mirror of
https://github.com/Shpoike/Quakespasm.git
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e1046e68c6
* mathlib.c: Removed the unnecessary sqrt() prototype. (VectorLength): Made it to just return sqrt(DotProduct(arg,arg)) (VectorNormalize): Calculate the length as sqrt(DotProduct(arg,arg)). * mathlib.h (CLAMP): Renamed the macro arguments from min and max to _minval and _maxval. git-svn-id: http://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@248 af15c1b1-3010-417e-b628-4374ebc0bcbd
734 lines
20 KiB
C
734 lines
20 KiB
C
/*
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Copyright (C) 1996-2001 Id Software, Inc.
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Copyright (C) 2002-2009 John Fitzgibbons and others
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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//r_alias.c -- alias model rendering
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#include "quakedef.h"
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extern qboolean mtexenabled; //johnfitz
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extern cvar_t r_drawflat, gl_overbright_models, gl_fullbrights, r_lerpmodels, r_lerpmove; //johnfitz
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//up to 16 color translated skins
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gltexture_t *playertextures[MAX_SCOREBOARD]; //johnfitz -- changed to an array of pointers
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#define NUMVERTEXNORMALS 162
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float r_avertexnormals[NUMVERTEXNORMALS][3] = {
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#include "anorms.h"
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};
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vec3_t shadevector;
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extern vec3_t lightcolor; //johnfitz -- replaces "float shadelight" for lit support
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// precalculated dot products for quantized angles
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#define SHADEDOT_QUANT 16
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float r_avertexnormal_dots[SHADEDOT_QUANT][256] =
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#include "anorm_dots.h"
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;
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extern vec3_t lightspot;
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float *shadedots = r_avertexnormal_dots[0];
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float entalpha; //johnfitz
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qboolean overbright; //johnfitz
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qboolean shading = true; //johnfitz -- if false, disable vertex shading for various reasons (fullbright, r_lightmap, showtris, etc)
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//johnfitz -- struct for passing lerp information to drawing functions
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typedef struct {
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short pose1;
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short pose2;
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float blend;
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vec3_t origin;
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vec3_t angles;
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} lerpdata_t;
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//johnfitz
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/*
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=============
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GL_DrawAliasFrame -- johnfitz -- rewritten to support colored light, lerping, entalpha, multitexture, and r_drawflat
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=============
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*/
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void GL_DrawAliasFrame (aliashdr_t *paliashdr, lerpdata_t lerpdata)
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{
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float vertcolor[4];
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trivertx_t *verts1, *verts2;
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int *commands;
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int count;
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float u,v;
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float blend, iblend;
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qboolean lerping;
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if (lerpdata.pose1 != lerpdata.pose2)
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{
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lerping = true;
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verts1 = (trivertx_t *)((byte *)paliashdr + paliashdr->posedata);
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verts2 = verts1;
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verts1 += lerpdata.pose1 * paliashdr->poseverts;
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verts2 += lerpdata.pose2 * paliashdr->poseverts;
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blend = lerpdata.blend;
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iblend = 1.0f - blend;
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}
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else // poses the same means either 1. the entity has paused its animation, or 2. r_lerpmodels is disabled
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{
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lerping = false;
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verts1 = (trivertx_t *)((byte *)paliashdr + paliashdr->posedata);
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verts2 = verts1; // avoid bogus compiler warning
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verts1 += lerpdata.pose1 * paliashdr->poseverts;
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blend = iblend = 0; // avoid bogus compiler warning
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}
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commands = (int *)((byte *)paliashdr + paliashdr->commands);
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vertcolor[3] = entalpha; //never changes, so there's no need to put this inside the loop
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while (1)
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{
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// get the vertex count and primitive type
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count = *commands++;
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if (!count)
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break; // done
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if (count < 0)
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{
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count = -count;
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glBegin (GL_TRIANGLE_FAN);
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}
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else
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glBegin (GL_TRIANGLE_STRIP);
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do
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{
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u = ((float *)commands)[0];
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v = ((float *)commands)[1];
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if (mtexenabled)
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{
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GL_MTexCoord2fFunc (TEXTURE0, u, v);
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GL_MTexCoord2fFunc (TEXTURE1, u, v);
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}
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else
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glTexCoord2f (u, v);
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commands += 2;
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if (shading)
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{
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if (r_drawflat_cheatsafe)
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{
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srand(count * (unsigned int)(src_offset_t)commands);
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glColor3f (rand()%256/255.0, rand()%256/255.0, rand()%256/255.0);
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}
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else if (lerping)
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{
