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//a note about dedicated servers:
//In the server-side gamecode, a couple of q1 extensions require knowing something about models.
//So we load models serverside, if required.
//things we need:
//tag/bone names and indexes so we can have reasonable modding with tags. :)
//tag/bone positions so we can shoot from the actual gun or other funky stuff
//vertex positions so we can trace against the mesh rather than the bbox.
//we use the gl renderer's model code because it supports more sorts of models than the sw renderer. Sad but true.
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# include "quakedef.h"
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# include "glquake.h"
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# ifndef SERVERONLY
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# ifdef _WIN32
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# include <malloc.h>
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# else
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# include <alloca.h>
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# endif
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# include "com_mesh.h"
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# if defined(RTLIGHTS)
static int numProjectedShadowVerts ;
static vec3_t * ProjectedShadowVerts ;
static int numFacing ;
static qbyte * triangleFacing ;
# endif
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//FIXME
typedef struct
{
float scale [ 3 ] ; // multiply qbyte verts by this
float translate [ 3 ] ; // then add this
char name [ 16 ] ; // frame name from grabbing
dtrivertx_t verts [ 1 ] ; // variable sized
} dmd2aliasframe_t ;
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extern cvar_t gl_part_flame , r_fullbrightSkins , r_fb_models , ruleset_allow_fbmodels ;
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extern cvar_t r_noaliasshadows ;
extern cvar_t gl_ati_truform ;
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extern cvar_t r_vertexdlights ;
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extern cvar_t mod_md3flags ;
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extern cvar_t r_skin_overlays ;
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extern cvar_t r_globalskin_first , r_globalskin_count ;
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# ifndef SERVERONLY
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static hashtable_t skincolourmapped ;
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//q3 .skin support
static skinfile_t * * registeredskins ;
static skinid_t numregisteredskins ;
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struct cctx_s
{
texid_t diffuse ;
int width ;
int height ;
} ;
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void Mod_FlushSkin ( skinid_t id )
{
skinfile_t * sk ;
id - - ;
if ( id > = numregisteredskins )
return ; //invalid!
sk = registeredskins [ id ] ;
if ( ! sk )
return ;
sk - > qwskin = NULL ;
}
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void Mod_WipeSkin ( skinid_t id )
{
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//FIXME: skin objects should persist for a frame.
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skinfile_t * sk ;
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int i ;
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id - - ;
if ( id > = numregisteredskins )
return ; //invalid!
sk = registeredskins [ id ] ;
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if ( ! sk )
return ;
for ( i = 0 ; i < sk - > nummappings ; i + + )
{
if ( sk - > mappings [ i ] . needsfree )
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Image_UnloadTexture ( sk - > mappings [ i ] . texnums . base ) ;
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R_UnloadShader ( sk - > mappings [ i ] . shader ) ;
}
Z_Free ( registeredskins [ id ] ) ;
registeredskins [ id ] = NULL ;
}
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static void Mod_WipeAllSkins ( qboolean final )
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{
skinid_t id ;
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if ( final )
{
for ( id = 0 ; id < numregisteredskins ; )
Mod_WipeSkin ( + + id ) ;
Z_Free ( registeredskins ) ;
registeredskins = NULL ;
numregisteredskins = 0 ;
}
else
{
for ( id = 0 ; id < numregisteredskins ; )
Mod_FlushSkin ( + + id ) ;
}
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}
skinfile_t * Mod_LookupSkin ( skinid_t id )
{
id - - ;
if ( id < numregisteredskins )
return registeredskins [ id ] ;
return NULL ;
}
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static void Mod_ComposeSkin ( char * texture , struct cctx_s * cctx )
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{
float x = 0 , y = 0 ;
float w , h ;
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int iw = 0 , ih = 0 ;
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float r = 1 , g = 1 , b = 1 , a = 1 ;
int l ;
char * s , tname [ MAX_QPATH ] ;
shader_t * sourceimg ;
for ( s = texture ; * s ; s + + )
{
if ( * s = = ' @ ' | | * s = = ' : ' | | * s = = ' ? ' | | * s = = ' * ' )
break ;
}
l = s - texture ;
if ( l > MAX_QPATH - 1 )
l = MAX_QPATH - 1 ;
memcpy ( tname , texture , l ) ;
tname [ l ] = 0 ;
//load the image and set some default sizes, etc.
sourceimg = R2D_SafeCachePic ( tname ) ;
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if ( ! sourceimg | | R_GetShaderSizes ( sourceimg , & iw , & ih , true ) ! = 1 ) //no shader? no point in doing anything.
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{
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w = 0 ;
h = 0 ;
sourceimg = NULL ;
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}
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else
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{
w = iw ;
h = ih ;
}
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while ( * s )
{
switch ( * s )
{
case ' @ ' :
x = strtod ( s + 1 , & s ) ;
if ( * s = = ' , ' )
s + + ;
y = strtod ( s , & s ) ;
break ;
case ' : ' :
w = strtod ( s + 1 , & s ) ;
if ( * s = = ' , ' )
s + + ;
h = strtod ( s , & s ) ;
break ;
case ' ? ' :
r = strtod ( s + 1 , & s ) ;
if ( * s = = ' , ' )
s + + ;
g = strtod ( s , & s ) ;
if ( * s = = ' , ' )
s + + ;
b = strtod ( s , & s ) ;
if ( * s = = ' , ' )
s + + ;
a = strtod ( s , & s ) ;
break ;
// case '*':
// break;
default :
s + = strlen ( s ) ; //some sort of error or other thing we don't support
break ;
}
}
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if ( ! w | | ! h )
return ;
//create a render target if one is not already selected
if ( ! TEXVALID ( cctx - > diffuse ) )
{
strcpy ( r_refdef . rt_destcolour [ 0 ] . texname , " - " ) ;
cctx - > width = x + w ;
cctx - > height = y + h ;
cctx - > diffuse = R2D_RT_Configure ( r_refdef . rt_destcolour [ 0 ] . texname , cctx - > width , cctx - > height , TF_RGBA32 ) ;
BE_RenderToTextureUpdate2d ( true ) ;
}
if ( ! sourceimg )
return ;
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R2D_ImageColours ( r , g , b , a ) ;
R2D_Image ( x , 512 - ( y + h ) , w , h , 0 , 1 , 1 , 0 , sourceimg ) ;
R_UnloadShader ( sourceimg ) ; //we're done with it now
}
//create a new skin with explicit name and text. even if its already loaded. this means you can free it safely.
