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/*
Copyright ( C ) 1996 - 1997 Id Software , Inc .
Copyright ( C ) 2007 Peter Mackay and Chris Swindle .
This program is free software ; you can redistribute it and / or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation ; either version 2
of the License , or ( at your option ) any later version .
This program is distributed in the hope that it will be useful ,
but WITHOUT ANY WARRANTY ; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE .
See the GNU General Public License for more details .
You should have received a copy of the GNU General Public License
along with this program ; if not , write to the Free Software
Foundation , Inc . , 59 Temple Place - Suite 330 , Boston , MA 02111 - 1307 , USA .
*/
// r_main.c
extern " C "
{
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# include "../../quakedef.h"
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float TraceLine ( vec3_t start , vec3_t end , vec3_t impact , vec3_t normal ) ;
}
//includes
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# include "gu_hlmdl.h"
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# include <pspgu.h>
# include <pspgum.h>
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# include "../clipping.hpp"
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using namespace quake ;
//prototypes
extern " C " void V_CalcBlend ( void ) ;
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void Fog_SetupFrame ( bool worldgeom ) ;
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void Fog_EnableGFog ( void ) ;
void Fog_DisableGFog ( void ) ;
void R_DrawDecals ( void ) ;
void R_RenderDecals ( void ) ;
void R_MarkLeaves ( void ) ;
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// void QMB_LetItRain(void);
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void QMB_LaserSight ( void ) ;
void VID_SetPaletteH2 ( ) ;
void VID_SetPaletteTX ( ) ;
// globals
const float piconst = GU_PI / 180.0f ;
entity_t r_worldentity ;
entity_t * currententity ;
qboolean envmap ;
qboolean mirror ;
// view origin
vec3_t vup ;
vec3_t vpn ;
vec3_t vright ;
vec3_t r_origin ;
vec3_t modelorg , r_entorigin ;
int r_visframecount ; // bumped when going to a new PVS
int r_framecount ; // used for dlight push checking
int c_brush_polys , c_alias_polys , c_md3_polys ;
int currenttexture = - 1 ; // to avoid unnecessary texture sets
int cnttextures [ 2 ] = { - 1 , - 1 } ; // cached
int particletexture ; // little dot for particles
int playertextures ; // up to 16 color translated skins
int mirrortexturenum ; // quake texturenum, not gltexturenum
int game_fps ; // should probably move this somewhere less.. lame
mplane_t * mirror_plane ;
mplane_t frustum [ 4 ] ;
// screen size info
refdef_t r_refdef ;
mleaf_t * r_viewleaf ;
mleaf_t * r_oldviewleaf ;
texture_t * r_notexture_mip ;
bool fixlight ;
bool alphafunc2 ;
bool alphafunc ;
ScePspFMatrix4 r_world_matrix ;
ScePspFMatrix4 r_base_world_matrix ;
ScePspFMatrix4 md3mult ;
int d_lightstylevalue [ 256 ] ; // 8.8 fraction of base light value
cvar_t r_partalpha = { " r_partalpha " , " 0.8 " , qtrue } ;
cvar_t r_norefresh = { " r_norefresh " , " 0 " } ;
cvar_t r_drawentities = { " r_drawentities " , " 1 " } ;
cvar_t r_drawviewmodel = { " r_drawviewmodel " , " 1 " } ;
cvar_t r_speeds = { " r_speeds " , " 0 " } ;
cvar_t r_fullbright = { " r_fullbright " , " 0 " } ;
cvar_t r_lightmap = { " r_lightmap " , " 0 " } ;
cvar_t r_shadows = { " r_shadows " , " 0 " } ;
cvar_t r_mirroralpha = { " r_mirroralpha " , " 1 " , qtrue } ;
cvar_t r_wateralpha = { " r_wateralpha " , " 0.6 " , qtrue } ;
cvar_t r_vsync = { " r_vsync " , " 0 " , qtrue } ;
cvar_t r_farclip = { " r_farclip " , " 4096 " } ; //far cliping for q3 models
cvar_t r_loadq3models = { " r_loadq3models " , " 0 " , qtrue } ; //replace player model to q3 player
cvar_t cl_loadmapcfg = { " cl_loadmapcfg " , " 0 " , qtrue } ; //Load individual cfg for map
cvar_t r_restexf = { " r_restexf " , " 0 " , qtrue } ; //texture resampler setup
cvar_t r_texcompr = { " r_texcompr " , " 5 " , qtrue } ; //texture compression setup (default DXT5) warning DXT1 conflicted with switches palettes
cvar_t r_maxrange = { " r_maxrange " , " 4096 " } ; //render distance
cvar_t r_skydis = { " r_skydis " , " 2560 " , qtrue } ;
cvar_t r_skyfog = { " r_skyfog " , " 1 " , qtrue } ;
cvar_t r_caustics = { " r_caustics " , " 1 " , qtrue } ;
cvar_t r_detail = { " r_detail " , " 1 " , qtrue } ;
cvar_t r_detail_mipmaps = { " r_detail_mipmaps " , " 1 " , qtrue } ;
cvar_t r_detail_mipmaps_func = { " r_detail_mipmaps_func " , " 2 " , qtrue } ;
cvar_t r_detail_mipmaps_bias = { " r_detail_mipmaps_bias " , " -6 " , qtrue } ;
cvar_t r_asynch = { " r_asynch " , " 0 " } ;
cvar_t r_i_model_animation = { " r_i_model_animation " , " 1 " , qtrue } ; // Toggle smooth model animation
cvar_t r_i_model_transform = { " r_i_model_transform " , " 1 " , qtrue } ; // Toggle smooth model movement
cvar_t r_mipmaps = { " r_mipmaps " , " 1 " , qtrue } ;
cvar_t r_mipmaps_func = { " r_mipmaps_func " , " 2 " , qtrue } ; // Adjust mip map calculations
cvar_t r_mipmaps_bias = { " r_mipmaps_bias " , " -7 " , qtrue } ; // Adjust mip map bias
cvar_t r_retro = { " r_retro " , " 0 " , qtrue } ; // dr_mabuse1981: "retro filter".
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cvar_t r_dynamic = { " r_dynamic " , " 0 " } ;
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cvar_t r_novis = { " r_novis " , " 0 " } ;
cvar_t r_tex_scale_down = { " r_tex_scale_down " , " 1 " , qtrue } ;
cvar_t r_particles_simple = { " r_particles_simple " , " 0 " , qtrue } ;
cvar_t gl_keeptjunctions = { " gl_keeptjunctions " , " 0 " } ;
cvar_t r_waterripple = { " r_waterripple " , " 2 " , qtrue } ;
cvar_t r_waterwarp = { " r_waterwarp " , " 1 " , qtrue } ;
cvar_t r_fastsky = { " r_fastsky " , " 1 " , qtrue } ;
cvar_t r_skycolor = { " r_skycolor " , " 64 64 70 " , qtrue } ;
cvar_t r_showbboxes = { " r_showbboxes " , " 0 " } ;
cvar_t r_showbboxes_full = { " r_showbboxes_full " , " 0 " , qtrue } ;
cvar_t r_showtris = { " r_showtris " , " 0 " } ;
cvar_t r_showtris_full = { " r_showtris_full " , " 0 " , qtrue } ;
cvar_t r_polyblend = { " r_polyblend " , " 1 " , qtrue } ;
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cvar_t r_skyfogblend = { " r_skyfogblend " , " 0.6 " , qtrue } ;
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//QMB
cvar_t r_explosiontype = { " r_explosiontype " , " 0 " , qtrue } ;
cvar_t r_laserpoint = { " r_laserpoint " , " 0 " , qtrue } ;
cvar_t r_part_explosions = { " r_part_explosions " , " 1 " , qtrue } ;
cvar_t r_part_trails = { " r_part_trails " , " 1 " , qtrue } ;
cvar_t r_part_sparks = { " r_part_sparks " , " 1 " , qtrue } ;
cvar_t r_part_spikes = { " r_part_spikes " , " 1 " , qtrue } ;
cvar_t r_part_gunshots = { " r_part_gunshots " , " 1 " , qtrue } ;
cvar_t r_part_blood = { " r_part_blood " , " 1 " , qtrue } ;
cvar_t r_part_telesplash = { " r_part_telesplash " , " 1 " , qtrue } ;
cvar_t r_part_blobs = { " r_part_blobs " , " 1 " , qtrue } ;
cvar_t r_part_lavasplash = { " r_part_lavasplash " , " 1 " , qtrue } ;
cvar_t r_part_flames = { " r_part_flames " , " 1 " , qtrue } ;
cvar_t r_part_lightning = { " r_part_lightning " , " 1 " , qtrue } ;
cvar_t r_part_flies = { " r_part_flies " , " 1 " , qtrue } ;
cvar_t r_part_muzzleflash = { " r_part_muzzleflash " , " 1 " , qtrue } ;
cvar_t r_flametype = { " r_flametype " , " 2 " , qtrue } ;
//Shpuld
cvar_t r_model_brightness = { " r_model_brightness " , " 1 " , qtrue } ; // Toggle high brightness model lighting
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//cypress
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cvar_t r_runqmbparticles = { " r_runqmbparticles " , " 1 " , qtrue } ;
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extern cvar_t cl_maxfps ;
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extern cvar_t scr_fov_viewmodel ;
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bool modelIsArm ( char * m_name )
{
if ( ! strcmp ( m_name , " progs/ai/zal.mdl " ) | |
! strcmp ( m_name , " progs/ai/zar.mdl " ) | |
! strcmp ( m_name , " progs/ai/bzal.mdl " ) | |
! strcmp ( m_name , " progs/ai/bzar.mdl " ) | |
! strcmp ( m_name , " progs/ai/zalc.mdl " ) | |
! strcmp ( m_name , " progs/ai/zarc.mdl " ) )
return true ;
return false ;
}
bool modelIsHead ( char * m_name )
{
if ( ! strcmp ( m_name , " progs/ai/zh.mdl " ) | |
! strcmp ( m_name , " progs/ai/bzh.mdl " ) | |
! strcmp ( m_name , " progs/ai/zhc.mdl " ) )
return true ;
return false ;
}
bool modelIsBody ( char * m_name )
{
if ( ! strcmp ( m_name , " progs/ai/zb.mdl " ) | |
! strcmp ( m_name , " progs/ai/bzb.mdl " ) | |
! strcmp ( m_name , " progs/ai/zbc.mdl " ) )
return true ;
return false ;
}
/*
= = = = = = = = = = = = = = = =
ConvertMatrix
By Crow_bar for MD3
= = = = = = = = = = = = = = = =
*/
void ConvertMatrix ( float * a , float * b )
{
for ( int i = 0 ; i < 16 ; i + + )
a [ i ] = b [ i ] ;
}
/*
= = = = = = = = = = = = =
R_RotateForTagEntity
= = = = = = = = = = = = =
*/
void R_RotateForTagEntity ( tagentity_t * tagent , md3tag_t * tag , float * m )
{
int i ;
float lerpfrac , timepassed ;
// positional interpolation
timepassed = cl . time - tagent - > tag_translate_start_time ;
if ( tagent - > tag_translate_start_time = = 0 | | timepassed > 1 )
{
tagent - > tag_translate_start_time = cl . time ;
VectorCopy ( tag - > pos , tagent - > tag_pos1 ) ;
VectorCopy ( tag - > pos , tagent - > tag_pos2 ) ;
}
if ( ! VectorCompare ( tag - > pos , tagent - > tag_pos2 ) )
{
tagent - > tag_translate_start_time = cl . time ;
VectorCopy ( tagent - > tag_pos2 , tagent - > tag_pos1 ) ;
VectorCopy ( tag - > pos , tagent - > tag_pos2 ) ;
lerpfrac = 0 ;
}
else
{
lerpfrac = timepassed / 0.1 ;
if ( cl . paused | | lerpfrac > 1 )
lerpfrac = 1 ;
}
VectorInterpolate ( tagent - > tag_pos1 , lerpfrac , tagent - > tag_pos2 , m + 12 ) ;
m [ 15 ] = 1 ;
for ( i = 0 ; i < 3 ; i + + )
{
// orientation interpolation (Euler angles, yuck!)
timepassed = cl . time - tagent - > tag_rotate_start_time [ i ] ;
if ( tagent - > tag_rotate_start_time [ i ] = = 0 | | timepassed > 1 )
{
tagent - > tag_rotate_start_time [ i ] = cl . time ;
VectorCopy ( tag - > rot [ i ] , tagent - > tag_rot1 [ i ] ) ;
VectorCopy ( tag - > rot [ i ] , tagent - > tag_rot2 [ i ] ) ;
}
if ( ! VectorCompare ( tag - > rot [ i ] , tagent - > tag_rot2 [ i ] ) )
{
tagent - > tag_rotate_start_time [ i ] = cl . time ;
VectorCopy ( tagent - > tag_rot2 [ i ] , tagent - > tag_rot1 [ i ] ) ;
VectorCopy ( tag - > rot [ i ] , tagent - > tag_rot2 [ i ] ) ;
lerpfrac = 0 ;
}
else
{
lerpfrac = timepassed / 0.1 ;
if ( cl . paused | | lerpfrac > 1 )
lerpfrac = 1 ;
}
VectorInterpolate ( tagent - > tag_rot1 [ i ] , lerpfrac , tagent - > tag_rot2 [ i ] , m + i * 4 ) ;
m [ i * 4 + 3 ] = 0 ;
}
}
/*
= = = = = = = = = = = = =
R_RotateForViewEntity
= = = = = = = = = = = = =
*/
void R_RotateForViewEntity ( entity_t * ent )
{
// Translate.
const ScePspFVector3 translation =
{
ent - > origin [ 0 ] , ent - > origin [ 1 ] , ent - > origin [ 2 ]
} ;
sceGumTranslate ( & translation ) ;
// Rotate.
const ScePspFVector3 rotation =
{
ent - > angles [ ROLL ] * piconst ,
- ent - > angles [ PITCH ] * piconst ,
ent - > angles [ YAW ] * piconst
} ;
sceGumRotateZYX ( & rotation ) ;
}
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/*
= = = = = = = = = = = = = = = = =
R_FrustumCheckBox
Returns 0 if box completely inside frustum
Returns + N with intersected planes count as N
Returns - 1 when completely outside frustum
= = = = = = = = = = = = = = = = =
*/
int R_FrustumCheckBox ( vec3_t mins , vec3_t maxs )
{
int i , res ;
int intersections = 0 ;
for ( i = 0 ; i < 4 ; i + + )
{
res = BoxOnPlaneSide ( mins , maxs , & frustum [ i ] ) ;
if ( res = = 2 ) return - 1 ;
if ( res = = 3 ) + + intersections ;
}
return intersections ;
}
/*
= = = = = = = = = = = = = = = = =
R_FrustumCheckSphere
= = = = = = = = = = = = = = = = =
*/
int R_FrustumCheckSphere ( vec3_t centre , float radius )
{
int i , res ;
mplane_t * p ;
int intersections = 0 ;
for ( i = 0 , p = frustum ; i < 4 ; i + + , p + + )
{
res = PlaneDiff ( centre , p ) ;
if ( res < = - radius ) return - 1 ;
if ( res < radius ) + + intersections ;
}
return intersections ;
}
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/*
= = = = = = = = = = = = = = = = =
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R_CullBox
Returns true if the box is completely outside the frustom
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= = = = = = = = = = = = = = = = =
*/
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int R_CullBox ( vec3_t mins , vec3_t maxs )
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{
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int result = 1 ; // Default to "all inside".
int i ;
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for ( i = 0 ; i < 4 ; i + + )
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{
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const int plane_result = BoxOnPlaneSide ( mins , maxs , & frustum [ i ] ) ;
if ( plane_result = = 2 )
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{
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return 2 ;
}
else if ( plane_result = = 3 )
{
result = 3 ;
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}
}
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return result ;
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}
/*
= = = = = = = = = = = = = = = = =
R_CullSphere
Returns true if the sphere is completely outside the frustum
= = = = = = = = = = = = = = = = =
*/
qboolean R_CullSphere ( vec3_t centre , float radius )
{
int i ;
mplane_t * p ;
for ( i = 0 , p = frustum ; i < 4 ; i + + , p + + )
{
if ( PlaneDiff ( centre , p ) < = - radius )
return qtrue ;
}
return qfalse ;
}
/*
= = = = = = = = = = = = =
R_RotateForEntity
= = = = = = = = = = = = =
*/
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void R_RotateForEntity ( entity_t * e , int shadow , unsigned char scale )
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{
// Translate.
const ScePspFVector3 translation =
{
e - > origin [ 0 ] , e - > origin [ 1 ] , e - > origin [ 2 ]
} ;
sceGumTranslate ( & translation ) ;
// Rotate.
sceGumRotateZ ( e - > angles [ YAW ] * ( GU_PI / 180.0f ) ) ;
if ( shadow = = 0 )
{
sceGumRotateY ( - e - > angles [ PITCH ] * ( GU_PI / 180.0f ) ) ;
sceGumRotateX ( e - > angles [ ROLL ] * ( GU_PI / 180.0f ) ) ;
}
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// Scale.
if ( scale ! = ENTSCALE_DEFAULT ) {
float scalefactor = ENTSCALE_DECODE ( scale ) ;
const ScePspFVector3 scale =
{
scalefactor , scalefactor , scalefactor
} ;
sceGumScale ( & scale ) ;
}
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sceGumUpdateMatrix ( ) ;
}
/*
= = = = = = = = = = = = =
R_InterpolateEntity
was R_BlendedRotateForEntity
fenix @ io . com : model transform interpolation
modified by blubswillrule
//fixme (come back and fix this once we can test on psp and view the true issue with interpolation)
= = = = = = = = = = = = =
*/
void R_InterpolateEntity ( entity_t * e , int shadow ) // Tomaz - New Shadow
{
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float timepassed ;
float blend ;
vec3_t deltaVec ;
int i ;
// positional interpolation
timepassed = realtime - e - > translate_start_time ;
//notes to self (blubs)
//-Added this method, and commented out the check for r_i_model_transforms.value
//tried the snapping interpolation, though it worked, it was still a bit jittery...
//problem with linear interpolation is we don't know the exact time it should take to move from origin1 to origin2...
//looks like the rotation interpolation doesn't work all that great either, rotation could benefit from the snapping interpolation that I use
//if I get this method to work well, make sure we go back and check for r_i_model_transforms again, (because vmodel and other models that don't use interpolation)
//probably go back and edit animations too as I redo the last 2 textures..
if ( e - > translate_start_time = = 0 | | timepassed > 1 )
{
e - > translate_start_time = realtime ;
VectorCopy ( e - > origin , e - > origin1 ) ;
VectorCopy ( e - > origin , e - > origin2 ) ;
}
//our origin has been updated
if ( ! VectorCompare ( e - > origin , e - > origin2 ) )
{
e - > translate_start_time = realtime ;
VectorCopy ( e - > origin2 , e - > origin1 ) ;
VectorCopy ( e - > origin , e - > origin2 ) ;
blend = 0 ;
}
else
{
blend = timepassed / 0.4 ; //0.1 not sure what this value should be...