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vertcolor[0] = (shadedots[verts1->lightnormalindex]*iblend + shadedots[verts2->lightnormalindex]*blend) * lightcolor[0];
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vertcolor[1] = (shadedots[verts1->lightnormalindex]*iblend + shadedots[verts2->lightnormalindex]*blend) * lightcolor[1];
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vertcolor[2] = (shadedots[verts1->lightnormalindex]*iblend + shadedots[verts2->lightnormalindex]*blend) * lightcolor[2];
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glColor4fv (vertcolor);
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}
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else
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{
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vertcolor[0] = shadedots[verts1->lightnormalindex] * lightcolor[0];
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vertcolor[1] = shadedots[verts1->lightnormalindex] * lightcolor[1];
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vertcolor[2] = shadedots[verts1->lightnormalindex] * lightcolor[2];
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glColor4fv (vertcolor);
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}
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}
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if (lerping)
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{
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glVertex3f (verts1->v[0]*iblend + verts2->v[0]*blend,
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verts1->v[1]*iblend + verts2->v[1]*blend,
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verts1->v[2]*iblend + verts2->v[2]*blend);
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verts1++;
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verts2++;
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}
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else
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{
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glVertex3f (verts1->v[0], verts1->v[1], verts1->v[2]);
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verts1++;
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}
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} while (--count);
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glEnd ();
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}
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rs_aliaspasses += paliashdr->numtris;
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}
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/*
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=================
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R_SetupAliasFrame -- johnfitz -- rewritten to support lerping
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=================
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*/
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void R_SetupAliasFrame (aliashdr_t *paliashdr, int frame, lerpdata_t *lerpdata)
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{
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entity_t *e = currententity;
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int posenum, numposes;
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if ((frame >= paliashdr->numframes) || (frame < 0))
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{
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Con_DPrintf ("R_AliasSetupFrame: no such frame %d\n", frame);
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frame = 0;
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}
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posenum = paliashdr->frames[frame].firstpose;
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numposes = paliashdr->frames[frame].numposes;
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if (numposes > 1)
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{
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e->lerptime = paliashdr->frames[frame].interval;
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posenum += (int)(cl.time / e->lerptime) % numposes;
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}
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else
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e->lerptime = 0.1;
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if (e->lerpflags & LERP_RESETANIM) //kill any lerp in progress
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{
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e->lerpstart = 0;
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e->previouspose = posenum;
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e->currentpose = posenum;
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e->lerpflags -= LERP_RESETANIM;
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}
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else if (e->currentpose != posenum) // pose changed, start new lerp
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{
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if (e->lerpflags & LERP_RESETANIM2) //defer lerping one more time
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{
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e->lerpstart = 0;
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e->previouspose = posenum;
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e->currentpose = posenum;
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e->lerpflags -= LERP_RESETANIM2;
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}
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else
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{
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e->lerpstart = cl.time;
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e->previouspose = e->currentpose;
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e->currentpose = posenum;
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}
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}
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//set up values
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if (r_lerpmodels.value && !(e->model->flags & MOD_NOLERP && r_lerpmodels.value != 2))
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{
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if (e->lerpflags & LERP_FINISH && numposes == 1)
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lerpdata->blend = CLAMP (0, (cl.time - e->lerpstart) / (e->lerpfinish - e->lerpstart), 1);
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else
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lerpdata->blend = CLAMP (0, (cl.time - e->lerpstart) / e->lerptime, 1);
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lerpdata->pose1 = e->previouspose;
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lerpdata->pose2 = e->currentpose;
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}
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else //don't lerp
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{
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lerpdata->blend = 1;
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lerpdata->pose1 = posenum;
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lerpdata->pose2 = posenum;
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}
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}
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/*
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=================
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R_SetupEntityTransform -- johnfitz -- set up transform part of lerpdata
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=================
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*/
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void R_SetupEntityTransform (entity_t *e, lerpdata_t *lerpdata)
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{
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float blend;
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vec3_t d;
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int i;
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// if LERP_RESETMOVE, kill any lerps in progress
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if (e->lerpflags & LERP_RESETMOVE)
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{
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e->movelerpstart = 0;
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VectorCopy (e->origin, e->previousorigin);
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VectorCopy (e->origin, e->currentorigin);
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VectorCopy (e->angles, e->previousangles);
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VectorCopy (e->angles, e->currentangles);