skinid_t Mod_ReadSkinFile ( const char * skinname , const char * skintext )
{
skinid_t id ;
char * nl ;
skinfile_t * skin ;
char shadername [ MAX_QPATH ] ;
for ( id = 0 ; id < numregisteredskins ; id + + )
{
if ( ! registeredskins [ id ] )
break ;
}
if ( id = = numregisteredskins )
{
int newn = numregisteredskins + 64 ;
registeredskins = BZ_Realloc ( registeredskins , sizeof ( * registeredskins ) * newn ) ;
memset ( registeredskins + numregisteredskins , 0 , ( newn - numregisteredskins ) * sizeof ( * registeredskins ) ) ;
numregisteredskins = newn ;
}
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skin = Z_Malloc ( sizeof ( * skin ) - sizeof ( skin - > mappings ) + sizeof ( skin - > mappings [ 0 ] ) * 4 ) ;
skin - > maxmappings = 4 ;
Q_strncpyz ( skin - > skinname , skinname , sizeof ( skin - > skinname ) ) ;
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skin - > q1lower = Q1UNSPECIFIED ;
skin - > q1upper = Q1UNSPECIFIED ;
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while ( skintext )
{
if ( skin - > nummappings = = skin - > maxmappings )
{
skin - > maxmappings + = 4 ;
skin = BZ_Realloc ( skin , sizeof ( * skin ) - sizeof ( skin - > mappings ) + sizeof ( skin - > mappings [ 0 ] ) * skin - > maxmappings ) ;
}
skintext = COM_ParseToken ( skintext , " , " ) ;
if ( ! skintext )
break ;
if ( ! strcmp ( com_token , " replace " ) )
{
skintext = COM_ParseToken ( skintext , NULL ) ;
if ( com_tokentype ! = TTP_LINEENDING )
{
Q_strncpyz ( skin - > mappings [ skin - > nummappings ] . surface , com_token , sizeof ( skin - > mappings [ skin - > nummappings ] . surface ) ) ;
skintext = COM_ParseToken ( skintext , NULL ) ;
Q_strncpyz ( shadername , com_token , sizeof ( shadername ) ) ;
skin - > mappings [ skin - > nummappings ] . shader = R_RegisterSkin ( shadername , skin - > skinname ) ;
R_BuildDefaultTexnums ( NULL , skin - > mappings [ skin - > nummappings ] . shader ) ;
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skin - > mappings [ skin - > nummappings ] . texnums = * skin - > mappings [ skin - > nummappings ] . shader - > defaulttextures ;
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skin - > nummappings + + ;
}
}
else if ( ! strcmp ( com_token , " compose " ) )
{
skintext = COM_ParseToken ( skintext , NULL ) ;
//body
if ( com_tokentype ! = TTP_LINEENDING )
{
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//fixme: this blocks waiting for the textures to load.
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struct cctx_s cctx ;
memset ( & cctx , 0 , sizeof ( cctx ) ) ;
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Q_strncpyz ( skin - > mappings [ skin - > nummappings ] . surface , com_token , sizeof ( skin - > mappings [ skin - > nummappings ] . surface ) ) ;
skintext = COM_ParseToken ( skintext , NULL ) ;
Q_strncpyz ( shadername , com_token , sizeof ( shadername ) ) ;
skin - > mappings [ skin - > nummappings ] . shader = R_RegisterSkin ( shadername , skin - > skinname ) ;
R_BuildDefaultTexnums ( NULL , skin - > mappings [ skin - > nummappings ] . shader ) ;
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skin - > mappings [ skin - > nummappings ] . texnums = * skin - > mappings [ skin - > nummappings ] . shader - > defaulttextures ;
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for ( ; ; )
{
while ( * skintext = = ' ' | | * skintext = = ' \t ' )
skintext + + ;
if ( * skintext = = ' + ' )
skintext + + ;
else
break ;
skintext = COM_Parse ( skintext ) ;
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Mod_ComposeSkin ( com_token , & cctx ) ;
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}
skin - > mappings [ skin - > nummappings ] . needsfree = 1 ;
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skin - > mappings [ skin - > nummappings ] . texnums . base = cctx . diffuse ;
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skin - > nummappings + + ;
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* r_refdef . rt_destcolour [ 0 ] . texname = 0 ;
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BE_RenderToTextureUpdate2d ( true ) ;
}
}
else if ( ! strcmp ( com_token , " geomset " ) )
{
int set ;
skintext = COM_ParseToken ( skintext , NULL ) ;
set = atoi ( com_token ) ;
if ( com_tokentype ! = TTP_LINEENDING )
{
skintext = COM_ParseToken ( skintext , NULL ) ;
if ( set < MAX_GEOMSETS )
skin - > geomset [ set ] = atoi ( com_token ) ;
}
}
else if ( ! strncmp ( com_token , " tag_ " , 4 ) )
{
//ignore it. matches q3.
}
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else if ( ! strcmp ( com_token , " qwskin " ) )
{
skintext = COM_ParseToken ( skintext , NULL ) ;
Q_strncpyz ( skin - > qwskinname , com_token , sizeof ( skin - > qwskinname ) ) ;
}
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else if ( ! strcmp ( com_token , " q1lower " ) )
{
skintext = COM_ParseToken ( skintext , NULL ) ;
if ( ! strncmp ( com_token , " 0x " , 2 ) )
skin - > q1lower = 0xff000000 | strtoul ( com_token + 2 , NULL , 16 ) ;
else
skin - > q1lower = atoi ( com_token ) ;
}
else if ( ! strcmp ( com_token , " q1upper " ) )
{
skintext = COM_ParseToken ( skintext , NULL ) ;
if ( ! strncmp ( com_token , " 0x " , 2 ) )
skin - > q1upper = 0xff000000 | strtoul ( com_token + 2 , NULL , 16 ) ;
else
skin - > q1upper = atoi ( com_token ) ;
}
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else
{
while ( * skintext = = ' ' | | * skintext = = ' \t ' )
skintext + + ;
if ( * skintext = = ' , ' )
{
Q_strncpyz ( skin - > mappings [ skin - > nummappings ] . surface , com_token , sizeof ( skin - > mappings [ skin - > nummappings ] . surface ) ) ;
skintext = COM_ParseToken ( skintext + 1 , NULL ) ;
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Q_strncpyz ( shadername , com_token , sizeof ( shadername ) ) ;
skin - > mappings [ skin - > nummappings ] . shader = R_RegisterSkin ( shadername , skin - > skinname ) ;
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R_BuildDefaultTexnums ( NULL , skin - > mappings [ skin - > nummappings ] . shader ) ;
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skin - > mappings [ skin - > nummappings ] . texnums = * skin - > mappings [ skin - > nummappings ] . shader - > defaulttextures ;
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skin - > nummappings + + ;
}
}
if ( com_tokentype = = TTP_LINEENDING | | ! skintext )
continue ;
nl = strchr ( skintext , ' \n ' ) ;
if ( ! nl )
skintext = skintext + strlen ( skintext ) ;
else
skintext = nl + 1 ;
if ( ! * skintext )
break ;
}
registeredskins [ id ] = skin ;
return id + 1 ;
}
//registers a skin. loads it if there's not one with that name already registered.
