dquakeplus/source/psp/gu/gu_main.cpp

3968 lines
98 KiB
C++

/*
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"
{
#include "../../quakedef.h"
float TraceLine (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal);
}
//includes
#include "gu_hlmdl.h"
#include <pspgu.h>
#include <pspgum.h>
#include "../clipping.hpp"
using namespace quake;
//prototypes
extern "C" void V_CalcBlend (void);
void Fog_SetupFrame (bool worldgeom);
void Fog_EnableGFog (void);
void Fog_DisableGFog (void);
void R_DrawDecals (void);
void R_RenderDecals (void);
void R_MarkLeaves (void);
// void QMB_LetItRain(void);
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".
cvar_t r_dynamic = {"r_dynamic", "0"};
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};
cvar_t r_skyfogblend = {"r_skyfogblend", "0.6", qtrue};
//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
//cypress
cvar_t r_runqmbparticles = {"r_runqmbparticles", "1", qtrue};
extern cvar_t cl_maxfps;
extern cvar_t scr_fov_viewmodel;
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);
}
/*
=================
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;
}
/*
=================
R_CullBox
Returns true if the box is completely outside the frustom
=================
*/
int R_CullBox (vec3_t mins, vec3_t maxs)
{
int result = 1; // Default to "all inside".
int i;
for (i=0 ; i<4 ; i++)
{
const int plane_result = BoxOnPlaneSide(mins, maxs, &frustum[i]);
if (plane_result == 2)
{
return 2;
}
else if (plane_result == 3)
{
result = 3;
}
}
return result;
}
/*
=================
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
=============
*/
void R_RotateForEntity (entity_t *e, int shadow, unsigned char scale)
{
// 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));
}
// Scale.
if (scale != ENTSCALE_DEFAULT) {
float scalefactor = ENTSCALE_DECODE(scale);
const ScePspFVector3 scale =
{
scalefactor, scalefactor, scalefactor
};
sceGumScale(&scale);
}
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
{
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);
// 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();
}
/*
=============
R_BlendedRotateForEntity
fenix@io.com: model transform interpolation
=============
*/
void R_BlendedRotateForEntity (entity_t *e, int shadow, unsigned char scale) // Tomaz - New Shadow
{
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);
// Scale.
if (scale != ENTSCALE_DEFAULT) {
float scalefactor = ENTSCALE_DECODE(scale);
const ScePspFVector3 scale =
{
scalefactor, scalefactor, scalefactor
};
sceGumScale(&scale);
}
// 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;
float scale = ENTSCALE_DECODE(e->scale);
if (scale == 0) scale = 1.0f;
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
angle = DEG2RAD(currententity->angles[ROLL]);
#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));
VectorMA (e->origin, frame->down * scale, s_up, point);
VectorMA (point, frame->left * scale, s_right, point);
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];
VectorMA (e->origin, frame->up * scale, s_up, point);
VectorMA (point, frame->left * scale, s_right, point);
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];
VectorMA (e->origin, frame->up * scale, s_up, point);
VectorMA (point, frame->right * scale, s_right, point);
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];
VectorMA (e->origin, frame->down * scale, s_up, point);
VectorMA (point, frame->right * scale, s_right, point);
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] = {
#include "../../anorms.h"
};
vec3_t shadevector;
float shadelight, ambientlight;
// precalculated dot products for quantized angles
#define SHADEDOT_QUANT 16
float r_avertexnormal_dots[SHADEDOT_QUANT][256] =
#include "../../anorm_dots.h"
;
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;
//
// 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;
// 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);
// int numcommands = order[0];
// order++;
// struct vertex
// {
// int uvs;
// char x, y, z;
// char _padding;
// };
// sceGuColor(GU_COLOR(lightcolor[0], lightcolor[1], lightcolor[2], 1.0f));
// // 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)
// {
// // get the vertex count and primitive type
// count = *order++;