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e->lerpflags -= LERP_RESETMOVE;
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}
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else if (!VectorCompare (e->origin, e->currentorigin) || !VectorCompare (e->angles, e->currentangles)) // origin/angles changed, start new lerp
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{
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e->movelerpstart = cl.time;
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VectorCopy (e->currentorigin, e->previousorigin);
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VectorCopy (e->origin, e->currentorigin);
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VectorCopy (e->currentangles, e->previousangles);
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VectorCopy (e->angles, e->currentangles);
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}
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//set up values
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if (r_lerpmove.value && e != &cl.viewent && e->lerpflags & LERP_MOVESTEP)
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{
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if (e->lerpflags & LERP_FINISH)
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blend = CLAMP (0, (cl.time - e->movelerpstart) / (e->lerpfinish - e->movelerpstart), 1);
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else
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blend = CLAMP (0, (cl.time - e->movelerpstart) / 0.1, 1);
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//translation
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VectorSubtract (e->currentorigin, e->previousorigin, d);
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lerpdata->origin[0] = e->previousorigin[0] + d[0] * blend;
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lerpdata->origin[1] = e->previousorigin[1] + d[1] * blend;
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lerpdata->origin[2] = e->previousorigin[2] + d[2] * blend;
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//rotation
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VectorSubtract (e->currentangles, e->previousangles, d);
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for (i = 0; i < 3; i++)
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{
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if (d[i] > 180) d[i] -= 360;
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if (d[i] < -180) d[i] += 360;
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}
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lerpdata->angles[0] = e->previousangles[0] + d[0] * blend;
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lerpdata->angles[1] = e->previousangles[1] + d[1] * blend;
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lerpdata->angles[2] = e->previousangles[2] + d[2] * blend;
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}
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else //don't lerp
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{
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VectorCopy (e->origin, lerpdata->origin);
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VectorCopy (e->angles, lerpdata->angles);
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}
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}
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/*
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=================
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R_SetupAliasLighting -- johnfitz -- broken out from R_DrawAliasModel and rewritten
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=================
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*/
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void R_SetupAliasLighting (entity_t *e)
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{
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vec3_t dist;
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float add;
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int i;
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R_LightPoint (e->origin);
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//add dlights
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for (i=0 ; i<MAX_DLIGHTS ; i++)
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{
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if (cl_dlights[i].die >= cl.time)
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{
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VectorSubtract (currententity->origin, cl_dlights[i].origin, dist);
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add = cl_dlights[i].radius - VectorLength(dist);
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if (add > 0)
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VectorMA (lightcolor, add, cl_dlights[i].color, lightcolor);
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}
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}
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// minimum light value on gun (24)
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if (e == &cl.viewent)
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{
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add = 72.0f - (lightcolor[0] + lightcolor[1] + lightcolor[2]);
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if (add > 0.0f)
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{
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lightcolor[0] += add / 3.0f;
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lightcolor[1] += add / 3.0f;
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lightcolor[2] += add / 3.0f;
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}
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}
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// minimum light value on players (8)
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if (currententity > cl_entities && currententity <= cl_entities + cl.maxclients)
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{
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add = 24.0f - (lightcolor[0] + lightcolor[1] + lightcolor[2]);
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if (add > 0.0f)
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{
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lightcolor[0] += add / 3.0f;
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lightcolor[1] += add / 3.0f;
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lightcolor[2] += add / 3.0f;
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}
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}
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// clamp lighting so it doesn't overbright as much (96)
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if (overbright)
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{
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add = 288.0f / (lightcolor[0] + lightcolor[1] + lightcolor[2]);
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if (add < 1.0f)
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VectorScale(lightcolor, add, lightcolor);
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}
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//hack up the brightness when fullbrights but no overbrights (256)
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if (gl_fullbrights.value && !gl_overbright_models.value)
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if (e->model->flags & MOD_FBRIGHTHACK)
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{
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lightcolor[0] = 256.0f;
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lightcolor[1] = 256.0f;
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lightcolor[2] = 256.0f;
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}
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shadedots = r_avertexnormal_dots[((int)(e->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)];
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VectorScale(lightcolor, 1.0f / 200.0f, lightcolor);
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}
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/*
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=================
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R_DrawAliasModel -- johnfitz -- almost completely rewritten
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=================
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*/
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void R_DrawAliasModel (entity_t *e)
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{
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aliashdr_t *paliashdr;