//returns 0 if it failed.
skinid_t Mod_RegisterSkinFile ( const char * skinname )
{
char * f ;
skinid_t id ;
//block duplicates
for ( id = 0 ; id < numregisteredskins ; id + + )
{
if ( ! registeredskins [ id ] )
continue ;
if ( ! strcmp ( skinname , registeredskins [ id ] - > skinname ) )
return id + 1 ;
}
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f = FS_LoadMallocFile ( skinname , NULL ) ;
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if ( ! f )
return 0 ;
id = Mod_ReadSkinFile ( skinname , f ) ;
Z_Free ( f ) ;
return id ;
}
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//changes vertex lighting values
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#if 0
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static void R_GAliasApplyLighting ( mesh_t * mesh , vec3_t org , vec3_t angles , float * colormod )
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{
int l , v ;
vec3_t rel ;
vec3_t dir ;
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float dot , d , a ;
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if ( mesh - > colors4f_array )
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{
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float l ;
int temp ;
int i ;
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avec4_t * colours = mesh - > colors4f_array ;
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vec3_t * normals = mesh - > normals_array ;
vec3_t ambient , shade ;
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qbyte alphab = bound ( 0 , colormod [ 3 ] , 1 ) ;
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if ( ! mesh - > normals_array )
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{
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mesh - > colors4f_array = NULL ;
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return ;
}
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VectorCopy ( ambientlight , ambient ) ;
VectorCopy ( shadelight , shade ) ;
for ( i = 0 ; i < 3 ; i + + )
{
ambient [ i ] * = colormod [ i ] ;
shade [ i ] * = colormod [ i ] ;
}
for ( i = mesh - > numvertexes - 1 ; i > = 0 ; i - - )
{
l = DotProduct ( normals [ i ] , shadevector ) ;
temp = l * ambient [ 0 ] + shade [ 0 ] ;
colours [ i ] [ 0 ] = temp ;
temp = l * ambient [ 1 ] + shade [ 1 ] ;
colours [ i ] [ 1 ] = temp ;
temp = l * ambient [ 2 ] + shade [ 2 ] ;
colours [ i ] [ 2 ] = temp ;
colours [ i ] [ 3 ] = alphab ;
}
}
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if ( r_vertexdlights . value & & mesh - > colors4f_array )
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{
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//don't include world lights
for ( l = rtlights_first ; l < RTL_FIRST ; l + + )
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{
if ( cl_dlights [ l ] . radius )
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{
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VectorSubtract ( cl_dlights [ l ] . origin ,
org ,
dir ) ;
if ( Length ( dir ) > cl_dlights [ l ] . radius + mesh - > radius ) //far out man!
continue ;
rel [ 0 ] = - DotProduct ( dir , currententity - > axis [ 0 ] ) ;
rel [ 1 ] = - DotProduct ( dir , currententity - > axis [ 1 ] ) ; //quake's crazy.
rel [ 2 ] = - DotProduct ( dir , currententity - > axis [ 2 ] ) ;
/*
glBegin ( GL_LINES ) ;
glVertex3f ( 0 , 0 , 0 ) ;
glVertex3f ( rel [ 0 ] , rel [ 1 ] , rel [ 2 ] ) ;
glEnd ( ) ;
*/
for ( v = 0 ; v < mesh - > numvertexes ; v + + )
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{
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VectorSubtract ( mesh - > xyz_array [ v ] , rel , dir ) ;
dot = DotProduct ( dir , mesh - > normals_array [ v ] ) ;
if ( dot > 0 )
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{
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d = DotProduct ( dir , dir ) ;
a = 1 / d ;
if ( a > 0 )
{
a * = 10000000 * dot / sqrt ( d ) ;
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mesh - > colors4f_array [ v ] [ 0 ] + = a * cl_dlights [ l ] . color [ 0 ] ;
mesh - > colors4f_array [ v ] [ 1 ] + = a * cl_dlights [ l ] . color [ 1 ] ;
mesh - > colors4f_array [ v ] [ 2 ] + = a * cl_dlights [ l ] . color [ 2 ] ;
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}
// else
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// mesh->colors4f_array[v][1] = 1;
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}
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// else
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// mesh->colors4f_array[v][2] = 1;
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}
}
}
}
}
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# endif
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/*
void GL_GAliasFlushOneSkin ( char * skinname )
{
int i ;
bucket_t * * l ;
galiascolourmapped_t * cm ;
for ( i = 0 ; i < skincolourmapped . numbuckets ; i + + )
{
for ( l = & skincolourmapped . bucket [ i ] ; * l ; )
{
cm = ( * l ) - > data ;
if ( strstr ( cm - > name , skinname ) )
{
* l = cm - > bucket . next ;
BZ_Free ( cm ) ;
continue ;
}
l = & ( * l ) - > next ;
}
}
} */
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//final is set when the renderer is going down.
//if not set, this is mid-map, and everything should be regeneratable.
void R_GAliasFlushSkinCache ( qboolean final )
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{
int i ;
bucket_t * b ;
for ( i = 0 ; i < skincolourmapped . numbuckets ; i + + )
{
while ( ( b = skincolourmapped . bucket [ i ] ) )
{
skincolourmapped . bucket [ i ] = b - > next ;
BZ_Free ( b - > data ) ;
}
}
if ( skincolourmapped . bucket )
BZ_Free ( skincolourmapped . bucket ) ;
skincolourmapped . bucket = NULL ;
skincolourmapped . numbuckets = 0 ;
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# ifdef RTLIGHTS
BZ_Free ( ProjectedShadowVerts ) ;
ProjectedShadowVerts = NULL ;
numProjectedShadowVerts = 0 ;
BZ_Free ( triangleFacing ) ;
triangleFacing = NULL ;
numFacing = 0 ;
# endif
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Mod_WipeAllSkins ( final ) ;
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}
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static shader_t * GL_ChooseSkin ( galiasinfo_t * inf , model_t * model , int surfnum , entity_t * e , texnums_t * * forcedtex )
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{
galiasskin_t * skins ;
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shader_t * shader ;
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qwskin_t * plskin = NULL ;
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int frame ;
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unsigned int subframe ;
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extern int cl_playerindex ; //so I don't have to strcmp
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unsigned int tc , bc , pc ;
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qboolean forced ;
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qboolean generateupperlower = false ;
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tc = e - > topcolour ;
bc = e - > bottomcolour ;
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* forcedtex = NULL ;
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/*q3 .skin files*/
if ( e - > customskin )
{
skinfile_t * sk = Mod_LookupSkin ( e - > customskin ) ;
if ( sk )
{
int i ;
if ( inf - > geomset < MAX_GEOMSETS & & sk - > geomset [ inf - > geomset ] ! = inf - > geomid )
return NULL ; //don't allow this surface to be drawn.
