mirror of
https://github.com/nzp-team/dquakeplus.git
synced 2024-11-30 23:52:30 +00:00
1882 lines
42 KiB
C
1882 lines
42 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_main.c
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#include "../../quakedef.h"
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entity_t r_worldentity;
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qboolean r_cache_thrash; // compatability
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vec3_t modelorg, r_entorigin;
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entity_t *currententity;
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int r_visframecount; // bumped when going to a new PVS
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int r_framecount; // used for dlight push checking
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mplane_t frustum[4];
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int c_brush_polys, c_alias_polys;
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qboolean envmap; // true during envmap command capture
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int currenttexture = -1; // to avoid unnecessary texture sets
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int cnttextures[2] = {-1, -1}; // cached
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int particletexture; // little dot for particles
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int playertextures; // up to 16 color translated skins
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int mirrortexturenum; // quake texturenum, not gltexturenum
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qboolean mirror;
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mplane_t *mirror_plane;
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//
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// view origin
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//
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vec3_t vup;
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vec3_t vpn;
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vec3_t vright;
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vec3_t r_origin;
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float r_world_matrix[16];
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float r_base_world_matrix[16];
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//
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// screen size info
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//
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refdef_t r_refdef;
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mleaf_t *r_viewleaf, *r_oldviewleaf;
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texture_t *r_notexture_mip;
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int d_lightstylevalue[256]; // 8.8 fraction of base light value
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void R_MarkLeaves (void);
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cvar_t r_norefresh = {"r_norefresh","0"};
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cvar_t r_drawentities = {"r_drawentities","1"};
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cvar_t r_drawviewmodel = {"r_drawviewmodel","1"};
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cvar_t r_speeds = {"r_speeds","0"};
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cvar_t r_fullbright = {"r_fullbright","0"};
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cvar_t r_lightmap = {"r_lightmap","0"};
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cvar_t r_shadows = {"r_shadows","0"};
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cvar_t r_mirroralpha = {"r_mirroralpha","1"};
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cvar_t r_wateralpha = {"r_wateralpha","1"};
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cvar_t r_dynamic = {"r_dynamic","1"};
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cvar_t r_novis = {"r_novis","0"};
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cvar_t r_skyfog = {"r_skyfog", "1"};
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cvar_t gl_finish = {"gl_finish","0"};
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cvar_t gl_clear = {"gl_clear","0"};
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cvar_t gl_cull = {"gl_cull","1"};
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cvar_t gl_texsort = {"gl_texsort","1"};
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cvar_t gl_smoothmodels = {"gl_smoothmodels","1"};
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cvar_t gl_affinemodels = {"gl_affinemodels","0"};
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cvar_t gl_polyblend = {"gl_polyblend","1"};
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cvar_t gl_flashblend = {"gl_flashblend","1"};
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cvar_t gl_playermip = {"gl_playermip","0"};
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cvar_t gl_nocolors = {"gl_nocolors","0"};
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cvar_t gl_keeptjunctions = {"gl_keeptjunctions","0"};
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cvar_t gl_reporttjunctions = {"gl_reporttjunctions","0"};
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cvar_t gl_doubleeyes = {"gl_doubleeys", "1"};
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//QMB
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cvar_t r_explosiontype = {"r_explosiontype", "0",qtrue};
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cvar_t r_laserpoint = {"r_laserpoint", "0",qtrue};
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cvar_t r_part_explosions = {"r_part_explosions", "1",qtrue};
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cvar_t r_part_trails = {"r_part_trails", "1",qtrue};
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cvar_t r_part_sparks = {"r_part_sparks", "1",qtrue};
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cvar_t r_part_spikes = {"r_part_spikes", "1",qtrue};
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cvar_t r_part_gunshots = {"r_part_gunshots", "1",qtrue};
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cvar_t r_part_blood = {"r_part_blood", "1",qtrue};
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cvar_t r_part_telesplash = {"r_part_telesplash", "1",qtrue};
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cvar_t r_part_blobs = {"r_part_blobs", "1",qtrue};
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cvar_t r_part_lavasplash = {"r_part_lavasplash", "1",qtrue};
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cvar_t r_part_flames = {"r_part_flames", "1",qtrue};
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cvar_t r_part_lightning = {"r_part_lightning", "1",qtrue};
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cvar_t r_part_flies = {"r_part_flies", "1",qtrue};
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cvar_t r_part_muzzleflash = {"r_part_muzzleflash", "1",qtrue};
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cvar_t r_flametype = {"r_flametype", "2",qtrue};
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//Shpuld
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cvar_t r_model_brightness = { "r_model_brightness", "1", qtrue}; // Toggle high brightness model lighting
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cvar_t r_farclip = {"r_farclip", "4096"}; //far cliping for q3 models
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cvar_t r_flatlightstyles = {"r_flatlightstyles", "0", qfalse};
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extern cvar_t gl_ztrick;
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extern cvar_t scr_fov_viewmodel;
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/*
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=================
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R_CullBox
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Returns true if the box is completely outside the frustom
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=================
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*/
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qboolean R_CullBox (vec3_t mins, vec3_t maxs)
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{
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int i;
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for (i=0 ; i<4 ; i++)
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if (BoxOnPlaneSide (mins, maxs, &frustum[i]) == 2)
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return true;
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return false;
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}
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void R_RotateForEntity (entity_t *e, unsigned char scale)
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{
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glTranslatef (e->origin[0], e->origin[1], e->origin[2]);
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glRotatef (e->angles[1], 0, 0, 1);
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glRotatef (-e->angles[0], 0, 1, 0);
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glRotatef (e->angles[2], 1, 0, 0);
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if (scale != ENTSCALE_DEFAULT && scale != 0) {
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float scalefactor = ENTSCALE_DECODE(scale);
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glScalef(scalefactor, scalefactor, scalefactor);
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}
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}
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void IgnoreInterpolatioFrame (entity_t *e, aliashdr_t *paliashdr)
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{
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if (strcmp(e->old_model, e->model->name) && e->model != NULL)
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{
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strcpy(e->old_model, e->model->name);
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// fenix@io.com: model transform interpolation
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e->frame_start_time = 0;
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e->translate_start_time = 0;
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e->rotate_start_time = 0;
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e->pose1 = 0;
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e->pose2 = paliashdr->frames[e->frame].firstpose;
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}
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}
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/*
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=============
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R_InterpolateEntity
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was R_BlendedRotateForEntity
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fenix@io.com: model transform interpolation
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modified by blubswillrule
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//fixme (come back and fix this once we can test on psp and view the true issue with interpolation)
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=============
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*/
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void R_InterpolateEntity(entity_t *e, int shadow) // Tomaz - New Shadow
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{
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float timepassed;
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float blend;
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vec3_t deltaVec;
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int i;
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// positional interpolation
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timepassed = realtime - e->translate_start_time;
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//notes to self (blubs)
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//-Added this method, and commented out the check for r_i_model_transforms.value
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//tried the snapping interpolation, though it worked, it was still a bit jittery...