//technically this value should be the total amount of time that we take from 1 position to the next, it's practically how long it should take us to go from one location to the next...
if ( cl . paused | | blend > 1 )
blend = 0 ;
}
VectorSubtract ( e - > origin2 , e - > origin1 , deltaVec ) ;
// Translate.
const ScePspFVector3 translation =
{
e - > origin [ 0 ] + ( blend * deltaVec [ 0 ] ) ,
e - > origin [ 1 ] + ( blend * deltaVec [ 1 ] ) ,
e - > origin [ 2 ] + ( blend * deltaVec [ 2 ] )
} ;
sceGumTranslate ( & translation ) ;
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// orientation interpolation (Euler angles, yuck!)
timepassed = realtime - e - > rotate_start_time ;
if ( e - > rotate_start_time = = 0 | | timepassed > 1 )
{
e - > rotate_start_time = realtime ;
VectorCopy ( e - > angles , e - > angles1 ) ;
VectorCopy ( e - > angles , e - > angles2 ) ;
}
if ( ! VectorCompare ( e - > angles , e - > angles2 ) )
{
e - > rotate_start_time = realtime ;
VectorCopy ( e - > angles2 , e - > angles1 ) ;
VectorCopy ( e - > angles , e - > angles2 ) ;
blend = 0 ;
}
else
{
blend = timepassed / 0.1 ;
if ( cl . paused | | blend > 1 )
blend = 1 ;
}
VectorSubtract ( e - > angles2 , e - > angles1 , deltaVec ) ;
// always interpolate along the shortest path
for ( i = 0 ; i < 3 ; i + + )
{
if ( deltaVec [ i ] > 180 )
{
deltaVec [ i ] - = 360 ;
}
else if ( deltaVec [ i ] < - 180 )
{
deltaVec [ i ] + = 360 ;
}
}
// Rotate.
sceGumRotateZ ( ( e - > angles1 [ YAW ] + ( blend * deltaVec [ YAW ] ) ) * ( GU_PI / 180.0f ) ) ;
if ( shadow = = 0 )
{
sceGumRotateY ( ( - e - > angles1 [ PITCH ] + ( - blend * deltaVec [ PITCH ] ) ) * ( GU_PI / 180.0f ) ) ;
sceGumRotateX ( ( e - > angles1 [ ROLL ] + ( blend * deltaVec [ ROLL ] ) ) * ( GU_PI / 180.0f ) ) ;
}
sceGumUpdateMatrix ( ) ;
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}
/*
= = = = = = = = = = = = =
R_BlendedRotateForEntity
fenix @ io . com : model transform interpolation
= = = = = = = = = = = = =
*/
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void R_BlendedRotateForEntity ( entity_t * e , int shadow , unsigned char scale ) // Tomaz - New Shadow
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{
float timepassed ;
float blend ;
vec3_t d ;
int i ;
// positional interpolation
timepassed = realtime - e - > translate_start_time ;
if ( e - > translate_start_time = = 0 | | timepassed > 1 )
{
e - > translate_start_time = realtime ;
VectorCopy ( e - > origin , e - > origin1 ) ;
VectorCopy ( e - > origin , e - > origin2 ) ;
}
if ( ! VectorCompare ( e - > origin , e - > origin2 ) )
{
e - > translate_start_time = realtime ;
VectorCopy ( e - > origin2 , e - > origin1 ) ;
VectorCopy ( e - > origin , e - > origin2 ) ;
blend = 0 ;
}
else
{
blend = timepassed / 0.1 ;
if ( cl . paused | | blend > 1 )
blend = 0 ;
}
VectorSubtract ( e - > origin2 , e - > origin1 , d ) ;
// Translate.
const ScePspFVector3 translation = {
e - > origin [ 0 ] + ( blend * d [ 0 ] ) ,
e - > origin [ 1 ] + ( blend * d [ 1 ] ) ,
e - > origin [ 2 ] + ( blend * d [ 2 ] )
} ;
sceGumTranslate ( & translation ) ;
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// Scale.
if ( scale ! = ENTSCALE_DEFAULT ) {
float scalefactor = ENTSCALE_DECODE ( scale ) ;
const ScePspFVector3 scale =
{
scalefactor , scalefactor , scalefactor
} ;
sceGumScale ( & scale ) ;
}
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// orientation interpolation (Euler angles, yuck!)
timepassed = realtime - e - > rotate_start_time ;
if ( e - > rotate_start_time = = 0 | | timepassed > 1 )
{
e - > rotate_start_time = realtime ;
VectorCopy ( e - > angles , e - > angles1 ) ;
VectorCopy ( e - > angles , e - > angles2 ) ;
}
if ( ! VectorCompare ( e - > angles , e - > angles2 ) )
{
e - > rotate_start_time = realtime ;
VectorCopy ( e - > angles2 , e - > angles1 ) ;
VectorCopy ( e - > angles , e - > angles2 ) ;
blend = 0 ;
}
else
{
blend = timepassed / 0.1 ;
if ( cl . paused | | blend > 1 )
blend = 1 ;
}
VectorSubtract ( e - > angles2 , e - > angles1 , d ) ;
// always interpolate along the shortest path
for ( i = 0 ; i < 3 ; i + + )
{
if ( d [ i ] > 180 )
{
d [ i ] - = 360 ;
}
else if ( d [ i ] < - 180 )
{
d [ i ] + = 360 ;
}
}
// Rotate.
sceGumRotateZ ( ( e - > angles1 [ YAW ] + ( blend * d [ YAW ] ) ) * ( GU_PI / 180.0f ) ) ;
if ( shadow = = 0 )
{
sceGumRotateY ( ( - e - > angles1 [ PITCH ] + ( - blend * d [ PITCH ] ) ) * ( GU_PI / 180.0f ) ) ;
sceGumRotateX ( ( e - > angles1 [ ROLL ] + ( blend * d [ ROLL ] ) ) * ( GU_PI / 180.0f ) ) ;
}
sceGumUpdateMatrix ( ) ;
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
SPRITE MODELS
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
extern vec3_t lightcolor ; // LordHavoc: .lit support
/*
= = = = = = = = = = = = = = = =
R_GetSpriteFrame
= = = = = = = = = = = = = = = =
*/
mspriteframe_t * R_GetSpriteFrame ( entity_t * currententity )
{
msprite_t * psprite ;
mspritegroup_t * pspritegroup ;
mspriteframe_t * pspriteframe ;
int i , numframes , frame ;
float * pintervals , fullinterval , targettime , time ;
psprite = static_cast < msprite_t * > ( currententity - > model - > cache . data ) ;
frame = currententity - > frame ;
if ( ( frame > = psprite - > numframes ) | | ( frame < 0 ) )
{
Con_Printf ( " R_DrawSprite: no such frame %d \n " , frame ) ;
frame = 0 ;
}
if ( psprite - > frames [ frame ] . type = = SPR_SINGLE )
{
pspriteframe = psprite - > frames [ frame ] . frameptr ;
}
else
{
pspritegroup = ( mspritegroup_t * ) psprite - > frames [ frame ] . frameptr ;
pintervals = pspritegroup - > intervals ;
numframes = pspritegroup - > numframes ;
fullinterval = pintervals [ numframes - 1 ] ;
time = cl . time + currententity - > syncbase ;
// when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
// are positive, so we don't have to worry about division by 0
targettime = time - ( ( int ) ( time / fullinterval ) ) * fullinterval ;
for ( i = 0 ; i < ( numframes - 1 ) ; i + + )
{
if ( pintervals [ i ] > targettime )
break ;
}
pspriteframe = pspritegroup - > frames [ i ] ;
}
return pspriteframe ;
}
/*
= = = = = = = = = = = = = = = = =
R_DrawSpriteModel
= = = = = = = = = = = = = = = = =
*/
void R_DrawSpriteModel ( entity_t * e )
{
vec3_t point , v_forward , v_right , v_up ;
msprite_t * psprite ;
mspriteframe_t * frame ;
float * s_up , * s_right ;
float angle , sr , cr ;
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float scale = ENTSCALE_DECODE ( e - > scale ) ;
if ( scale = = 0 ) scale = 1.0f ;
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bool additive = false ;
bool filter = false ;
// don't even bother culling, because it's just a single polygon without a surface cache
frame = R_GetSpriteFrame ( e ) ;
psprite = static_cast < msprite_t * > ( currententity - > model - > cache . data ) ;
switch ( psprite - > type )
{
case SPR_VP_PARALLEL_UPRIGHT : //faces view plane, up is towards the heavens
v_up [ 0 ] = 0 ;
v_up [ 1 ] = 0 ;
v_up [ 2 ] = 1 ;
s_up = v_up ;
s_right = vright ;
break ;
case SPR_FACING_UPRIGHT : //faces camera origin, up is towards the heavens
VectorSubtract ( currententity - > origin , r_origin , v_forward ) ;
v_forward [ 2 ] = 0 ;
VectorNormalizeFast ( v_forward ) ;
v_right [ 0 ] = v_forward [ 1 ] ;
v_right [ 1 ] = - v_forward [ 0 ] ;
v_right [ 2 ] = 0 ;
v_up [ 0 ] = 0 ;
v_up [ 1 ] = 0 ;
v_up [ 2 ] = 1 ;
s_up = v_up ;
s_right = v_right ;
break ;
case SPR_VP_PARALLEL : //faces view plane, up is towards the top of the screen
s_up = vup ;
s_right = vright ;
break ;
case SPR_ORIENTED : //pitch yaw roll are independent of camera
AngleVectors ( currententity - > angles , v_forward , v_right , v_up ) ;
s_up = v_up ;
s_right = v_right ;
break ;
case SPR_VP_PARALLEL_ORIENTED : //faces view plane, but obeys roll value
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angle = DEG2RAD ( currententity - > angles [ ROLL ] ) ;
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# ifdef PSP_VFPU
sr = vfpu_sinf ( angle ) ;
cr = vfpu_cosf ( angle ) ;
# else
sr = sin ( angle ) ;
cr = cos ( angle ) ;
# endif
v_right [ 0 ] = vright [ 0 ] * cr + vup [ 0 ] * sr ;
v_up [ 0 ] = vright [ 0 ] * - sr + vup [ 0 ] * cr ;
v_right [ 1 ] = vright [ 1 ] * cr + vup [ 1 ] * sr ;
v_up [ 1 ] = vright [ 1 ] * - sr + vup [ 1 ] * cr ;
v_right [ 2 ] = vright [ 2 ] * cr + vup [ 2 ] * sr ;
v_up [ 2 ] = vright [ 2 ] * - sr + vup [ 2 ] * cr ;
s_up = v_up ;
s_right = v_right ;
break ;
default :
return ;
}
if ( psprite - > beamlength = = 10 ) // we use the beam length of sprites, since they are unused by quake anyway.
additive = true ;
if ( psprite - > beamlength = = 20 )
filter = true ;
// Bind the texture.
GL_Bind ( frame - > gl_texturenum ) ;
sceGuEnable ( GU_BLEND ) ;
sceGuDepthMask ( GU_TRUE ) ;
Fog_DisableGFog ( ) ;
if ( additive )
{
sceGuDepthMask ( GU_TRUE ) ;
sceGuBlendFunc ( GU_ADD , GU_SRC_ALPHA , GU_FIX , 0 , 0xFFFFFFFF ) ;
sceGuTexFunc ( GU_TFX_MODULATE , GU_TCC_RGB ) ;
}
else if ( filter )
{
sceGuDepthMask ( GU_TRUE ) ;
sceGuBlendFunc ( GU_ADD , GU_FIX , GU_SRC_COLOR , 0 , 0 ) ;
sceGuTexFunc ( GU_TFX_MODULATE , GU_TCC_RGB ) ;
}
else
sceGuTexFunc ( GU_TFX_REPLACE , GU_TCC_RGBA ) ;
// Allocate memory for this polygon.
glvert_t * const vertices =
static_cast < glvert_t * > ( sceGuGetMemory ( sizeof ( glvert_t ) * 4 ) ) ;
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VectorMA ( e - > origin , frame - > down * scale , s_up , point ) ;
VectorMA ( point , frame - > left * scale , s_right , point ) ;
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vertices [ 0 ] . st [ 0 ] = 0.0f ;
vertices [ 0 ] . st [ 1 ] = 1.0f ;
vertices [ 0 ] . xyz [ 0 ] = point [ 0 ] ;
vertices [ 0 ] . xyz [ 1 ] = point [ 1 ] ;
vertices [ 0 ] . xyz [ 2 ] = point [ 2 ] ;
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VectorMA ( e - > origin , frame - > up * scale , s_up , point ) ;
VectorMA ( point , frame - > left * scale , s_right , point ) ;
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vertices [ 1 ] . st [ 0 ] = 0.0f ;
vertices [ 1 ] . st [ 1 ] = 0.0f ;
vertices [ 1 ] . xyz [ 0 ] = point [ 0 ] ;
vertices [ 1 ] . xyz [ 1 ] = point [ 1 ] ;
vertices [ 1 ] . xyz [ 2 ] = point [ 2 ] ;
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VectorMA ( e - > origin , frame - > up * scale , s_up , point ) ;
VectorMA ( point , frame - > right * scale , s_right , point ) ;
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vertices [ 2 ] . st [ 0 ] = 1.0f ;
vertices [ 2 ] . st [ 1 ] = 0.0f ;
vertices [ 2 ] . xyz [ 0 ] = point [ 0 ] ;
vertices [ 2 ] . xyz [ 1 ] = point [ 1 ] ;
vertices [ 2 ] . xyz [ 2 ] = point [ 2 ] ;
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VectorMA ( e - > origin , frame - > down * scale , s_up , point ) ;
VectorMA ( point , frame - > right * scale , s_right , point ) ;
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vertices [ 3 ] . st [ 0 ] = 1.0f ;
vertices [ 3 ] . st [ 1 ] = 1.0f ;
vertices [ 3 ] . xyz [ 0 ] = point [ 0 ] ;
vertices [ 3 ] . xyz [ 1 ] = point [ 1 ] ;
vertices [ 3 ] . xyz [ 2 ] = point [ 2 ] ;
// Draw the clipped vertices.
sceGuDrawArray ( GU_TRIANGLE_FAN , GU_TEXTURE_32BITF | GU_VERTEX_32BITF , 4 , 0 , vertices ) ;
sceGuDepthMask ( GU_FALSE ) ;
sceGuDisable ( GU_BLEND ) ;
Fog_EnableGFog ( ) ;
sceGuTexFunc ( GU_TFX_REPLACE , GU_TCC_RGBA ) ;
sceGuBlendFunc ( GU_ADD , GU_SRC_ALPHA , GU_ONE_MINUS_SRC_ALPHA , 0 , 0 ) ;
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
ALIAS MODELS
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
# define NUMVERTEXNORMALS 162
# define INTERP_WEAP_MAXNUM 24
# define INTERP_WEAP_MINDIST 5000
# define INTERP_WEAP_MAXDIST 95000
# define INTERP_MINDIST 70
# define INTERP_MAXDIST 300
extern " C " float r_avertexnormals [ NUMVERTEXNORMALS ] [ 3 ] ;
float r_avertexnormals [ NUMVERTEXNORMALS ] [ 3 ] = {
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# include "../../anorms.h"
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} ;
vec3_t shadevector ;
float shadelight , ambientlight ;
// precalculated dot products for quantized angles
# define SHADEDOT_QUANT 16
float r_avertexnormal_dots [ SHADEDOT_QUANT ] [ 256 ] =
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# include "../../anorm_dots.h"
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;
float * shadedots = r_avertexnormal_dots [ 0 ] ;
// fenix@io.com: model animation interpolation
int lastposenum0 ;
//
int lastposenum ;
// fenix@io.com: model transform interpolation
float old_i_model_transform ;
//
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// void GL_DrawAliasBlendedWireFrame (aliashdr_t *paliashdr, int pose1, int pose2, float blend)
// {
// trivertx_t* verts1;
// trivertx_t* verts2;
// int* order;
// int count;
// vec3_t d;
// vec3_t point;
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// lastposenum0 = pose1;
// lastposenum = pose2;
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// verts1 = (trivertx_t *)((byte *)paliashdr + paliashdr->posedata);
// verts2 = verts1;
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// verts1 += pose1 * paliashdr->poseverts;
// verts2 += pose2 * paliashdr->poseverts;
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// order = (int *)((byte *)paliashdr + paliashdr->commands);
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// int numcommands = order[0];
// order++;
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// struct vertex
// {
// int uvs;
// char x, y, z;
// char _padding;
// };
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// sceGuColor(GU_COLOR(lightcolor[0], lightcolor[1], lightcolor[2], 1.0f));
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// // Allocate the vertices.
