/* Copyright (C) 1996-2001 Id Software, Inc. Copyright (C) 2002-2009 John Fitzgibbons and others Copyright (C) 2010-2014 QuakeSpasm developers This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ //r_alias.c -- alias model rendering #include "quakedef.h" extern cvar_t r_drawflat, gl_overbright_models, gl_fullbrights, r_lerpmodels, r_lerpmove; //johnfitz extern cvar_t scr_fov, cl_gun_fovscale; #define NUMVERTEXNORMALS 162 float r_avertexnormals[NUMVERTEXNORMALS][3] = { #include "anorms.h" }; extern vec3_t lightcolor; //johnfitz -- replaces "float shadelight" for lit support // precalculated dot products for quantized angles #define SHADEDOT_QUANT 16 float r_avertexnormal_dots[SHADEDOT_QUANT][256] = { #include "anorm_dots.h" }; extern vec3_t lightspot; float *shadedots = r_avertexnormal_dots[0]; vec3_t shadevector; float entalpha; //johnfitz qboolean overbright; //johnfitz qboolean shading = true; //johnfitz -- if false, disable vertex shading for various reasons (fullbright, r_lightmap, showtris, etc) //johnfitz -- struct for passing lerp information to drawing functions typedef struct { short pose1; short pose2; float blend; vec3_t origin; vec3_t angles; bonepose_t *bonestate; } lerpdata_t; //johnfitz enum { ALIAS_GLSL_BASIC, ALIAS_GLSL_SKELETAL, ALIAS_GLSL_MODES }; typedef struct { int maxbones; GLuint program; // uniforms used in vert shader GLuint bonesLoc; GLuint blendLoc; GLuint shadevectorLoc; GLuint lightColorLoc; // uniforms used in frag shader GLuint texLoc; GLuint lowerTexLoc; GLuint upperTexLoc; GLuint fullbrightTexLoc; GLuint useFullbrightTexLoc; GLuint useOverbrightLoc; GLuint useAlphaTestLoc; GLuint colorTintLoc; } aliasglsl_t; static aliasglsl_t r_alias_glsl[ALIAS_GLSL_MODES]; #define pose1VertexAttrIndex 0 #define pose1NormalAttrIndex 1 #define pose2VertexAttrIndex 2 #define pose2NormalAttrIndex 3 #define texCoordsAttrIndex 4 #define vertColoursAttrIndex 5 #define boneWeightAttrIndex pose2VertexAttrIndex #define boneIndexAttrIndex pose2NormalAttrIndex /* ============= GLARB_GetXYZOffset Returns the offset of the first vertex's meshxyz_t.xyz in the vbo for the given model and pose. ============= */ static void *GLARB_GetXYZOffset_MDL (aliashdr_t *hdr, int pose) { const size_t xyzoffs = offsetof (meshxyz_mdl_t, xyz); return currententity->model->meshvboptr+(hdr->vbovertofs + (hdr->numverts_vbo * pose * sizeof (meshxyz_mdl_t)) + xyzoffs); } static void *GLARB_GetXYZOffset_MDLQF (aliashdr_t *hdr, int pose) { const size_t xyzoffs = offsetof (meshxyz_mdl16_t, xyz); return currententity->model->meshvboptr+(hdr->vbovertofs + (hdr->numverts_vbo * pose * sizeof (meshxyz_mdl16_t)) + xyzoffs); } static void *GLARB_GetXYZOffset_MD3 (aliashdr_t *hdr, int pose) { const size_t xyzoffs = offsetof (meshxyz_md3_t, xyz); return currententity->model->meshvboptr+(hdr->vbovertofs + (hdr->numverts_vbo * pose * sizeof (meshxyz_md3_t)) + xyzoffs); } /* ============= GLARB_GetNormalOffset Returns the offset of the first vertex's meshxyz_t.normal in the vbo for the given model and pose. ============= */ static void *GLARB_GetNormalOffset_MDL (aliashdr_t *hdr, int pose) { const size_t normaloffs = offsetof (meshxyz_mdl_t, normal); return currententity->model->meshvboptr+(hdr->vbovertofs + (hdr->numverts_vbo * pose * sizeof (meshxyz_mdl_t)) + normaloffs); } static void *GLARB_GetNormalOffset_MDLQF (aliashdr_t *hdr, int pose) { const size_t normaloffs = offsetof (meshxyz_mdl16_t, normal); return currententity->model->meshvboptr+(hdr->vbovertofs + (hdr->numverts_vbo * pose * sizeof (meshxyz_mdl16_t)) + normaloffs); } static void *GLARB_GetNormalOffset_MD3 (aliashdr_t *hdr, int pose) { const size_t normaloffs = offsetof (meshxyz_md3_t, normal); return currententity->model->meshvboptr+(hdr->vbovertofs + (hdr->numverts_vbo * pose * sizeof (meshxyz_md3_t)) + normaloffs); } /* ============= GLAlias_CreateShaders ============= */ void GLAlias_CreateShaders (void) { int i; aliasglsl_t *glsl; char processedVertSource[8192], *defines; const glsl_attrib_binding_t bindings[] = { { "TexCoords", texCoordsAttrIndex }, { "Pose1Vert", pose1VertexAttrIndex }, { "Pose1Normal", pose1NormalAttrIndex }, { "Pose2Vert", pose2VertexAttrIndex }, { "Pose2Normal", pose2NormalAttrIndex }, { "VertColours", vertColoursAttrIndex } }; const GLchar *vertSource = \ "#version 110\n" "%s" "\n" "uniform vec3 ShadeVector;\n" "uniform vec4 LightColor;\n" "attribute vec4 TexCoords; // only xy are used \n" "attribute vec4 Pose1Vert;\n" "attribute vec3 Pose1Normal;\n" "#ifdef SKELETAL\n" "#define BoneWeight Pose2Vert\n" "#define BoneIndex Pose2Normal\n" "attribute vec4 BoneWeight;\n" "attribute vec4 BoneIndex;\n" "attribute vec4 VertColours;\n" "uniform vec4 BoneTable[MAXBONES*3];\n" //fixme: should probably try to use a UBO or SSBO. "#else\n" "uniform float Blend;\n" "attribute vec4 Pose2Vert;\n" "attribute vec3 Pose2Normal;\n" "#endif\n" "\n" "varying float FogFragCoord;\n" "\n" "float r_avertexnormal_dot(vec3 vertexnormal) // from MH \n" "{\n" " float dot = dot(vertexnormal, ShadeVector);\n" " // wtf - this reproduces anorm_dots within as reasonable a degree of tolerance as the >= 0 case\n" " if (dot < 0.0)\n" " return 1.0 + dot * (13.0 / 44.0);\n" " else\n" " return 1.0 + dot;\n" "}\n" "void main()\n" "{\n" " gl_TexCoord[0] = TexCoords;\n" "#ifdef SKELETAL\n" " mat4 wmat;" " wmat[0] = BoneTable[0+3*int(BoneIndex.x)] * BoneWeight.x;" " wmat[0] += BoneTable[0+3*int(BoneIndex.y)] * BoneWeight.y;" " wmat[0] += BoneTable[0+3*int(BoneIndex.z)] * BoneWeight.z;" " wmat[0] += BoneTable[0+3*int(BoneIndex.w)] * BoneWeight.w;" " wmat[1] = BoneTable[1+3*int(BoneIndex.x)] * BoneWeight.x;" " wmat[1] += BoneTable[1+3*int(BoneIndex.y)] * BoneWeight.y;" " wmat[1] += BoneTable[1+3*int(BoneIndex.z)] * BoneWeight.z;" " wmat[1] += BoneTable[1+3*int(BoneIndex.w)] * BoneWeight.w;" " wmat[2] = BoneTable[2+3*int(BoneIndex.x)] * BoneWeight.x;" " wmat[2] += BoneTable[2+3*int(BoneIndex.y)] * BoneWeight.y;" " wmat[2] += BoneTable[2+3*int(BoneIndex.z)] * BoneWeight.z;" " wmat[2] += BoneTable[2+3*int(BoneIndex.w)] * BoneWeight.w;" " wmat[3] = vec4(0.0,0.0,0.0,1.0);\n" " vec4 