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//problem with linear interpolation is we don't know the exact time it should take to move from origin1 to origin2...
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//looks like the rotation interpolation doesn't work all that great either, rotation could benefit from the snapping interpolation that I use
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//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)
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//probably go back and edit animations too as I redo the last 2 textures..
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if (e->translate_start_time == 0 || timepassed > 1)
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{
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e->translate_start_time = realtime;
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VectorCopy (e->origin, e->origin1);
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VectorCopy (e->origin, e->origin2);
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}
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//our origin has been updated
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if (!VectorCompare (e->origin, e->origin2))
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{
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e->translate_start_time = realtime;
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VectorCopy (e->origin2, e->origin1);
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VectorCopy (e->origin, e->origin2);
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blend = 0;
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}
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else
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{
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blend = timepassed / 0.4;//0.1 not sure what this value should be...
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//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...
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if (cl.paused || blend > 1)
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blend = 0;
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}
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VectorSubtract (e->origin2, e->origin1, deltaVec);
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glTranslatef (e->origin[0] + (blend * deltaVec[0]), e->origin[1] + (blend * deltaVec[1]), e->origin[2] + (blend * deltaVec[2]));
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// orientation interpolation (Euler angles, yuck!)
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timepassed = realtime - e->rotate_start_time;
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if (e->rotate_start_time == 0 || timepassed > 1)
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{
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e->rotate_start_time = realtime;
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VectorCopy (e->angles, e->angles1);
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VectorCopy (e->angles, e->angles2);
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}
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if (!VectorCompare (e->angles, e->angles2))
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{
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e->rotate_start_time = realtime;
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VectorCopy (e->angles2, e->angles1);
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VectorCopy (e->angles, e->angles2);
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blend = 0;
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}
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else
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{
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blend = timepassed / 0.1;
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if (cl.paused || blend > 1)
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blend = 1;
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}
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VectorSubtract (e->angles2, e->angles1, deltaVec);
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// always interpolate along the shortest path
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for (i = 0; i < 3; i++)
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{
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if (deltaVec[i] > 180)
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{
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deltaVec[i] -= 360;
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}
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else if (deltaVec[i] < -180)
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{
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deltaVec[i] += 360;
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}
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}
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glRotatef ((e->angles1[YAW] + ( blend * deltaVec[YAW])) * (M_PI / 180.0f), 0, 0, 1);
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if (shadow == 0)
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{
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glRotatef ((-e->angles1[PITCH] + (-blend * deltaVec[PITCH])) * (M_PI / 180.0f), 0, 1, 0);
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glRotatef ((e->angles1[ROLL] + ( blend * deltaVec[ROLL])) * (M_PI / 180.0f), 1, 0, 0);
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}
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}
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/*
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=================
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R_FrustumCheckBox
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Returns 0 if box completely inside frustum
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Returns +N with intersected planes count as N
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Returns -1 when completely outside frustum
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=================
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*/
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int R_FrustumCheckBox (vec3_t mins, vec3_t maxs)
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{
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int i, res;
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int intersections = 0;
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for (i=0 ; i<4 ; i++)
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{
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res = BoxOnPlaneSide (mins, maxs, &frustum[i]);
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if (res == 2) return -1;
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if (res == 3) ++intersections;
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}
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return intersections;
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}
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/*
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=============================================================
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SPRITE MODELS
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=============================================================
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*/
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/*
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================
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R_GetSpriteFrame
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================
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*/
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mspriteframe_t *R_GetSpriteFrame (entity_t *currententity)
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{
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msprite_t *psprite;
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mspritegroup_t *pspritegroup;
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mspriteframe_t *pspriteframe;
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int i, numframes, frame;
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float *pintervals, fullinterval, targettime, time;
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psprite = currententity->model->cache.data;
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frame = currententity->frame;
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if ((frame >= psprite->numframes) || (frame < 0))
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{
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Con_Printf ("R_DrawSprite: no such frame %d\n", frame);