// if (!count) break;
// if (count < 0)
// count = -count;
// for (int start = vertex_index; vertex_index < (start + count); ++vertex_index)
// {
// // texture coordinates come from the draw list
// out[vertex_index].uvs = order[0];
// order += 1;
// VectorSubtract(verts2->v, verts1->v, d);
// // 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]);
// out[vertex_index].x = point[0];
// out[vertex_index].y = point[1];
// out[vertex_index].z = point[2];
// ++verts1;
// ++verts2;
// }
// sceGuDrawArray(GU_LINE_STRIP, GU_TEXTURE_16BIT | GU_VERTEX_8BIT, count, 0, &out[vertex_index - count]);
// }
// sceGuEnable(GU_TEXTURE_2D);
// sceGuColor(0xffffffff);
// }
/*
=============
GL_DrawAliasFrame
=============
*/
void GL_DrawAliasFrame (aliashdr_t *paliashdr, int posenum)
{
// if (r_showtris.value)
// {
// GL_DrawAliasBlendedWireFrame(paliashdr, posenum, posenum, 0);
// return;
// }
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);
int numcommands = order[0];
order++;
qboolean isStatic = paliashdr->numposes <= 1 ? qtrue : qfalse;
struct vertex
{
int uvs;
int xyz;
};
sceGuColor(GU_COLOR(lightcolor[0], lightcolor[1], lightcolor[2], 1.0f));
if (isStatic)
{
while (1)
{
// 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;
}
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)
{
// 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 ===============================================
for (int start = vertex_index; vertex_index < (start + count); ++vertex_index, ++order, ++verts)
{
// texture coordinates come from the draw list
out[vertex_index].uvs = order[0];
out[vertex_index].xyz = ((int*)verts->v)[0]; // cast to int because trivertx is is 4 bytes
}
sceGuDrawArray(prim, GU_TEXTURE_16BIT | GU_VERTEX_8BIT, count, 0, &out[vertex_index - count]);
//================================================================== fps: 50 ===============================================
}
}
sceGuColor(0xffffffff);
}
/*
=============
GL_DrawAliasBlendedFrame
fenix@io.com: model animation interpolation
=============
*/
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;
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);
int numcommands = order[0];
order++;
struct vertex
{
int uvs;
int xyz;
};
sceGuColor(GU_COLOR(lightcolor[0], lightcolor[1], lightcolor[2], 1.0f));
// Allocate the vertices.
vertex* const out = static_cast<vertex*>(sceGuGetMemory(sizeof(vertex) * numcommands * 2));
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)
{
// get the vertex count and primitive type
count = *order++;
if (!count) break;
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
}
for (int start = vertex_index; vertex_index < (start + count * 2); ++vertex_index, ++order, ++verts1, ++verts2)
{
out[vertex_index].uvs = order[0];
out[vertex_index].xyz = ((int*)verts1->v)[0];
++vertex_index;
out[vertex_index].uvs = order[0];
out[vertex_index].xyz = ((int*)verts2->v)[0];
}
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]);
}
sceGuColor(0xffffffff);
}
/*
=================
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);
}
}
/*
=============
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
=============
*/
extern vec3_t lightspot;
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));
SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, e->origin, downmove, &downtrace);
#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 ();
R_RotateForEntity (e, 0, e->scale);
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));
SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, e->origin, downmove, &downtrace);
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 =
{
paliashdr->scale[0] * 128.f, paliashdr->scale[1] * 128.f, paliashdr->scale[2] * 128.f
};
sceGumScale(&scaling);
sceGumUpdateMatrix();
IgnoreInterpolatioFrame(e, paliashdr);
// Make sure we never try to do blended frame on models with just single frame
if (r_i_model_animation.value && paliashdr->numposes > 1)
{
R_SetupAliasBlendedFrame (e->frame, paliashdr, e);
}
else
{
R_SetupAliasFrame (e->frame, paliashdr);
}
//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);
if (R_CullBox(mins, maxs) == 2)
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 =
{
paliashdr->scale[0] * 128.f, paliashdr->scale[1] * 128.f, paliashdr->scale[2] * 128.f