lerpedVert = (vec4(Pose1Vert.xyz, 1.0) * wmat);\n" " float dot1 = r_avertexnormal_dot(normalize((vec4(Pose1Normal.xyz, 0.0) * wmat).xyz));\n" "#else\n" " vec4 lerpedVert = mix(vec4(Pose1Vert.xyz, 1.0), vec4(Pose2Vert.xyz, 1.0), Blend);\n" " float dot1 = mix(r_avertexnormal_dot(Pose1Normal), r_avertexnormal_dot(Pose2Normal), Blend);\n" "#endif\n" " gl_Position = gl_ModelViewProjectionMatrix * lerpedVert;\n" " FogFragCoord = gl_Position.w;\n" " gl_FrontColor = LightColor * vec4(vec3(dot1), 1.0);\n" "#ifdef SKELETAL\n" " gl_FrontColor *= VertColours;\n" //this is basically only useful for vertex alphas. "#endif\n" "}\n"; const GLchar *fragSource = \ "#version 110\n" "\n" "uniform sampler2D Tex;\n" "uniform sampler2D LowerTex;\n" //team colour "uniform sampler2D UpperTex;\n" //personal colour "uniform sampler2D FullbrightTex;\n" "uniform bool UseFullbrightTex;\n" "uniform bool UseOverbright;\n" "uniform bool UseAlphaTest;\n" "uniform vec4 ColourTint[3];\n" //base+bot+top+fb "\n" "varying float FogFragCoord;\n" "\n" "void main()\n" "{\n" " vec4 result = texture2D(Tex, gl_TexCoord[0].xy);\n" //base " if (ColourTint[0].a != 0.0) result.rgb += texture2D(LowerTex, gl_TexCoord[0].xy).rgb * ColourTint[0].rgb;\n" //team/lower/trousers " if (ColourTint[1].a != 0.0) result.rgb += texture2D(UpperTex, gl_TexCoord[0].xy).rgb * ColourTint[1].rgb;\n" //personal/upper/torso " if (UseAlphaTest && (result.a < 0.666))\n" " discard;\n" " result *= gl_Color;\n" //vertex lighting results (and colormod). " if (UseOverbright)\n" " result.rgb *= 2.0;\n" " if (UseFullbrightTex)\n" " result += texture2D(FullbrightTex, gl_TexCoord[0].xy) * ColourTint[2];\n" //fullbrights (with glowmod) " result = clamp(result, 0.0, 1.0);\n" " float fog = exp(-gl_Fog.density * gl_Fog.density * FogFragCoord * FogFragCoord);\n" " fog = clamp(fog, 0.0, 1.0) * gl_Fog.color.a;\n" " result.rgb = mix(gl_Fog.color.rgb, result.rgb, fog);\n" " result.a *= gl_Color.a;\n" // FIXME: This will make almost transparent things cut holes though heavy fog " gl_FragColor = result;\n" "}\n"; if (!gl_glsl_alias_able) return; for (i = 0; i < ALIAS_GLSL_MODES; i++) { glsl = &r_alias_glsl[i]; if (i == ALIAS_GLSL_SKELETAL) { defines = "#define SKELETAL\n#define MAXBONES 64\n"; glsl->maxbones = 64; } else { defines = ""; glsl->maxbones = 0; } q_snprintf(processedVertSource, sizeof(processedVertSource), vertSource, defines); glsl->program = GL_CreateProgram (processedVertSource, fragSource, sizeof(bindings)/sizeof(bindings[0]), bindings); if (glsl->program != 0) { // get uniform locations if (i == ALIAS_GLSL_SKELETAL) { glsl->bonesLoc = GL_GetUniformLocation (&glsl->program, "BoneTable"); glsl->blendLoc = -1; } else { glsl->bonesLoc = -1; glsl->blendLoc = GL_GetUniformLocation (&glsl->program, "Blend"); } glsl->shadevectorLoc = GL_GetUniformLocation (&glsl->program, "ShadeVector"); glsl->lightColorLoc = GL_GetUniformLocation (&glsl->program, "LightColor"); glsl->texLoc = GL_GetUniformLocation (&glsl->program, "Tex"); glsl->lowerTexLoc = GL_GetUniformLocation (&glsl->program, "LowerTex"); glsl->upperTexLoc = GL_GetUniformLocation (&glsl->program, "UpperTex"); glsl->fullbrightTexLoc = GL_GetUniformLocation (&glsl->program, "FullbrightTex"); glsl->useFullbrightTexLoc = GL_GetUniformLocation (&glsl->program, "UseFullbrightTex"); glsl->useOverbrightLoc = GL_GetUniformLocation (&glsl->program, "UseOverbright"); glsl->useAlphaTestLoc = GL_GetUniformLocation (&glsl->program, "UseAlphaTest"); glsl->colorTintLoc = GL_GetUniformLocation (&glsl->program, "ColourTint"); //we can do this here, its not going to change. GL_UseProgramFunc (glsl->program); GL_Uniform1iFunc (glsl->texLoc, 0); GL_Uniform1iFunc (glsl->fullbrightTexLoc, 1); GL_Uniform1iFunc (glsl->lowerTexLoc, 2); GL_Uniform1iFunc (glsl->upperTexLoc, 3); GL_UseProgramFunc (0); } } } /* ============= GL_DrawAliasFrame_GLSL -- ericw Optimized alias model drawing codepath. Compared to the original GL_DrawAliasFrame, this makes 1 draw call, no vertex data is uploaded (it's already in the r_meshvbo and r_meshindexesvbo static VBOs), and lerping and lighting is done in the vertex shader. Supports optional overbright, optional fullbright pixels. Based on code by MH from RMQEngine ============= */ static void GL_DrawAliasFrame_GLSL (aliasglsl_t *glsl, aliashdr_t *paliashdr, lerpdata_t lerpdata, struct skintextures_s tex, entity_t *e) { GLfloat tints[3][4]; float blend; if (lerpdata.pose1 != lerpdata.pose2) { blend = lerpdata.blend; } else // poses the same means either 1. the entity has paused its animation, or 2. r_lerpmodels is disabled { blend = 0; } GL_UseProgramFunc (glsl->program); GL_BindBuffer (GL_ARRAY_BUFFER, currententity->model->meshvbo); GL_BindBuffer (GL_ELEMENT_ARRAY_BUFFER, currententity->model->meshindexesvbo); GL_EnableVertexAttribArrayFunc (texCoordsAttrIndex); GL_EnableVertexAttribArrayFunc (pose1VertexAttrIndex); GL_EnableVertexAttribArrayFunc (pose2VertexAttrIndex); GL_EnableVertexAttribArrayFunc (pose1NormalAttrIndex); GL_EnableVertexAttribArrayFunc (pose2NormalAttrIndex); switch(paliashdr->poseverttype) { case PV_QUAKE1: GL_VertexAttribPointerFunc (texCoordsAttrIndex, 2, GL_FLOAT, GL_FALSE, 0, currententity->model->meshvboptr+paliashdr->vbostofs); GL_VertexAttribPointerFunc (pose1VertexAttrIndex, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof (meshxyz_mdl_t), GLARB_GetXYZOffset_MDL (paliashdr, lerpdata.pose1)); GL_VertexAttribPointerFunc (pose2VertexAttrIndex, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof (meshxyz_mdl_t), GLARB_GetXYZOffset_MDL (paliashdr, lerpdata.pose2)); // GL_TRUE to normalize the signed bytes to [-1 .. 