// vertex* const out = static_cast<vertex*>(sceGuGetMemory(sizeof(vertex) * numcommands));
// int vertex_index = 0;
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// //for blubs's alternate BuildTris: 1) Disable while(1) loop 2) Disable the break; 3) replace GU_TRIANGLE_STRIP with GU_TRIANGLES
// while (1)
// {
// // get the vertex count and primitive type
// count = *order++;
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// if (!count) break;
// if (count < 0)
// count = -count;
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// for (int start = vertex_index; vertex_index < (start + count); ++vertex_index)
// {
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// // texture coordinates come from the draw list
// out[vertex_index].uvs = order[0];
// order += 1;
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// VectorSubtract(verts2->v, verts1->v, d);
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// // blend the vertex positions from each frame together
// point[0] = verts1->v[0] + (blend * d[0]);
// point[1] = verts1->v[1] + (blend * d[1]);
// point[2] = verts1->v[2] + (blend * d[2]);
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// out[vertex_index].x = point[0];
// out[vertex_index].y = point[1];
// out[vertex_index].z = point[2];
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// ++verts1;
// ++verts2;
// }
// sceGuDrawArray(GU_LINE_STRIP, GU_TEXTURE_16BIT | GU_VERTEX_8BIT, count, 0, &out[vertex_index - count]);
// }
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// sceGuEnable(GU_TEXTURE_2D);
// sceGuColor(0xffffffff);
// }
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/*
= = = = = = = = = = = = =
GL_DrawAliasFrame
= = = = = = = = = = = = =
*/
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void GL_DrawAliasFrame ( aliashdr_t * paliashdr , int posenum )
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{
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// if (r_showtris.value)
// {
// GL_DrawAliasBlendedWireFrame(paliashdr, posenum, posenum, 0);
// return;
// }
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trivertx_t * verts ;
int * order ;
int count ;
int prim ;
lastposenum = posenum ;
verts = ( trivertx_t * ) ( ( byte * ) paliashdr + paliashdr - > posedata ) ;
verts + = posenum * paliashdr - > poseverts ;
order = ( int * ) ( ( byte * ) paliashdr + paliashdr - > commands ) ;
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int numcommands = order [ 0 ] ;
order + + ;
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qboolean isStatic = paliashdr - > numposes < = 1 ? qtrue : qfalse ;
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struct vertex
{
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int uvs ;
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int xyz ;
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} ;
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sceGuColor ( GU_COLOR ( lightcolor [ 0 ] , lightcolor [ 1 ] , lightcolor [ 2 ] , 1.0f ) ) ;
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if ( isStatic )
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{
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while ( 1 )
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{
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// get the vertex count and primitive type
count = * order + + ;
if ( ! count )
break ; // done
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if ( count < 0 )
{
prim = GU_TRIANGLE_FAN ;
count = - count ;
}
else
{
prim = GU_TRIANGLE_STRIP ;
}
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sceGuDrawArray ( prim , GU_TEXTURE_16BIT | GU_VERTEX_8BIT , count , 0 , order ) ;
order + = 2 * count ;
}
}
else
{
// Allocate the vertices.
vertex * const out = static_cast < vertex * > ( sceGuGetMemory ( sizeof ( vertex ) * numcommands ) ) ;
int vertex_index = 0 ;
//for blubs's alternate BuildTris: 1) Disable while(1) loop 2) Disable the break; 3) replace GU_TRIANGLE_STRIP with GU_TRIANGLES
while ( 1 )
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{
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// get the vertex count and primitive type
count = * order + + ;
if ( ! count )
break ; // done
if ( count < 0 )
{
prim = GU_TRIANGLE_FAN ;
count = - count ;
}
else
{
prim = GU_TRIANGLE_STRIP ;
//prim = GU_TRIANGLES; //used for blubs' alternate BuildTris with one continual triangle list
}
//================================================================== fps: 50 ===============================================
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for ( int start = vertex_index ; vertex_index < ( start + count ) ; + + vertex_index , + + order , + + verts )
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{
// texture coordinates come from the draw list
out [ vertex_index ] . uvs = order [ 0 ] ;
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out [ vertex_index ] . xyz = ( ( int * ) verts - > v ) [ 0 ] ; // cast to int because trivertx is is 4 bytes
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}
sceGuDrawArray ( prim , GU_TEXTURE_16BIT | GU_VERTEX_8BIT , count , 0 , & out [ vertex_index - count ] ) ;
//================================================================== fps: 50 ===============================================
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}
}
sceGuColor ( 0xffffffff ) ;
}
/*
= = = = = = = = = = = = =
GL_DrawAliasBlendedFrame
fenix @ io . com : model animation interpolation
= = = = = = = = = = = = =
*/
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void GL_DrawAliasBlendedFrame ( aliashdr_t * paliashdr , int pose1 , int pose2 , float blend )
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{
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// if (r_showtris.value)
// {
// GL_DrawAliasBlendedWireFrame(paliashdr, pose1, pose2, blend);
// return;
// }
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trivertx_t * verts1 ;
trivertx_t * verts2 ;
int * order ;
int count ;
vec3_t d ;
vec3_t point ;
int prim ;
prim = GU_TRIANGLE_FAN ;
lastposenum0 = pose1 ;
lastposenum = pose2 ;
verts1 = ( trivertx_t * ) ( ( byte * ) paliashdr + paliashdr - > posedata ) ;
verts2 = verts1 ;
verts1 + = pose1 * paliashdr - > poseverts ;
verts2 + = pose2 * paliashdr - > poseverts ;
order = ( int * ) ( ( byte * ) paliashdr + paliashdr - > commands ) ;
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int numcommands = order [ 0 ] ;
order + + ;
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struct vertex
{
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int uvs ;
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int xyz ;
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} ;
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sceGuColor ( GU_COLOR ( lightcolor [ 0 ] , lightcolor [ 1 ] , lightcolor [ 2 ] , 1.0f ) ) ;
// Allocate the vertices.
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vertex * const out = static_cast < vertex * > ( sceGuGetMemory ( sizeof ( vertex ) * numcommands * 2 ) ) ;
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int vertex_index = 0 ;
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//for blubs's alternate BuildTris: 1) Disable while(1) loop 2) Disable the break; 3) replace GU_TRIANGLE_STRIP with GU_TRIANGLES
while ( 1 )
{
// get the vertex count and primitive type
count = * order + + ;
if ( ! count ) break ;
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if ( count < 0 )
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{
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prim = GU_TRIANGLE_FAN ;
count = - count ;
}
else
{
prim = GU_TRIANGLE_STRIP ;
//prim = GU_TRIANGLES; //used for blubs' alternate BuildTris with one continual triangle list
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}
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for ( int start = vertex_index ; vertex_index < ( start + count * 2 ) ; + + vertex_index , + + order , + + verts1 , + + verts2 )
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{
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out [ vertex_index ] . uvs = order [ 0 ] ;
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out [ vertex_index ] . xyz = ( ( int * ) verts1 - > v ) [ 0 ] ;
+ + vertex_index ;
out [ vertex_index ] . uvs = order [ 0 ] ;
out [ vertex_index ] . xyz = ( ( int * ) verts2 - > v ) [ 0 ] ;
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}
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sceGuMorphWeight ( 0 , 1 - blend ) ;
sceGuMorphWeight ( 1 , blend ) ;
sceGuDrawArray ( prim , GU_TEXTURE_16BIT | GU_VERTEX_8BIT | GU_VERTICES ( 2 ) , count , 0 , & out [ vertex_index - count * 2 ] ) ;
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}
sceGuColor ( 0xffffffff ) ;
}
/*
= = = = = = = = = = = = = = = = =
R_SetupAliasFrame
= = = = = = = = = = = = = = = = =
*/
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void R_SetupAliasFrame ( int frame , aliashdr_t * paliashdr )
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{
int pose , numposes ;
float interval ;
if ( ( frame > = paliashdr - > numframes ) | | ( frame < 0 ) )
{
Con_DPrintf ( " R_AliasSetupFrame: no such frame %d \n " , frame ) ;
frame = 0 ;
}
pose = paliashdr - > frames [ frame ] . firstpose ;
numposes = paliashdr - > frames [ frame ] . numposes ;
if ( numposes > 1 )
{
interval = paliashdr - > frames [ frame ] . interval ;
pose + = ( int ) ( cl . time / interval ) % numposes ;
}
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GL_DrawAliasFrame ( paliashdr , pose ) ;
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}
/*
= = = = = = = = = = = = = = = = =
R_SetupAliasBlendedFrame
fenix @ io . com : model animation interpolation
= = = = = = = = = = = = = = = = =
*/
//double t1, t2, t3;
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void R_SetupAliasBlendedFrame ( int frame , aliashdr_t * paliashdr , entity_t * e )
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{
int pose ;
int numposes ;
float blend ;
if ( ( frame > = paliashdr - > numframes ) | | ( frame < 0 ) )
{
Con_DPrintf ( " R_AliasSetupFrame: no such frame %d \n " , frame ) ;
frame = 0 ;
}
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// HACK: if we're a certain distance away, don't bother blending
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// cypress -- Lets not care about Z (up).. chances are they're out of the frustum anyway
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int dist_x = ( cl . viewent . origin [ 0 ] - e - > origin [ 0 ] ) ;
int dist_y = ( cl . viewent . origin [ 1 ] - e - > origin [ 1 ] ) ;
int distance_from_client = ( int ) ( ( dist_x ) * ( dist_x ) + ( dist_y ) * ( dist_y ) ) ; // no use sqrting, just slows us down.
// They're too far away from us to care about blending their frames.
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if ( distance_from_client > = 160000 ) { // 400 * 400
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// Fix them from jumping from last lerp
e - > pose1 = e - > pose2 = paliashdr - > frames [ frame ] . firstpose ;
e - > frame_interval = 0.1 ;
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GL_DrawAliasFrame ( paliashdr , paliashdr - > frames [ frame ] . firstpose ) ;
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} else {
pose = paliashdr - > frames [ frame ] . firstpose ;
numposes = paliashdr - > frames [ frame ] . numposes ;
if ( numposes > 1 )
{
e - > frame_interval = paliashdr - > frames [ frame ] . interval ;
pose + = ( int ) ( cl . time / e - > frame_interval ) % numposes ;
}
else
{
/* One tenth of a second is a good for most Quake animations.
If the nextthink is longer then the animation is usually meant to pause
( e . g . check out the shambler magic animation in shambler . qc ) . If its
shorter then things will still be smoothed partly , and the jumps will be
less noticable because of the shorter time . So , this is probably a good
assumption . */
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e - > frame_interval = 0.1 ;
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}
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if ( e - > pose2 ! = pose )
{
e - > frame_start_time = realtime ;
e - > pose1 = e - > pose2 ;
e - > pose2 = pose ;
blend = 0 ;
}
else
blend = ( realtime - e - > frame_start_time ) / e - > frame_interval ;
// wierd things start happening if blend passes 1
if ( cl . paused | | blend > 1 ) blend = 1 ;
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if ( blend = = 1 )
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GL_DrawAliasFrame ( paliashdr , pose ) ;
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else
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GL_DrawAliasBlendedFrame ( paliashdr , e - > pose1 , e - > pose2 , blend ) ;
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}
}
/*
= = = = = = = = = = = = =
GL_DrawQ2AliasFrame
= = = = = = = = = = = = =
*/
void GL_DrawQ2AliasFrame ( entity_t * e , md2_t * pheader , int lastpose , int pose , float lerp )
{
float ilerp , l ;
int * order , count ;
md2trivertx_t * verts1 , * verts2 ;
vec3_t scale1 , translate1 , scale2 , translate2 ;
md2frame_t * frame1 , * frame2 ;
sceGuShadeModel ( GU_SMOOTH ) ;
ilerp = 1.0f - lerp ;
//new version by muff - fixes bug, easier to read, faster (well slightly)
frame1 = ( md2frame_t * ) ( ( int ) pheader + pheader - > ofs_frames + ( pheader - > framesize * lastpose ) ) ;
frame2 = ( md2frame_t * ) ( ( int ) pheader + pheader - > ofs_frames + ( pheader - > framesize * pose ) ) ;
VectorCopy ( frame1 - > scale , scale1 ) ;
VectorCopy ( frame1 - > translate , translate1 ) ;
VectorCopy ( frame2 - > scale , scale2 ) ;
VectorCopy ( frame2 - > translate , translate2 ) ;
verts1 = & frame1 - > verts [ 0 ] ;
verts2 = & frame2 - > verts [ 0 ] ;
order = ( int * ) ( ( int ) pheader + pheader - > ofs_glcmds ) ;
while ( 1 )
{
// get the vertex count and primitive type
count = * order + + ;
if ( ! count )
break ; // done
int prim ;
if ( count < 0 )
{
count = - count ;
prim = GU_TRIANGLE_FAN ;
}
else
{
prim = GU_TRIANGLE_STRIP ;
}
// Allocate the vertices.
struct vertex
{
float u , v ;
unsigned int color ;
float x , y , z ;
} ;
vertex * const out = static_cast < vertex * > ( sceGuGetMemory ( sizeof ( vertex ) * count ) ) ;
for ( int vertex_index = 0 ; vertex_index < count ; + + vertex_index )
{
// texture coordinates come from the draw list
out [ vertex_index ] . u = ( ( float * ) order ) [ 0 ] ;
out [ vertex_index ] . v = ( ( float * ) order ) [ 1 ] ;
l = shadedots [ verts1 - > lightnormalindex ] ;
//l = shadedots[verts2->lightnormalindex] - shadedots[verts1->lightnormalindex];
float r , g , b ;
r = l * lightcolor [ 0 ] ;
g = l * lightcolor [ 1 ] ;
b = l * lightcolor [ 2 ] ;
if ( r > 1 )
r = 1 ;
if ( g > 1 )
g = 1 ;
if ( b > 1 )
b = 1 ;
out [ vertex_index ] . x =
( verts1 [ order [ 2 ] ] . v [ 0 ] * scale1 [ 0 ] + translate1 [ 0 ] ) * ilerp +
( verts2 [ order [ 2 ] ] . v [ 0 ] * scale2 [ 0 ] + translate2 [ 0 ] ) * lerp ;
out [ vertex_index ] . y =
( verts1 [ order [ 2 ] ] . v [ 1 ] * scale1 [ 1 ] + translate1 [ 1 ] ) * ilerp +
( verts2 [ order [ 2 ] ] . v [ 1 ] * scale2 [ 1 ] + translate2 [ 1 ] ) * lerp ;
out [ vertex_index ] . z =
( verts1 [ order [ 2 ] ] . v [ 2 ] * scale1 [ 2 ] + translate1 [ 2 ] ) * ilerp +
( verts2 [ order [ 2 ] ] . v [ 2 ] * scale2 [ 2 ] + translate2 [ 2 ] ) * lerp ;
out [ vertex_index ] . color =
GU_COLOR ( r , g , b , 1.0f ) ;
order + = 3 ;
}
if ( r_showtris . value )
{
sceGuDisable ( GU_TEXTURE_2D ) ;
}
sceGuDrawArray ( r_showtris . value ? GU_LINE_STRIP : prim , GU_TEXTURE_32BITF | GU_VERTEX_32BITF | GU_COLOR_8888 , count , 0 , out ) ;
if ( r_showtris . value )
{
sceGuEnable ( GU_TEXTURE_2D ) ;
}
}
sceGuColor ( 0xffffffff ) ;
}
/*
= = = = = = = = = = = = =
GL_DrawQ2AliasShadow
= = = = = = = = = = = = =
*/
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extern vec3_t lightspot ;
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void GL_DrawQ2AliasShadow ( entity_t * e , md2_t * pheader , int lastpose , int pose , float lerp )
{
float ilerp , height , lheight ;
int * order , count ;
md2trivertx_t * verts1 , * verts2 ;
vec3_t scale1 , translate1 , scale2 , translate2 , point ;
md2frame_t * frame1 , * frame2 ;
// Tomaz - New Shadow Begin
trace_t downtrace ;
vec3_t downmove ;
float s1 , c1 ;
// Tomaz - New Shadow End
lheight = currententity - > origin [ 2 ] - lightspot [ 2 ] ;
height = 0 ;
ilerp = 1.0 - lerp ;
// Tomaz - New Shadow Begin
VectorCopy ( e - > origin , downmove ) ;
downmove [ 2 ] = downmove [ 2 ] - 4096 ;
memset ( & downtrace , 0 , sizeof ( downtrace ) ) ;
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SV_RecursiveHullCheck ( cl . worldmodel - > hulls , 0 , e - > origin , downmove , & downtrace ) ;
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# ifdef PSP_VFPU
s1 = vfpu_sinf ( e - > angles [ 1 ] / 180 * M_PI ) ;
c1 = vfpu_cosf ( e - > angles [ 1 ] / 180 * M_PI ) ;
# else
s1 = sin ( e - > angles [ 1 ] / 180 * M_PI ) ;
c1 = cos ( e - > angles [ 1 ] / 180 * M_PI ) ;
# endif
// Tomaz - New Shadow End
//new version by muff - fixes bug, easier to read, faster (well slightly)
frame1 = ( md2frame_t * ) ( ( int ) pheader + pheader - > ofs_frames + ( pheader - > framesize * lastpose ) ) ;
frame2 = ( md2frame_t * ) ( ( int ) pheader + pheader - > ofs_frames + ( pheader - > framesize * pose ) ) ;
VectorCopy ( frame1 - > scale , scale1 ) ;
VectorCopy ( frame1 - > translate , translate1 ) ;
VectorCopy ( frame2 - > scale , scale2 ) ;
VectorCopy ( frame2 - > translate , translate2 ) ;
verts1 = & frame1 - > verts [ 0 ] ;
verts2 = & frame2 - > verts [ 0 ] ;
order = ( int * ) ( ( int ) pheader + pheader - > ofs_glcmds ) ;
height = - lheight + 1.0 ;
while ( 1 )
{
// get the vertex count and primitive type
count = * order + + ;
if ( ! count )
break ; // done
int prim ;
if ( count < 0 )
{
count = - count ;
prim = GU_TRIANGLE_FAN ;
}
else
{
prim = GU_TRIANGLE_STRIP ;
}
// Allocate the vertices.