};
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)
{
R_SetupAliasBlendedFrame (e->frame, paliashdr, e);
}
else
{
R_SetupAliasFrame (e->frame, paliashdr);
}
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);
if (R_CullBox(mins, maxs) == 2)
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
//
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
//
sceGumPushMatrix();
R_InterpolateEntity(e,0);
// 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);
const ScePspFVector3 translation = {
paliashdr->scale_origin[0] * scale, paliashdr->scale_origin[1], paliashdr->scale_origin[2]
};
const ScePspFVector3 scaling = {
paliashdr->scale[0] * scale * 128.f, paliashdr->scale[1] * 128.f, paliashdr->scale[2] * 128.f
};
sceGumTranslate(&translation);
sceGumScale(&scaling);
} else {
float scale = 1.0f;
if (e->scale != ENTSCALE_DEFAULT && e->scale != 0) scale *= ENTSCALE_DECODE(e->scale);
const ScePspFVector3 translation = {
paliashdr->scale_origin[0] * scale, paliashdr->scale_origin[1] * scale, paliashdr->scale_origin[2] * scale
};
const ScePspFVector3 scaling = {
paliashdr->scale[0] * (scale * 128.0f), paliashdr->scale[1] * (scale * 128.0f), paliashdr->scale[2] * (scale * 128.0f)
};
sceGumTranslate(&translation);
sceGumScale(&scaling);
}
//============================================================================================================================= 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);
anim = (int)(cl.time*10) & 3;
GL_Bind(paliashdr->gl_texturenum[e->skinnum][anim]);
//===================================================================================================== 80% at this point
//Rendering block
if (r_i_model_animation.value)
{
R_SetupAliasBlendedFrame (e->frame, paliashdr, e);
}
else
{
R_SetupAliasFrame (e->frame, paliashdr);
}
sceGumPopMatrix();
sceGumUpdateMatrix();
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);
}
//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
//{
if (R_CullBox(mins, maxs) == 2)
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") ||
!strcmp (clmodel->name, "models/misc/bolt2.mdl") ||
!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
{
if (R_CullBox(mins, maxs) == 2)
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
R_RotateForEntity(ent, 0, ent->scale);
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 ();
R_RotateForEntity (ent, 0, ent->scale);
VectorCopy (ent->origin, downmove);
downmove[2] -= farclip;
memset (&downtrace, 0, sizeof(downtrace));
SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, ent->origin, downmove, &downtrace);
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);
R_RotateForEntity(currententity, 0, currententity->scale);
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;
}
/*
=============
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;
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 (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;
}
}
}
/*
=============
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);
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;
}
//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
Fog_SetupFrame(false);
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
fovy = RAD2DEG(vfpu_atanf(vfpu_tanf(DEG2RAD(r_refdef.fov_y) / 2) * (1.03 - vfpu_sinf(cl.time * 2) * 0.04)));
#else
fovy = RAD2DEG(atan(tan(DEG2RAD(r_refdef.fov_y) / 2) * (1.03 - sin(cl.time * 2) * 0.04)));
#endif
}
}
float farplanedist = (r_refdef.fog_start == 0 || r_refdef.fog_end < 0) ? 4096 : (r_refdef.fog_end + 16);
sceGumPerspective(fovy, fovx, 4, farplanedist);
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);
// 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();
sceGumPerspective(fovy, fovx, 4, farplanedist);
sceGumUpdateMatrix();
sceGumMatrixMode(GU_MODEL);
// 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
R_DrawEntitiesOnList();
R_RenderDlights (); //pointless jump? -xaa
R_DrawDecals();
R_DrawParticles ();
Fog_DisableGFog (); //johnfitz
}
/*
=============
R_Clear
=============
*/
extern char skybox_name[32];
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));
}
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);
}
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);
}
}