod_*<2A> not handled in switch
|
||
case mod_dummy:
|
||
case mod_heightmap:
|
||
#if defined(TERRAIN)
|
||
if (emodel->terrain && !(r_refdef.flags & RDF_NOWORLDMODEL))
|
||
Terr_DrawTerrainModel(batches, ent);
|
||
#endif
|
||
break;
|
||
}
|
||
break;
|
||
case RT_SPRITE:
|
||
R_Sprite_GenerateTrisoup(ent, bemode);
|
||
break;
|
||
|
||
case RT_BEAM:
|
||
case RT_RAIL_RINGS:
|
||
case RT_LIGHTNING:
|
||
case RT_RAIL_CORE:
|
||
#if defined(Q2CLIENT) || defined(Q3CLIENT)
|
||
R_Beam_GenerateTrisoup(ent, bemode);
|
||
#endif
|
||
break;
|
||
|
||
case RT_POLY:
|
||
/*not implemented*/
|
||
break;
|
||
case RT_PORTALSURFACE:
|
||
/*nothing*/
|
||
break;
|
||
}
|
||
}
|
||
|
||
if (cl_numstris)
|
||
BE_GenPolyBatches(batches);
|
||
|
||
while(orig_numstris < cl_numstris)
|
||
cl_stris[orig_numstris++].shader = NULL;
|
||
cl_numstris = orig_numstris;
|
||
/* cl_numstrisidx = orig_numstrisidx;
|
||
cl_numstrisvert = orig_numstrisvert;
|
||
if (cl_numstris)
|
||
{ //fix this up, in case they got merged.
|
||
cl_stris[cl_numstris-1].numvert = cl_numstrisvert - cl_stris[cl_numstris-1].firstvert;
|
||
cl_stris[cl_numstris-1].numidx = cl_numstrisidx - cl_stris[cl_numstris-1].firstidx;
|
||
}
|
||
*/ cl_numvisedicts = orig_numvisedicts;
|
||
}
|
||
|
||
#endif // defined(GLQUAKE)
|