struct vertex
{
float x , y , z ;
} ;
vertex * const out = static_cast < vertex * > ( sceGuGetMemory ( sizeof ( vertex ) * count ) ) ;
for ( int vertex_index = 0 ; vertex_index < count ; + + vertex_index )
{
point [ 0 ] =
( verts1 [ order [ 2 ] ] . v [ 0 ] * scale1 [ 0 ] + translate1 [ 0 ] ) * ilerp + ( verts2 [ order [ 2 ] ] . v [ 0 ] * scale2 [ 0 ] + translate2 [ 0 ] ) * lerp ;
point [ 1 ] =
( verts1 [ order [ 2 ] ] . v [ 1 ] * scale1 [ 1 ] + translate1 [ 1 ] ) * ilerp + ( verts2 [ order [ 2 ] ] . v [ 1 ] * scale2 [ 1 ] + translate2 [ 1 ] ) * lerp ;
point [ 2 ] =
( verts1 [ order [ 2 ] ] . v [ 2 ] * scale1 [ 2 ] + translate1 [ 2 ] ) * ilerp + ( verts2 [ order [ 2 ] ] . v [ 2 ] * scale2 [ 2 ] + translate2 [ 2 ] ) * lerp ;
// Tomaz - New shadow Begin
point [ 2 ] = - ( e - > origin [ 2 ] - downtrace . endpos [ 2 ] ) ;
point [ 2 ] + = ( ( point [ 1 ] * ( s1 * downtrace . plane . normal [ 0 ] ) ) -
( point [ 0 ] * ( c1 * downtrace . plane . normal [ 0 ] ) ) -
( point [ 0 ] * ( s1 * downtrace . plane . normal [ 1 ] ) ) -
( point [ 1 ] * ( c1 * downtrace . plane . normal [ 1 ] ) ) ) +
( ( 1.0 - downtrace . plane . normal [ 2 ] ) * 20 ) + 0.2 ;
out [ vertex_index ] . x = point [ 0 ] ;
out [ vertex_index ] . y = point [ 1 ] ;
out [ vertex_index ] . z = point [ 2 ] ;
// Tomaz - New shadow Begin
order + = 3 ;
}
if ( r_showtris . value )
{
sceGuDisable ( GU_TEXTURE_2D ) ;
}
sceGuDrawArray ( r_showtris . value ? GU_LINE_STRIP : prim , GU_VERTEX_32BITF , count , 0 , out ) ;
if ( r_showtris . value )
{
sceGuEnable ( GU_TEXTURE_2D ) ;
}
}
}
/*
= = = = = = = = = = = = = = = = =
R_SetupQ2AliasFrame
= = = = = = = = = = = = = = = = =
*/
void R_SetupQ2AliasFrame ( entity_t * e , md2_t * pheader )
{
int frame ;
float lerp ;
frame = e - > frame ;
sceGumPushMatrix ( ) ;
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R_RotateForEntity ( e , 0 , e - > scale ) ;
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if ( ( frame > = pheader - > num_frames ) | | ( frame < 0 ) )
{
Con_DPrintf ( " R_SetupQ2AliasFrame: no such frame %d \n " , frame ) ;
frame = 0 ;
}
if ( e - > draw_lastmodel = = e - > model )
{
if ( frame ! = e - > draw_pose )
{
e - > draw_lastpose = e - > draw_pose ;
e - > draw_pose = frame ;
e - > draw_lerpstart = cl . time ;
lerp = 0 ;
}
else
lerp = ( cl . time - e - > draw_lerpstart ) * 10.0 ;
}
else // uninitialized
{
e - > draw_lastmodel = e - > model ;
e - > draw_lastpose = e - > draw_pose = frame ;
e - > draw_lerpstart = cl . time ;
lerp = 0 ;
}
if ( lerp > 1 ) lerp = 1 ;
GL_DrawQ2AliasFrame ( e , pheader , e - > draw_lastpose , frame , lerp ) ;
if ( r_shadows . value )
{
trace_t downtrace ;
vec3_t downmove ;
VectorCopy ( e - > origin , downmove ) ;
downmove [ 2 ] = downmove [ 2 ] - 4096 ;
memset ( & downtrace , 0 , sizeof ( downtrace ) ) ;
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SV_RecursiveHullCheck ( cl . worldmodel - > hulls , 0 , e - > origin , downmove , & downtrace ) ;
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sceGuDisable ( GU_TEXTURE_2D ) ;
sceGuEnable ( GU_BLEND ) ;
sceGuDepthMask ( GU_TRUE ) ; // disable zbuffer updates
sceGuColor ( GU_COLOR ( 0 , 0 , 0 , ( 1 - ( ( e - > origin [ 2 ] + e - > model - > mins [ 2 ] - downtrace . endpos [ 2 ] ) / 60 ) ) ) ) ;
//stencil shadows
sceGuEnable ( GU_STENCIL_TEST ) ;
sceGuStencilFunc ( GU_EQUAL , 1 , 2 ) ;
sceGuStencilOp ( GU_KEEP , GU_KEEP , GU_INCR ) ;
GL_DrawQ2AliasShadow ( e , pheader , e - > draw_lastpose , frame , lerp ) ;
sceGuDisable ( GU_STENCIL_TEST ) ;
sceGuDepthMask ( GU_FALSE ) ; // enable zbuffer updates
sceGuEnable ( GU_TEXTURE_2D ) ;
sceGuDisable ( GU_BLEND ) ;
sceGuColor ( 0xffffffff ) ;
}
sceGumPopMatrix ( ) ;
sceGumUpdateMatrix ( ) ;
}
void IgnoreInterpolatioFrame ( entity_t * e , aliashdr_t * paliashdr )
{
if ( strcmp ( e - > old_model , e - > model - > name ) & & e - > model ! = NULL )
{
strcpy ( e - > old_model , e - > model - > name ) ;
// fenix@io.com: model transform interpolation
e - > frame_start_time = 0 ;
e - > translate_start_time = 0 ;
e - > rotate_start_time = 0 ;
e - > pose1 = 0 ;
e - > pose2 = paliashdr - > frames [ e - > frame ] . firstpose ;
}
}
/*
= = = = = = = = = = = = = = = = = = = = =
R_DrawZombieLimb
= = = = = = = = = = = = = = = = = = = = =
*/
//Blubs Z hacks: need this declaration.
model_t * Mod_FindName ( char * name ) ;
void R_DrawZombieLimb ( entity_t * e , int which )
{
//entity_t *e;
model_t * clmodel ;
aliashdr_t * paliashdr ;
entity_t * limb_ent ;
//e = &cl_entities[ent];
//clmodel = e->model;
if ( which = = 1 )
limb_ent = & cl_entities [ e - > z_head ] ;
else if ( which = = 2 )
limb_ent = & cl_entities [ e - > z_larm ] ;
else if ( which = = 3 )
limb_ent = & cl_entities [ e - > z_rarm ] ;
else
return ;
clmodel = limb_ent - > model ;
if ( clmodel = = NULL )
return ;
VectorCopy ( e - > origin , r_entorigin ) ;
VectorSubtract ( r_origin , r_entorigin , modelorg ) ;
// locate the proper data
paliashdr = ( aliashdr_t * ) Mod_Extradata ( clmodel ) ; //e->model
c_alias_polys + = paliashdr - > numtris ;
sceGumPushMatrix ( ) ;
//movement interpolation by blubs
R_InterpolateEntity ( e , 0 ) ;
//blubs disabled
/*if (r_i_model_transform.value)
R_BlendedRotateForEntity ( e , 0 ) ;
else
R_RotateForEntity ( e , 0 ) ; */
const ScePspFVector3 translation =
{
paliashdr - > scale_origin [ 0 ] , paliashdr - > scale_origin [ 1 ] , paliashdr - > scale_origin [ 2 ]
} ;
sceGumTranslate ( & translation ) ;
const ScePspFVector3 scaling =
{
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paliashdr - > scale [ 0 ] * 128.f , paliashdr - > scale [ 1 ] * 128.f , paliashdr - > scale [ 2 ] * 128.f
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} ;
sceGumScale ( & scaling ) ;
sceGumUpdateMatrix ( ) ;
IgnoreInterpolatioFrame ( e , paliashdr ) ;
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// Make sure we never try to do blended frame on models with just single frame
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if ( r_i_model_animation . value & & paliashdr - > numposes > 1 )
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{
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R_SetupAliasBlendedFrame ( e - > frame , paliashdr , e ) ;
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}
else
{
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R_SetupAliasFrame ( e - > frame , paliashdr ) ;
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}
//t3 += Sys_FloatTime();
sceGumPopMatrix ( ) ;
sceGumUpdateMatrix ( ) ;
}
/*
= = = = = = = = = = = = = = = = =
R_DrawTransparentAliasModel
blubs : used for semitransparent fullbright models ( like their sprite counterparts )
= = = = = = = = = = = = = = = = =
*/
void R_DrawTransparentAliasModel ( entity_t * e )
{
model_t * clmodel ;
vec3_t mins , maxs ;
aliashdr_t * paliashdr ;
float an ;
int anim ;
clmodel = e - > model ;
VectorAdd ( e - > origin , clmodel - > mins , mins ) ;
VectorAdd ( e - > origin , clmodel - > maxs , maxs ) ;
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if ( R_CullBox ( mins , maxs ) = = 2 )
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return ;
VectorCopy ( e - > origin , r_entorigin ) ;
VectorSubtract ( r_origin , r_entorigin , modelorg ) ;
//
// get lighting information
// LordHavoc: .lit support begin
//ambientlight = shadelight = R_LightPoint (e->origin); // LordHavoc: original code, removed shadelight and ambientlight
R_LightPoint ( e - > origin ) ; // LordHavoc: lightcolor is all that matters from this
// LordHavoc: .lit support end
lightcolor [ 0 ] = lightcolor [ 1 ] = lightcolor [ 2 ] = 256 ;
shadedots = r_avertexnormal_dots [ ( ( int ) ( e - > angles [ 1 ] * ( SHADEDOT_QUANT / 360.0 ) ) ) & ( SHADEDOT_QUANT - 1 ) ] ;
// LordHavoc: .lit support begin
//shadelight = shadelight / 200.0; // LordHavoc: original code
VectorScale ( lightcolor , 1.0f / 200.0f , lightcolor ) ;
// LordHavoc: .lit support end
an = e - > angles [ 1 ] / 180 * M_PI ;
shadevector [ 0 ] = cosf ( - an ) ;
shadevector [ 1 ] = sinf ( - an ) ;
shadevector [ 2 ] = 1 ;
VectorNormalize ( shadevector ) ;
// locate the proper data//
paliashdr = ( aliashdr_t * ) Mod_Extradata ( e - > model ) ;
c_alias_polys + = paliashdr - > numtris ;
// draw all the triangles//
sceGumPushMatrix ( ) ;
R_InterpolateEntity ( e , 0 ) ;
const ScePspFVector3 translation =
{
paliashdr - > scale_origin [ 0 ] , paliashdr - > scale_origin [ 1 ] , paliashdr - > scale_origin [ 2 ]
} ;
sceGumTranslate ( & translation ) ;
const ScePspFVector3 scaling =
{
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paliashdr - > scale [ 0 ] * 128.f , paliashdr - > scale [ 1 ] * 128.f , paliashdr - > scale [ 2 ] * 128.f
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} ;
sceGumScale ( & scaling ) ;
//for models(pink transparency)
sceGuEnable ( GU_BLEND ) ;
sceGuEnable ( GU_ALPHA_TEST ) ;
sceGuAlphaFunc ( GU_GREATER , 0 , 0xff ) ;
sceGuTexFunc ( GU_TFX_MODULATE , GU_TCC_RGBA ) ;
//st1x:now quake transparency is working
//force_fullbright
//sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
sceGuShadeModel ( GU_SMOOTH ) ;
sceGumUpdateMatrix ( ) ;
IgnoreInterpolatioFrame ( e , paliashdr ) ;
anim = ( int ) ( cl . time * 10 ) & 3 ;
GL_Bind ( paliashdr - > gl_texturenum [ e - > skinnum ] [ anim ] ) ;
//Rendering block
if ( r_i_model_animation . value )
{
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R_SetupAliasBlendedFrame ( e - > frame , paliashdr , e ) ;
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}
else
{
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R_SetupAliasFrame ( e - > frame , paliashdr ) ;
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}
sceGumPopMatrix ( ) ;
sceGumUpdateMatrix ( ) ;
//st1x:now quake transparency is working
sceGuAlphaFunc ( GU_GREATER , 0 , 0xff ) ;
sceGuDisable ( GU_ALPHA_TEST ) ;
sceGuTexFunc ( GU_TFX_REPLACE , GU_TCC_RGBA ) ;
sceGuShadeModel ( GU_FLAT ) ;
// else if(ISGLOW(e))
{
sceGuDepthMask ( GU_FALSE ) ;
//sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
//sceGuDisable (GU_BLEND);
}
sceGuTexFunc ( GU_TFX_REPLACE , GU_TCC_RGBA ) ;
sceGuBlendFunc ( GU_ADD , GU_SRC_ALPHA , GU_ONE_MINUS_SRC_ALPHA , 0 , 0 ) ;
sceGuDisable ( GU_BLEND ) ;
}
/*
= = = = = = = = = = = = = = = = =
R_DrawAliasModel
= = = = = = = = = = = = = = = = =
*/
int doZHack ;
void R_DrawAliasModel ( entity_t * e )
{
char specChar ;
model_t * clmodel ;
vec3_t mins , maxs ;
aliashdr_t * paliashdr ;
float an ;
int anim ;
bool force_fullbright , additive ;
clmodel = e - > model ;
VectorAdd ( e - > origin , clmodel - > mins , mins ) ;
VectorAdd ( e - > origin , clmodel - > maxs , maxs ) ;
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if ( R_CullBox ( mins , maxs ) = = 2 )
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return ;
//=============================================================================================== 97% at this point
if ( ISADDITIVE ( e ) )
{
float deg = e - > renderamt ;
float alpha_val = deg ;
float alpha_val2 = 1 - deg ;
if ( deg < = 0.7 )
sceGuDepthMask ( GU_TRUE ) ;
sceGuEnable ( GU_BLEND ) ;
sceGuBlendFunc ( GU_ADD , GU_FIX , GU_FIX ,
GU_COLOR ( alpha_val , alpha_val , alpha_val , alpha_val ) ,
GU_COLOR ( alpha_val2 , alpha_val2 , alpha_val2 , alpha_val2 ) ) ;
}
else if ( ISGLOW ( e ) )
{
sceGuDepthMask ( GU_TRUE ) ;
sceGuBlendFunc ( GU_ADD , GU_SRC_ALPHA , GU_FIX , 0 , 0xFFFFFFFF ) ;
sceGuTexFunc ( GU_TFX_MODULATE , GU_TCC_RGBA ) ;
}
else if ( ISSOLID ( e ) )
{
sceGuEnable ( GU_ALPHA_TEST ) ;
float c = ( e - > renderamt ) * 255.0f ;
sceGuAlphaFunc ( GU_GREATER , 0x88 , c ) ;
}
force_fullbright = false ;
additive = false ;
VectorCopy ( e - > origin , r_entorigin ) ;
VectorSubtract ( r_origin , r_entorigin , modelorg ) ;
//
// get lighting information
//
// LordHavoc: .lit support begin
//ambientlight = shadelight = R_LightPoint (e->origin); // LordHavoc: original code, removed shadelight and ambientlight
R_LightPoint ( e - > origin ) ; // LordHavoc: lightcolor is all that matters from this
// LordHavoc: .lit support end
//blubswillrule: disabled dynamic lights
/*for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
{
if ( cl_dlights [ lnum ] . die > = cl . time )
{
VectorSubtract ( e - > origin , cl_dlights [ lnum ] . origin , dist ) ;
add = cl_dlights [ lnum ] . radius - Length ( dist ) ;
if ( add > 0 )
{
lightcolor [ 0 ] + = add * cl_dlights [ lnum ] . color [ 0 ] ;
lightcolor [ 1 ] + = add * cl_dlights [ lnum ] . color [ 1 ] ;
lightcolor [ 2 ] + = add * cl_dlights [ lnum ] . color [ 2 ] ;
}
// LordHavoc: .lit support end
}
} */
//Shpuld
if ( r_model_brightness . value )
{
lightcolor [ 0 ] + = 32 ;
lightcolor [ 1 ] + = 32 ;
lightcolor [ 2 ] + = 32 ;
}
for ( int g = 0 ; g < 3 ; g + + )
{
if ( lightcolor [ g ] < 8 )
lightcolor [ g ] = 8 ;
if ( lightcolor [ g ] > 125 )
lightcolor [ g ] = 125 ;
}
specChar = clmodel - > name [ strlen ( clmodel - > name ) - 5 ] ;
if ( specChar = = ' ! ' | | e - > effects & EF_FULLBRIGHT )
{
lightcolor [ 0 ] = lightcolor [ 1 ] = lightcolor [ 2 ] = 256 ;
force_fullbright = true ;
}
if ( specChar = = ' @ ' )
{
alphafunc = true ;
}
if ( specChar = = ' & ' )
{
lightcolor [ 0 ] = lightcolor [ 1 ] = lightcolor [ 2 ] = 256 ;
force_fullbright = true ;
alphafunc = true ;
}
//t3 += Sys_FloatTime();
shadedots = r_avertexnormal_dots [ ( ( int ) ( e - > angles [ 1 ] * ( SHADEDOT_QUANT / 360.0 ) ) ) & ( SHADEDOT_QUANT - 1 ) ] ;
// LordHavoc: .lit support begin
//shadelight = shadelight / 200.0; // LordHavoc: original code
VectorScale ( lightcolor , 1.0f / 200.0f , lightcolor ) ;
// LordHavoc: .lit support end
an = e - > angles [ 1 ] / 180 * M_PI ;
shadevector [ 0 ] = cosf ( - an ) ;
shadevector [ 1 ] = sinf ( - an ) ;
shadevector [ 2 ] = 1 ;
VectorNormalize ( shadevector ) ;
//
// locate the proper data
//
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if ( doZHack & & specChar = = ' % ' )
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{
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if ( clmodel - > name [ 12 ] = = ' c ' )
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paliashdr = ( aliashdr_t * ) Mod_Extradata ( Mod_FindName ( " models/ai/zcfull.mdl " ) ) ;
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else
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paliashdr = ( aliashdr_t * ) Mod_Extradata ( Mod_FindName ( " models/ai/zfull.mdl " ) ) ;
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}
else
paliashdr = ( aliashdr_t * ) Mod_Extradata ( e - > model ) ;
c_alias_polys + = paliashdr - > numtris ;
//
// draw all the triangles
//
sceGumPushMatrix ( ) ;
R_InterpolateEntity ( e , 0 ) ;
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// Special handling of view model to keep FOV from altering look. Pretty good. Not perfect but rather close.
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if ( ( e = = & cl . viewent | | e = = & cl . viewent2 ) & & scr_fov_viewmodel . value ) {
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float scale = 1.0f / tan ( DEG2RAD ( scr_fov . value / 2.0f ) ) * scr_fov_viewmodel . value / 90.0f ;
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if ( e - > scale ! = ENTSCALE_DEFAULT & & e - > scale ! = 0 ) scale * = ENTSCALE_DECODE ( e - > scale ) ;
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const ScePspFVector3 translation = {
paliashdr - > scale_origin [ 0 ] * scale , paliashdr - > scale_origin [ 1 ] , paliashdr - > scale_origin [ 2 ]
} ;
const ScePspFVector3 scaling = {
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paliashdr - > scale [ 0 ] * scale * 128.f , paliashdr - > scale [ 1 ] * 128.f , paliashdr - > scale [ 2 ] * 128.f
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} ;
sceGumTranslate ( & translation ) ;
sceGumScale ( & scaling ) ;
} else {
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float scale = 1.0f ;
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if ( e - > scale ! = ENTSCALE_DEFAULT & & e - > scale ! = 0 ) scale * = ENTSCALE_DECODE ( e - > scale ) ;
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const ScePspFVector3 translation = {
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paliashdr - > scale_origin [ 0 ] * scale , paliashdr - > scale_origin [ 1 ] * scale , paliashdr - > scale_origin [ 2 ] * scale
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} ;
const ScePspFVector3 scaling = {
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paliashdr - > scale [ 0 ] * ( scale * 128.0f ) , paliashdr - > scale [ 1 ] * ( scale * 128.0f ) , paliashdr - > scale [ 2 ] * ( scale * 128.0f )
2023-03-27 20:01:42 +00:00
} ;
sceGumTranslate ( & translation ) ;
sceGumScale ( & scaling ) ;
}
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//============================================================================================================================= 83% at this point
// we can't dynamically colormap textures, so they are cached
// seperately for the players. Heads are just uncolored.