1] GL_VertexAttribPointerFunc (pose1NormalAttrIndex, 4, GL_BYTE, GL_TRUE, sizeof (meshxyz_mdl_t), GLARB_GetNormalOffset_MDL (paliashdr, lerpdata.pose1)); GL_VertexAttribPointerFunc (pose2NormalAttrIndex, 4, GL_BYTE, GL_TRUE, sizeof (meshxyz_mdl_t), GLARB_GetNormalOffset_MDL (paliashdr, lerpdata.pose2)); break; case PV_QUAKEFORGE: GL_VertexAttribPointerFunc (texCoordsAttrIndex, 2, GL_FLOAT, GL_FALSE, 0, currententity->model->meshvboptr+paliashdr->vbostofs); GL_VertexAttribPointerFunc (pose1VertexAttrIndex, 4, GL_UNSIGNED_SHORT, GL_FALSE, sizeof (meshxyz_mdl16_t), GLARB_GetXYZOffset_MDLQF (paliashdr, lerpdata.pose1)); GL_VertexAttribPointerFunc (pose2VertexAttrIndex, 4, GL_UNSIGNED_SHORT, GL_FALSE, sizeof (meshxyz_mdl16_t), GLARB_GetXYZOffset_MDLQF (paliashdr, lerpdata.pose2)); // GL_TRUE to normalize the signed bytes to [-1 .. 1] GL_VertexAttribPointerFunc (pose1NormalAttrIndex, 4, GL_BYTE, GL_TRUE, sizeof (meshxyz_mdl16_t), GLARB_GetNormalOffset_MDLQF (paliashdr, lerpdata.pose1)); GL_VertexAttribPointerFunc (pose2NormalAttrIndex, 4, GL_BYTE, GL_TRUE, sizeof (meshxyz_mdl16_t), GLARB_GetNormalOffset_MDLQF (paliashdr, lerpdata.pose2)); break; case PV_QUAKE3: GL_VertexAttribPointerFunc (texCoordsAttrIndex, 2, GL_FLOAT, GL_FALSE, 0, currententity->model->meshvboptr+paliashdr->vbostofs); GL_VertexAttribPointerFunc (pose1VertexAttrIndex, 4, GL_SHORT, GL_FALSE, sizeof (meshxyz_md3_t), GLARB_GetXYZOffset_MD3 (paliashdr, lerpdata.pose1)); GL_VertexAttribPointerFunc (pose2VertexAttrIndex, 4, GL_SHORT, GL_FALSE, sizeof (meshxyz_md3_t), GLARB_GetXYZOffset_MD3 (paliashdr, lerpdata.pose2)); // GL_TRUE to normalize the signed bytes to [-1 .. 1] GL_VertexAttribPointerFunc (pose1NormalAttrIndex, 4, GL_BYTE, GL_TRUE, sizeof (meshxyz_md3_t), GLARB_GetNormalOffset_MD3 (paliashdr, lerpdata.pose1)); GL_VertexAttribPointerFunc (pose2NormalAttrIndex, 4, GL_BYTE, GL_TRUE, sizeof (meshxyz_md3_t), GLARB_GetNormalOffset_MD3 (paliashdr, lerpdata.pose2)); break; case PV_IQM: { const iqmvert_t *pose = (const iqmvert_t*)(currententity->model->meshvboptr+paliashdr->vbovertofs + (paliashdr->numverts_vbo * 0 * sizeof (iqmvert_t))); GL_VertexAttribPointerFunc (pose1VertexAttrIndex, 3, GL_FLOAT, GL_FALSE, sizeof (iqmvert_t), pose->xyz); GL_VertexAttribPointerFunc (pose1NormalAttrIndex, 3, GL_FLOAT, GL_FALSE, sizeof (iqmvert_t), pose->norm); GL_VertexAttribPointerFunc (boneWeightAttrIndex, 4, GL_FLOAT, GL_FALSE, sizeof (iqmvert_t), pose->weight); GL_VertexAttribPointerFunc (boneIndexAttrIndex, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof (iqmvert_t), pose->idx); GL_VertexAttribPointerFunc (texCoordsAttrIndex, 2, GL_FLOAT, GL_FALSE, sizeof (iqmvert_t), pose->st); GL_EnableVertexAttribArrayFunc (vertColoursAttrIndex); GL_VertexAttribPointerFunc (vertColoursAttrIndex, 4, GL_FLOAT, GL_FALSE, sizeof (iqmvert_t), pose->rgba); } break; } #define MyVectorScale(a,s,b) do{(b)[0]=(s)*(a)[0];(b)[1]=(s)*(a)[1];(b)[2]=(s)*(a)[2];}while(0) if (e->netstate.colormap > 0 && e->netstate.colormap <= cl.maxclients) { scoreboard_t *sb = &cl.scores[e->netstate.colormap-1]; byte *pal; pal = CL_PLColours_ToRGB(&sb->pants); MyVectorScale(pal, 1.0/255, tints[0]); pal = CL_PLColours_ToRGB(&sb->shirt); MyVectorScale(pal, 1.0/255, tints[1]); } else { MyVectorScale((byte*)&d_8to24table[BOTTOM_RANGE+15], 1.0/255, tints[0]); MyVectorScale((byte*)&d_8to24table[TOP_RANGE+15], 1.0/255, tints[1]); } tints[0][3] = 1; tints[1][3] = 1; MyVectorScale(e->netstate.glowmod, 1.0/32, tints[2]); tints[2][3] = 1; // set textures GL_SelectTexture (GL_TEXTURE0); GL_Bind (tex.base); if (tex.luma) { GL_SelectTexture (GL_TEXTURE1); GL_Bind (tex.luma); } else tints[2][0] = tints[2][1] = tints[2][2] = tints[2][3] = 0; if (tex.lower) { GL_SelectTexture (GL_TEXTURE2); GL_Bind (tex.lower); } else tints[0][0] = tints[0][1] = tints[0][2] = tints[0][3] = 0; //ask the glsl to not read it if (tex.upper) { GL_SelectTexture (GL_TEXTURE3); GL_Bind (tex.upper); } else tints[1][0] = tints[1][1] = tints[1][2] = tints[1][3] = 0; // set uniforms if (glsl->blendLoc != -1) GL_Uniform1fFunc (glsl->blendLoc, blend); if (glsl->bonesLoc != -1) GL_Uniform4fvFunc (glsl->bonesLoc, paliashdr->numbones*3, lerpdata.bonestate->mat); GL_Uniform3fFunc (glsl->shadevectorLoc, shadevector[0], shadevector[1], shadevector[2]); GL_Uniform4fFunc (glsl->lightColorLoc, lightcolor[0], lightcolor[1], lightcolor[2], entalpha); //this includes colormod GL_Uniform1iFunc (glsl->useFullbrightTexLoc, (tex.luma != NULL) ? 1 : 0); GL_Uniform1fFunc (glsl->useOverbrightLoc, overbright ? 1 : 0); GL_Uniform1iFunc (glsl->useAlphaTestLoc, (currententity->model->flags & MF_HOLEY) ? 1 : 0); GL_Uniform4fvFunc(glsl->colorTintLoc, countof(tints), tints[0]); //colourmapping and glowmod. // draw glDrawElements (GL_TRIANGLES, paliashdr->numindexes, GL_UNSIGNED_SHORT, currententity->model->meshindexesvboptr+paliashdr->eboofs); // clean up GL_DisableVertexAttribArrayFunc (texCoordsAttrIndex); GL_DisableVertexAttribArrayFunc (pose1VertexAttrIndex); GL_DisableVertexAttribArrayFunc (pose2VertexAttrIndex); GL_DisableVertexAttribArrayFunc (pose1NormalAttrIndex); GL_DisableVertexAttribArrayFunc (pose2NormalAttrIndex); GL_DisableVertexAttribArrayFunc (vertColoursAttrIndex); GL_UseProgramFunc (0); GL_SelectTexture (GL_TEXTURE0); rs_aliaspasses += paliashdr->numtris; } /* ============= GL_DrawAliasFrame -- johnfitz -- rewritten to support colored light, lerping, entalpha, multitexture, and r_drawflat -- spike -- rewritten to use vertex arrays, which should be slightly faster thanks to less branches+gl calls (note that this requires gl1.1, which we depend on anyway for texture objects, and is pretty much universal. ============= */ void GL_DrawAliasFrame (aliashdr_t *paliashdr, lerpdata_t