mirror of
https://github.com/Shpoike/Quakespasm.git
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ec4b6115d1
alias shader: sync fog implementation with world shader Thanks to Axel for the suggestion. Add a FIXME where our shader differs from vkQuake in treatment of alpha transparent faces + fog. see: https://sourceforge.net/p/quakespasm/bugs/24/ https://github.com/Novum/vkQuake/blob/master/Shaders/world.vert https://github.com/Novum/vkQuake/blob/master/Shaders/world.frag git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1546 af15c1b1-3010-417e-b628-4374ebc0bcbd
992 lines
28 KiB
C
992 lines
28 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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Copyright (C) 2010-2014 QuakeSpasm developers
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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 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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{
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#include "anorms.h"
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};
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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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{
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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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vec3_t shadevector;
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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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static GLuint r_alias_program;
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// uniforms used in vert shader
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static GLuint blendLoc;
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static GLuint shadevectorLoc;
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static GLuint lightColorLoc;
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// uniforms used in frag shader
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static GLuint texLoc;
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static GLuint fullbrightTexLoc;
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static GLuint useFullbrightTexLoc;
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static GLuint useOverbrightLoc;
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static GLuint useAlphaTestLoc;
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#define pose1VertexAttrIndex 0
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#define pose1NormalAttrIndex 1
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#define pose2VertexAttrIndex 2
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#define pose2NormalAttrIndex 3
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#define texCoordsAttrIndex 4
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/*
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=============
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GLARB_GetXYZOffset
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Returns the offset of the first vertex's meshxyz_t.xyz in the vbo for the given
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model and pose.
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=============
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*/
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static void *GLARB_GetXYZOffset (aliashdr_t *hdr, int pose)
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{
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const int xyzoffs = offsetof (meshxyz_t, xyz);
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return (void *) (currententity->model->vboxyzofs + (hdr->numverts_vbo * pose * sizeof (meshxyz_t)) + xyzoffs);
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}
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/*
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=============
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GLARB_GetNormalOffset
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Returns the offset of the first vertex's meshxyz_t.normal in the vbo for the
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given model and pose.
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=============
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*/
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static void *GLARB_GetNormalOffset (aliashdr_t *hdr, int pose)
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{
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const int normaloffs = offsetof (meshxyz_t, normal);
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return (void *)(currententity->model->vboxyzofs + (hdr->numverts_vbo * pose * sizeof (meshxyz_t)) + normaloffs);
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}
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/*
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=============
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GLAlias_CreateShaders
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=============
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*/
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void GLAlias_CreateShaders (void)
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{
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const glsl_attrib_binding_t bindings[] = {
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{ "TexCoords", texCoordsAttrIndex },
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{ "Pose1Vert", pose1VertexAttrIndex },
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{ "Pose1Normal", pose1NormalAttrIndex },
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{ "Pose2Vert", pose2VertexAttrIndex },
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{ "Pose2Normal", pose2NormalAttrIndex }
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};
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const GLchar *vertSource = \
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"#version 110\n"
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"\n"
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"uniform float Blend;\n"
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"uniform vec3 ShadeVector;\n"
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"uniform vec4 LightColor;\n"
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"attribute vec4 TexCoords; // only xy are used \n"
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"attribute vec4 Pose1Vert;\n"
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"attribute vec3 Pose1Normal;\n"
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"attribute vec4 Pose2Vert;\n"
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"attribute vec3 Pose2Normal;\n"
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"\n"
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"varying float FogFragCoord;\n"
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"\n"
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"float r_avertexnormal_dot(vec3 vertexnormal) // from MH \n"
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"{\n"
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" float dot = dot(vertexnormal, ShadeVector);\n"
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" // wtf - this reproduces anorm_dots within as reasonable a degree of tolerance as the >= 0 case\n"