//if (e->colormap != vid.colormap && 0 /* && !gl_nocolors.value*/)
//{
// i = e - cl_entities;
// if (i >= 1 && i<=cl.maxclients /*&& !strcmp (e->model->name, "models/player.mdl")*/)
// {
// GL_Bind(playertextures - 1 + i);
// }
//}
//for models(pink transparency)
if ( alphafunc )
{
sceGuEnable ( GU_ALPHA_TEST ) ;
sceGuAlphaFunc ( GU_GREATER , 0 , 0xff ) ;
sceGuTexFunc ( GU_TFX_MODULATE , GU_TCC_RGBA ) ;
}
//st1x:now quake transparency is working
if ( force_fullbright )
sceGuTexFunc ( GU_TFX_REPLACE , GU_TCC_RGBA ) ;
else
sceGuTexFunc ( GU_TFX_MODULATE , GU_TCC_RGBA ) ;
//for models (blue transparency)
if ( alphafunc2 | | alphafunc )
{
sceGuEnable ( GU_ALPHA_TEST ) ;
sceGuAlphaFunc ( GU_GREATER , 0xaa , 0xff ) ;
sceGuTexFunc ( GU_TFX_MODULATE , GU_TCC_RGBA ) ;
}
sceGuShadeModel ( GU_SMOOTH ) ;
sceGumUpdateMatrix ( ) ;
IgnoreInterpolatioFrame ( e , paliashdr ) ;
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anim = ( int ) ( cl . time * 10 ) & 3 ;
GL_Bind ( paliashdr - > gl_texturenum [ e - > skinnum ] [ anim ] ) ;
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//===================================================================================================== 80% at this point
//Rendering block
if ( r_i_model_animation . value )
{
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R_SetupAliasBlendedFrame ( e - > frame , paliashdr , e ) ;
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}
else
{
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R_SetupAliasFrame ( e - > frame , paliashdr ) ;
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}
sceGumPopMatrix ( ) ;
sceGumUpdateMatrix ( ) ;
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if ( doZHack = = 0 & & specChar = = ' % ' ) //if we're drawing zombie, also draw its limbs in one call
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{
if ( e - > z_head )
R_DrawZombieLimb ( e , 1 ) ;
if ( e - > z_larm )
R_DrawZombieLimb ( e , 2 ) ;
if ( e - > z_rarm )
R_DrawZombieLimb ( e , 3 ) ;
}
//st1x:now quake transparency is working
sceGuAlphaFunc ( GU_GREATER , 0 , 0xff ) ;
sceGuDisable ( GU_ALPHA_TEST ) ;
sceGuTexFunc ( GU_TFX_REPLACE , GU_TCC_RGBA ) ;
sceGuShadeModel ( GU_FLAT ) ;
//Blubswillrule: disabled the next two calls, they look like duplicates
//sceGuShadeModel(GU_FLAT);
//sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
if ( ISADDITIVE ( e ) )
{
float deg = e - > renderamt ;
if ( deg < = 0.7 )
sceGuDepthMask ( GU_FALSE ) ;
//sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
//sceGuDisable (GU_BLEND);
}
else if ( ISSOLID ( e ) )
{
sceGuAlphaFunc ( GU_GREATER , 0 , 0xff ) ;
sceGuDisable ( GU_ALPHA_TEST ) ;
}
else if ( ISGLOW ( e ) )
{
sceGuDepthMask ( GU_FALSE ) ;
//sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
//sceGuDisable (GU_BLEND);
}
sceGuTexFunc ( GU_TFX_REPLACE , GU_TCC_RGBA ) ;
sceGuBlendFunc ( GU_ADD , GU_SRC_ALPHA , GU_ONE_MINUS_SRC_ALPHA , 0 , 0 ) ;
sceGuDisable ( GU_BLEND ) ;
}
void R_DrawMD2Model ( entity_t * e )
{
int i ;
int lnum ;
vec3_t dist ;
float add ;
model_t * clmodel ;
vec3_t mins , maxs ;
float an ;
bool force_fullbright , additive ;
md2_t * pheader ; // LH / muff
if ( ISADDITIVE ( e ) )
{
float deg = e - > renderamt ;
float alpha_val = deg ;
float alpha_val2 = 1 - deg ;
if ( deg < = 0.7 )
sceGuDepthMask ( GU_TRUE ) ;
sceGuEnable ( GU_BLEND ) ;
sceGuBlendFunc ( GU_ADD , GU_FIX , GU_FIX ,
GU_COLOR ( alpha_val , alpha_val , alpha_val , alpha_val ) ,
GU_COLOR ( alpha_val2 , alpha_val2 , alpha_val2 , alpha_val2 ) ) ;
}
else if ( ISGLOW ( e ) )
{
sceGuDepthMask ( GU_TRUE ) ;
sceGuBlendFunc ( GU_ADD , GU_SRC_ALPHA , GU_FIX , 0 , 0xFFFFFFFF ) ;
sceGuTexFunc ( GU_TFX_MODULATE , GU_TCC_RGBA ) ;
}
else if ( ISSOLID ( e ) )
{
sceGuEnable ( GU_ALPHA_TEST ) ;
float c = ( e - > renderamt ) * 255.0f ;
sceGuAlphaFunc ( GU_GREATER , 0x88 , c ) ;
}
force_fullbright = false ;
additive = false ;
clmodel = e - > model ;
VectorAdd ( e - > origin , clmodel - > mins , mins ) ;
VectorAdd ( e - > origin , clmodel - > maxs , maxs ) ;
//if (e->angles[0] || e->angles[1] || e->angles[2])
//{
// if (R_CullSphere(e->origin, clmodel->radius))
// return;
//}
//else
//{
2022-05-22 14:48:29 +00:00
if ( R_CullBox ( mins , maxs ) = = 2 )
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return ;
//}
VectorCopy ( e - > origin , r_entorigin ) ;
VectorSubtract ( r_origin , r_entorigin , modelorg ) ;
//
// get lighting information
//
// LordHavoc: .lit support begin
//ambientlight = shadelight = R_LightPoint (e->origin); // LordHavoc: original code, removed shadelight and ambientlight
R_LightPoint ( e - > origin ) ; // LordHavoc: lightcolor is all that matters from this
// LordHavoc: .lit support end
// always give the gun some light
// LordHavoc: .lit support begin
//if (e == &cl.viewent && ambientlight < 24) // LordHavoc: original code
// ambientlight = shadelight = 24; // LordHavoc: original code
/*
if ( e = = & cl . viewent )
{
if ( lightcolor [ 0 ] < 24 )
lightcolor [ 0 ] = 24 ;
if ( lightcolor [ 1 ] < 24 )
lightcolor [ 1 ] = 24 ;
if ( lightcolor [ 2 ] < 24 )
lightcolor [ 2 ] = 24 ;
}
*/
// LordHavoc: .lit support end
for ( lnum = 0 ; lnum < MAX_DLIGHTS ; lnum + + )
{
if ( cl_dlights [ lnum ] . die > = cl . time )
{
VectorSubtract ( e - > origin ,
cl_dlights [ lnum ] . origin ,
dist ) ;
add = cl_dlights [ lnum ] . radius - Length ( dist ) ;
// LordHavoc: .lit support begin
/* LordHavoc: original code
if ( add > 0 ) {
ambientlight + = add ;
//ZOID models should be affected by dlights as well
shadelight + = add ;
}
*/
if ( add > 0 )
{
lightcolor [ 0 ] + = add * cl_dlights [ lnum ] . color [ 0 ] ;
lightcolor [ 1 ] + = add * cl_dlights [ lnum ] . color [ 1 ] ;
lightcolor [ 2 ] + = add * cl_dlights [ lnum ] . color [ 2 ] ;
}
// LordHavoc: .lit support end
}
}
// clamp lighting so it doesn't overbright as much
/*
if ( shadelight > 65 )
shadelight = 65 ;
if ( ambientlight > 196 )
{
ambientlight = 196 ;
force_fullbright = true ;
}
else
force_fullbright = false ;
*/
// ZOID: never allow players to go totally black
// i = e - cl_entities;
// if (i >= 1 && i<=cl.maxclients /*&& !strcmp (e->model->name, "models/player.mdl") */)
// LordHavoc: .lit support begin
// if (ambientlight < 8) // LordHavoc: original code
// ambientlight = shadelight = 8; // LordHavoc: original code
//Shpuld
if ( r_model_brightness . value )
{
lightcolor [ 0 ] + = 32 ;
lightcolor [ 1 ] + = 32 ;
lightcolor [ 2 ] + = 32 ;
}
for ( int g = 0 ; g < 3 ; g + + )
{
if ( lightcolor [ g ] < 8 )
lightcolor [ g ] = 8 ;
if ( lightcolor [ g ] > 125 )
lightcolor [ g ] = 125 ;
}
// HACK HACK HACK -- no fullbright colors, so make torches and projectiles full light
if ( ! strcmp ( clmodel - > name , " progs/flame2.mdl " ) | |
! strcmp ( clmodel - > name , " progs/flame.mdl " ) | |
! strcmp ( clmodel - > name , " progs/lavaball.mdl " ) | |
! strcmp ( clmodel - > name , " progs/bolt.mdl " ) | |
2022-04-05 21:56:21 +00:00
! strcmp ( clmodel - > name , " models/misc/bolt2.mdl " ) | |
2022-02-08 21:49:56 +00:00
! strcmp ( clmodel - > name , " progs/bolt3.mdl " ) | |
! strcmp ( clmodel - > name , " progs/eyes.mdl " ) | |
! strcmp ( clmodel - > name , " progs/k_spike.mdl " ) | |
! strcmp ( clmodel - > name , " progs/s_spike.mdl " ) | |
! strcmp ( clmodel - > name , " progs/spike.mdl " ) | |
! strcmp ( clmodel - > name , " progs/Misc/chalk.mdl " ) | |
! strcmp ( clmodel - > name , " progs/Misc/x2.mdl " ) | |
! strcmp ( clmodel - > name , " progs/Misc/nuke.mdl " ) | |
! strcmp ( clmodel - > name , " progs/Misc/instakill.mdl " ) | |
! strcmp ( clmodel - > name , " progs/Misc/perkbottle.mdl " ) | |
! strcmp ( clmodel - > name , " progs/Misc/carpenter.mdl " ) | |
! strcmp ( clmodel - > name , " progs/Misc/maxammo.mdl " ) | |
! strcmp ( clmodel - > name , " progs/Misc/lamp_ndu.mdl " ) | |
! strcmp ( clmodel - > name , " progs/laser.mdl " ) )
{
lightcolor [ 0 ] = lightcolor [ 1 ] = lightcolor [ 2 ] = 256 ;
force_fullbright = true ;
}
if ( e - > effects & EF_FULLBRIGHT )
{
lightcolor [ 0 ] = lightcolor [ 1 ] = lightcolor [ 2 ] = 256 ;
force_fullbright = true ;
}
if ( ! strcmp ( clmodel - > name , " progs/v_rpg.mdl " ) | |
! strcmp ( clmodel - > name , " progs/stalker.mdl " ) | |
! strcmp ( clmodel - > name , " progs/VModels/scope.mdl " ) )
{
alphafunc = true ;
}
shadedots = r_avertexnormal_dots [ ( ( int ) ( e - > angles [ 1 ] * ( SHADEDOT_QUANT / 360.0 ) ) ) & ( SHADEDOT_QUANT - 1 ) ] ;
// LordHavoc: .lit support begin
//shadelight = shadelight / 200.0; // LordHavoc: original code
VectorScale ( lightcolor , 1.0f / 200.0f , lightcolor ) ;
// LordHavoc: .lit support end
an = e - > angles [ 1 ] / 180 * M_PI ;
shadevector [ 0 ] = cosf ( - an ) ;
shadevector [ 1 ] = sinf ( - an ) ;
shadevector [ 2 ] = 1 ;
VectorNormalize ( shadevector ) ;
//
// locate the proper data
//
pheader = ( md2_t * ) Mod_Extradata ( e - > model ) ;
c_alias_polys + = pheader - > num_tris ;
//
// draw all the triangles
//
GL_Bind ( pheader - > gl_texturenum [ e - > skinnum ] ) ;
// we can't dynamically colormap textures, so they are cached
// seperately for the players. Heads are just uncolored.
if ( e - > colormap ! = vid . colormap & & 0 /* && !gl_nocolors.value*/ )
{
i = e - cl_entities ;
if ( i > = 1 & & i < = cl . maxclients /*&& !strcmp (e->model->name, "models/player.mdl")*/ )
{
GL_Bind ( playertextures - 1 + i ) ;
}
}
//for models(pink transparency)
if ( alphafunc )
{
sceGuEnable ( GU_ALPHA_TEST ) ;
sceGuAlphaFunc ( GU_GREATER , 0 , 0xff ) ;
sceGuTexFunc ( GU_TFX_MODULATE , GU_TCC_RGBA ) ;
}
//st1x:now quake transparency is working
if ( force_fullbright )
sceGuTexFunc ( GU_TFX_REPLACE , GU_TCC_RGBA ) ;
else
sceGuTexFunc ( GU_TFX_MODULATE , GU_TCC_RGBA ) ;
//for models (blue transparency)
if ( alphafunc2 )
{
sceGuEnable ( GU_ALPHA_TEST ) ;
sceGuAlphaFunc ( GU_GREATER , 0xaa , 0xff ) ;
sceGuTexFunc ( GU_TFX_MODULATE , GU_TCC_RGBA ) ;
}
sceGuShadeModel ( GU_SMOOTH ) ;
R_SetupQ2AliasFrame ( e , pheader ) ;
//st1x:now quake transparency is working
sceGuAlphaFunc ( GU_GREATER , 0 , 0xff ) ;
sceGuDisable ( GU_ALPHA_TEST ) ;
sceGuTexFunc ( GU_TFX_REPLACE , GU_TCC_RGBA ) ;
sceGuShadeModel ( GU_FLAT ) ;
if ( ISADDITIVE ( e ) )
{
float deg = e - > renderamt ;
if ( deg < = 0.7 )
sceGuDepthMask ( GU_FALSE ) ;
//sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
//sceGuDisable (GU_BLEND);
}
else if ( ISSOLID ( e ) )
{
sceGuAlphaFunc ( GU_GREATER , 0 , 0xff ) ;
sceGuDisable ( GU_ALPHA_TEST ) ;
}
else if ( ISGLOW ( e ) )
{
sceGuDepthMask ( GU_FALSE ) ;
//sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
//sceGuDisable (GU_BLEND);
}
sceGuTexFunc ( GU_TFX_REPLACE , GU_TCC_RGBA ) ;
sceGuBlendFunc ( GU_ADD , GU_SRC_ALPHA , GU_ONE_MINUS_SRC_ALPHA , 0 , 0 ) ;
sceGuDisable ( GU_BLEND ) ;
}
//==================================================================================
//=================================Q3 Models========================================
//==================================================================================
int bodyframe = 0 , legsframe = 0 ;
animtype_t bodyanim , legsanim ;
//ScePspFMatrix4 matrix;
void R_ReplaceQ3Frame ( int frame )
{
animdata_t * currbodyanim , * currlegsanim ;
static animtype_t oldbodyanim , oldlegsanim ;
static float bodyanimtime , legsanimtime ;
static qboolean deathanim = qfalse ;
if ( deathanim )
{
bodyanim = oldbodyanim ;
legsanim = oldlegsanim ;
}
if ( frame < 41 | | frame > 102 )
deathanim = qfalse ;
if ( frame > = 0 & & frame < = 5 ) // axrun
{
bodyanim = torso_stand2 ;
legsanim = legs_run ;
}
else if ( frame > = 6 & & frame < = 11 ) // rockrun
{
bodyanim = torso_stand ;
legsanim = legs_run ;
}
else if ( ( frame > = 12 & & frame < = 16 ) | | ( frame > = 35 & & frame < = 40 ) ) // stand, pain
{
bodyanim = torso_stand ;
legsanim = legs_idle ;
}
else if ( ( frame > = 17 & & frame < = 28 ) | | ( frame > = 29 & & frame < = 34 ) ) // axstand, axpain
{
bodyanim = torso_stand2 ;
legsanim = legs_idle ;
}
else if ( frame > = 41 & & frame < = 102 & & ! deathanim ) // axdeath, deatha, b, c, d, e
{
bodyanim = legsanim = both_death1 ;
deathanim = qtrue ;
}
else if ( frame > 103 & & frame < = 118 ) // gun attacks
{
bodyanim = torso_attack ;
}
else if ( frame > = 119 ) // axe attacks
{
bodyanim = torso_attack2 ;
}
currbodyanim = & anims [ bodyanim ] ;
currlegsanim = & anims [ legsanim ] ;
if ( bodyanim = = oldbodyanim )
{
if ( cl . time > = bodyanimtime + currbodyanim - > interval )
{
if ( currbodyanim - > loop_frames & & bodyframe + 1 > = currbodyanim - > offset + currbodyanim - > loop_frames )
bodyframe = currbodyanim - > offset ;
else if ( bodyframe + 1 < currbodyanim - > offset + currbodyanim - > num_frames )
bodyframe + + ;
bodyanimtime = cl . time ;
}
}
else
{
bodyframe = currbodyanim - > offset ;
bodyanimtime = cl . time ;
}
if ( legsanim = = oldlegsanim )
{
if ( cl . time > = legsanimtime + currlegsanim - > interval )
{
if ( currlegsanim - > loop_frames & & legsframe + 1 > = currlegsanim - > offset + currlegsanim - > loop_frames )
legsframe = currlegsanim - > offset ;
else if ( legsframe + 1 < currlegsanim - > offset + currlegsanim - > num_frames )
legsframe + + ;
legsanimtime = cl . time ;
}
}
else
{
legsframe = currlegsanim - > offset ;
legsanimtime = cl . time ;
}
oldbodyanim = bodyanim ;
oldlegsanim = legsanim ;
}
int multimodel_level ;
bool surface_transparent ;
/*
= = = = = = = = = = = = = = = = =
R_DrawQ3Frame
= = = = = = = = = = = = = = = = =
*/
void R_DrawQ3Frame ( int frame , md3header_t * pmd3hdr , md3surface_t * pmd3surf , entity_t * ent , int distance )
{
int i , j , numtris , pose , pose1 , pose2 ;
float l , lerpfrac ;
vec3_t lightvec , interpolated_verts ;
unsigned int * tris ;
md3tc_t * tc ;
md3vert_mem_t * verts , * v1 , * v2 ;
model_t * clmodel = ent - > model ;
if ( ( frame > = pmd3hdr - > numframes ) | | ( frame < 0 ) )
{
Con_DPrintf ( " R_DrawQ3Frame: no such frame %d \n " , frame ) ;
frame = 0 ;
}
if ( ent - > pose1 > = pmd3hdr - > numframes )
ent - > pose1 = 0 ;
pose = frame ;
if ( ! strcmp ( clmodel - > name , " models/player/lower.md3 " ) )
ent - > frame_interval = anims [ legsanim ] . interval ;
else if ( ! strcmp ( clmodel - > name , " models/player/upper.md3 " ) )
ent - > frame_interval = anims [ bodyanim ] . interval ;
else
ent - > frame_interval = 0.1 ;
if ( ent - > pose2 ! = pose )
{
ent - > frame_start_time = cl . time ;
ent - > pose1 = ent - > pose2 ;
ent - > pose2 = pose ;
ent - > framelerp = 0 ;
}
else
{
ent - > framelerp = ( cl . time - ent - > frame_start_time ) / ent - > frame_interval ;
}
// weird things start happening if blend passes 1
if ( cl . paused | | ent - > framelerp > 1 )
ent - > framelerp = 1 ;
verts = ( md3vert_mem_t * ) ( ( byte * ) pmd3hdr + pmd3surf - > ofsverts ) ;
tc = ( md3tc_t * ) ( ( byte * ) pmd3surf + pmd3surf - > ofstc ) ;
tris = ( unsigned int * ) ( ( byte * ) pmd3surf + pmd3surf - > ofstris ) ;
numtris = pmd3surf - > numtris * 3 ;
pose1 = ent - > pose1 * pmd3surf - > numverts ;
pose2 = ent - > pose2 * pmd3surf - > numverts ;
if ( surface_transparent )
{
sceGuEnable ( GU_BLEND ) ;
//sceGuBlendFunc (GL_ONE, GL_ONE);
sceGuDepthMask ( GU_TRUE ) ;
sceGuDisable ( GU_CULL_FACE ) ;
}
else
if ( ISADDITIVE ( ent ) )
sceGuEnable ( GU_BLEND ) ;
// Allocate the vertices.