lerpdata) { static vec3_t vpos[65536]; static vec4_t vc[65536]; int i; float blend, iblend; const float *texcoords = (const float *)(currententity->model->meshvboptr+paliashdr->vbostofs); int texcoordstride = 0; if (lerpdata.pose1 != lerpdata.pose2) { blend = lerpdata.blend; iblend = 1.0-blend; } else // poses the same means either 1. the entity has paused its animation, or 2. r_lerpmodels is disabled { blend = 1; iblend = 0; } //pose1*iblend + pose2*blend if (shading && r_drawflat_cheatsafe) { shading = false; glColor4f (rand()%256/255.0, rand()%256/255.0, rand()%256/255.0, entalpha); } glEnableClientState(GL_VERTEX_ARRAY); switch(paliashdr->poseverttype) { case PV_QUAKE1: case PV_QUAKEFORGE: //just going to ignore the extra data here. { trivertx_t *verts1 = (trivertx_t*)((byte *)paliashdr + paliashdr->vertexes) + lerpdata.pose1 * paliashdr->numverts_vbo*(paliashdr->poseverttype==PV_QUAKEFORGE?2:1); trivertx_t *verts2 = (trivertx_t*)((byte *)paliashdr + paliashdr->vertexes) + lerpdata.pose2 * paliashdr->numverts_vbo*(paliashdr->poseverttype==PV_QUAKEFORGE?2:1); if (iblend) { for (i = 0; i < paliashdr->numverts_vbo; i++) { vpos[i][0] = verts1[i].v[0] * iblend + blend * verts2[i].v[0]; vpos[i][1] = verts1[i].v[1] * iblend + blend * verts2[i].v[1]; vpos[i][2] = verts1[i].v[2] * iblend + blend * verts2[i].v[2]; } GL_BindBuffer (GL_ARRAY_BUFFER, 0); glVertexPointer(3, GL_FLOAT, sizeof (vpos[0]), vpos); if (shading) { for (i = 0; i < paliashdr->numverts_vbo; i++) { vc[i][0] = (shadedots[verts1->lightnormalindex]*iblend + shadedots[verts2->lightnormalindex]*blend) * lightcolor[0]; vc[i][1] = (shadedots[verts1->lightnormalindex]*iblend + shadedots[verts2->lightnormalindex]*blend) * lightcolor[1]; vc[i][2] = (shadedots[verts1->lightnormalindex]*iblend + shadedots[verts2->lightnormalindex]*blend) * lightcolor[2]; vc[i][3] = entalpha; } glEnableClientState(GL_COLOR_ARRAY); glColorPointer(4, GL_FLOAT, sizeof(*vc), vc); } } else { if (shading) { for (i = 0; i < paliashdr->numverts_vbo; i++) { vc[i][0] = shadedots[verts2->lightnormalindex] * lightcolor[0]; vc[i][1] = shadedots[verts2->lightnormalindex] * lightcolor[1]; vc[i][2] = shadedots[verts2->lightnormalindex] * lightcolor[2]; vc[i][3] = entalpha; } glEnableClientState(GL_COLOR_ARRAY); GL_BindBuffer (GL_ARRAY_BUFFER, 0); glColorPointer(4, GL_FLOAT, 0, vc); } //glVertexPointer may not take GL_UNSIGNED_BYTE, which means we can't use our vbos. attribute 0 MAY be vertex coords, but I don't want to depend on that. for (i = 0; i < paliashdr->numverts_vbo; i++) { vpos[i][0] = verts2[i].v[0]; vpos[i][1] = verts2[i].v[1]; vpos[i][2] = verts2[i].v[2]; } GL_BindBuffer (GL_ARRAY_BUFFER, 0); glVertexPointer(3, GL_FLOAT, sizeof (vpos[0]), vpos); } } break; case PV_QUAKE3: { md3XyzNormal_t *verts1 = (md3XyzNormal_t*)((byte *)paliashdr + paliashdr->vertexes) + lerpdata.pose1 * paliashdr->numverts_vbo; md3XyzNormal_t *verts2 = (md3XyzNormal_t*)((byte *)paliashdr + paliashdr->vertexes) + lerpdata.pose2 * paliashdr->numverts_vbo; if (iblend) { for (i = 0; i < paliashdr->numverts_vbo; i++) { vpos[i][0] = verts1[i].xyz[0] * iblend + blend * verts2[i].xyz[0]; vpos[i][1] = verts1[i].xyz[1] * iblend + blend * verts2[i].xyz[1]; vpos[i][2] = verts1[i].xyz[2] * iblend + blend * verts2[i].xyz[2]; } GL_BindBuffer (GL_ARRAY_BUFFER, 0); glVertexPointer(3, GL_FLOAT, sizeof (vpos[0]), vpos); if (shading) { for (i = 0; i < paliashdr->numverts_vbo; i++) { vec3_t n; float dot; // map the normal coordinates in [-1..1] to [-127..127] and store in an unsigned char. // this introduces some error (less than 0.004), but the normals were very coarse // to begin with //this should be a table. float lat = (float)verts2[i].latlong[0] * (2 * M_PI)*(1.0 / 255.0); float lng = (float)verts2[i].latlong[1] * (2 * M_PI)*(1.0 / 255.0); n[0] = blend * cos ( lng ) * sin ( lat ); n[1] = blend * sin ( lng ) * sin ( lat ); n[2] = blend * cos ( lat ); lat = (float)verts1[i].latlong[0] * (2 * M_PI)*(1.0 / 255.0); lng = (float)verts1[i].latlong[1] * (2 * M_PI)*(1.0 / 255.0); n[0] += iblend * cos ( lng ) * sin ( lat ); n[1] += iblend * sin ( lng ) * sin ( lat ); n[2] += iblend * cos ( lat ); dot = DotProduct(n, shadevector); if (dot < 0.0) //bizzare maths guessed by mh dot = 1.0 + dot * (13.0 / 44.0); else dot = 1.0 + dot; vc[i][0] = dot * lightcolor[0]; vc[i][1] = dot * lightcolor[1]; vc[i][2] = dot * lightcolor[2]; vc[i][3] = entalpha; } glEnableClientState(GL_COLOR_ARRAY); glColorPointer(4, GL_FLOAT, 0, vc); } } else { if (shading) { for (i = 0; i < paliashdr->numverts_vbo; i++) { vec3_t n; float dot; // map the normal coordinates in [-1..1] to [-127..127] and store in an unsigned char. // this introduces some error (less than 0.004), but the normals were very coarse // to begin with //this should be a table. float lat = (float)verts2[i].latlong[0] * (2 * M_PI)*(1.0 / 255.0); float lng = (float)verts2[i].latlong[1] * (2 * M_PI)*(1.0 / 255.0); n[0] = cos ( lng ) * sin ( lat ); n[1] = sin ( lng ) * sin ( lat ); n[2] = cos ( lat ); dot = DotProduct(n, shadevector); if (dot < 0.0) //bizzare maths guessed by mh dot = 1.0 + dot * (13.0 / 44.0); else dot = 1.0 + dot; vc[i][0] = dot * lightcolor[0]; vc[i][1] = dot * lightcolor[1]; vc[i][2] = dot * lightcolor[2]; vc[i][3] = entalpha; } glEnableClientState(GL_COLOR_ARRAY); GL_BindBuffer (GL_ARRAY_BUFFER, 0); glColorPointer(4, GL_FLOAT, 0, vc); } GL_BindBuffer (GL_ARRAY_BUFFER, currententity->model->meshvbo); glVertexPointer(3, GL_SHORT, sizeof (meshxyz_md3_t), GLARB_GetXYZOffset_MD3 (paliashdr, lerpdata.pose2)); } } break; case PV_IQM: { //iqm does its blending using bones instead of verts, so we only have to care about one pose here int morphpose = 0; const iqmvert_t *verts2 = (const iqmvert_t*)((byte *)paliashdr + paliashdr->vertexes) + morphpose * paliashdr->numverts_vbo; const iqmvert_t *vboverts2 = (const iqmvert_t*)(currententity->model->meshvboptr+paliashdr->vbovertofs) + (paliashdr->numverts_vbo * morphpose); if (shading) { for (i = 0; i < paliashdr->numverts_vbo; i++) { float dot; dot = DotProduct(verts2[i].norm, shadevector); //NOTE: ignores animated normals if (dot < 0.0) //bizzare maths guessed by mh dot = 1.0 + dot * (13.0 / 44.0); else dot = 1.0 + dot; vc[i][0] = dot * lightcolor[0] * verts2[i].rgba[0]; vc[i][1] = dot * lightcolor[1] * verts2[i].rgba[1]; vc[i][2] = dot * lightcolor[2] * verts2[i].rgba[2]; vc[i][3] = entalpha * verts2[i].rgba[3]; } glEnableClientState(GL_COLOR_ARRAY); GL_BindBuffer (GL_ARRAY_BUFFER, 0); glColorPointer(4, GL_FLOAT, 0, vc); } if (lerpdata.bonestate) { //oh dear. its animated. and we don't have any glsl to animate it for us. bonepose_t pose; const bonepose_t *in; const float *xyz; float w; int j, k; for (i = 0; i < paliashdr->numverts_vbo; i++) { //lerp the matrix... this is less of a nightmare in glsl... in = lerpdata.bonestate + verts2[i].idx[0]; w = verts2[i].weight[0]; for (j = 0; j < 12; j++) pose.mat[j] = in->mat[j] * w; for (k = 1; k < 3; k++) { w = verts2[i].weight[k]; if (!w) continue; in = lerpdata.bonestate + verts2[i].idx[k]; for (j = 0; j < 12; j++) pose.mat[j] += in->mat[j] * w; } xyz = verts2[i].xyz; vpos[i][0] = xyz[0]*pose.mat[0] + xyz[1]*pose.mat[1] + xyz[2]*pose.mat[2] + pose.mat[3]; vpos[i][1] = xyz[0]*pose.mat[4] + xyz[1]*pose.mat[5] + xyz[2]*pose.mat[6] + pose.mat[7]; vpos[i][2] = xyz[0]*pose.mat[8] + xyz[1]*pose.mat[9] + xyz[2]*pose.mat[10] + pose.mat[11]; } GL_BindBuffer (GL_ARRAY_BUFFER, 0); glVertexPointer(3, GL_FLOAT, 0, vpos); } else { GL_BindBuffer (GL_ARRAY_BUFFER, currententity->model->meshvbo); glVertexPointer(3, GL_FLOAT, sizeof (iqmvert_t), vboverts2->xyz); } texcoordstride = sizeof(iqmvert_t); texcoords = vboverts2->st; } break; } // set textures GL_BindBuffer (GL_ARRAY_BUFFER, currententity->model->meshvbo); if (mtexenabled) { GL_ClientActiveTextureFunc (GL_TEXTURE0); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, texcoordstride, texcoords); GL_ClientActiveTextureFunc (GL_TEXTURE1); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, texcoordstride, texcoords); } else { glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, texcoordstride, texcoords); } // draw GL_BindBuffer (GL_ELEMENT_ARRAY_BUFFER, currententity->model->meshindexesvbo); glDrawElements (GL_TRIANGLES, paliashdr->numindexes, GL_UNSIGNED_SHORT, currententity->model->meshindexesvboptr + paliashdr->eboofs); GL_BindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0); GL_BindBuffer (GL_ARRAY_BUFFER, 0); // clean up if (mtexenabled) { glDisableClientState(GL_TEXTURE_COORD_ARRAY); GL_ClientActiveTextureFunc (GL_TEXTURE0); } glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); rs_aliaspasses += paliashdr->numtris; } /* ================= R_SetupAliasFrame -- johnfitz -- rewritten to support lerping ================= */ void R_SetupAliasFrame (aliashdr_t *paliashdr, entity_t *e, lerpdata_t *lerpdata) { int frame = e->frame; int posenum, numposes; if ((frame >= paliashdr->numframes) || (frame < 0)) { Con_DPrintf ("R_AliasSetupFrame: no such frame %d for '%s'\n", frame, e->model->name); frame = 0; } if (e->lerpflags & LERP_EXPLICIT) { int frame2 = e->lerp.snap.frame2; float frac = e->lerp.snap.lerpfrac; float time = cl.time; if ((frame2 >= paliashdr->numframes) || (frame2 < 0)) frame2 = 0; if (paliashdr->frames[(frac > 0.5)?frame2:frame].numposes > 1) { //our stronger sequence is a framegroup, but we can only do two-way blends. if (frac > 0.5) { frame = frame2; time = e->lerp.snap.time[1]; } else time = e->lerp.snap.time[0]; if (time < 0) time = 0; //just in case... frac = (time / paliashdr->frames[frame].interval); posenum = (int)frac; lerpdata->blend = (frac - posenum); posenum += paliashdr->frames[frame].firstpose; numposes = paliashdr->frames[frame].numposes; lerpdata->pose1 = (posenum)%numposes; lerpdata->pose2 = (posenum+1)%numposes; } else { lerpdata->blend = frac; lerpdata->pose1 = paliashdr->frames[frame].firstpose; lerpdata->pose1 += (unsigned int)(e->lerp.snap.time[0]/paliashdr->frames[frame].interval) % paliashdr->frames[frame].numposes; lerpdata->pose2 = paliashdr->frames[frame2].firstpose; lerpdata->pose2 += (unsigned int)(e->lerp.snap.time[1]/paliashdr->frames[frame2].interval) % paliashdr->frames[frame].numposes; } } else { posenum = paliashdr->frames[frame].firstpose; numposes = paliashdr->frames[frame].numposes; if (numposes > 1) { float time = cl.time + e->syncbase; //Spike: Readded syncbase if (time < 0) time = 0; //just in case... e->lerp.state.lerptime = paliashdr->frames[frame].interval; //FIXME: no per-frame intervals posenum += (int)(time / e->lerp.state.lerptime) % numposes; } else e->lerp.state.lerptime = 0.1; if (e->lerpflags & LERP_RESETANIM) //kill any lerp in progress { e->lerp.state.lerpstart = 0; e->lerp.state.previouspose = posenum; e->lerp.state.currentpose = posenum; e->lerpflags -= LERP_RESETANIM; } else if (e->lerp.state.currentpose != posenum) // pose changed, start new lerp { if (e->lerpflags & LERP_RESETANIM2) //defer lerping one more time { e->lerp.state.lerpstart = 0; e->lerp.state.previouspose = posenum; e->lerp.state.currentpose = posenum; e->lerpflags -= LERP_RESETANIM2; } else { e->lerp.state.lerpstart = cl.time; e->lerp.state.previouspose = e->lerp.state.currentpose; e->lerp.state.currentpose = posenum; } } //set up values if (r_lerpmodels.value && !