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int i, anim;
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gltexture_t *tx, *fb;
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lerpdata_t lerpdata;
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//
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// setup pose/lerp data -- do it first so we don't miss updates due to culling
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//
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paliashdr = (aliashdr_t *)Mod_Extradata (e->model);
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R_SetupAliasFrame (paliashdr, e->frame, &lerpdata);
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R_SetupEntityTransform (e, &lerpdata);
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//
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// cull it
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//
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if (R_CullModelForEntity(e))
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return;
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//
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// transform it
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//
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glPushMatrix ();
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R_RotateForEntity (lerpdata.origin, lerpdata.angles);
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glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]);
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glScalef (paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2]);
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//
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// random stuff
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//
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if (gl_smoothmodels.value && !r_drawflat_cheatsafe)
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glShadeModel (GL_SMOOTH);
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if (gl_affinemodels.value)
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glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
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overbright = gl_overbright_models.value;
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shading = true;
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//
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// set up for alpha blending
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//
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if (r_drawflat_cheatsafe || r_lightmap_cheatsafe) //no alpha in drawflat or lightmap mode
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entalpha = 1;
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else
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entalpha = ENTALPHA_DECODE(e->alpha);
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if (entalpha == 0)
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goto cleanup;
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if (entalpha < 1)
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{
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if (!gl_texture_env_combine) overbright = false; //overbright can't be done in a single pass without combiners
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glDepthMask(GL_FALSE);
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glEnable(GL_BLEND);
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}
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//
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// set up lighting
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//
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rs_aliaspolys += paliashdr->numtris;
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R_SetupAliasLighting (e);
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//
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// set up textures
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//
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GL_DisableMultitexture();
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anim = (int)(cl.time*10) & 3;
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tx = paliashdr->gltextures[e->skinnum][anim];
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fb = paliashdr->fbtextures[e->skinnum][anim];
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if (e->colormap != vid.colormap && !gl_nocolors.value)
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{
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i = e - cl_entities;
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if (i >= 1 && i<=cl.maxclients /* && !strcmp (currententity->model->name, "progs/player.mdl") */)
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tx = playertextures[i - 1];
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}
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if (!gl_fullbrights.value)
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fb = NULL;
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//
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// draw it
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//
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if (r_drawflat_cheatsafe)
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{
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glDisable (GL_TEXTURE_2D);
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GL_DrawAliasFrame (paliashdr, lerpdata);
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glEnable (GL_TEXTURE_2D);
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srand((int) (cl.time * 1000)); //restore randomness
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}
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else if (r_fullbright_cheatsafe)
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{
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GL_Bind (tx);
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shading = false;
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glColor4f(1,1,1,entalpha);
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GL_DrawAliasFrame (paliashdr, lerpdata);
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if (fb)
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{
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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GL_Bind(fb);
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glEnable(GL_BLEND);
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glBlendFunc (GL_ONE, GL_ONE);
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glDepthMask(GL_FALSE);
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glColor3f(entalpha,entalpha,entalpha);
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Fog_StartAdditive ();
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GL_DrawAliasFrame (paliashdr, lerpdata);
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Fog_StopAdditive ();
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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);
|
|
}
|
|
else if (overbright)
|
|
{
|
|
if (gl_texture_env_combine && gl_mtexable && gl_texture_env_add && fb) //case 1: everything in one pass
|
|
{
|
|
GL_Bind (tx);
|
|
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 (fb);
|
|
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(tx);
|
|
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 (fb)
|
|
{
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
GL_Bind(fb);
|
|
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(tx);
|
|
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 (fb)
|
|
{
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
GL_Bind(fb);
|
|
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 && fb) //case 4: fullbright mask using multitexture
|
|
{
|
|
GL_DisableMultitexture(); // selects TEXTURE0
|
|
GL_Bind (tx);
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
GL_EnableMultitexture(); // selects TEXTURE1
|
|
GL_Bind (fb);
|
|
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(tx);
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
GL_DrawAliasFrame (paliashdr, lerpdata);
|
|
// second pass
|
|
if (fb)
|
|
{
|
|
GL_Bind(fb);
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
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);
|
|
glColor3f(1,1,1);
|
|
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->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->frame, &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->frame, &lerpdata);
|
|
R_SetupEntityTransform (e, &lerpdata);
|
|
|
|
glPushMatrix ();
|
|
R_RotateForEntity (lerpdata.origin,lerpdata.angles);
|
|
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 ();
|
|
}
|
|
|