struct vertex
{
float u , v ;
unsigned int color ;
float x , y , z ;
} ;
vertex * const out = static_cast < vertex * > ( sceGuGetMemory ( sizeof ( vertex ) * numtris ) ) ;
for ( i = 0 ; i < numtris ; i + + )
{
float s , t ;
v1 = verts + * tris + pose1 ;
v2 = verts + * tris + pose2 ;
s = tc [ * tris ] . s , t = tc [ * tris ] . t ;
out [ i ] . u = s ;
out [ i ] . v = t ;
lerpfrac = VectorL2Compare ( v1 - > vec , v2 - > vec , distance ) ? ent - > framelerp : 1 ;
l = FloatInterpolate ( shadedots [ v1 - > oldnormal > > 8 ] , lerpfrac , shadedots [ v2 - > oldnormal > > 8 ] ) ;
l = l / 256 ;
l = fmin ( l , 1 ) ;
VectorInterpolate ( v1 - > vec , lerpfrac , v2 - > vec , interpolated_verts ) ;
out [ i ] . x = interpolated_verts [ 0 ] ;
out [ i ] . y = interpolated_verts [ 1 ] ;
out [ i ] . z = interpolated_verts [ 2 ] ;
for ( j = 0 ; j < 3 ; j + + )
lightvec [ j ] = lightcolor [ j ] / 1.0f + l ;
out [ i ] . color = GU_COLOR ( lightvec [ 0 ] , lightvec [ 1 ] , lightvec [ 2 ] , 1.0f ) ;
* tris + + ;
}
if ( r_showtris . value )
{
sceGuDisable ( GU_TEXTURE_2D ) ;
}
sceGuDrawArray ( r_showtris . value ? GU_LINE_STRIP : GU_TRIANGLES , GU_TEXTURE_32BITF | GU_VERTEX_32BITF | GU_COLOR_8888 , numtris , 0 , out ) ;
if ( r_showtris . value )
{
sceGuEnable ( GU_TEXTURE_2D ) ;
}
if ( surface_transparent )
{
sceGuDisable ( GU_BLEND ) ;
sceGuBlendFunc ( GU_ADD , GU_SRC_ALPHA , GU_ONE_MINUS_SRC_ALPHA , 0 , 0 ) ;
sceGuDepthMask ( GU_FALSE ) ;
sceGuEnable ( GU_CULL_FACE ) ;
}
else
if ( ISADDITIVE ( ent ) )
sceGuDisable ( GU_BLEND ) ;
}
/*
= = = = = = = = = = = = = = = = =
R_DrawQ3Shadow
= = = = = = = = = = = = = = = = =
*/
void R_DrawQ3Shadow ( entity_t * ent , float lheight , float s1 , float c1 , trace_t downtrace )
{
int i , j , numtris , pose1 , pose2 ;
vec3_t point1 , point2 , interpolated ;
md3header_t * pmd3hdr ;
md3surface_t * pmd3surf ;
unsigned int * tris ;
md3vert_mem_t * verts ;
model_t * clmodel = ent - > model ;
#if 0
float m [ 16 ] ;
md3tag_t * tag ;
tagentity_t * tagent ;
# endif
pmd3hdr = ( md3header_t * ) Mod_Extradata ( clmodel ) ;
pmd3surf = ( md3surface_t * ) ( ( byte * ) pmd3hdr + pmd3hdr - > ofssurfs ) ;
for ( i = 0 ; i < pmd3hdr - > numsurfs ; i + + )
{
verts = ( md3vert_mem_t * ) ( ( byte * ) pmd3hdr + pmd3surf - > ofsverts ) ;
tris = ( unsigned int * ) ( ( byte * ) pmd3surf + pmd3surf - > ofstris ) ;
numtris = pmd3surf - > numtris * 3 ;
pose1 = ent - > pose1 * pmd3surf - > numverts ;
pose2 = ent - > pose2 * pmd3surf - > numverts ;
// Allocate the vertices.
struct vertex
{
float x , y , z ;
} ;
vertex * const out = static_cast < vertex * > ( sceGuGetMemory ( sizeof ( vertex ) * numtris ) ) ;
for ( j = 0 ; j < numtris ; j + + )
{
// normals and vertexes come from the frame list
VectorCopy ( verts [ * tris + pose1 ] . vec , point1 ) ;
point1 [ 0 ] - = shadevector [ 0 ] * ( point1 [ 2 ] + lheight ) ;
point1 [ 1 ] - = shadevector [ 1 ] * ( point1 [ 2 ] + lheight ) ;
VectorCopy ( verts [ * tris + pose2 ] . vec , point2 ) ;
point2 [ 0 ] - = shadevector [ 0 ] * ( point2 [ 2 ] + lheight ) ;
point2 [ 1 ] - = shadevector [ 1 ] * ( point2 [ 2 ] + lheight ) ;
VectorInterpolate ( point1 , ent - > framelerp , point2 , interpolated ) ;
interpolated [ 2 ] = - ( ent - > origin [ 2 ] - downtrace . endpos [ 2 ] ) ;
interpolated [ 2 ] + = ( ( interpolated [ 1 ] * ( s1 * downtrace . plane . normal [ 0 ] ) ) -
( interpolated [ 0 ] * ( c1 * downtrace . plane . normal [ 0 ] ) ) -
( interpolated [ 0 ] * ( s1 * downtrace . plane . normal [ 1 ] ) ) -
( interpolated [ 1 ] * ( c1 * downtrace . plane . normal [ 1 ] ) ) ) +
( ( 1 - downtrace . plane . normal [ 2 ] ) * 20 ) + 0.2 ;
out [ j ] . x = interpolated [ 0 ] ;
out [ j ] . y = interpolated [ 1 ] ;
out [ j ] . z = interpolated [ 2 ] ;
* tris + + ;
}
if ( r_showtris . value )
{
sceGuDisable ( GU_TEXTURE_2D ) ;
}
sceGuDrawArray ( r_showtris . value ? GU_LINE_STRIP : GU_TRIANGLES , GU_VERTEX_32BITF , numtris , 0 , out ) ;
if ( r_showtris . value )
{
sceGuEnable ( GU_TEXTURE_2D ) ;
}
pmd3surf = ( md3surface_t * ) ( ( byte * ) pmd3surf + pmd3surf - > ofsend ) ;
}
if ( ! pmd3hdr - > numtags ) // single model, done
return ;
// no multimodel shadow support yet
#if 0
tag = ( md3tag_t * ) ( ( byte * ) pmd3hdr + pmd3hdr - > ofstags ) ;
tag + = ent - > pose2 * pmd3hdr - > numtags ;
for ( i = 0 ; i < pmd3hdr - > numtags ; i + + , tag + + )
{
if ( multimodel_level = = 0 & & ! strcmp ( tag - > name , " tag_torso " ) )
{
tagent = & q3player_body ;
ent = & q3player_body . ent ;
multimodel_level + + ;
}
else if ( multimodel_level = = 1 & & ! strcmp ( tag - > name , " tag_head " ) )
{
tagent = & q3player_head ;
ent = & q3player_head . ent ;
multimodel_level + + ;
}
else
{
continue ;
}
glPushMatrix ( ) ;
R_RotateForTagEntity ( tagent , tag , m ) ;
glMultMatrixf ( m ) ;
R_DrawQ3Shadow ( ent , lheight , s1 , c1 , downtrace ) ;
glPopMatrix ( ) ;
}
# endif
}
/*
= = = = = = = = = = = = = = = = =
R_SetupQ3Frame
= = = = = = = = = = = = = = = = =
*/
void R_SetupQ3Frame ( entity_t * ent )
{
int i , j , frame , shadernum , texture ;
float m [ 16 ] ;
md3header_t * pmd3hdr ;
md3surface_t * pmd3surf ;
md3tag_t * tag ;
model_t * clmodel = ent - > model ;
tagentity_t * tagent ;
if ( ! strcmp ( clmodel - > name , " models/player/lower.md3 " ) )
frame = legsframe ;
else if ( ! strcmp ( clmodel - > name , " models/player/upper.md3 " ) )
frame = bodyframe ;
else
frame = ent - > frame ;
// locate the proper data
pmd3hdr = ( md3header_t * ) Mod_Extradata ( clmodel ) ;
// draw all the triangles
// draw non-transparent surfaces first, then the transparent ones
for ( i = 0 ; i < 2 ; i + + )
{
pmd3surf = ( md3surface_t * ) ( ( byte * ) pmd3hdr + pmd3hdr - > ofssurfs ) ;
for ( j = 0 ; j < pmd3hdr - > numsurfs ; j + + )
{
md3shader_mem_t * shader ;
surface_transparent = ( strstr ( pmd3surf - > name , " energy " ) | |
strstr ( pmd3surf - > name , " f_ " ) | |
strstr ( pmd3surf - > name , " flare " ) | |
strstr ( pmd3surf - > name , " flash " ) | |
strstr ( pmd3surf - > name , " Sphere " ) | |
strstr ( pmd3surf - > name , " telep " ) ) ;
if ( ( ! i & & surface_transparent ) | | ( i & & ! surface_transparent ) )
{
pmd3surf = ( md3surface_t * ) ( ( byte * ) pmd3surf + pmd3surf - > ofsend ) ;
continue ;
}
c_md3_polys + = pmd3surf - > numtris ;
shadernum = ent - > skinnum ;
if ( ( shadernum > = pmd3surf - > numshaders ) | | ( shadernum < 0 ) )
{
Con_DPrintf ( " R_SetupQ3Frame: no such skin # %d \n " , shadernum ) ;
shadernum = 0 ;
}
shader = ( md3shader_mem_t * ) ( ( byte * ) pmd3hdr + pmd3surf - > ofsshaders ) ;
texture = shader [ shadernum ] . gl_texnum ;
//glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
GL_Bind ( texture ) ;
R_DrawQ3Frame ( frame , pmd3hdr , pmd3surf , ent , INTERP_MAXDIST ) ;
pmd3surf = ( md3surface_t * ) ( ( byte * ) pmd3surf + pmd3surf - > ofsend ) ;
}
}
if ( ! pmd3hdr - > numtags ) // single model, done
return ;
tag = ( md3tag_t * ) ( ( byte * ) pmd3hdr + pmd3hdr - > ofstags ) ;
tag + = frame * pmd3hdr - > numtags ;
for ( i = 0 ; i < pmd3hdr - > numtags ; i + + , tag + + )
{
if ( multimodel_level = = 0 & & ! strcmp ( tag - > name , " tag_torso " ) )
{
tagent = & q3player_body ;
ent = & q3player_body . ent ;
multimodel_level + + ;
}
else if ( multimodel_level = = 1 & & ! strcmp ( tag - > name , " tag_head " ) )
{
tagent = & q3player_head ;
ent = & q3player_head . ent ;
multimodel_level + + ;
}
else
{
continue ;
}
sceGumPushMatrix ( ) ;
R_RotateForTagEntity ( tagent , tag , m ) ;
ConvertMatrix ( ( float * ) & md3mult , m ) ;
sceGumMultMatrix ( & md3mult ) ;
sceGumUpdateMatrix ( ) ;
R_SetupQ3Frame ( ent ) ;
sceGumPopMatrix ( ) ;
}
}
extern cvar_t scr_fov ;
/*
= = = = = = = = = = = = = = = = =
R_DrawQ3Model
= = = = = = = = = = = = = = = = =
*/
void R_DrawQ3Model ( entity_t * ent )
{
vec3_t mins , maxs , md3_scale_origin = { 0 , 0 , 0 } ;
model_t * clmodel = ent - > model ;
float scale ;
int lnum ;
vec3_t dist ;
float add , an ;
VectorAdd ( ent - > origin , clmodel - > mins , mins ) ;
VectorAdd ( ent - > origin , clmodel - > maxs , maxs ) ;
if ( ISADDITIVE ( ent ) )
{
float deg = ent - > renderamt ;
float alpha_val = deg ;
float alpha_val2 = 1 - deg ;
if ( deg < = 0.7 )
sceGuDepthMask ( GU_TRUE ) ;
sceGuEnable ( GU_BLEND ) ;
sceGuBlendFunc ( GU_ADD , GU_FIX , GU_FIX ,
GU_COLOR ( alpha_val , alpha_val , alpha_val , alpha_val ) ,
GU_COLOR ( alpha_val2 , alpha_val2 , alpha_val2 , alpha_val2 ) ) ;
}
else if ( ISGLOW ( ent ) )
{
sceGuDepthMask ( GU_TRUE ) ;
sceGuBlendFunc ( GU_ADD , GU_SRC_ALPHA , GU_FIX , 0 , 0xFFFFFFFF ) ;
sceGuTexFunc ( GU_TFX_MODULATE , GU_TCC_RGB ) ;
}
else if ( ISSOLID ( ent ) )
{
sceGuEnable ( GU_ALPHA_TEST ) ;
float c = ( ent - > renderamt ) * 255.0f ;
sceGuAlphaFunc ( GU_GREATER , 0x88 , c ) ;
}
if ( ent - > angles [ 0 ] | | ent - > angles [ 1 ] | | ent - > angles [ 2 ] )
{
if ( R_CullSphere ( ent - > origin , clmodel - > radius ) )
return ;
}
else
{
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if ( R_CullBox ( mins , maxs ) = = 2 )
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return ;
}
//==========================================================================
VectorCopy ( ent - > origin , r_entorigin ) ;
VectorSubtract ( r_origin , r_entorigin , modelorg ) ;
//
// get lighting information
//
R_LightPoint ( currententity - > origin ) ; // LordHavoc: lightcolor is all that matters from this
for ( lnum = 0 ; lnum < MAX_DLIGHTS ; lnum + + )
{
if ( cl_dlights [ lnum ] . die > = cl . time )
{
VectorSubtract ( currententity - > origin ,
cl_dlights [ lnum ] . origin ,
dist ) ;
add = cl_dlights [ lnum ] . radius - Length ( dist ) ;
if ( add > 0 )
{
lightcolor [ 0 ] + = add * cl_dlights [ lnum ] . color [ 0 ] ;
lightcolor [ 1 ] + = add * cl_dlights [ lnum ] . color [ 1 ] ;
lightcolor [ 2 ] + = add * cl_dlights [ lnum ] . color [ 2 ] ;
}
}
}
// clamp lighting so it doesn't overbright as much
//ColorClamp(lightcolor[0], lightcolor[1], lightcolor[2], 0, 125, 8);
for ( int g = 0 ; g < 3 ; g + + )
{
if ( lightcolor [ g ] < 8 )
lightcolor [ g ] = 8 ;
if ( lightcolor [ g ] > 125 )
lightcolor [ g ] = 125 ;
}
shadedots = r_avertexnormal_dots [ ( ( int ) ( ent - > angles [ 1 ] * ( SHADEDOT_QUANT / 360.0 ) ) ) & ( SHADEDOT_QUANT - 1 ) ] ;
VectorScale ( lightcolor , 1.0f / 200.0f , lightcolor ) ;
an = ent - > angles [ 1 ] / 180 * M_PI ;
shadevector [ 0 ] = cosf ( - an ) ;
shadevector [ 1 ] = sinf ( - an ) ;
shadevector [ 2 ] = 1 ;
VectorNormalize ( shadevector ) ;
//==========================================================================
sceGumPushMatrix ( ) ;
if ( ent = = & cl . viewent )
R_RotateForViewEntity ( ent ) ;
else
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R_RotateForEntity ( ent , 0 , ent - > scale ) ;
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if ( ( ent = = & cl . viewent ) & & ( scr_fov . value ! = 0 ) )
{
if ( scr_fov . value < = 90 )
scale = 1.0f ;
else