(e->model->flags & MOD_NOLERP && r_lerpmodels.value != 2)) { if (e->lerpflags & LERP_FINISH && numposes == 1) lerpdata->blend = CLAMP (0.0f, (float)(cl.time - e->lerp.state.lerpstart) / (e->lerpfinish - e->lerp.state.lerpstart), 1.0f); else lerpdata->blend = CLAMP (0.0f, (float)(cl.time - e->lerp.state.lerpstart) / e->lerp.state.lerptime, 1.0f); lerpdata->pose1 = e->lerp.state.previouspose; lerpdata->pose2 = e->lerp.state.currentpose; } else //don't lerp { lerpdata->blend = 1; lerpdata->pose1 = posenum; lerpdata->pose2 = posenum; } } if (paliashdr->numboneposes) { static bonepose_t inverted[256]; bonepose_t lerpbones[256], l; int b, j; const boneinfo_t *bi = (const boneinfo_t *)((byte*)paliashdr + paliashdr->boneinfo); const bonepose_t *p1 = (const bonepose_t *)((byte*)paliashdr + paliashdr->boneposedata) + lerpdata->pose1*paliashdr->numbones; const bonepose_t *p2 = (const bonepose_t *)((byte*)paliashdr + paliashdr->boneposedata) + lerpdata->pose2*paliashdr->numbones; float w2 = lerpdata->blend; float w1 = 1-w2; for (b = 0; b < paliashdr->numbones; b++, p1++, p2++) { //interpolate it for (j = 0; j < 12; j++) l.mat[j] = p1->mat[j]*w1 + p2->mat[j]*w2; //concat it onto the parent (relative->abs) if (bi[b].parent < 0) memcpy(lerpbones[b].mat, l.mat, sizeof(l.mat)); else R_ConcatTransforms((void*)lerpbones[bi[b].parent].mat, (void*)l.mat, (void*)lerpbones[b].mat); //and finally invert it R_ConcatTransforms((void*)lerpbones[b].mat, (void*)bi[b].inverse.mat, (void*)inverted[b].mat); } lerpdata->bonestate = inverted; //and now we can use it. } else lerpdata->bonestate = NULL; } /* ================= R_SetupEntityTransform -- johnfitz -- set up transform part of lerpdata ================= */ void R_SetupEntityTransform (entity_t *e, lerpdata_t *lerpdata) { float blend; vec3_t d; int i; // if LERP_RESETMOVE, kill any lerps in progress if (e->lerpflags & LERP_RESETMOVE) { e->movelerpstart = 0; VectorCopy (e->origin, e->previousorigin); VectorCopy (e->origin, e->currentorigin); VectorCopy (e->angles, e->previousangles); VectorCopy (e->angles, e->currentangles); e->lerpflags -= LERP_RESETMOVE; } else if (!VectorCompare (e->origin, e->currentorigin) || !VectorCompare (e->angles, e->currentangles)) // origin/angles changed, start new lerp { e->movelerpstart = cl.time; VectorCopy (e->currentorigin, e->previousorigin); VectorCopy (e->origin, e->currentorigin); VectorCopy (e->currentangles, e->previousangles); VectorCopy (e->angles, e->currentangles); } //set up values if (r_lerpmove.value && e != &cl.viewent && e->lerpflags & LERP_MOVESTEP) { if (e->lerpflags & LERP_FINISH) blend = CLAMP (0.0f, (float)(cl.time - e->movelerpstart) / (e->lerpfinish - e->movelerpstart), 1.0f); else blend = CLAMP (0.0f, (float)(cl.time - e->movelerpstart) / 0.1f, 1.0f); //translation VectorSubtract (e->currentorigin, e->previousorigin, d); lerpdata->origin[0] = e->previousorigin[0] + d[0] * blend; lerpdata->origin[1] = e->previousorigin[1] + d[1] * blend; lerpdata->origin[2] = e->previousorigin[2] + d[2] * blend; //rotation VectorSubtract (e->currentangles, e->previousangles, d); for (i = 0; i < 3; i++) { if (d[i] > 180) d[i] -= 360; if (d[i] < -180) d[i] += 360; } lerpdata->angles[0] = e->previousangles[0] + d[0] * blend; lerpdata->angles[1] = e->previousangles[1] + d[1] * blend; lerpdata->angles[2] = e->previousangles[2] + d[2] * blend; } else //don't lerp { VectorCopy (e->origin, lerpdata->origin); VectorCopy (e->angles, lerpdata->angles); } } /* ================= R_SetupAliasLighting -- johnfitz -- broken out from R_DrawAliasModel and rewritten ================= */ void R_SetupAliasLighting (entity_t *e) { vec3_t dist; float add; int i; int quantizedangle; float radiansangle; float *origin; if (!r_refdef.drawworld) lightcolor[0] = lightcolor[1] = lightcolor[2] = 255; else { if (e->eflags & EFLAGS_VIEWMODEL) { origin = r_refdef.vieworg; R_LightPoint (origin); } else { origin = e->origin; // if the initial trace is completely black, try again from above // this helps with models whose origin is slightly below ground level // (e.g. some of the candles in the DOTM start map) if (!R_LightPoint (origin)) { vec3_t lpos; VectorCopy (origin, lpos); lpos[2] += e->model->maxs[2] * 0.5f; R_LightPoint (lpos); } } //add dlights for (i=0 ; i= cl.time) { VectorSubtract (origin, cl_dlights[i].origin, dist); add = cl_dlights[i].radius - VectorLength(dist); if (add > 0) VectorMA (lightcolor, add, cl_dlights[i].color, lightcolor); } } // minimum light value on gun (24) if (e->eflags & EFLAGS_VIEWMODEL) { add = 72.0f - (lightcolor[0] + lightcolor[1] + lightcolor[2]); if (add > 0.0f) { lightcolor[0] += add / 3.0f; lightcolor[1] += add / 3.0f; lightcolor[2] += add / 3.0f; } } // minimum light value on players (8) if (e > cl.entities && e <= cl.entities + cl.maxclients) { add = 24.0f - (lightcolor[0] + lightcolor[1] + lightcolor[2]); if (add > 0.0f) { lightcolor[0] += add / 3.0f; lightcolor[1] += add / 3.0f; lightcolor[2] += add / 3.0f; } } } // clamp lighting so it doesn't overbright as much (96) if (overbright) { add = 288.0f / (lightcolor[0] + lightcolor[1] + lightcolor[2]); if (add < 1.0f) VectorScale(lightcolor, add, lightcolor); } //hack up the brightness when fullbrights but no overbrights (256) if (gl_fullbrights.value && !gl_overbright_models.value) if (e->model->flags & MOD_FBRIGHTHACK) { lightcolor[0] = 256.0f; lightcolor[1] = 256.0f; lightcolor[2] = 256.0f; } quantizedangle = ((int)(e->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1); //ericw -- shadevector is passed to the shader to compute shadedots inside the //shader, see GLAlias_CreateShaders() radiansangle = (quantizedangle / 16.0) * 2.0 * 3.14159; shadevector[0] = cos(-radiansangle); shadevector[1] = sin(-radiansangle); shadevector[2] = 1; VectorNormalize(shadevector); //ericw -- shadedots = r_avertexnormal_dots[quantizedangle]; VectorScale (lightcolor, 1.0f / 200.0f, lightcolor); lightcolor[0] *= e->netstate.colormod[0] / 32.0; lightcolor[1] *= e->netstate.colormod[1] / 32.0; lightcolor[2] *= e->netstate.colormod[2] / 32.0; } /* ================= R_DrawAliasModel -- johnfitz -- almost completely rewritten ================= */ void R_DrawAliasModel (entity_t *e) { aliasglsl_t *glsl; aliashdr_t *paliashdr; int anim, skinnum; struct skintextures_s tex; lerpdata_t lerpdata; qboolean alphatest = !!