for ( i = 0 ; i < sk - > nummappings ; i + + )
{
if ( ! strcmp ( sk - > mappings [ i ] . surface , inf - > surfacename ) )
{
* forcedtex = & sk - > mappings [ i ] . texnums ;
return sk - > mappings [ i ] . shader ;
}
}
2014-09-08 23:47:19 +00:00
if ( ! sk - > qwskin & & * sk - > qwskinname )
sk - > qwskin = Skin_Lookup ( sk - > qwskinname ) ;
2015-01-12 12:28:13 +00:00
if ( sk - > q1lower ! = Q1UNSPECIFIED )
2015-06-04 06:15:14 +00:00
bc = e - > bottomcolour = sk - > q1lower ;
2015-01-12 12:28:13 +00:00
if ( sk - > q1upper ! = Q1UNSPECIFIED )
2015-11-18 07:37:39 +00:00
tc = e - > topcolour = sk - > q1upper ;
2014-09-08 23:47:19 +00:00
plskin = sk - > qwskin ;
2014-03-30 08:55:06 +00:00
}
}
2012-02-12 05:18:31 +00:00
2012-07-05 19:42:36 +00:00
/*hexen2 feature: global skins */
2014-02-11 17:51:29 +00:00
if ( inf - > numskins < e - > skinnum & & e - > skinnum > = r_globalskin_first . ival & & e - > skinnum < r_globalskin_first . ival + r_globalskin_count . ival )
2010-08-14 00:15:07 +00:00
{
shader_t * s ;
2011-07-30 14:14:56 +00:00
s = R_RegisterSkin ( va ( " gfx/skin%d.lmp " , e - > skinnum ) , NULL ) ;
2013-03-12 22:56:10 +00:00
if ( s )
{
2016-07-12 00:40:13 +00:00
if ( ! TEXVALID ( s - > defaulttextures - > base ) )
R_BuildDefaultTexnums ( NULL , s ) ;
2013-03-12 22:56:10 +00:00
return s ;
}
2010-08-14 00:15:07 +00:00
}
2014-03-30 08:55:06 +00:00
if ( ( e - > model - > engineflags & MDLF_NOTREPLACEMENTS ) & & ! ruleset_allow_sensitive_texture_replacements . ival )
2008-02-01 15:21:14 +00:00
forced = true ;
else
forced = false ;
2004-08-22 22:29:09 +00:00
2010-07-11 02:22:39 +00:00
if ( ! gl_nocolors . ival | | forced )
2004-08-22 22:29:09 +00:00
{
2015-06-04 06:15:14 +00:00
if ( plskin & & plskin - > loadstate = = SKIN_LOADING )
plskin = NULL ;
else if ( ! plskin | | plskin - > loadstate ! = SKIN_LOADED )
2004-09-26 00:30:42 +00:00
{
2014-09-08 23:47:19 +00:00
if ( e - > playerindex > = 0 & & e - > playerindex < = MAX_CLIENTS )
{
//heads don't get skinned, only players (and weaponless players), they do still get recoloured.
if ( model = = cl . model_precache [ cl_playerindex ] | | model = = cl . model_precache_vwep [ 0 ] )
{
if ( ! cl . players [ e - > playerindex ] . qwskin )
Skin_Find ( & cl . players [ e - > playerindex ] ) ;
plskin = cl . players [ e - > playerindex ] . qwskin ;
}
else
plskin = NULL ;
2014-10-06 17:55:39 +00:00
if ( plskin & & plskin - > loadstate ! = SKIN_LOADED )
{
Skin_Cache8 ( plskin ) ; //we're not going to use it, but make sure its status is updated when it is finally loaded..
plskin = cl . players [ e - > playerindex ] . lastskin ;
}
else
cl . players [ e - > playerindex ] . lastskin = plskin ;
2014-09-08 23:47:19 +00:00
}
else
plskin = NULL ;
2004-09-26 00:30:42 +00:00
}
2014-09-17 03:04:08 +00:00
# ifdef HEXEN2
------------------------------------------------------------------------
r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines
removed MAX_VISEDICTS limit.
PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default.
TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW.
added android multitouch emulation for windows/rawinput (in_simulatemultitouch).
split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature.
now using utf-8 for windows consoles.
qcc warnings/errors now give clickable console links for quick+easy editing.
disabled menutint when the currently active item changes contrast or gamma (for OneManClan).
Added support for drawfont/drawfontscale.
tweaked the qcvm a little to reduce the number of pointers.
.doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up.
windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings.
fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen.
editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts.
Added support for .framegroups files for psk(psa) and iqm formats.
True support for ezquake's colour codes. Mutually exclusive with background colours.
path command output slightly more readable.
added support for digest_hex (MD4, SHA1, CRC16).
skingroups now colourmap correctly.
Fix terrain colour hints, and litdata from the wrong bsp.
fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported).
remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother.
fix v *= v.x and similar opcodes.
fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported.
fteqcc: fixed '#if 1 == 3 && 4' parsing.
fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable.
fteqcc: copyright message now includes compile date instead.
fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile.
fteqccgui: the output window is now focused and scrolls down as compilation progresses.
pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue.
rewrote prespawn/modelist/soundlist code. server tracks progress now.
------------------------------------------------------------------------
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
pc = e - > h2playerclass ;
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# else
pc = 0 ;
# endif
2005-11-26 03:02:55 +00:00
2013-03-12 22:44:00 +00:00
if ( forced | | tc ! = TOP_DEFAULT | | bc ! = BOTTOM_DEFAULT | | plskin )
2004-08-22 22:29:09 +00:00
{
2005-02-06 02:47:36 +00:00
int inwidth , inheight ;
int tinwidth , tinheight ;
char * skinname ;
qbyte * original ;
galiascolourmapped_t * cm ;
2005-03-20 02:57:11 +00:00
char hashname [ 512 ] ;
------------------------------------------------------------------------
r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines
removed MAX_VISEDICTS limit.
PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default.
TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW.
added android multitouch emulation for windows/rawinput (in_simulatemultitouch).
split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature.
now using utf-8 for windows consoles.
qcc warnings/errors now give clickable console links for quick+easy editing.
disabled menutint when the currently active item changes contrast or gamma (for OneManClan).
Added support for drawfont/drawfontscale.
tweaked the qcvm a little to reduce the number of pointers.
.doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up.
windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings.
fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen.
editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts.
Added support for .framegroups files for psk(psa) and iqm formats.