# ifdef PSP_VFPU
scale = 1.0f / vfpu_tanf ( DEG2RAD ( scr_fov . value / 2 ) ) ;
# else
scale = 1.0f / tan ( DEG2RAD ( scr_fov . value / 2 ) ) ;
# endif
const ScePspFVector3 translation =
{
md3_scale_origin [ 0 ] * scale , md3_scale_origin [ 1 ] , md3_scale_origin [ 2 ]
} ;
sceGumTranslate ( & translation ) ;
const ScePspFVector3 GUscale =
{
scale , 1 , 1
} ;
sceGumScale ( & GUscale ) ;
}
else
{
const ScePspFVector3 translation =
{
md3_scale_origin [ 0 ] , md3_scale_origin [ 1 ] , md3_scale_origin [ 2 ]
} ;
sceGumTranslate ( & translation ) ;
}
sceGuShadeModel ( GU_SMOOTH ) ;
sceGumUpdateMatrix ( ) ;
sceGuTexFunc ( GU_TFX_MODULATE , GU_TCC_RGBA ) ;
//==========================================================================
if ( ( ! strcmp ( ent - > model - > name , " models/player/lower.md3 " ) ) | | ( ! strcmp ( ent - > model - > name , " models/player/upper.md3 " ) ) )
{
//q3player_body.ent.renderamt = q3player_head.ent.renderamt = cl_entities[cl.viewentity].renderamt;
R_ReplaceQ3Frame ( ent - > frame ) ;
ent - > noshadow = qtrue ;
}
multimodel_level = 0 ;
R_SetupQ3Frame ( ent ) ;
sceGuShadeModel ( GU_FLAT ) ;
sceGuTexFunc ( GU_TFX_REPLACE , GU_TCC_RGBA ) ;
sceGumPopMatrix ( ) ;
sceGumUpdateMatrix ( ) ;
if ( r_shadows . value & & ! ent - > noshadow )
{
int farclip ;
float theta , lheight , s1 , c1 ;
vec3_t downmove ;
trace_t downtrace ;
static float shadescale = 0 ;
farclip = fmax ( ( int ) r_farclip . value , 4096 ) ;
if ( ! shadescale )
shadescale = 1 / sqrt ( 2 ) ;
theta = - ent - > angles [ 1 ] / 180 * M_PI ;
# ifdef PSP_VFPU
VectorSet ( shadevector , cos ( theta ) * shadescale , vfpu_sinf ( theta ) * shadescale , shadescale ) ;
# else
VectorSet ( shadevector , cos ( theta ) * shadescale , sin ( theta ) * shadescale , shadescale ) ;
# endif
sceGumPushMatrix ( ) ;
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R_RotateForEntity ( ent , 0 , ent - > scale ) ;
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VectorCopy ( ent - > origin , downmove ) ;
downmove [ 2 ] - = farclip ;
memset ( & downtrace , 0 , sizeof ( downtrace ) ) ;
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SV_RecursiveHullCheck ( cl . worldmodel - > hulls , 0 , ent - > origin , downmove , & downtrace ) ;
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lheight = ent - > origin [ 2 ] - lightspot [ 2 ] ;
# ifdef PSP_VFPU
s1 = vfpu_sinf ( ent - > angles [ 1 ] / 180 * M_PI ) ;
c1 = vfpu_cosf ( ent - > angles [ 1 ] / 180 * M_PI ) ;
# else
s1 = sin ( ent - > angles [ 1 ] / 180 * M_PI ) ;
c1 = cos ( ent - > angles [ 1 ] / 180 * M_PI ) ;
# endif
sceGuDepthMask ( GU_TRUE ) ;
sceGuDisable ( GU_TEXTURE_2D ) ;
sceGuEnable ( GU_BLEND ) ;
sceGuColor ( GU_RGBA (
static_cast < unsigned int > ( 0.0f * 255.0f ) ,
static_cast < unsigned int > ( 0.0f * 255.0f ) ,
static_cast < unsigned int > ( 0.0f * 255.0f ) ,
static_cast < unsigned int > ( ( ( ambientlight - ( mins [ 2 ] - downtrace . endpos [ 2 ] ) ) * r_shadows . value ) * 0.0066 * 255.0f ) ) ) ;
multimodel_level = 0 ;
sceGuEnable ( GU_STENCIL_TEST ) ;
sceGuStencilFunc ( GU_EQUAL , 1 , 2 ) ;
sceGuStencilOp ( GU_KEEP , GU_KEEP , GU_INCR ) ;
R_DrawQ3Shadow ( ent , lheight , s1 , c1 , downtrace ) ;
sceGuDisable ( GU_STENCIL_TEST ) ;
sceGuDepthMask ( GU_FALSE ) ;
sceGuEnable ( GU_TEXTURE_2D ) ;
sceGuDisable ( GU_BLEND ) ;
sceGuColor ( GU_RGBA ( 0xff , 0xff , 0xff , 0xff ) ) ; //return to normal color
sceGumPopMatrix ( ) ;
sceGumUpdateMatrix ( ) ;
}
if ( ISADDITIVE ( ent ) )
{
float deg = ent - > renderamt ;
if ( deg < = 0.7 )
sceGuDepthMask ( GU_FALSE ) ;
sceGuBlendFunc ( GU_ADD , GU_SRC_ALPHA , GU_ONE_MINUS_SRC_ALPHA , 0 , 0 ) ;
sceGuDisable ( GU_BLEND ) ;
}
else if ( ISSOLID ( ent ) )
{
sceGuAlphaFunc ( GU_GREATER , 0 , 0xff ) ;
sceGuDisable ( GU_ALPHA_TEST ) ;
}
else if ( ISGLOW ( ent ) )
{
sceGuDepthMask ( GU_FALSE ) ;
sceGuBlendFunc ( GU_ADD , GU_SRC_ALPHA , GU_ONE_MINUS_SRC_ALPHA , 0 , 0 ) ;
sceGuDisable ( GU_BLEND ) ;
}
}
/*
= = = = = = = = = = = = =
R_DrawNullModel
From pspq2
= = = = = = = = = = = = =
*/
void R_DrawNullModel ( void )
{
R_LightPoint ( currententity - > origin ) ;
sceGumPushMatrix ( ) ;
sceGuDisable ( GU_TEXTURE_2D ) ;
sceGuTexFunc ( GU_TFX_MODULATE , GU_TCC_RGBA ) ;
sceGuShadeModel ( GU_SMOOTH ) ;
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R_RotateForEntity ( currententity , 0 , currententity - > scale ) ;
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typedef struct VERT_t
{
float x , y , z ;
} VERT ;
VERT * v ;
sceGuColor ( 0x0099FF ) ;
v = ( VERT * ) sceGuGetMemory ( sizeof ( VERT ) * 6 ) ;
v [ 0 ] . x = 0.0f ; v [ 0 ] . y = 0.0f ; v [ 0 ] . z = 9.0f ;
v [ 1 ] . x = 9.0f ; v [ 1 ] . y = 0.0f ; v [ 1 ] . z = 0.0f ;
v [ 2 ] . x = 0.0f ; v [ 2 ] . y = - 9.0f ; v [ 2 ] . z = 0.0f ;
v [ 3 ] . x = - 9.0f ; v [ 3 ] . y = 0.0f ; v [ 3 ] . z = 0.0f ;
v [ 4 ] . x = 0.0f ; v [ 4 ] . y = 9.0f ; v [ 4 ] . z = 0.0f ;
v [ 5 ] . x = 9.0f ; v [ 5 ] . y = 0.0f ; v [ 5 ] . z = 0.0f ;
sceGumDrawArray ( r_showtris . value ? GU_LINE_STRIP : GU_TRIANGLE_FAN , GU_VERTEX_32BITF | GU_TRANSFORM_3D , 6 , 0 , v ) ;
sceGuColor ( 0x0000FF ) ;
v = ( VERT * ) sceGuGetMemory ( sizeof ( VERT ) * 6 ) ;
v [ 0 ] . x = 0.0f ; v [ 0 ] . y = 0.0f ; v [ 0 ] . z = - 9.0f ;
v [ 1 ] . x = 9.0f ; v [ 1 ] . y = 0.0f ; v [ 1 ] . z = 0.0f ;
v [ 2 ] . x = 0.0f ; v [ 2 ] . y = 9.0f ; v [ 2 ] . z = 0.0f ;
v [ 3 ] . x = - 9.0f ; v [ 3 ] . y = 0.0f ; v [ 3 ] . z = 0.0f ;
v [ 4 ] . x = 0.0f ; v [ 4 ] . y = - 9.0f ; v [ 4 ] . z = 0.0f ;
v [ 5 ] . x = 9.0f ; v [ 5 ] . y = 0.0f ; v [ 5 ] . z = 0.0f ;
sceGumDrawArray ( r_showtris . value ? GU_LINE_STRIP : GU_TRIANGLE_FAN , GU_VERTEX_32BITF | GU_TRANSFORM_3D , 6 , 0 , v ) ;
sceGuTexFunc ( GU_TFX_REPLACE , GU_TCC_RGBA ) ;
sceGuColor ( 0xFFFFFF ) ;
sceGuEnable ( GU_TEXTURE_2D ) ;
sceGumPopMatrix ( ) ;
}
/*
= = = = = = = = = = = = = = = =
R_EmitWireBox - - johnfitz - - draws one axis aligned bounding box
= = = = = = = = = = = = = = = =
*/
void R_EmitWireBox ( vec3_t mins , vec3_t maxs , qboolean line_strip )
{
// Allocate the vertices.
struct vertex
{
float x , y , z ;
} ;
vertex * const out = static_cast < vertex * > ( sceGuGetMemory ( sizeof ( vertex ) * 10 ) ) ;
out [ 0 ] . x = mins [ 0 ] ; out [ 0 ] . y = mins [ 1 ] ; out [ 0 ] . z = mins [ 2 ] ;
out [ 1 ] . x = mins [ 0 ] ; out [ 1 ] . y = mins [ 1 ] ; out [ 1 ] . z = maxs [ 2 ] ;
out [ 2 ] . x = maxs [ 0 ] ; out [ 2 ] . y = mins [ 1 ] ; out [ 2 ] . z = mins [ 2 ] ;
out [ 3 ] . x = maxs [ 0 ] ; out [ 3 ] . y = mins [ 1 ] ; out [ 3 ] . z = maxs [ 2 ] ;
out [ 4 ] . x = maxs [ 0 ] ; out [ 4 ] . y = maxs [ 1 ] ; out [ 4 ] . z = mins [ 2 ] ;
out [ 5 ] . x = maxs [ 0 ] ; out [ 5 ] . y = maxs [ 1 ] ; out [ 5 ] . z = maxs [ 2 ] ;
out [ 6 ] . x = mins [ 0 ] ; out [ 6 ] . y = maxs [ 1 ] ; out [ 6 ] . z = mins [ 2 ] ;
out [ 7 ] . x = mins [ 0 ] ; out [ 7 ] . y = maxs [ 1 ] ; out [ 7 ] . z = maxs [ 2 ] ;
out [ 8 ] . x = mins [ 0 ] ; out [ 8 ] . y = mins [ 1 ] ; out [ 8 ] . z = mins [ 2 ] ;
out [ 9 ] . x = mins [ 0 ] ; out [ 9 ] . y = mins [ 1 ] ; out [ 9 ] . z = maxs [ 2 ] ;
sceGuDrawArray ( line_strip ? GU_LINE_STRIP : GU_TRIANGLE_STRIP , GU_VERTEX_32BITF , 10 , 0 , out ) ;
}
void R_DrawLine ( vec3_t start , vec3_t end , vec3_t rgb )
{
//Do Before!
sceGuDisable ( GU_TEXTURE_2D ) ;
sceGuDisable ( GU_CULL_FACE ) ;
sceGuColor ( GU_COLOR ( rgb [ 0 ] , rgb [ 1 ] , rgb [ 2 ] , 1 ) ) ;
// Allocate the vertices.
struct vertex
{
float x , y , z ;
} ;
vertex * const out = static_cast < vertex * > ( sceGuGetMemory ( sizeof ( vertex ) * 2 ) ) ; //10
out [ 0 ] . x = start [ 0 ] ; out [ 0 ] . y = start [ 1 ] ; out [ 0 ] . z = start [ 2 ] ;
out [ 1 ] . x = end [ 0 ] ; out [ 1 ] . y = end [ 1 ] ; out [ 1 ] . z = end [ 2 ] ;
sceGuDrawArray ( GU_LINE_STRIP , GU_VERTEX_32BITF , 2 , 0 , out ) ;
//Do After!
sceGuColor ( GU_COLOR ( 1 , 1 , 1 , 1 ) ) ;
sceGuEnable ( GU_TEXTURE_2D ) ;
sceGuEnable ( GU_CULL_FACE ) ;
}
//==================================================================================
int SetFlameModelState ( void )
{
if ( ! r_part_flames . value & & ! strcmp ( currententity - > model - > name , " progs/flame0.mdl " ) )
{
currententity - > model = cl . model_precache [ cl_modelindex [ mi_flame1 ] ] ;
}
else if ( r_part_flames . value )
{
vec3_t liteorg ;
VectorCopy ( currententity - > origin , liteorg ) ;
if ( currententity - > baseline . modelindex = = cl_modelindex [ mi_flame0 ] )
{
if ( r_part_flames . value = = 2 )
{
liteorg [ 2 ] + = 14 ;
QMB_Q3TorchFlame ( liteorg , 15 ) ;
}
else
{
liteorg [ 2 ] + = 5.5 ;
if ( r_flametype . value = = 2 )
QMB_FlameGt ( liteorg , 7 , 0.8 ) ;
else
QMB_TorchFlame ( liteorg ) ;
}
}
else if ( currententity - > baseline . modelindex = = cl_modelindex [ mi_flame1 ] )
{
if ( r_part_flames . value = = 2 )
{
liteorg [ 2 ] + = 14 ;
QMB_Q3TorchFlame ( liteorg , 15 ) ;
}
else
{
liteorg [ 2 ] + = 5.5 ;
if ( r_flametype . value > 1 )
QMB_FlameGt ( liteorg , 7 , 0.8 ) ;
else
QMB_TorchFlame ( liteorg ) ;
}
currententity - > model = cl . model_precache [ cl_modelindex [ mi_flame0 ] ] ;
}
else if ( currententity - > baseline . modelindex = = cl_modelindex [ mi_flame2 ] )
{
if ( r_part_flames . value = = 2 )
{
liteorg [ 2 ] + = 14 ;
QMB_Q3TorchFlame ( liteorg , 32 ) ;
}
else
{
liteorg [ 2 ] - = 1 ;
if ( r_flametype . value > 1 )
QMB_FlameGt ( liteorg , 12 , 1 ) ;
else
QMB_BigTorchFlame ( liteorg ) ;
}
return - 1 ; //continue;
}
else if ( ! strcmp ( currententity - > model - > name , " progs/wyvflame.mdl " ) )
{
liteorg [ 2 ] - = 1 ;
if ( r_flametype . value > 1 )
QMB_FlameGt ( liteorg , 12 , 1 ) ;
else
QMB_BigTorchFlame ( liteorg ) ;
return - 1 ; //continue;
}
}
return 0 ;
}
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/*
= = = = = = = = = = = = =
R_DrawEntitiesOnList
= = = = = = = = = = = = =
*/
void R_DrawEntitiesOnList ( void )
{
int i ;
if ( ! r_drawentities . value )
return ;
//t1 = 0;
//t2 = 0;
//t3 = 0;
//t1 -= Sys_FloatTime();
int zHackCount = 0 ;
doZHack = 0 ;
char specChar ;
// draw sprites seperately, because of alpha blending
for ( i = 0 ; i < cl_numvisedicts ; i + + )
{
currententity = cl_visedicts [ i ] ;
if ( currententity = = & cl_entities [ cl . viewentity ] )
currententity - > angles [ 0 ] * = 0.3 ;
//currentmodel = currententity->model;
if ( ! ( currententity - > model ) )
{
R_DrawNullModel ( ) ;
continue ;
}
specChar = currententity - > model - > name [ strlen ( currententity - > model - > name ) - 5 ] ;
if ( specChar = = ' ( ' | | specChar = = ' ^ ' ) //skip heads and arms: it's faster to do this than a strcmp...
{
continue ;
}
doZHack = 0 ;
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if ( specChar = = ' % ' )
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{
if ( zHackCount > 5 | | ( ( currententity - > z_head ! = 0 ) & & ( currententity - > z_larm ! = 0 ) & & ( currententity - > z_rarm ! = 0 ) ) )
{
doZHack = 1 ;
}
else
{
zHackCount + + ; //drawing zombie piece by piece.