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" if (dot < 0.0)\n"
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" return 1.0 + dot * (13.0 / 44.0);\n"
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" else\n"
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" return 1.0 + dot;\n"
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"}\n"
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"void main()\n"
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"{\n"
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" gl_TexCoord[0] = TexCoords;\n"
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" vec4 lerpedVert = mix(vec4(Pose1Vert.xyz, 1.0), vec4(Pose2Vert.xyz, 1.0), Blend);\n"
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" gl_Position = gl_ModelViewProjectionMatrix * lerpedVert;\n"
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" FogFragCoord = gl_Position.w;\n"
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" float dot1 = r_avertexnormal_dot(Pose1Normal);\n"
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" float dot2 = r_avertexnormal_dot(Pose2Normal);\n"
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" gl_FrontColor = LightColor * vec4(vec3(mix(dot1, dot2, Blend)), 1.0);\n"
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"}\n";
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const GLchar *fragSource = \
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"#version 110\n"
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"\n"
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"uniform sampler2D Tex;\n"
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"uniform sampler2D FullbrightTex;\n"
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"uniform bool UseFullbrightTex;\n"
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"uniform bool UseOverbright;\n"
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"uniform bool UseAlphaTest;\n"
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"\n"
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"varying float FogFragCoord;\n"
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"\n"
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"void main()\n"
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"{\n"
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" vec4 result = texture2D(Tex, gl_TexCoord[0].xy);\n"
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" if (UseAlphaTest && (result.a < 0.666))\n"
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" discard;\n"
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" result *= gl_Color;\n"
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" if (UseOverbright)\n"
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" result.rgb *= 2.0;\n"
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" if (UseFullbrightTex)\n"
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" result += texture2D(FullbrightTex, gl_TexCoord[0].xy);\n"
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" result = clamp(result, 0.0, 1.0);\n"
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" float fog = exp(-gl_Fog.density * gl_Fog.density * FogFragCoord * FogFragCoord);\n"
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" fog = clamp(fog, 0.0, 1.0);\n"
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" result = mix(gl_Fog.color, result, fog);\n"
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" result.a = gl_Color.a;\n" // FIXME: This will make almost transparent things cut holes though heavy fog
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" gl_FragColor = result;\n"
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"}\n";
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if (!gl_glsl_alias_able)
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return;
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r_alias_program = GL_CreateProgram (vertSource, fragSource, sizeof(bindings)/sizeof(bindings[0]), bindings);
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if (r_alias_program != 0)
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{
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// get uniform locations
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blendLoc = GL_GetUniformLocation (&r_alias_program, "Blend");
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shadevectorLoc = GL_GetUniformLocation (&r_alias_program, "ShadeVector");
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lightColorLoc = GL_GetUniformLocation (&r_alias_program, "LightColor");
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texLoc = GL_GetUniformLocation (&r_alias_program, "Tex");
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fullbrightTexLoc = GL_GetUniformLocation (&r_alias_program, "FullbrightTex");
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useFullbrightTexLoc = GL_GetUniformLocation (&r_alias_program, "UseFullbrightTex");
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useOverbrightLoc = GL_GetUniformLocation (&r_alias_program, "UseOverbright");
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useAlphaTestLoc = GL_GetUniformLocation (&r_alias_program, "UseAlphaTest");
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}
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}
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/*
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=============
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GL_DrawAliasFrame_GLSL -- ericw
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Optimized alias model drawing codepath.
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Compared to the original GL_DrawAliasFrame, this makes 1 draw call,
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no vertex data is uploaded (it's already in the r_meshvbo and r_meshindexesvbo
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static VBOs), and lerping and lighting is done in the vertex shader.
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Supports optional overbright, optional fullbright pixels.
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Based on code by MH from RMQEngine
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=============
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*/
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void GL_DrawAliasFrame_GLSL (aliashdr_t *paliashdr, lerpdata_t lerpdata, gltexture_t *tx, gltexture_t *fb)
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{
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float blend;
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if (lerpdata.pose1 != lerpdata.pose2)
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{
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blend = lerpdata.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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blend = 0;
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}
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GL_UseProgramFunc (r_alias_program);
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GL_BindBuffer (GL_ARRAY_BUFFER, currententity->model->meshvbo);
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GL_BindBuffer (GL_ELEMENT_ARRAY_BUFFER, currententity->model->meshindexesvbo);
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GL_EnableVertexAttribArrayFunc (texCoordsAttrIndex);