True support for ezquake's colour codes. Mutually exclusive with background colours.
path command output slightly more readable.
added support for digest_hex (MD4, SHA1, CRC16).
skingroups now colourmap correctly.
Fix terrain colour hints, and litdata from the wrong bsp.
fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported).
remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother.
fix v *= v.x and similar opcodes.
fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported.
fteqcc: fixed '#if 1 == 3 && 4' parsing.
fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable.
fteqcc: copyright message now includes compile date instead.
fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile.
fteqccgui: the output window is now focused and scrolls down as compilation progresses.
pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue.
rewrote prespawn/modelist/soundlist code. server tracks progress now.
------------------------------------------------------------------------
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if ( plskin )
2004-08-22 22:29:09 +00:00
{
------------------------------------------------------------------------
r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines
removed MAX_VISEDICTS limit.
PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default.
TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW.
added android multitouch emulation for windows/rawinput (in_simulatemultitouch).
split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature.
now using utf-8 for windows consoles.
qcc warnings/errors now give clickable console links for quick+easy editing.
disabled menutint when the currently active item changes contrast or gamma (for OneManClan).
Added support for drawfont/drawfontscale.
tweaked the qcvm a little to reduce the number of pointers.
.doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up.
windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings.
fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen.
editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts.
Added support for .framegroups files for psk(psa) and iqm formats.
True support for ezquake's colour codes. Mutually exclusive with background colours.
path command output slightly more readable.
added support for digest_hex (MD4, SHA1, CRC16).
skingroups now colourmap correctly.
Fix terrain colour hints, and litdata from the wrong bsp.
fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported).
remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother.
fix v *= v.x and similar opcodes.
fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported.
fteqcc: fixed '#if 1 == 3 && 4' parsing.
fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable.
fteqcc: copyright message now includes compile date instead.
fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile.
fteqccgui: the output window is now focused and scrolls down as compilation progresses.
pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue.
rewrote prespawn/modelist/soundlist code. server tracks progress now.
------------------------------------------------------------------------
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
snprintf ( hashname , sizeof ( hashname ) , " %s$%s$%i " , model - > name , plskin - > name , surfnum ) ;
2005-08-07 13:16:20 +00:00
skinname = hashname ;
}
2012-07-05 19:42:36 +00:00
else if ( surfnum )
2005-08-07 13:16:20 +00:00
{
2012-07-05 19:42:36 +00:00
snprintf ( hashname , sizeof ( hashname ) , " %s$%i " , model - > name , surfnum ) ;
skinname = hashname ;
2004-08-22 22:29:09 +00:00
}
2012-07-05 19:42:36 +00:00
else
skinname = model - > name ;
2005-11-26 03:02:55 +00:00
2005-02-06 02:47:36 +00:00
if ( ! skincolourmapped . numbuckets )
2008-05-14 18:06:58 +00:00
{
void * buckets = BZ_Malloc ( Hash_BytesForBuckets ( 256 ) ) ;
memset ( buckets , 0 , Hash_BytesForBuckets ( 256 ) ) ;
Hash_InitTable ( & skincolourmapped , 256 , buckets ) ;
}
2005-11-26 03:02:55 +00:00
2005-03-20 02:57:11 +00:00
if ( ! inf - > numskins )
{
2012-02-12 05:18:31 +00:00
/*model has no skins*/
2005-03-20 02:57:11 +00:00
skins = NULL ;
2009-11-04 21:16:50 +00:00
subframe = 0 ;
2012-02-12 05:18:31 +00:00
shader = NULL ;
2005-03-20 02:57:11 +00:00
}
else
{
2013-07-14 12:22:51 +00:00
skins = inf - > ofsskins ;
2012-02-12 05:18:31 +00:00
if ( e - > skinnum > = 0 & & e - > skinnum < inf - > numskins )
skins + = e - > skinnum ;
2014-10-05 20:04:11 +00:00
if ( ! skins - > numframes )
2009-11-04 21:16:50 +00:00
{
2012-02-12 05:18:31 +00:00
/*model has a skin, but has no framegroups*/
2009-11-04 21:16:50 +00:00
skins = NULL ;
subframe = 0 ;
2012-02-12 05:18:31 +00:00
shader = NULL ;
2009-11-04 21:16:50 +00:00
}
else
{
subframe = cl . time * skins - > skinspeed ;
2014-10-05 20:04:11 +00:00
subframe = subframe % skins - > numframes ;
2009-11-04 21:16:50 +00:00
2014-10-05 20:04:11 +00:00
shader = skins - > frame [ subframe ] . shader ;
2009-11-04 21:16:50 +00:00
}
}
2014-03-30 08:55:06 +00:00
if ( shader )
{
2014-10-05 20:04:11 +00:00
if ( ! plskin )
{
2015-05-03 19:57:46 +00:00
texnums_t * tex = shader - > defaulttextures ;
2014-10-05 20:04:11 +00:00
//do this for the loading case too, in the hope that it'll avoid generating a per-player skin at all
2015-05-03 19:57:46 +00:00
if ( ( tex - > loweroverlay & & ( tex - > loweroverlay - > status = = TEX_LOADING | | tex - > loweroverlay - > status = = TEX_LOADED ) ) | |
( tex - > upperoverlay & & ( tex - > upperoverlay - > status = = TEX_LOADING | | tex - > upperoverlay - > status = = TEX_LOADED ) ) )
2014-10-05 20:04:11 +00:00
return shader ;
}
2016-07-12 00:40:13 +00:00
if ( shader - > prog & & ( shader - > prog - > supportedpermutations & PERMUTATION_UPPERLOWER ) & & ! h2playertranslations )
2014-03-30 08:55:06 +00:00
{ //this shader can do permutations. this means we can generate only a black image, with separate top+bottom textures.
2014-04-13 04:23:13 +00:00
tc = 0xfe000000 ;
bc = 0xfe000000 ;
2014-03-30 08:55:06 +00:00
generateupperlower = true ;
}
}
2009-11-04 21:16:50 +00:00
for ( cm = Hash_Get ( & skincolourmapped , skinname ) ; cm ; cm = Hash_GetNext ( & skincolourmapped , skinname , cm ) )
{
2010-08-28 17:14:38 +00:00
if ( cm - > tcolour = = tc & & cm - > bcolour = = bc & & cm - > skinnum = = e - > skinnum & & cm - > subframe = = subframe & & cm - > pclass = = pc )
2009-11-04 21:16:50 +00:00
{
2012-02-12 05:18:31 +00:00
* forcedtex = & cm - > texnum ;
2012-07-05 19:42:36 +00:00
if ( ! shader )
shader = R_RegisterSkin ( skinname , NULL ) ;
2012-02-12 05:18:31 +00:00
return shader ;
2009-11-04 21:16:50 +00:00
}
2005-03-20 02:57:11 +00:00
}
2005-02-06 02:47:36 +00:00
//colourmap isn't present yet.