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frame = 0;
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}
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if (psprite->frames[frame].type == SPR_SINGLE)
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{
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pspriteframe = psprite->frames[frame].frameptr;
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}
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else
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{
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pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
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pintervals = pspritegroup->intervals;
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numframes = pspritegroup->numframes;
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fullinterval = pintervals[numframes-1];
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time = cl.time + currententity->syncbase;
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// when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
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// are positive, so we don't have to worry about division by 0
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targettime = time - ((int)(time / fullinterval)) * fullinterval;
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for (i=0 ; i<(numframes-1) ; i++)
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{
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if (pintervals[i] > targettime)
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break;
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}
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pspriteframe = pspritegroup->frames[i];
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}
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return pspriteframe;
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}
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/*
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=================
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R_DrawSpriteModel
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=================
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*/
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void R_DrawSpriteModel (entity_t *e)
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{
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vec3_t point;
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mspriteframe_t *frame;
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float *up, *right;
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vec3_t v_forward, v_right, v_up;
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msprite_t *psprite;
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float scale = ENTSCALE_DECODE(e->scale);
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if (scale == 0) scale = 1.0f;
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// don't even bother culling, because it's just a single
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// polygon without a surface cache
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frame = R_GetSpriteFrame (e);
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psprite = currententity->model->cache.data;
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if (psprite->type == SPR_ORIENTED)
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{ // bullet marks on walls
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AngleVectors (currententity->angles, v_forward, v_right, v_up);
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up = v_up;
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right = v_right;
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}
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else
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{ // normal sprite
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up = vup;
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right = vright;
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}
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glColor3f (1,1,1);
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GL_DisableMultitexture();
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GL_Bind(frame->gl_texturenum);
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Fog_DisableGFog ();
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glDisable (GL_ALPHA_TEST);
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glEnable (GL_BLEND);
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glDepthMask(GL_FALSE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBegin (GL_QUADS);
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glTexCoord2f (0, 1);
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VectorMA (e->origin, frame->down * scale, up, point);
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VectorMA (point, frame->left * scale, right, point);
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glVertex3fv (point);
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glTexCoord2f (0, 0);
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VectorMA (e->origin, frame->up * scale, up, point);
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VectorMA (point, frame->left * scale, right, point);
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glVertex3fv (point);
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glTexCoord2f (1, 0);
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VectorMA (e->origin, frame->up * scale, up, point);
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VectorMA (point, frame->right * scale, right, point);
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glVertex3fv (point);
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glTexCoord2f (1, 1);
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VectorMA (e->origin, frame->down * scale, up, point);
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VectorMA (point, frame->right * scale, right, point);
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glVertex3fv (point);
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glEnd ();
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glDepthMask(GL_TRUE);
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glDisable(GL_BLEND);
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Fog_EnableGFog ();
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}
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/*
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=============================================================
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ALIAS MODELS
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=============================================================
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*/
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#define NUMVERTEXNORMALS 162
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float r_avertexnormals[NUMVERTEXNORMALS][3] = {
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#include "../../anorms.h"
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};
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vec3_t shadevector;
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float shadelight, ambientlight;
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extern vec3_t lightcolor; // LordHavoc: .lit support to the definitions at the top
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// precalculated dot products for quantized angles
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#define SHADEDOT_QUANT 16
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float r_avertexnormal_dots[SHADEDOT_QUANT][256] =
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#include "../../anorm_dots.h"
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;
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float *shadedots = r_avertexnormal_dots[0];
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int lastposenum;
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/*
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=============
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GL_DrawAliasFrame -- johnfitz -- rewritten to support colored light, lerping, entalpha, multitexture, and r_drawflat
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=============
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*/
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void GL_DrawAliasFrame (aliashdr_t *paliashdr, int posenum)
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{
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float vertcolor[4];
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trivertx_t *verts;
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int *commands;