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GL_EnableVertexAttribArrayFunc (pose1VertexAttrIndex);
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GL_EnableVertexAttribArrayFunc (pose2VertexAttrIndex);
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GL_EnableVertexAttribArrayFunc (pose1NormalAttrIndex);
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GL_EnableVertexAttribArrayFunc (pose2NormalAttrIndex);
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GL_VertexAttribPointerFunc (texCoordsAttrIndex, 2, GL_FLOAT, GL_FALSE, 0, (void *)(intptr_t)currententity->model->vbostofs);
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GL_VertexAttribPointerFunc (pose1VertexAttrIndex, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof (meshxyz_t), GLARB_GetXYZOffset (paliashdr, lerpdata.pose1));
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GL_VertexAttribPointerFunc (pose2VertexAttrIndex, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof (meshxyz_t), GLARB_GetXYZOffset (paliashdr, lerpdata.pose2));
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// GL_TRUE to normalize the signed bytes to [-1 .. 1]
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GL_VertexAttribPointerFunc (pose1NormalAttrIndex, 4, GL_BYTE, GL_TRUE, sizeof (meshxyz_t), GLARB_GetNormalOffset (paliashdr, lerpdata.pose1));
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GL_VertexAttribPointerFunc (pose2NormalAttrIndex, 4, GL_BYTE, GL_TRUE, sizeof (meshxyz_t), GLARB_GetNormalOffset (paliashdr, lerpdata.pose2));
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// set uniforms
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GL_Uniform1fFunc (blendLoc, blend);
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GL_Uniform3fFunc (shadevectorLoc, shadevector[0], shadevector[1], shadevector[2]);
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GL_Uniform4fFunc (lightColorLoc, lightcolor[0], lightcolor[1], lightcolor[2], entalpha);
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GL_Uniform1iFunc (texLoc, 0);
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GL_Uniform1iFunc (fullbrightTexLoc, 1);
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GL_Uniform1iFunc (useFullbrightTexLoc, (fb != NULL) ? 1 : 0);
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GL_Uniform1fFunc (useOverbrightLoc, overbright ? 1 : 0);
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GL_Uniform1iFunc (useAlphaTestLoc, (currententity->model->flags & MF_HOLEY) ? 1 : 0);
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// set textures
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GL_SelectTexture (GL_TEXTURE0);
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GL_Bind (tx);
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if (fb)
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{
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GL_SelectTexture (GL_TEXTURE1);
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GL_Bind (fb);
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}
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// draw
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glDrawElements (GL_TRIANGLES, paliashdr->numindexes, GL_UNSIGNED_SHORT, (void *)(intptr_t)currententity->model->vboindexofs);
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// clean up
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GL_DisableVertexAttribArrayFunc (texCoordsAttrIndex);
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GL_DisableVertexAttribArrayFunc (pose1VertexAttrIndex);
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GL_DisableVertexAttribArrayFunc (pose2VertexAttrIndex);
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GL_DisableVertexAttribArrayFunc (pose1NormalAttrIndex);
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GL_DisableVertexAttribArrayFunc (pose2NormalAttrIndex);
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GL_UseProgramFunc (0);
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GL_SelectTexture (GL_TEXTURE0);
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rs_aliaspasses += paliashdr->numtris;
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}
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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 (GL_TEXTURE0_ARB, u, v);
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GL_MTexCoord2fFunc (GL_TEXTURE1_ARB, 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 for '%s'\n", frame, e->model->name);
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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
|
|
lerpdata->blend = CLAMP (0, (cl.time - e->lerpstart) / e->lerptime, 1);
|
|
lerpdata->pose1 = e->previouspose;
|
|
lerpdata->pose2 = e->currentpose;
|
|
}
|
|
else //don't lerp
|
|
{
|
|
lerpdata->blend = 1;
|
|
lerpdata->pose1 = posenum;
|
|
lerpdata->pose2 = posenum;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
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, (cl.time - e->movelerpstart) / (e->lerpfinish - e->movelerpstart), 1);
|
|
else
|
|
blend = CLAMP (0, (cl.time - e->movelerpstart) / 0.1, 1);
|
|
|
|
//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;
|
|
|
|
R_LightPoint (e->origin);
|
|
|
|
//add dlights
|
|
for (i=0 ; i<MAX_DLIGHTS ; i++)
|
|
{
|
|
if (cl_dlights[i].die >= cl.time)
|
|
{
|
|
VectorSubtract (currententity->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 == &cl.viewent)
|
|
{
|
|
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 (currententity > cl_entities && currententity <= 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);
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_DrawAliasModel -- johnfitz -- almost completely rewritten
|
|
=================
|
|
*/
|
|
void R_DrawAliasModel (entity_t *e)
|
|
{
|
|
aliashdr_t *paliashdr;
|
|
int i, anim, skinnum;
|
|
gltexture_t *tx, *fb;
|
|
lerpdata_t lerpdata;
|
|
qboolean alphatest = !!(e->model->flags & MF_HOLEY);
|
|
|
|
//
|
|
// 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->frame, &lerpdata);
|
|
R_SetupEntityTransform (e, &lerpdata);
|
|
|
|
//
|
|
// cull it
|
|
//
|
|
if (R_CullModelForEntity(e))
|
|
return;
|
|
|
|
//
|
|
// transform it
|
|
//
|
|
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]);
|
|
|
|
//
|
|
// 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);
|
|
|
|
//
|
|
// set up lighting
|
|
//
|
|
rs_aliaspolys += paliashdr->numtris;
|
|
R_SetupAliasLighting (e);
|
|
|
|
//
|
|
// 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;
|
|
}
|
|
tx = paliashdr->gltextures[skinnum][anim];
|
|
fb = paliashdr->fbtextures[skinnum][anim];
|
|
if (e->colormap != vid.colormap && !gl_nocolors.value)
|
|
{
|
|
i = e - cl_entities;
|
|
if (i >= 1 && i<=cl.maxclients /* && !strcmp (currententity->model->name, "progs/player.mdl") */)
|
|
tx = playertextures[i - 1];
|
|
}
|
|
if (!gl_fullbrights.value)
|
|
fb = 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 (tx);
|
|
shading = false;
|
|
glColor4f(1,1,1,entalpha);
|
|
GL_DrawAliasFrame (paliashdr, lerpdata);
|
|
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);
|
|
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 (r_alias_program != 0)
|
|
{
|
|
GL_DrawAliasFrame_GLSL (paliashdr, lerpdata, tx, fb);
|
|
}
|
|
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);
|
|
if (alphatest)
|
|
glDisable (GL_ALPHA_TEST);
|
|
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 ();
|
|
}
|
|
|