2015-05-03 19:57:46 +00:00
cm = Z_Malloc ( sizeof ( * cm ) ) ;
2012-02-12 05:18:31 +00:00
* forcedtex = & cm - > texnum ;
2005-02-06 02:47:36 +00:00
Q_strncpyz ( cm - > name , skinname , sizeof ( cm - > name ) ) ;
2005-02-09 19:32:09 +00:00
Hash_Add ( & skincolourmapped , cm - > name , cm , & cm - > bucket ) ;
2008-06-01 22:06:22 +00:00
cm - > tcolour = tc ;
cm - > bcolour = bc ;
2014-09-17 03:04:08 +00:00
cm - > pclass = pc ; //is this needed? surely it'll be baked as part of the modelname?
2005-02-06 02:47:36 +00:00
cm - > skinnum = e - > skinnum ;
2009-11-04 21:16:50 +00:00
cm - > subframe = subframe ;
2005-03-20 02:57:11 +00:00
2014-10-06 17:55:39 +00:00
//q2 has no surfaces in its player models, so don't crash from that
//note that q2 should also always have a custom skin set. its not our problem (here) if it doesn't.
2012-02-12 05:18:31 +00:00
if ( ! shader )
shader = R_RegisterSkin ( skinname , NULL ) ;
2015-05-03 19:57:46 +00:00
cm - > texnum . bump = shader - > defaulttextures - > bump ; //can't colour bumpmapping
2014-09-08 23:47:19 +00:00
if ( plskin )
2004-12-09 23:45:14 +00:00
{
2012-02-12 05:18:31 +00:00
/*q1 only reskins the player model, not gibbed heads (which have the same colourmap)*/
------------------------------------------------------------------------
r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines
removed MAX_VISEDICTS limit.
PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default.
TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW.
added android multitouch emulation for windows/rawinput (in_simulatemultitouch).
split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature.
now using utf-8 for windows consoles.
qcc warnings/errors now give clickable console links for quick+easy editing.
disabled menutint when the currently active item changes contrast or gamma (for OneManClan).
Added support for drawfont/drawfontscale.
tweaked the qcvm a little to reduce the number of pointers.
.doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up.
windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings.
fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen.
editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts.
Added support for .framegroups files for psk(psa) and iqm formats.
True support for ezquake's colour codes. Mutually exclusive with background colours.
path command output slightly more readable.
added support for digest_hex (MD4, SHA1, CRC16).
skingroups now colourmap correctly.
Fix terrain colour hints, and litdata from the wrong bsp.
fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported).
remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother.
fix v *= v.x and similar opcodes.
fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported.
fteqcc: fixed '#if 1 == 3 && 4' parsing.
fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable.
fteqcc: copyright message now includes compile date instead.
fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile.
fteqccgui: the output window is now focused and scrolls down as compilation progresses.
pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue.
rewrote prespawn/modelist/soundlist code. server tracks progress now.
------------------------------------------------------------------------
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
original = Skin_Cache8 ( plskin ) ;
inwidth = plskin - > width ;
inheight = plskin - > height ;
2009-07-17 22:28:16 +00:00
2014-10-05 20:04:11 +00:00
if ( ! original & & TEXLOADED ( plskin - > textures . base ) )
2009-07-17 22:28:16 +00:00
{
2013-03-12 22:56:10 +00:00
cm - > texnum . loweroverlay = plskin - > textures . loweroverlay ;
cm - > texnum . upperoverlay = plskin - > textures . upperoverlay ;
cm - > texnum . base = plskin - > textures . base ;
cm - > texnum . fullbright = plskin - > textures . fullbright ;
cm - > texnum . specular = plskin - > textures . specular ;
2015-05-03 19:57:46 +00:00
cm - > texnum . paletted = r_nulltex ;
cm - > texnum . reflectcube = r_nulltex ;
cm - > texnum . reflectmask = r_nulltex ;
2012-02-12 05:18:31 +00:00
return shader ;
2009-07-17 22:28:16 +00:00
}
2004-12-09 23:45:14 +00:00
}
else
{
original = NULL ;
inwidth = 0 ;
2005-03-28 00:11:59 +00:00
inheight = 0 ;
2004-12-09 23:45:14 +00:00
}
2005-02-06 02:47:36 +00:00
if ( ! original )
2004-08-22 22:29:09 +00:00
{
2014-10-11 19:39:45 +00:00
if ( skins & & skins - > numframes & & skins - > frame [ subframe ] . texels )
2005-02-06 02:47:36 +00:00
{
2014-10-05 20:04:11 +00:00
original = skins - > frame [ subframe ] . texels ;
2005-02-06 02:47:36 +00:00
inwidth = skins - > skinwidth ;
inheight = skins - > skinheight ;
}
2004-08-22 22:29:09 +00:00
else
{
2005-02-06 02:47:36 +00:00
original = NULL ;
inwidth = 0 ;
inheight = 0 ;
2004-08-22 22:29:09 +00:00
}
}
2014-10-11 19:39:45 +00:00
if ( skins )
{
tinwidth = skins - > skinwidth ;
tinheight = skins - > skinheight ;
}
else
{
tinwidth = inwidth ;
tinheight = inheight ;
}
2005-02-06 02:47:36 +00:00
if ( original )
2004-08-22 22:29:09 +00:00
{
2005-02-06 02:47:36 +00:00
int i , j ;
unsigned translate32 [ 256 ] ;
2014-08-25 07:35:41 +00:00
unsigned * pixels ;
2005-02-06 02:47:36 +00:00
unsigned * out ;
unsigned frac , fracstep ;
2005-11-26 03:02:55 +00:00
2005-02-06 02:47:36 +00:00
unsigned scaled_width , scaled_height ;
qbyte * inrow ;
2005-11-26 03:02:55 +00:00
2012-02-12 05:18:31 +00:00
cm - > texnum . base = r_nulltex ;
cm - > texnum . fullbright = r_nulltex ;
2005-11-26 03:02:55 +00:00
2005-02-06 02:47:36 +00:00
scaled_width = gl_max_size . value < 512 ? gl_max_size . value : 512 ;
scaled_height = gl_max_size . value < 512 ? gl_max_size . value : 512 ;
2005-11-26 03:02:55 +00:00
2008-01-16 03:19:14 +00:00
//handle the case of an external skin being smaller than the texture that its meant to replace
//(to support the evil hackage of the padding on the outside of common qw skins)
if ( tinwidth > inwidth )
tinwidth = inwidth ;
if ( tinheight > inheight )
tinheight = inheight ;
//don't make scaled width any larger than it needs to be
2014-09-02 02:44:43 +00:00
if ( sh_config . texture_non_power_of_two )
2008-01-16 03:19:14 +00:00
{
------------------------------------------------------------------------
r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines
removed MAX_VISEDICTS limit.
PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default.
TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW.
added android multitouch emulation for windows/rawinput (in_simulatemultitouch).
split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature.
now using utf-8 for windows consoles.
qcc warnings/errors now give clickable console links for quick+easy editing.
disabled menutint when the currently active item changes contrast or gamma (for OneManClan).
Added support for drawfont/drawfontscale.
tweaked the qcvm a little to reduce the number of pointers.
.doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up.
windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings.
fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen.
editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts.
Added support for .framegroups files for psk(psa) and iqm formats.
True support for ezquake's colour codes. Mutually exclusive with background colours.
path command output slightly more readable.
added support for digest_hex (MD4, SHA1, CRC16).
skingroups now colourmap correctly.
Fix terrain colour hints, and litdata from the wrong bsp.
fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported).
remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother.
fix v *= v.x and similar opcodes.
fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported.
fteqcc: fixed '#if 1 == 3 && 4' parsing.
fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable.
fteqcc: copyright message now includes compile date instead.
fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile.
fteqccgui: the output window is now focused and scrolls down as compilation progresses.
pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue.
rewrote prespawn/modelist/soundlist code. server tracks progress now.
------------------------------------------------------------------------
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
scaled_width = tinwidth ;
scaled_height = tinheight ;
2008-01-16 03:19:14 +00:00
}
------------------------------------------------------------------------
r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines
removed MAX_VISEDICTS limit.
PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default.
TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW.
added android multitouch emulation for windows/rawinput (in_simulatemultitouch).
split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature.
now using utf-8 for windows consoles.
qcc warnings/errors now give clickable console links for quick+easy editing.
disabled menutint when the currently active item changes contrast or gamma (for OneManClan).
Added support for drawfont/drawfontscale.
tweaked the qcvm a little to reduce the number of pointers.
.doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up.
windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings.
fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen.
editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts.
Added support for .framegroups files for psk(psa) and iqm formats.
True support for ezquake's colour codes. Mutually exclusive with background colours.
path command output slightly more readable.
added support for digest_hex (MD4, SHA1, CRC16).
skingroups now colourmap correctly.
Fix terrain colour hints, and litdata from the wrong bsp.
fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported).
remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother.
fix v *= v.x and similar opcodes.
fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported.
fteqcc: fixed '#if 1 == 3 && 4' parsing.
fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable.
fteqcc: copyright message now includes compile date instead.
fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile.
fteqccgui: the output window is now focused and scrolls down as compilation progresses.
pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue.
rewrote prespawn/modelist/soundlist code. server tracks progress now.
------------------------------------------------------------------------
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
else
2008-01-16 03:19:14 +00:00
{
------------------------------------------------------------------------
r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines
removed MAX_VISEDICTS limit.
PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default.
TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW.
added android multitouch emulation for windows/rawinput (in_simulatemultitouch).
split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature.
now using utf-8 for windows consoles.
qcc warnings/errors now give clickable console links for quick+easy editing.
disabled menutint when the currently active item changes contrast or gamma (for OneManClan).
Added support for drawfont/drawfontscale.
tweaked the qcvm a little to reduce the number of pointers.
.doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up.
windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings.
fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen.
editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts.
Added support for .framegroups files for psk(psa) and iqm formats.
True support for ezquake's colour codes. Mutually exclusive with background colours.
path command output slightly more readable.
added support for digest_hex (MD4, SHA1, CRC16).
skingroups now colourmap correctly.
Fix terrain colour hints, and litdata from the wrong bsp.
fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported).
remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother.
fix v *= v.x and similar opcodes.
fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported.
fteqcc: fixed '#if 1 == 3 && 4' parsing.
fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable.
fteqcc: copyright message now includes compile date instead.
fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile.
fteqccgui: the output window is now focused and scrolls down as compilation progresses.
pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue.
rewrote prespawn/modelist/soundlist code. server tracks progress now.
------------------------------------------------------------------------
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
for ( i = 0 ; i < 10 ; i + + )
{
scaled_width = ( 1 < < i ) ;
if ( scaled_width > = tinwidth )
break ; //its covered
}
for ( i = 0 ; i < 10 ; i + + )
{
scaled_height = ( 1 < < i ) ;
if ( scaled_height > = tinheight )
break ; //its covered
}
2008-01-16 03:19:14 +00:00
}
------------------------------------------------------------------------
r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines
removed MAX_VISEDICTS limit.
PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default.
TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW.
added android multitouch emulation for windows/rawinput (in_simulatemultitouch).
split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature.
now using utf-8 for windows consoles.
qcc warnings/errors now give clickable console links for quick+easy editing.
disabled menutint when the currently active item changes contrast or gamma (for OneManClan).
Added support for drawfont/drawfontscale.
tweaked the qcvm a little to reduce the number of pointers.
.doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up.
windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings.
fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen.
editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts.
Added support for .framegroups files for psk(psa) and iqm formats.
True support for ezquake's colour codes. Mutually exclusive with background colours.
path command output slightly more readable.
added support for digest_hex (MD4, SHA1, CRC16).
skingroups now colourmap correctly.
Fix terrain colour hints, and litdata from the wrong bsp.
fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported).
remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother.
fix v *= v.x and similar opcodes.
fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported.
fteqcc: fixed '#if 1 == 3 && 4' parsing.
fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable.
fteqcc: copyright message now includes compile date instead.
fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile.
fteqccgui: the output window is now focused and scrolls down as compilation progresses.
pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue.
rewrote prespawn/modelist/soundlist code. server tracks progress now.