(e->model->flags & MF_HOLEY); int surf; float fovscale = 1.0f; // // setup pose/lerp data -- do it first so we don't miss updates due to culling // paliashdr = (aliashdr_t *)Mod_Extradata (e->model); R_SetupAliasFrame (paliashdr, e, &lerpdata); R_SetupEntityTransform (e, &lerpdata); glsl = &r_alias_glsl[(paliashdr->poseverttype==PV_IQM&&lerpdata.bonestate)?ALIAS_GLSL_SKELETAL:ALIAS_GLSL_BASIC]; if (e->eflags & EFLAGS_VIEWMODEL) { if (skyroom_drawing) return; //no viewmodels inside skyrooms! //transform it relative to the view, by rebuilding the modelview matrix without the view position. glPushMatrix (); glLoadIdentity(); glRotatef (-90, 1, 0, 0); // put Z going up glRotatef (90, 0, 0, 1); // put Z going up glDepthRange (0, 0.3); //FIXME: this needs to go. combine with depthrange and explicit viewmodel-only fov into a different projection matrix.. if (scr_fov.value > 90.f && cl_gun_fovscale.value) fovscale = tan(scr_fov.value * (0.5f * M_PI / 180.f)); } else { // // cull it // if (R_CullModelForEntity(e)) return; // // transform it // glPushMatrix (); } R_RotateForEntity (lerpdata.origin, lerpdata.angles, e->netstate.scale); glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1] * fovscale, paliashdr->scale_origin[2] * fovscale); glScalef (paliashdr->scale[0], paliashdr->scale[1] * fovscale, paliashdr->scale[2] * fovscale); // // random stuff // if (gl_smoothmodels.value && !r_drawflat_cheatsafe) glShadeModel (GL_SMOOTH); if (gl_affinemodels.value) glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); overbright = gl_overbright_models.value; shading = true; // // set up for alpha blending // if (r_drawflat_cheatsafe || r_lightmap_cheatsafe) //no alpha in drawflat or lightmap mode entalpha = 1; else entalpha = ENTALPHA_DECODE(e->alpha); if (entalpha == 0) goto cleanup; if (entalpha < 1) { if (!gl_texture_env_combine) overbright = false; //overbright can't be done in a single pass without combiners glDepthMask(GL_FALSE); glEnable(GL_BLEND); } else if (alphatest) glEnable (GL_ALPHA_TEST); if (e->effects & EF_ADDITIVE) { glBlendFunc (GL_SRC_ALPHA, GL_ONE); glEnable(GL_BLEND); } // // set up lighting // R_SetupAliasLighting (e); for(surf=0;;surf++) { rs_aliaspolys += paliashdr->numtris; // // set up textures // GL_DisableMultitexture(); anim = (int)(cl.time*10) & 3; skinnum = e->skinnum; if ((skinnum >= paliashdr->numskins) || (skinnum < 0)) { Con_DPrintf ("R_DrawAliasModel: no such skin # %d for '%s'\n", skinnum, e->model->name); // ericw -- display skin 0 for winquake compatibility skinnum = 0; } if (paliashdr->numskins <= 0) { tex.base = tex.luma = tex.lower = tex.upper = NULL; // NULL will give the checkerboard texture } else tex = paliashdr->textures[skinnum][anim]; if (!gl_nocolors.value) { if (e->eflags & EFLAGS_COLOURMAPPED) { //support for dp's self.colormap = 4096 | top*16 | bottom; thing (solves corpses changing colours, can't handle rich colours though) if (tex.base && tex.base->source_format == SRC_INDEXED && !tex.upper && !tex.lower) { struct gltexture_s *t = TexMgr_ColormapTexture(tex.base, CL_PLColours_FromLegacy(e->netstate.colormap&15), CL_PLColours_FromLegacy(e->netstate.colormap>>4)); if (t) tex.base = t; } } else if (e->netstate.colormap>=1&&e->netstate.colormap<=cl.maxclients) { //despite being able to handle _shirt+_pants textures in our glsl, we still prefer to generate per-player textures. //1) works with non-glsl. //2) preserves the weird non-linear ranges. //3) ... and without breaking those ranges on models that are NOT colourmapped (the lower's remapped range is the worst of the non-linear ranges, so would make too many models ugly). //so we only use the shirt+pans stuff when using external textures //on the plus side, we do use a lookup so we don't break quakerally. csqc also benefits from not needing to worry about edict numbers. if (tex.base && tex.base->source_format == SRC_INDEXED && !tex.upper && !tex.lower) { scoreboard_t *sb = &cl.scores[e->netstate.colormap-1]; struct gltexture_s *t = TexMgr_ColormapTexture(tex.base, sb->pants, sb->shirt); if (t) tex.base = t; } } } if (!gl_fullbrights.value) tex.luma = NULL; // // draw it // if (r_drawflat_cheatsafe) { glDisable (GL_TEXTURE_2D); GL_DrawAliasFrame (paliashdr, lerpdata); glEnable (GL_TEXTURE_2D); srand((int) (cl.time * 1000)); //restore randomness } else if (r_fullbright_cheatsafe) { GL_Bind (tex.base); shading = false; glColor4f(1,1,1,entalpha); GL_DrawAliasFrame (paliashdr, lerpdata); if (tex.luma) { glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); GL_Bind(tex.luma); glEnable(GL_BLEND); glBlendFunc (GL_ONE, GL_ONE); glDepthMask(GL_FALSE); glColor3f(entalpha,entalpha,entalpha); Fog_StartAdditive (); GL_DrawAliasFrame (paliashdr, lerpdata); Fog_StopAdditive (); glDepthMask(GL_TRUE); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); } } else if (r_lightmap_cheatsafe) { glDisable (GL_TEXTURE_2D); shading = false; glColor3f(1,1,1); GL_DrawAliasFrame (paliashdr, lerpdata); glEnable (GL_TEXTURE_2D); } // call fast path if possible. if the shader compliation failed for some reason, // r_alias_program will be 0. else if (glsl->program != 0 && (paliashdr->numbones <= glsl->maxbones||!lerpdata.bonestate)) { GL_DrawAliasFrame_GLSL (glsl, paliashdr, lerpdata, tex, e); } else if (overbright) { if (gl_texture_env_combine && gl_mtexable && gl_texture_env_add && tex.luma) //case 1: everything in one pass { GL_Bind (tex.base); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT); glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0f); GL_EnableMultitexture(); // selects TEXTURE1 GL_Bind (tex.luma); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD); // glEnable(GL_BLEND); GL_DrawAliasFrame (paliashdr, lerpdata); // glDisable(GL_BLEND); GL_DisableMultitexture(); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); } else if (gl_texture_env_combine) //case 2: overbright in one pass, then fullbright pass { // first pass GL_Bind(tex.base); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT); glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0f); GL_DrawAliasFrame (paliashdr, lerpdata); glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 1.0f); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); // second pass if (tex.luma) { glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); GL_Bind(tex.luma); glEnable(GL_BLEND); glBlendFunc (GL_ONE, GL_ONE); glDepthMask(GL_FALSE); shading = false; glColor3f(entalpha,entalpha,entalpha); Fog_StartAdditive (); GL_DrawAliasFrame (paliashdr, lerpdata); Fog_StopAdditive (); glDepthMask(GL_TRUE); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); } } else //case 3: overbright in two passes, then fullbright pass { // first pass GL_Bind(tex.base); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); GL_DrawAliasFrame (paliashdr, lerpdata); // second pass -- additive with black fog, to double the object colors but not the fog color glEnable(GL_BLEND); glBlendFunc (GL_ONE, GL_ONE); glDepthMask(GL_FALSE); Fog_StartAdditive (); GL_DrawAliasFrame (paliashdr, lerpdata); Fog_StopAdditive (); glDepthMask(GL_TRUE); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); // third pass if (tex.luma) { glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); GL_Bind(tex.luma); glEnable(GL_BLEND); glBlendFunc (GL_ONE, GL_ONE); glDepthMask(GL_FALSE); shading = false; glColor3f(entalpha,entalpha,entalpha); Fog_StartAdditive (); GL_DrawAliasFrame (paliashdr, lerpdata); Fog_StopAdditive (); glDepthMask(GL_TRUE); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); } } } else { if (gl_mtexable && gl_texture_env_add && tex.luma) //case 4: fullbright mask using multitexture { GL_DisableMultitexture(); // selects TEXTURE0 GL_Bind (tex.base); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); GL_EnableMultitexture(); // selects TEXTURE1 GL_Bind (tex.luma); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD); glEnable(GL_BLEND); GL_DrawAliasFrame (paliashdr, lerpdata); glDisable(GL_BLEND); GL_DisableMultitexture(); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); } else //case 5: fullbright mask without multitexture { // first pass GL_Bind(tex.base); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); GL_DrawAliasFrame (paliashdr, lerpdata); // second pass if (tex.luma) { GL_Bind(tex.luma); glEnable(GL_BLEND); glBlendFunc (GL_ONE, GL_ONE); glDepthMask(GL_FALSE); shading = false; glColor3f(entalpha,entalpha,entalpha); Fog_StartAdditive (); GL_DrawAliasFrame (paliashdr, lerpdata); Fog_StopAdditive (); glDepthMask(GL_TRUE); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); } } } if (!paliashdr->nextsurface) break; paliashdr = (aliashdr_t*)((byte*)paliashdr + paliashdr->nextsurface); } cleanup: glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glShadeModel (GL_FLAT); glDepthMask(GL_TRUE); glDisable(GL_BLEND); if (alphatest) glDisable (GL_ALPHA_TEST); glColor3f(1,1,1); if (e->eflags & EFLAGS_VIEWMODEL) glDepthRange (0, 1); if (e->effects & EF_ADDITIVE) glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glPopMatrix (); } //johnfitz -- values for shadow matrix #define SHADOW_SKEW_X -0.7 //skew along x axis. -0.7 to mimic glquake shadows #define SHADOW_SKEW_Y 0 //skew along y axis. 0 to mimic glquake shadows #define SHADOW_VSCALE 0 //0=completely flat #define SHADOW_HEIGHT 0.1 //how far above the floor to render the shadow //johnfitz /* ============= GL_DrawAliasShadow -- johnfitz -- rewritten TODO: orient shadow onto "lightplane" (a global mplane_t*) ============= */ void GL_DrawAliasShadow (entity_t *e) { float shadowmatrix[16] = {1, 0, 0, 0, 0, 1, 0, 0, SHADOW_SKEW_X, SHADOW_SKEW_Y, SHADOW_VSCALE, 0, 0, 0, SHADOW_HEIGHT, 1}; float lheight; aliashdr_t *paliashdr; lerpdata_t lerpdata; if (R_CullModelForEntity(e)) return; if (e == &cl.viewent || e->effects & EF_NOSHADOW || e->model->flags & MOD_NOSHADOW) return; entalpha = ENTALPHA_DECODE(e->alpha); if (entalpha == 0) return; paliashdr = (aliashdr_t *)Mod_Extradata (e->model); R_SetupAliasFrame (paliashdr, e, &lerpdata); R_SetupEntityTransform (e, &lerpdata); R_LightPoint (e->origin); lheight = currententity->origin[2] - lightspot[2]; // set up matrix glPushMatrix (); glTranslatef (lerpdata.origin[0], lerpdata.origin[1], lerpdata.origin[2]); glTranslatef (0,0,-lheight); glMultMatrixf (shadowmatrix); glTranslatef (0,0,lheight); glRotatef (lerpdata.angles[1], 0, 0, 1); glRotatef (-lerpdata.angles[0], 0, 1, 0); glRotatef (lerpdata.angles[2], 1, 0, 0); glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]); glScalef (paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2]); // draw it glDepthMask(GL_FALSE); glEnable (GL_BLEND); GL_DisableMultitexture (); glDisable (GL_TEXTURE_2D); shading = false; glColor4f(0,0,0,entalpha * 0.5); GL_DrawAliasFrame (paliashdr, lerpdata); glEnable (GL_TEXTURE_2D); glDisable (GL_BLEND); glDepthMask(GL_TRUE); //clean up glPopMatrix (); } /* ================= R_DrawAliasModel_ShowTris -- johnfitz ================= */ void R_DrawAliasModel_ShowTris (entity_t *e) { aliashdr_t *paliashdr; lerpdata_t lerpdata; if (R_CullModelForEntity(e)) return; paliashdr = (aliashdr_t *)Mod_Extradata (e->model); R_SetupAliasFrame (paliashdr, e, &lerpdata); R_SetupEntityTransform (e, &lerpdata); glPushMatrix (); R_RotateForEntity (lerpdata.origin,lerpdata.angles, e->netstate.scale); glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]); glScalef (paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2]); shading = false; glColor3f(1,1,1); GL_DrawAliasFrame (paliashdr, lerpdata); glPopMatrix (); }