}
}
switch ( currententity - > model - > type )
{
case mod_alias :
if ( qmb_initialized & & SetFlameModelState ( ) = = - 1 )
continue ;
if ( currententity - > model - > aliastype = = ALIASTYPE_MD2 )
R_DrawMD2Model ( currententity ) ;
else
{
if ( specChar = = ' $ ' ) //This is for smooth alpha, draw in the following loop, not this one
{
continue ;
}
R_DrawAliasModel ( currententity ) ;
}
break ;
case mod_md3 :
R_DrawQ3Model ( currententity ) ;
break ;
case mod_halflife :
R_DrawHLModel ( currententity ) ;
break ;
case mod_brush :
R_DrawBrushModel ( currententity ) ;
break ;
default :
break ;
}
doZHack = 0 ;
}
for ( i = 0 ; i < cl_numvisedicts ; i + + )
{
currententity = cl_visedicts [ i ] ;
if ( ! ( currententity - > model ) )
{
continue ;
}
specChar = currententity - > model - > name [ strlen ( currententity - > model - > name ) - 5 ] ;
switch ( currententity - > model - > type )
{
case mod_sprite :
{
R_DrawSpriteModel ( currententity ) ;
break ;
}
case mod_alias :
if ( currententity - > model - > aliastype ! = ALIASTYPE_MD2 )
{
if ( specChar = = ' $ ' ) //mdl model with blended alpha
{
R_DrawTransparentAliasModel ( currententity ) ;
}
}
break ;
default : break ;
}
}
}
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/*
= = = = = = = = = = = = =
R_DrawViewModel
= = = = = = = = = = = = =
*/
void R_DrawViewModel ( void )
{
/*
float ambient [ 4 ] , diffuse [ 4 ] ;
int j ;
int lnum ;
vec3_t dist ;
float add ;
dlight_t * dl ;
int ambientlight , shadelight ;
*/
// fenix@io.com: model transform interpolation
float old_i_model_transform ;
if ( ! r_drawviewmodel . value )
return ;
if ( chase_active . value )
return ;
if ( envmap )
return ;
if ( ! r_drawentities . value )
return ;
/*if (cl.items & IT_INVISIBILITY)
return ; */
if ( cl . stats [ STAT_HEALTH ] < 0 )
return ;
currententity = & cl . viewent ;
if ( ! currententity - > model )
return ;
// Tomaz - QC Alpha Scale Begin
currententity - > renderamt = cl_entities [ cl . viewentity ] . renderamt ;
currententity - > rendermode = cl_entities [ cl . viewentity ] . rendermode ;
currententity - > rendercolor [ 0 ] = cl_entities [ cl . viewentity ] . rendercolor [ 0 ] ;
currententity - > rendercolor [ 1 ] = cl_entities [ cl . viewentity ] . rendercolor [ 1 ] ;
currententity - > rendercolor [ 2 ] = cl_entities [ cl . viewentity ] . rendercolor [ 2 ] ;
// Tomaz - QC Alpha Scale End
/*
j = R_LightPoint ( currententity - > origin ) ;
if ( j < 24 )
j = 24 ; // allways give some light on gun
ambientlight = j ;
shadelight = j ;
// add dynamic lights
for ( lnum = 0 ; lnum < MAX_DLIGHTS ; lnum + + )
{
dl = & cl_dlights [ lnum ] ;
if ( ! dl - > radius )
continue ;
if ( ! dl - > radius )
continue ;
if ( dl - > die < cl . time )
continue ;
VectorSubtract ( currententity - > origin , dl - > origin , dist ) ;
add = dl - > radius - Length ( dist ) ;
if ( add > 0 )
ambientlight + = add ;
}
*/
/*
ambient [ 0 ] = ambient [ 1 ] = ambient [ 2 ] = ambient [ 3 ] = ( float ) ambientlight / 128 ;
diffuse [ 0 ] = diffuse [ 1 ] = diffuse [ 2 ] = diffuse [ 3 ] = ( float ) shadelight / 128 ;
*/
// hack the depth range to prevent view model from poking into walls
sceGuDepthRange ( 0 , 19660 ) ;
//Blubs' tests for vmodel clipping
//sceGuDisable(GU_CLIP_PLANES);
//sceGuDisable(GU_DEPTH_TEST);
//sceGuDisable(GU_CULL_FACE);
//sceGuDisable(GU_SCISSOR_TEST);
switch ( currententity - > model - > type )
{
case mod_alias :
// fenix@io.com: model transform interpolation
old_i_model_transform = r_i_model_transform . value ;
r_i_model_transform . value = false ;
if ( currententity - > model - > aliastype = = ALIASTYPE_MD2 )
R_DrawMD2Model ( currententity ) ;
else
R_DrawAliasModel ( currententity ) ;
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r_i_model_transform . value = old_i_model_transform ;
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break ;
case mod_md3 :
R_DrawQ3Model ( currententity ) ;
break ;
case mod_halflife :
R_DrawHLModel ( currententity ) ;
break ;
default :
Con_Printf ( " Not drawing view model of type %i \n " , currententity - > model - > type ) ;
break ;
}
//sceGuEnable(GU_SCISSOR_TEST);
//sceGuEnable(GU_DEPTH_TEST);
//sceGuEnable(GU_CLIP_PLANES);
//sceGuEnable(GU_CULL_FACE);
sceGuDepthRange ( 0 , 65535 ) ;
sceGuTexFunc ( GU_TFX_REPLACE , GU_TCC_RGBA ) ;
sceGuDisable ( GU_BLEND ) ;
}
/*
= = = = = = = = = = = = =
R_DrawView2Model
= = = = = = = = = = = = =
*/
void R_DrawView2Model ( void )
{
float old_i_model_transform ;
if ( ! r_drawviewmodel . value )
return ;
if ( chase_active . value )
return ;
if ( envmap )
return ;
if ( ! r_drawentities . value )
return ;
if ( cl . stats [ STAT_HEALTH ] < 0 )
return ;
currententity = & cl . viewent2 ;
if ( ! currententity - > model )
return ;
// Tomaz - QC Alpha Scale Begin
currententity - > renderamt = cl_entities [ cl . viewentity ] . renderamt ;
currententity - > rendermode = cl_entities [ cl . viewentity ] . rendermode ;
currententity - > rendercolor [ 0 ] = cl_entities [ cl . viewentity ] . rendercolor [ 0 ] ;
currententity - > rendercolor [ 1 ] = cl_entities [ cl . viewentity ] . rendercolor [ 1 ] ;
currententity - > rendercolor [ 2 ] = cl_entities [ cl . viewentity ] . rendercolor [ 2 ] ;
// hack the depth range to prevent view model from poking into walls
sceGuDepthRange ( 0 , 19660 ) ;
switch ( currententity - > model - > type )
{
case mod_alias :
// fenix@io.com: model transform interpolation
old_i_model_transform = r_i_model_transform . value ;
r_i_model_transform . value = false ;
if ( currententity - > model - > aliastype = = ALIASTYPE_MD2 )
R_DrawMD2Model ( currententity ) ;
else
R_DrawAliasModel ( currententity ) ;
r_i_model_transform . value = old_i_model_transform ;
break ;
case mod_md3 :
R_DrawQ3Model ( currententity ) ;
break ;
case mod_halflife :
R_DrawHLModel ( currententity ) ;
break ;
default :
Con_Printf ( " Not drawing view model of type %i \n " , currententity - > model - > type ) ;
break ;
}
sceGuDepthRange ( 0 , 65535 ) ;
sceGuTexFunc ( GU_TFX_REPLACE , GU_TCC_RGBA ) ;
sceGuDisable ( GU_BLEND ) ;
}
/*
= = = = = = = = = = = =
R_PolyBlend
= = = = = = = = = = = =
*/
void R_PolyBlend ( void )
{
if ( ! r_polyblend . value )
return ;
if ( ! v_blend [ 3 ] )
return ;
sceGuEnable ( GU_BLEND ) ;
sceGuDisable ( GU_TEXTURE_2D ) ;
sceGuTexFunc ( GU_TFX_MODULATE , GU_TCC_RGBA ) ;
sceGumLoadIdentity ( ) ;
sceGuColor ( GU_COLOR ( v_blend [ 0 ] , v_blend [ 1 ] , v_blend [ 2 ] , v_blend [ 3 ] ) ) ;
struct vertex
{
short x , y , z ;
} ;
vertex * const out = static_cast < vertex * > ( sceGuGetMemory ( sizeof ( vertex ) * 2 ) ) ;
out [ 0 ] . x = 0 ;
out [ 0 ] . y = 0 ;
out [ 0 ] . z = 0 ;
out [ 1 ] . x = 480 ;
out [ 1 ] . y = 272 ;
out [ 1 ] . z = 0 ;
sceGuDrawArray ( GU_SPRITES , GU_VERTEX_16BIT | GU_TRANSFORM_2D , 2 , 0 , out ) ;
sceGuColor ( 0xffffffff ) ;
sceGuDisable ( GU_BLEND ) ;
sceGuEnable ( GU_TEXTURE_2D ) ;
sceGuTexFunc ( GU_TFX_REPLACE , GU_TCC_RGBA ) ;
}
static int SignbitsForPlane ( mplane_t * out )
{
int bits , j ;
// for fast box on planeside test
bits = 0 ;
for ( j = 0 ; j < 3 ; j + + )
{
if ( out - > normal [ j ] < 0 )
bits | = 1 < < j ;
}
return bits ;
}
/*
= = = = = = = = = = = = = = =
R_RenderScene
r_refdef must be set before the first call
= = = = = = = = = = = = = = =
*/
void R_RenderScene ( void )
{
int i ;
float vecx_point_transform = 90 - r_refdef . fov_x * 0.5 ;
float vecy_point_transform = 90 - r_refdef . fov_y * 0.5 ;
float screenaspect ;
extern int glwidth , glheight ;
int x , x2 , y2 , y , w , h ;
float fovx , fovy ; //johnfitz
int contents ; //johnfitz
char specChar ; //nzp
if ( cl . maxclients > 1 )
Cvar_Set ( " r_fullbright " , " 0 " ) ;
//xaa - opt
int w_ratio = glwidth / vid . width ;
int h_ratio = glheight / vid . height ;
vrect_t * renderrect = & r_refdef . vrect ;
//setupframe
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Fog_SetupFrame ( false ) ;
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R_AnimateLight ( ) ;
+ + r_framecount ;
VectorCopy ( r_refdef . vieworg , r_origin ) ;
AngleVectors ( r_refdef . viewangles , vpn , vright , vup ) ;
// current viewleaf
r_oldviewleaf = r_viewleaf ;
r_viewleaf = Mod_PointInLeaf ( r_origin , cl . worldmodel ) ;
V_SetContentsColor ( r_viewleaf - > contents ) ;
V_CalcBlend ( ) ;
c_brush_polys = 0 ;
c_alias_polys = 0 ;
c_md3_polys = 0 ;
//setfrustum
// disabled as well
if ( r_refdef . fov_x = = 90 ) {
// front side is visible
VectorAdd ( vpn , vright , frustum [ 0 ] . normal ) ;
VectorSubtract ( vpn , vright , frustum [ 1 ] . normal ) ;
VectorAdd ( vpn , vright , frustum [ 1 ] . normal ) ;
VectorSubtract ( vpn , vup , frustum [ 3 ] . normal ) ;
} else {
RotatePointAroundVector ( frustum [ 0 ] . normal , vup , vpn , - ( vecx_point_transform ) ) ;
RotatePointAroundVector ( frustum [ 1 ] . normal , vup , vpn , ( vecx_point_transform ) ) ;
RotatePointAroundVector ( frustum [ 2 ] . normal , vright , vpn , ( vecy_point_transform ) ) ;
RotatePointAroundVector ( frustum [ 3 ] . normal , vright , vpn , - ( vecy_point_transform ) ) ;
}
for ( i = 0 ; i < 4 ; i + + ) {
frustum [ i ] . type = PLANE_ANYZ ;
frustum [ i ] . dist = DotProduct ( r_origin , frustum [ i ] . normal ) ;
frustum [ i ] . signbits = SignbitsForPlane ( & frustum [ i ] ) ;
}
//setupgl
// set up viewpoint
sceGumMatrixMode ( GU_PROJECTION ) ;
sceGumLoadIdentity ( ) ;
x = renderrect - > x * w_ratio ;
x2 = ( renderrect - > x + renderrect - > width ) * w_ratio ;
y = ( vid . height - renderrect - > y ) * h_ratio ;
y2 = ( vid . height - ( renderrect - > y + renderrect - > height ) ) * h_ratio ;
// fudge around because of frac screen scale
if ( x > 0 ) x - - ;
if ( x2 < glwidth ) x2 + + ;
if ( y2 < 0 ) y2 - - ;
if ( y < glheight ) y + + ;
w = x2 - x ;
h = y - y2 ;
if ( envmap )
{
x = y2 = 0 ;
w = h = 256 ;
}
sceGuViewport (
glx ,
gly + ( glheight > > 1 ) - y2 - ( h > > 1 ) , //xaa - try to skip some divides (/2) here
w ,
h ) ;
sceGuScissor ( x , glheight - y2 - h , x + w , glheight - y2 ) ;
screenaspect = ( float ) renderrect - > width / renderrect - > height ;
//johnfitz -- warp view for underwater
fovx = screenaspect ;
fovy = r_refdef . fov_y ;
if ( r_waterwarp . value )
{
contents = Mod_PointInLeaf ( r_origin , cl . worldmodel ) - > contents ;
if ( contents = = CONTENTS_WATER | |
contents = = CONTENTS_SLIME | |
contents = = CONTENTS_LAVA )
{
//variance should be a percentage of width, where width = 2 * tan(fov / 2)
//otherwise the effect is too dramatic at high FOV and too subtle at low FOV
//what a mess!
//fovx = atan(tan(DEG2RAD(r_refdef.fov_x) / 2) * (0.97 + sin(cl.time * 1) * 0.04)) * 2 / M_PI_DIV_180;
# ifdef PSP_VFPU
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fovy = RAD2DEG ( vfpu_atanf ( vfpu_tanf ( DEG2RAD ( r_refdef . fov_y ) / 2 ) * ( 1.03 - vfpu_sinf ( cl . time * 2 ) * 0.04 ) ) ) ;
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# else
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fovy = RAD2DEG ( atan ( tan ( DEG2RAD ( r_refdef . fov_y ) / 2 ) * ( 1.03 - sin ( cl . time * 2 ) * 0.04 ) ) ) ;
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# endif
}
}
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float farplanedist = ( r_refdef . fog_start = = 0 | | r_refdef . fog_end < 0 ) ? 4096 : ( r_refdef . fog_end + 16 ) ;
sceGumPerspective ( fovy , fovx , 4 , farplanedist ) ;
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if ( mirror )
{
if ( mirror_plane - > normal [ 2 ] )
{
const ScePspFVector3 scaling = { 1 , - 1 , 1 } ;
sceGumScale ( & scaling ) ;
}
else
{
const ScePspFVector3 scaling = { - 1 , 1 , 1 } ;
sceGumScale ( & scaling ) ;
}
}
sceGumUpdateMatrix ( ) ;
sceGumMatrixMode ( GU_VIEW ) ;
sceGumLoadIdentity ( ) ;
sceGumRotateX ( - 90 * piconst ) ;
sceGumRotateZ ( 90 * piconst ) ;
sceGumRotateX ( - r_refdef . viewangles [ 2 ] * piconst ) ;
sceGumRotateY ( - r_refdef . viewangles [ 0 ] * piconst ) ;
sceGumRotateZ ( - r_refdef . viewangles [ 1 ] * piconst ) ;
/*glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);*/
const ScePspFVector3 translation = {
- r_refdef . vieworg [ 0 ] ,
- r_refdef . vieworg [ 1 ] ,
- r_refdef . vieworg [ 2 ]
} ;
sceGumTranslate ( & translation ) ;
/*glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);*/
sceGumStoreMatrix ( & r_world_matrix ) ;
sceGumUpdateMatrix ( ) ;
sceGumMatrixMode ( GU_MODEL ) ;
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// the value 2.2 is a bit of a sweet spot found by trial and error
// the bigger the number, the more polys skip clipping entirely and less polys also rejected
// the smaller the number, the more polys get clipped and by extension more polys also rejected
// at a sweet spot we want to maximize rejected polys but minimize (clipped - rejected) amount at the same time
// it's a balancing act and every change has to be benchmarked. between 2.5, 2.2 and 2.0, 2.2 was the fastest.
clipping : : begin_frame ( fovy , fmin ( 165.f , fovy * 2.2f ) , fovx ) ;
sceGumMatrixMode ( GU_PROJECTION ) ;
sceGumLoadIdentity ( ) ;
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sceGumPerspective ( fovy , fovx , 4 , farplanedist ) ;
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sceGumUpdateMatrix ( ) ;
sceGumMatrixMode ( GU_MODEL ) ;
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// set drawing parms
sceGuDisable ( GU_BLEND ) ;
sceGuDisable ( GU_ALPHA_TEST ) ;
sceGuTexFunc ( GU_TFX_REPLACE , GU_TCC_RGBA ) ;
R_MarkLeaves ( ) ; // done here so we know if we're in water
Fog_EnableGFog ( ) ; //johnfitz
R_DrawWorld ( ) ; // adds static entities to the list
S_ExtraUpdate ( ) ; // don't let sound get messed up if going slow
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R_DrawEntitiesOnList ( ) ;
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R_RenderDlights ( ) ; //pointless jump? -xaa
R_DrawDecals ( ) ;
R_DrawParticles ( ) ;
Fog_DisableGFog ( ) ; //johnfitz
}
/*
= = = = = = = = = = = = =
R_Clear
= = = = = = = = = = = = =
*/
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extern char skybox_name [ 32 ] ;
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void R_Clear ( void )
{
if ( r_refdef . fog_end > 0 & & r_skyfog . value )
{
sceGuClear ( GU_COLOR_BUFFER_BIT | GU_DEPTH_BUFFER_BIT ) ;
sceGuClearColor ( GU_COLOR ( r_refdef . fog_red * 0.01f , r_refdef . fog_green * 0.01f , r_refdef . fog_blue * 0.01f , 1.0f ) ) ;
}
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else
{
if ( ! skybox_name [ 0 ] ) {
byte * sky_color = StringToRGB ( r_skycolor . string ) ;
sceGuClearColor ( GU_RGBA ( sky_color [ 0 ] , sky_color [ 1 ] , sky_color [ 2 ] , 255 ) ) ;
}
sceGuClear ( GU_COLOR_BUFFER_BIT | GU_DEPTH_BUFFER_BIT ) ;
}
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if ( r_shadows . value )
{
sceGuClearStencil ( GU_TRUE ) ;
sceGuClear ( GU_STENCIL_BUFFER_BIT ) ;
}
}
/*
= = = = = = = = = = = = =
R_Mirror
= = = = = = = = = = = = =
*/
void R_Mirror ( void )
{
float d ;
msurface_t * s ;
entity_t * ent ;
if ( ! mirror )
return ;
r_base_world_matrix = r_world_matrix ;
d = DotProduct ( r_refdef . vieworg , mirror_plane - > normal ) - mirror_plane - > dist ;
VectorMA ( r_refdef . vieworg , - 2 * d , mirror_plane - > normal , r_refdef . vieworg ) ;
d = DotProduct ( vpn , mirror_plane - > normal ) ;
VectorMA ( vpn , - 2 * d , mirror_plane - > normal , vpn ) ;
r_refdef . viewangles [ 0 ] = - asinf ( vpn [ 2 ] ) / M_PI * 180 ;
r_refdef . viewangles [ 1 ] = atan2f ( vpn [ 1 ] , vpn [ 0 ] ) / M_PI * 180 ;
r_refdef . viewangles [ 2 ] = - r_refdef . viewangles [ 2 ] ;
ent = & cl_entities [ cl . viewentity ] ;
if ( cl_numvisedicts < MAX_VISEDICTS )
{
cl_visedicts [ cl_numvisedicts ] = ent ;
cl_numvisedicts + + ;
}
R_RenderScene ( ) ;
R_DrawWaterSurfaces ( ) ;
// blend on top
sceGuEnable ( GU_BLEND ) ;
sceGumMatrixMode ( GU_PROJECTION ) ;
sceGumLoadIdentity ( ) ;
if ( mirror_plane - > normal [ 2 ] )
{
const ScePspFVector3 scaling = { 1 , - 1 , 1 } ;
sceGumScale ( & scaling ) ;
}
else
{
const ScePspFVector3 scaling = { - 1 , 1 , 1 } ;
sceGumScale ( & scaling ) ;
}
//sceGuFrontFace(GU_CW);
sceGumMatrixMode ( GU_VIEW ) ;
sceGumLoadIdentity ( ) ;
sceGumMatrixMode ( GU_MODEL ) ;
sceGumStoreMatrix ( & r_base_world_matrix ) ;
sceGumUpdateMatrix ( ) ;
sceGuColor ( GU_COLOR ( 1 , 1 , 1 , r_mirroralpha . value ) ) ;
s = cl . worldmodel - > textures [ mirrortexturenum ] - > texturechain ;
for ( ; s ; s = s - > texturechain )
R_RenderBrushPoly ( s ) ;
cl . worldmodel - > textures [ mirrortexturenum ] - > texturechain = NULL ;
sceGuDisable ( GU_BLEND ) ;
sceGuColor ( 0xffffffff ) ;
}
/*
= = = = = = = = = = = = = = = =
R_RenderView
r_refdef must be set before the first call
= = = = = = = = = = = = = = = =
*/
void R_RenderView ( void )
{
c_brush_polys = 0 ;
c_alias_polys = 0 ;
c_md3_polys = 0 ;
mirror = qfalse ;
R_Clear ( ) ;
// render normal view
R_RenderScene ( ) ;
R_DrawViewModel ( ) ;
R_DrawView2Model ( ) ;
R_DrawWaterSurfaces ( ) ;
// render mirror view
R_Mirror ( ) ;
R_PolyBlend ( ) ;
//Crow_bar fixed
if ( r_speeds . value )
{
Con_Printf ( " %4i world poly \n " , c_brush_polys ) ;
Con_Printf ( " %4i entity poly \n " , c_alias_polys ) ;
}
}