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int count;
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float u,v;
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verts = (trivertx_t *)((byte *)paliashdr + paliashdr->posedata);
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verts += posenum * paliashdr->poseverts;
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commands = (int *)((byte *)paliashdr + paliashdr->commands);
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glColor4f(lightcolor[0]/255, lightcolor[1]/255, lightcolor[2]/255, 1.0f);
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while (1)
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{
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// get the vertex count and primitive type
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count = *commands++;
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if (!count)
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break; // done
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if (count < 0)
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{
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count = -count;
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glBegin (GL_TRIANGLE_FAN);
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}
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else
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glBegin (GL_TRIANGLE_STRIP);
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do
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{
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u = ((float *)commands)[0];
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v = ((float *)commands)[1];
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glTexCoord2f (u, v);
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commands += 2;
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glVertex3f (verts->v[0], verts->v[1], verts->v[2]);
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verts++;
|
|
} while (--count);
|
|
|
|
glEnd ();
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
GL_DrawAliasBlendedFrame
|
|
|
|
fenix@io.com: model animation interpolation
|
|
=============
|
|
*/
|
|
// fenix@io.com: model animation interpolation
|
|
int lastposenum0;
|
|
void GL_DrawAliasBlendedFrame (aliashdr_t *paliashdr, int pose1, int pose2, float blend)
|
|
{
|
|
// if (r_showtris.value)
|
|
// {
|
|
// GL_DrawAliasBlendedWireFrame(paliashdr, pose1, pose2, blend);
|
|
// return;
|
|
// }
|
|
trivertx_t* verts1;
|
|
trivertx_t* verts2;
|
|
vec3_t d;
|
|
int *commands;
|
|
int count;
|
|
float u,v;
|
|
|
|
lastposenum0 = pose1;
|
|
lastposenum = pose2;
|
|
|
|
verts1 = (trivertx_t *)((byte *)paliashdr + paliashdr->posedata);
|
|
verts2 = verts1;
|
|
|
|
verts1 += pose1 * paliashdr->poseverts;
|
|
verts2 += pose2 * paliashdr->poseverts;
|
|
|
|
commands = (int *)((byte *)paliashdr + paliashdr->commands);
|
|
|
|
glColor4f(lightcolor[0]/255, lightcolor[1]/255, lightcolor[2]/255, 1.0f);
|
|
|
|
while (1)
|
|
{
|
|
// get the vertex count and primitive type
|
|
count = *commands++;
|
|
if (!count)
|
|
break; // done
|
|
|
|
if (count < 0)
|
|
{
|
|
count = -count;
|
|
glBegin (GL_TRIANGLE_FAN);
|
|
}
|
|
else
|
|
glBegin (GL_TRIANGLE_STRIP);
|
|
|
|
do
|
|
{
|
|
u = ((float *)commands)[0];
|
|
v = ((float *)commands)[1];
|
|
|
|
glTexCoord2f (u, v);
|
|
|
|
commands += 2;
|
|
|
|
VectorSubtract(verts2->v, verts1->v, d);
|
|
glVertex3f (verts1->v[0] + (blend * d[0]), verts1->v[1] + (blend * d[1]), verts1->v[2] + (blend * d[2]));
|
|
verts1++;
|
|
verts2++;
|
|
} while (--count);
|
|
|
|
glEnd ();
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
GL_DrawAliasShadow
|
|
=============
|
|
*/
|
|
extern vec3_t lightspot;
|
|
|
|
void GL_DrawAliasShadow (aliashdr_t *paliashdr, int posenum)
|
|
{
|
|
float s, t, l;
|
|
int i, j;
|
|
int index;
|
|
trivertx_t *v, *verts;
|
|
int list;
|
|
int *order;
|
|
vec3_t point;
|
|
float *normal;
|
|
float height, lheight;
|
|
int count;
|
|
|
|
lheight = currententity->origin[2] - lightspot[2];
|
|
|
|
height = 0;
|
|
verts = (trivertx_t *)((byte *)paliashdr + paliashdr->posedata);
|
|
verts += posenum * paliashdr->poseverts;
|
|
order = (int *)((byte *)paliashdr + paliashdr->commands);
|
|
|
|
height = -lheight + 1.0;
|
|
|
|
while (1)
|
|
{
|
|
// get the vertex count and primitive type
|
|
count = *order++;
|
|
if (!count)
|
|
break; // done
|
|
if (count < 0)
|
|
{
|
|
count = -count;
|
|
glBegin (GL_TRIANGLE_FAN);
|
|
}
|
|
else
|
|
glBegin (GL_TRIANGLE_STRIP);
|
|
|
|
do
|
|
{
|
|
// texture coordinates come from the draw list
|
|
// (skipped for shadows) glTexCoord2fv ((float *)order);
|
|
order += 2;
|
|
|
|
// normals and vertexes come from the frame list
|
|
point[0] = verts->v[0] * paliashdr->scale[0] + paliashdr->scale_origin[0];
|
|
point[1] = verts->v[1] * paliashdr->scale[1] + paliashdr->scale_origin[1];
|
|
point[2] = verts->v[2] * paliashdr->scale[2] + paliashdr->scale_origin[2];
|
|
|
|
point[0] -= shadevector[0]*(point[2]+lheight);
|
|
point[1] -= shadevector[1]*(point[2]+lheight);
|
|
point[2] = height;
|
|
// height -= 0.001;
|
|
glVertex3fv (point);
|
|
|
|
verts++;
|
|
} while (--count);
|
|
|
|
glEnd ();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
=================
|
|
R_SetupAliasFrame
|
|
=================
|
|
*/
|
|
void R_SetupAliasFrame (int frame, aliashdr_t *paliashdr)
|
|
{
|
|
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;
|
|
}
|
|
|
|
GL_DrawAliasFrame(paliashdr, pose);
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_SetupAliasBlendedFrame
|
|
|
|
fenix@io.com: model animation interpolation
|
|
=================
|
|
*/
|
|
//double t1, t2, t3;
|
|
|
|
void R_SetupAliasBlendedFrame (int frame, aliashdr_t *paliashdr, entity_t* e)
|
|
{
|
|
int pose;
|
|
int numposes;
|
|
float blend;
|
|
|
|
if ((frame >= paliashdr->numframes) || (frame < 0))
|
|
{
|
|
Con_DPrintf ("R_AliasSetupFrame: no such frame %d\n", frame);
|
|
frame = 0;
|
|
}
|
|
|
|
// HACK: if we're a certain distance away, don't bother blending
|
|
// cypress -- Lets not care about Z (up).. chances are they're out of the frustum anyway
|
|
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.
|
|
if (distance_from_client >= 160000) { // 400 * 400
|
|
// Fix them from jumping from last lerp
|
|
e->pose1 = e->pose2 = paliashdr->frames[frame].firstpose;
|
|
e->frame_interval = 0.1;
|
|
|
|
GL_DrawAliasFrame (paliashdr, paliashdr->frames[frame].firstpose);
|
|
} 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. */
|
|
e->frame_interval = 0.1;
|
|
}
|
|
|
|
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;
|
|
|
|
if (blend == 1)
|
|
GL_DrawAliasFrame (paliashdr, pose);
|
|
else
|
|
GL_DrawAliasBlendedFrame (paliashdr, e->pose1, e->pose2, blend);
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_DrawZombieLimb
|
|
|
|
=================
|
|
*/
|
|
//Blubs Z hacks: need this declaration.
|
|
model_t *Mod_FindName (char *name);
|
|
|
|
void R_DrawZombieLimb (entity_t *e, int which)
|
|
{
|
|
model_t *clmodel;
|
|
aliashdr_t *paliashdr;
|
|
entity_t *limb_ent;
|
|
|
|
switch(which) {
|
|
case 1:
|
|
limb_ent = &cl_entities[e->z_head];
|
|
break;
|
|
case 2:
|
|
limb_ent = &cl_entities[e->z_larm];
|
|
break;
|
|
case 3:
|
|
limb_ent = &cl_entities[e->z_rarm];
|
|
break;
|
|
default:
|
|
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;
|
|
|
|
GL_DisableMultitexture();
|
|
|
|
//Shpuld
|
|
if(r_model_brightness.value)
|
|
{
|
|
lightcolor[0] += 48;
|
|
lightcolor[1] += 48;
|
|
lightcolor[2] += 48;
|
|
}
|
|
|
|
glPushMatrix ();
|
|
R_RotateForEntity (e, e->scale);
|
|
|
|
glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]);
|
|
glScalef (paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2]);
|
|
|
|
if (gl_smoothmodels.value)
|
|
glShadeModel (GL_SMOOTH);
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
|
|
if (gl_affinemodels.value)
|
|
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
|
|
|
|
IgnoreInterpolatioFrame(e, paliashdr);
|
|
R_SetupAliasBlendedFrame (currententity->frame, paliashdr, e);
|
|
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
|
|
glShadeModel (GL_FLAT);
|
|
if (gl_affinemodels.value)
|
|
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
|
|
|
|
glPopMatrix ();
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_DrawTransparentAliasModel
|
|
|
|
=================
|
|
*/
|
|
void R_DrawTransparentAliasModel (entity_t *e)
|
|
{
|
|
int i, j;
|
|
int lnum;
|
|
vec3_t dist;
|
|
float add;
|
|
model_t *clmodel;
|
|
vec3_t mins, maxs;
|
|
aliashdr_t *paliashdr;
|
|
trivertx_t *verts, *v;
|
|
int index;
|
|
float s, t, an;
|
|
int anim;
|
|
|
|
clmodel = currententity->model;
|
|
|
|
VectorAdd (currententity->origin, clmodel->mins, mins);
|
|
VectorAdd (currententity->origin, clmodel->maxs, maxs);
|
|
|
|
// naievil -- fixme: on psp this is == 2 ?
|
|
if (R_CullBox (mins, maxs))
|
|
return;
|
|
|
|
VectorCopy (currententity->origin, r_entorigin);
|
|
VectorSubtract (r_origin, r_entorigin, modelorg);
|
|
|
|
// for(int g = 0; g < 3; g++)
|
|
// {
|
|
// if(lightcolor[g] < 8)
|
|
// lightcolor[g] = 8;
|
|
// if(lightcolor[g] > 125)
|
|
// lightcolor[g] = 125;
|
|
// }
|
|
|
|
// //
|
|
// // get lighting information
|
|
// //
|
|
|
|
// ambientlight = shadelight = R_LightPoint (currententity->origin);
|
|
// 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) {
|
|
// ambientlight += add;
|
|
// //ZOID models should be affected by dlights as well
|
|
// shadelight += add;
|
|
// }
|
|
// }
|
|
// }
|
|
|
|
// // clamp lighting so it doesn't overbright as much
|
|
// if (ambientlight > 128)
|
|
// ambientlight = 128;
|
|
// if (ambientlight + shadelight > 192)
|
|
// shadelight = 192 - ambientlight;
|
|
|
|
// shadedots = r_avertexnormal_dots[((int)(e->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)];
|
|
// shadelight = shadelight / 200.0;
|
|
|
|
// an = e->angles[1]/180*M_PI;
|
|
// shadevector[0] = cos(-an);
|
|
// shadevector[1] = sin(-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
|
|
//
|
|
|
|
GL_DisableMultitexture();
|
|
lightcolor[0] = lightcolor[1] = lightcolor[2] = 256.0f;
|
|
|
|
glPushMatrix ();
|
|
R_RotateForEntity (e, e->scale);
|
|
|
|
glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]);
|
|
glScalef (paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2]);
|
|
|
|
anim = (int)(cl.time*10) & 3;
|
|
GL_Bind(paliashdr->gl_texturenum[e->skinnum][anim]);
|
|
|
|
if (gl_smoothmodels.value)
|
|
glShadeModel (GL_SMOOTH);
|
|
|
|
glEnable(GL_BLEND);
|
|
glDisable (GL_ALPHA_TEST);
|
|
glDepthMask(GL_FALSE);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
|
|
if (gl_affinemodels.value)
|
|
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
|
|
|
|
IgnoreInterpolatioFrame(e, paliashdr);
|
|
R_SetupAliasBlendedFrame (currententity->frame, paliashdr, e);
|
|
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
glDepthMask(GL_TRUE);
|
|
glDisable(GL_BLEND);
|
|
|
|
glShadeModel (GL_FLAT);
|
|
if (gl_affinemodels.value)
|
|
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
|
|
|
|
glPopMatrix ();
|
|
|
|
if (r_shadows.value)
|
|
{
|
|
glPushMatrix ();
|
|
R_RotateForEntity (e, e->scale);
|
|
glDisable (GL_TEXTURE_2D);
|
|
glEnable (GL_BLEND);
|
|
glColor4f (0,0,0,0.5);
|
|
GL_DrawAliasShadow (paliashdr, lastposenum);
|
|
glEnable (GL_TEXTURE_2D);
|
|
glDisable (GL_BLEND);
|
|
glColor4f (1,1,1,1);
|
|
glPopMatrix ();
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_DrawAliasModel
|
|
|
|
=================
|
|
*/
|
|
int doZHack;
|
|
extern int zombie_skins[4];
|
|
void R_DrawAliasModel (entity_t *e)
|
|
{
|
|
char specChar;
|
|
int i, j;
|
|
int lnum;
|
|
vec3_t dist;
|
|
float add;
|
|
model_t *clmodel;
|
|
vec3_t mins, maxs;
|
|
aliashdr_t *paliashdr;
|
|
trivertx_t *verts, *v;
|
|
int index;
|
|
float s, t, an;
|
|
int anim;
|
|
|
|
clmodel = currententity->model;
|
|
|
|
VectorAdd (currententity->origin, clmodel->mins, mins);
|
|
VectorAdd (currententity->origin, clmodel->maxs, maxs);
|
|
|
|
// naievil -- fixme: on psp this is == 2 ?
|
|
if (R_CullBox (mins, maxs))
|
|
return;
|
|
|
|
specChar = clmodel->name[strlen(clmodel->name) - 5];
|
|
|
|
VectorCopy (currententity->origin, r_entorigin);
|
|
VectorSubtract (r_origin, r_entorigin, modelorg);
|
|
|
|
for(int g = 0; g < 3; g++)
|
|
{
|
|
if(lightcolor[g] < 8)
|
|
lightcolor[g] = 8;
|
|
if(lightcolor[g] > 125)
|
|
lightcolor[g] = 125;
|
|
}
|
|
|
|
//
|
|
// get lighting information
|
|
//
|
|
|
|
ambientlight = shadelight = R_LightPoint (currententity->origin);
|
|
|
|
// allways give the gun some light
|
|
if (e == &cl.viewent && ambientlight < 24)
|
|
ambientlight = shadelight = 24;
|
|
|
|
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) {
|
|
ambientlight += add;
|
|
//ZOID models should be affected by dlights as well
|
|
shadelight += add;
|
|
}
|
|
}
|
|
}
|
|
|
|
// clamp lighting so it doesn't overbright as much
|
|
if (ambientlight > 128)
|
|
ambientlight = 128;
|
|
if (ambientlight + shadelight > 192)
|
|
shadelight = 192 - ambientlight;
|
|
|
|
// ZOID: never allow players to go totally black
|
|
i = currententity - cl_entities;
|
|
if (i >= 1 && i<=cl.maxclients /* && !strcmp (currententity->model->name, "models/player.mdl") */)
|
|
if (ambientlight < 8)
|
|
ambientlight = shadelight = 8;
|
|
|
|
// HACK HACK HACK -- no fullbright colors, so make torches full light
|
|
if (!strcmp (clmodel->name, "progs/flame2.mdl")
|
|
|| !strcmp (clmodel->name, "progs/flame.mdl") )
|
|
ambientlight = shadelight = 256;
|
|
|
|
shadedots = r_avertexnormal_dots[((int)(e->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)];
|
|
shadelight = shadelight / 200.0;
|
|
|
|
an = e->angles[1]/180*M_PI;
|
|
shadevector[0] = cos(-an);
|
|
shadevector[1] = sin(-an);
|
|
shadevector[2] = 1;
|
|
VectorNormalize (shadevector);
|
|
|
|
//
|
|
// locate the proper data
|
|
//
|
|
if(doZHack && specChar == '%')
|
|
{
|
|
if(clmodel->name[12] == 'c')
|
|
paliashdr = (aliashdr_t *) Mod_Extradata(Mod_FindName("models/ai/zcfull.mdl"));
|
|
else
|
|
paliashdr = (aliashdr_t *) Mod_Extradata(Mod_FindName("models/ai/zfull.mdl"));
|
|
}
|
|
else
|
|
paliashdr = (aliashdr_t *)Mod_Extradata (e->model);
|
|
|
|
c_alias_polys += paliashdr->numtris;
|
|
|
|
//
|
|
// draw all the triangles
|
|
//
|
|
|
|
GL_DisableMultitexture();
|
|
|
|
//Shpuld
|
|
if(r_model_brightness.value)
|
|
{
|
|
lightcolor[0] += 60;
|
|
lightcolor[1] += 60;
|
|
lightcolor[2] += 60;
|
|
}
|
|
|
|
if(specChar == '!' || (e->effects & EF_FULLBRIGHT))
|
|
{
|
|
lightcolor[0] = lightcolor[1] = lightcolor[2] = 256;
|
|
}
|
|
|
|
add = 72.0f - (lightcolor[0] + lightcolor[1] + lightcolor[2]);
|
|
if (add > 0.0f)
|
|
{
|
|
lightcolor[0] += add / 3.0f;
|
|
lightcolor[1] += add / 3.0f;
|
|
lightcolor[2] += add / 3.0f;
|
|
}
|
|
|
|
glPushMatrix ();
|
|
R_RotateForEntity (e, ENTSCALE_DEFAULT);
|
|
|
|
if (!strcmp (clmodel->name, "progs/eyes.mdl") && gl_doubleeyes.value) {
|
|
glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2] - (22 + 8));
|
|
// double size of eyes, since they are really hard to see in gl
|
|
glScalef (paliashdr->scale[0]*2, paliashdr->scale[1]*2, paliashdr->scale[2]*2);
|
|
} else {
|
|
|
|
// Special handling of view model to keep FOV from altering look. Pretty good. Not perfect but rather close.
|
|
if ((e == &cl.viewent || e == &cl.viewent2) && scr_fov_viewmodel.value) {
|
|
float scale = 1.0f / tan (DEG2RAD (scr_fov.value / 2.0f)) * scr_fov_viewmodel.value / 90.0f;
|
|
if (e->scale != ENTSCALE_DEFAULT && e->scale != 0) scale *= ENTSCALE_DECODE(e->scale);
|
|
glTranslatef (paliashdr->scale_origin[0] * scale, paliashdr->scale_origin[1], paliashdr->scale_origin[2]);
|
|
glScalef (paliashdr->scale[0] * scale, paliashdr->scale[1], paliashdr->scale[2]);
|
|
} else {
|
|
float scale = 1.0f;
|
|
if (e->scale != ENTSCALE_DEFAULT && e->scale != 0) scale *= ENTSCALE_DECODE(e->scale);
|
|
glTranslatef (paliashdr->scale_origin[0] * scale, paliashdr->scale_origin[1] * scale, paliashdr->scale_origin[2] * scale);
|
|
glScalef (paliashdr->scale[0] * scale, paliashdr->scale[1] * scale, paliashdr->scale[2] * scale);
|
|
}
|
|
|
|
}
|
|
|
|
if (specChar == '%')//Zombie body
|
|
{
|
|
switch(e->skinnum)
|
|
{
|
|
case 0:
|
|
GL_Bind(zombie_skins[0]);
|
|
break;
|
|
case 1:
|
|
GL_Bind(zombie_skins[1]);
|
|
break;
|
|
case 2:
|
|
GL_Bind(zombie_skins[2]);
|
|
break;
|
|
case 3:
|
|
GL_Bind(zombie_skins[3]);
|
|
break;
|
|
default: //out of bounds? assuming 0
|
|
Con_Printf("Zombie tex out of bounds: Tex[%i]\n",e->skinnum);
|
|
GL_Bind(zombie_skins[0]);
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
anim = (int)(cl.time*10) & 3;
|
|
GL_Bind(paliashdr->gl_texturenum[e->skinnum][anim]);
|
|
}
|
|
|
|
// we can't dynamically colormap textures, so they are cached
|
|
// seperately for the players. Heads are just uncolored.
|
|
if (currententity->colormap != vid.colormap && !gl_nocolors.value)
|
|
{
|
|
i = currententity - cl_entities;
|
|
if (i >= 1 && i<=cl.maxclients /* && !strcmp (currententity->model->name, "models/player.mdl") */)
|
|
GL_Bind(playertextures - 1 + i);
|
|
}
|
|
|
|
if (gl_smoothmodels.value)
|
|
glShadeModel (GL_SMOOTH);
|
|
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
|
|
if (gl_affinemodels.value)
|
|
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
|
|
|
|
IgnoreInterpolatioFrame(e, paliashdr);
|
|
R_SetupAliasBlendedFrame (currententity->frame, paliashdr, e);
|
|
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
|
|
glShadeModel (GL_FLAT);
|
|
if (gl_affinemodels.value)
|
|
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
|
|
|
|
glPopMatrix ();
|
|
|
|
if (doZHack == 0 && specChar == '%')//if we're drawing zombie, also draw its limbs in one call
|
|
{
|
|
if(e->z_head)
|
|
R_DrawZombieLimb(e,1);
|
|
if(e->z_larm)
|
|
R_DrawZombieLimb(e,2);
|
|
if(e->z_rarm)
|
|
R_DrawZombieLimb(e,3);
|
|
}
|
|
|
|
if (r_shadows.value)
|
|
{
|
|
glPushMatrix ();
|
|
R_RotateForEntity (e, e->scale);
|
|
glDisable (GL_TEXTURE_2D);
|
|
glEnable (GL_BLEND);
|
|
glColor4f (0,0,0,0.5);
|
|
GL_DrawAliasShadow (paliashdr, lastposenum);
|
|
glEnable (GL_TEXTURE_2D);
|
|
glDisable (GL_BLEND);
|
|
glColor4f (1,1,1,1);
|
|
glPopMatrix ();
|
|
}
|
|
|
|
}
|
|
|
|
//==================================================================================
|
|
|
|
/*
|
|
=============
|
|
R_DrawEntitiesOnList
|
|
=============
|
|
*/
|
|
void R_DrawEntitiesOnList (void)
|
|
{
|
|
int i;
|
|
|
|
if (!r_drawentities.value)
|
|
return;
|
|
|
|
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];
|
|
|
|
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;
|
|
if(specChar == '%')
|
|
{
|
|
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(specChar == '$')//This is for smooth alpha, draw in the following loop, not this one
|
|
{
|
|
continue;
|
|
}
|
|
R_DrawAliasModel (currententity);
|
|
break;
|
|
|
|
case mod_brush:
|
|
R_DrawBrushModel (currententity);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
doZHack = 0;
|
|
}
|
|
|
|
for (i=0 ; i<cl_numvisedicts ; i++)
|
|
{
|
|
currententity = cl_visedicts[i];
|
|
|
|
if(!(currententity->model))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
specChar = currententity->model->name[strlen(currententity->model->name)-5];
|
|
|
|
switch (currententity->model->type)
|
|
{
|
|
case mod_sprite:
|
|
R_DrawSpriteModel (currententity);
|
|
break;
|
|
case mod_alias:
|
|
if(specChar == '$')//mdl model with blended alpha
|
|
{
|
|
R_DrawTransparentAliasModel(currententity);
|
|
}
|
|
break;
|
|
default: break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_DrawView2Model
|
|
=============
|
|
*/
|
|
void R_DrawView2Model (void)
|
|
{
|
|
float ambient[4], diffuse[4];
|
|
int j;
|
|
int lnum;
|
|
vec3_t dist;
|
|
float add;
|
|
dlight_t *dl;
|
|
int ambientlight, shadelight;
|
|
|
|
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;
|
|
|
|
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
|
|
glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
|
|
R_DrawAliasModel (currententity);
|
|
glDepthRange (gldepthmin, gldepthmax);
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
=============
|
|
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;
|
|
|
|
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.viewent;
|
|
if (!currententity->model)
|
|
return;
|
|
|
|
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
|
|
glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
|
|
R_DrawAliasModel (currententity);
|
|
glDepthRange (gldepthmin, gldepthmax);
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
R_PolyBlend
|
|
============
|
|
*/
|
|
void R_PolyBlend (void)
|
|
{
|
|
if (!gl_polyblend.value)
|
|
return;
|
|
if (!v_blend[3])
|
|
return;
|
|
|
|
GL_DisableMultitexture();
|
|
|
|
glDisable (GL_ALPHA_TEST);
|
|
glEnable (GL_BLEND);
|
|
glDisable (GL_DEPTH_TEST);
|
|
glDisable (GL_TEXTURE_2D);
|
|
|
|
glLoadIdentity ();
|
|
|
|
glRotatef (-90, 1, 0, 0); // put Z going up
|
|
glRotatef (90, 0, 0, 1); // put Z going up
|
|
|
|
glColor4fv (v_blend);
|
|
|
|
glBegin (GL_QUADS);
|
|
|
|
glVertex3f (10, 100, 100);
|
|
glVertex3f (10, -100, 100);
|
|
glVertex3f (10, -100, -100);
|
|
glVertex3f (10, 100, -100);
|
|
glEnd ();
|
|
|
|
glDisable (GL_BLEND);
|
|
glEnable (GL_TEXTURE_2D);
|
|
glEnable (GL_ALPHA_TEST);
|
|
}
|
|
|
|
|
|
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;
|
|
}
|
|
|
|
|
|
void R_SetFrustum (void)
|
|
{
|
|
int i;
|
|
|
|
if (r_refdef.fov_x == 90)
|
|
{
|
|
// front side is visible
|
|
|
|
VectorAdd (vpn, vright, frustum[0].normal);
|
|
VectorSubtract (vpn, vright, frustum[1].normal);
|
|
|
|
VectorAdd (vpn, vup, frustum[2].normal);
|
|
VectorSubtract (vpn, vup, frustum[3].normal);
|
|
}
|
|
else
|
|
{
|
|
// naievil -- hi, this is floored because any basically non integer(? i think short precision float) value made the rendering all fucked up
|
|
// so hope this helps (it does). This reduces some accuracy but it is not as important
|
|
// rotate VPN right by FOV_X/2 degrees
|
|
RotatePointAroundVector( frustum[0].normal, vup, vpn, floor(-(90-r_refdef.fov_x / 2 )) );
|
|
// rotate VPN left by FOV_X/2 degrees
|
|
RotatePointAroundVector( frustum[1].normal, vup, vpn, floor(90-r_refdef.fov_x / 2) );
|
|
// rotate VPN up by FOV_X/2 degrees
|
|
RotatePointAroundVector( frustum[2].normal, vright, vpn, floor(90-r_refdef.fov_y / 2) );
|
|
// rotate VPN down by FOV_X/2 degrees
|
|
RotatePointAroundVector( frustum[3].normal, vright, vpn, floor(-( 90 - r_refdef.fov_y / 2 )) );
|
|
}
|
|
|
|
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]);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
===============
|
|
R_SetupFrame
|
|
===============
|
|
*/
|
|
void R_SetupFrame (void)
|
|
{
|
|
int edgecount;
|
|
vrect_t vrect;
|
|
float w, h;
|
|
|
|
// don't allow cheats in multiplayer
|
|
if (cl.maxclients > 1)
|
|
Cvar_Set ("r_fullbright", "0");
|
|
|
|
R_AnimateLight ();
|
|
|
|
r_framecount++;
|
|
|
|
// build the transformation matrix for the given view angles
|
|
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 ();
|
|
|
|
r_cache_thrash = false;
|
|
|
|
c_brush_polys = 0;
|
|
c_alias_polys = 0;
|
|
|
|
}
|
|
|
|
|
|
void MYgluPerspective( GLdouble fovy, GLdouble aspect,
|
|
GLdouble zNear, GLdouble zFar )
|
|
{
|
|
GLdouble xmin, xmax, ymin, ymax;
|
|
|
|
ymax = zNear * tan( fovy * M_PI / 360.0 );
|
|
ymin = -ymax;
|
|
|
|
xmin = ymin * aspect;
|
|
xmax = ymax * aspect;
|
|
|
|
glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
R_SetupGL
|
|
=============
|
|
*/
|
|
void R_SetupGL (void)
|
|
{
|
|
float screenaspect;
|
|
float yfov;
|
|
int i;
|
|
extern int glwidth, glheight;
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int x, x2, y2, y, w, h;
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//
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// set up viewpoint
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//
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity ();
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x = r_refdef.vrect.x * glwidth/vid.width;
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x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width;
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y = (vid.height-r_refdef.vrect.y) * glheight/vid.height;
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y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/vid.height;
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// fudge around because of frac screen scale
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if (x > 0)
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x--;
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if (x2 < glwidth)
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x2++;
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if (y2 < 0)
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y2--;
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if (y < glheight)
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y++;
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w = x2 - x;
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h = y - y2;
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if (envmap)
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{
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x = y2 = 0;
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w = h = 256;
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}
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glViewport (glx + x, gly + y2, w, h);
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screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
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gluPerspective (r_refdef.fov_y, screenaspect, 4, 4096);
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if (mirror)
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{
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if (mirror_plane->normal[2])
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glScalef (1, -1, 1);
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else
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glScalef (-1, 1, 1);
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glCullFace(GL_BACK);
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}
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else
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glCullFace(GL_FRONT);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity ();
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glRotatef (-90, 1, 0, 0); // put Z going up
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glRotatef (90, 0, 0, 1); // put Z going up
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glRotatef (-r_refdef.viewangles[2], 1, 0, 0);
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glRotatef (-r_refdef.viewangles[0], 0, 1, 0);
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glRotatef (-r_refdef.viewangles[1], 0, 0, 1);
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glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
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glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
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//
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// set drawing parms
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//
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if (gl_cull.value)
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glEnable(GL_CULL_FACE);
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else
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glDisable(GL_CULL_FACE);
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glDisable(GL_BLEND);
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glDisable(GL_ALPHA_TEST);
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glEnable(GL_DEPTH_TEST);
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}
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/*
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================
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R_RenderScene
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r_refdef must be set before the first call
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================
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*/
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void R_RenderScene (void)
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{
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R_SetupFrame ();
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R_SetFrustum ();
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R_SetupGL ();
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R_MarkLeaves (); // done here so we know if we're in water
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R_DrawWorld (); // adds static entities to the list
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S_ExtraUpdate (); // don't let sound get messed up if going slow
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R_DrawEntitiesOnList ();
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GL_DisableMultitexture();
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//R_RenderDlights ();
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R_DrawParticles ();
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}
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/*
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=============
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R_Clear
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=============
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*/
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void R_Clear (void)
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{
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if (r_mirroralpha.value != 1.0)
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{
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if (gl_clear.value)
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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else
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glClear (GL_DEPTH_BUFFER_BIT);
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gldepthmin = 0;
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gldepthmax = 0.5;
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glDepthFunc (GL_LEQUAL);
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}
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else if (gl_ztrick.value)
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{
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static int trickframe;
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if (gl_clear.value)
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glClear (GL_COLOR_BUFFER_BIT);
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trickframe++;
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if (trickframe & 1)
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{
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gldepthmin = 0;
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gldepthmax = 0.49999;
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glDepthFunc (GL_LEQUAL);
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}
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else
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{
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gldepthmin = 1;
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gldepthmax = 0.5;
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glDepthFunc (GL_GEQUAL);
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}
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}
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else
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{
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if (gl_clear.value)
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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else
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glClear (GL_DEPTH_BUFFER_BIT);
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gldepthmin = 0;
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gldepthmax = 1;
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glDepthFunc (GL_LEQUAL);
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}
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glDepthRange (gldepthmin, gldepthmax);
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}
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/*
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=============
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R_Mirror
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=============
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*/
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void R_Mirror (void)
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{
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float d;
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msurface_t *s;
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entity_t *ent;
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if (!mirror)
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return;
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memcpy (r_base_world_matrix, r_world_matrix, sizeof(r_base_world_matrix));
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d = DotProduct (r_refdef.vieworg, mirror_plane->normal) - mirror_plane->dist;
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VectorMA (r_refdef.vieworg, -2*d, mirror_plane->normal, r_refdef.vieworg);
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d = DotProduct (vpn, mirror_plane->normal);
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VectorMA (vpn, -2*d, mirror_plane->normal, vpn);
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r_refdef.viewangles[0] = -asin (vpn[2])/M_PI*180;
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r_refdef.viewangles[1] = atan2 (vpn[1], vpn[0])/M_PI*180;
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r_refdef.viewangles[2] = -r_refdef.viewangles[2];
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ent = &cl_entities[cl.viewentity];
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if (cl_numvisedicts < MAX_VISEDICTS)
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{
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cl_visedicts[cl_numvisedicts] = ent;
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cl_numvisedicts++;
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}
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gldepthmin = 0.5;
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gldepthmax = 1;
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glDepthRange (gldepthmin, gldepthmax);
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glDepthFunc (GL_LEQUAL);
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R_RenderScene ();
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R_DrawWaterSurfaces ();
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gldepthmin = 0;
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gldepthmax = 0.5;
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glDepthRange (gldepthmin, gldepthmax);
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glDepthFunc (GL_LEQUAL);
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// blend on top
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glEnable (GL_BLEND);
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glMatrixMode(GL_PROJECTION);
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if (mirror_plane->normal[2])
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glScalef (1,-1,1);
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else
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glScalef (-1,1,1);
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glCullFace(GL_FRONT);
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf (r_base_world_matrix);
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glColor4f (1,1,1,r_mirroralpha.value);
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s = cl.worldmodel->textures[mirrortexturenum]->texturechain;
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for ( ; s ; s=s->texturechain)
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R_RenderBrushPoly (s);
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cl.worldmodel->textures[mirrortexturenum]->texturechain = NULL;
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glDisable (GL_BLEND);
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glColor4f (1,1,1,1);
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}
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/*
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================
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R_RenderView
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r_refdef must be set before the first call
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================
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*/
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void R_RenderView (void)
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{
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double time1, time2;
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GLfloat colors[4] = {(GLfloat) 0.0, (GLfloat) 0.0, (GLfloat) 1, (GLfloat) 0.20};
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if (r_norefresh.value)
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return;
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if (!r_worldentity.model || !cl.worldmodel)
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Sys_Error ("R_RenderView: NULL worldmodel");
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if (r_speeds.value)
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{
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glFinish ();
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time1 = Sys_FloatTime ();
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c_brush_polys = 0;
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c_alias_polys = 0;
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}
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mirror = false;
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if (gl_finish.value)
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glFinish ();
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R_Clear ();
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// render normal view
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Fog_EnableGFog (); //johnfitz
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R_RenderScene ();
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R_DrawViewModel ();
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R_DrawView2Model ();
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R_DrawWaterSurfaces ();
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Fog_DisableGFog (); //johnfitz
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// render mirror view
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R_Mirror ();
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R_PolyBlend ();
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if (r_speeds.value)
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{
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// glFinish ();
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time2 = Sys_FloatTime ();
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Con_Printf ("%3i ms %4i wpoly %4i epoly\n", (int)((time2-time1)*1000), c_brush_polys, c_alias_polys);
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}
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}
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