------------------------------------------------------------------------
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if ( scaled_width > gl_max_size . value )
scaled_width = gl_max_size . value ; //whoops, we made it too big
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if ( scaled_height > gl_max_size . value )
scaled_height = gl_max_size . value ; //whoops, we made it too big
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if ( scaled_width < 4 )
scaled_width = 4 ;
if ( scaled_height < 4 )
scaled_height = 4 ;
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# ifdef HEXEN2
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if ( h2playertranslations & & pc )
{
unsigned int color_offsets [ 5 ] = { 2 * 14 * 256 , 0 , 1 * 14 * 256 , 2 * 14 * 256 , 2 * 14 * 256 } ;
unsigned char * colorA , * colorB , * sourceA , * sourceB ;
colorA = h2playertranslations + 256 + color_offsets [ pc - 1 ] ;
colorB = colorA + 256 ;
sourceA = colorB + ( tc * 256 ) ;
sourceB = colorB + ( bc * 256 ) ;
for ( i = 0 ; i < 256 ; i + + )
{
translate32 [ i ] = d_8to24rgbtable [ i ] ;
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if ( tc > 0 & & ( colorA [ i ] ! = 255 ) )
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{
if ( tc > = 16 )
{
unsigned int v = d_8to24rgbtable [ colorA [ i ] ] ;
v = max ( max ( ( v > > 0 ) & 0xff , ( v > > 8 ) & 0xff ) , ( v > > 16 ) & 0xff ) ;
* ( ( unsigned char * ) & translate32 [ i ] + 0 ) = ( ( ( tc & 0xff0000 ) > > 16 ) * v ) > > 8 ;
* ( ( unsigned char * ) & translate32 [ i ] + 1 ) = ( ( ( tc & 0x00ff00 ) > > 8 ) * v ) > > 8 ;
* ( ( unsigned char * ) & translate32 [ i ] + 2 ) = ( ( ( tc & 0x0000ff ) > > 0 ) * v ) > > 8 ;
* ( ( unsigned char * ) & translate32 [ i ] + 3 ) = 0xff ;
}
else
translate32 [ i ] = d_8to24rgbtable [ sourceA [ i ] ] ;
}
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if ( bc > 0 & & ( colorB [ i ] ! = 255 ) )
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{
if ( bc > = 16 )
{
unsigned int v = d_8to24rgbtable [ colorB [ i ] ] ;
v = max ( max ( ( v > > 0 ) & 0xff , ( v > > 8 ) & 0xff ) , ( v > > 16 ) & 0xff ) ;
* ( ( unsigned char * ) & translate32 [ i ] + 0 ) = ( ( ( bc & 0xff0000 ) > > 16 ) * v ) > > 8 ;
* ( ( unsigned char * ) & translate32 [ i ] + 1 ) = ( ( ( bc & 0x00ff00 ) > > 8 ) * v ) > > 8 ;
* ( ( unsigned char * ) & translate32 [ i ] + 2 ) = ( ( ( bc & 0x0000ff ) > > 0 ) * v ) > > 8 ;
* ( ( unsigned char * ) & translate32 [ i ] + 3 ) = 0xff ;
}
else
translate32 [ i ] = d_8to24rgbtable [ sourceB [ i ] ] ;
}
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}
translate32 [ 0 ] = 0 ;
}
else
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# endif
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{
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for ( i = 0 ; i < 256 ; i + + )
translate32 [ i ] = d_8to24rgbtable [ i ] ;
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2008-06-01 22:06:22 +00:00
for ( i = 0 ; i < 16 ; i + + )
{
if ( tc > = 16 )
{
//assumption: row 0 is pure white.
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* ( ( unsigned char * ) & translate32 [ TOP_RANGE + i ] + 0 ) = ( ( ( tc & 0xff0000 ) > > 16 ) * * ( ( unsigned char * ) & d_8to24rgbtable [ i ] + 0 ) ) > > 8 ;
* ( ( unsigned char * ) & translate32 [ TOP_RANGE + i ] + 1 ) = ( ( ( tc & 0x00ff00 ) > > 8 ) * * ( ( unsigned char * ) & d_8to24rgbtable [ i ] + 1 ) ) > > 8 ;
* ( ( unsigned char * ) & translate32 [ TOP_RANGE + i ] + 2 ) = ( ( ( tc & 0x0000ff ) > > 0 ) * * ( ( unsigned char * ) & d_8to24rgbtable [ i ] + 2 ) ) > > 8 ;
* ( ( unsigned char * ) & translate32 [ TOP_RANGE + i ] + 3 ) = 0xff ;
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}
else
{
if ( tc < 8 )
translate32 [ TOP_RANGE + i ] = d_8to24rgbtable [ ( tc < < 4 ) + i ] ;
else
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translate32 [ TOP_RANGE + i ] = d_8to24rgbtable [ ( tc < < 4 ) + 15 - i ] ;
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}
if ( bc > = 16 )
{
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* ( ( unsigned char * ) & translate32 [ BOTTOM_RANGE + i ] + 0 ) = ( ( ( bc & 0xff0000 ) > > 16 ) * * ( ( unsigned char * ) & d_8to24rgbtable [ i ] + 0 ) ) > > 8 ;
* ( ( unsigned char * ) & translate32 [ BOTTOM_RANGE + i ] + 1 ) = ( ( ( bc & 0x00ff00 ) > > 8 ) * * ( ( unsigned char * ) & d_8to24rgbtable [ i ] + 1 ) ) > > 8 ;
* ( ( unsigned char * ) & translate32 [ BOTTOM_RANGE + i ] + 2 ) = ( ( ( bc & 0x0000ff ) > > 0 ) * * ( ( unsigned char * ) & d_8to24rgbtable [ i ] + 2 ) ) > > 8 ;
* ( ( unsigned char * ) & translate32 [ BOTTOM_RANGE + i ] + 3 ) = 0xff ;
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}
else
{
if ( bc < 8 )
translate32 [ BOTTOM_RANGE + i ] = d_8to24rgbtable [ ( bc < < 4 ) + i ] ;
else
translate32 [ BOTTOM_RANGE + i ] = d_8to24rgbtable [ ( bc < < 4 ) + 15 - i ] ;
}
}
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}
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pixels = malloc ( sizeof ( * pixels ) * scaled_height * scaled_width ) ;
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out = pixels ;
fracstep = tinwidth * 0x10000 / scaled_width ;
for ( i = 0 ; i < scaled_height ; i + + , out + = scaled_width )
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{
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inrow = original + inwidth * ( i * inheight / scaled_height ) ;
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frac = fracstep > > 1 ;
for ( j = 0 ; j < scaled_width ; j + = 4 )
{
out [ j ] = translate32 [ inrow [ frac > > 16 ] ] ;
frac + = fracstep ;
out [ j + 1 ] = translate32 [ inrow [ frac > > 16 ] ] ;
frac + = fracstep ;
out [ j + 2 ] = translate32 [ inrow [ frac > > 16 ] ] ;
frac + = fracstep ;
out [ j + 3 ] = translate32 [ inrow [ frac > > 16 ] ] ;
frac + = fracstep ;
}
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}
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cm - > texnum . base = R_LoadTexture ( va ( " base$%x$%x$%i$%i$%i$%s " , tc , bc , cm - > skinnum , subframe , pc , cm - > name ) ,
scaled_width , scaled_height , h2playertranslations ? TF_RGBA32 : TF_RGBX32 , pixels , IF_NOMIPMAP ) ;
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cm - > texnum . bump = shader - > defaulttextures - > bump ;
cm - > texnum . fullbright = shader - > defaulttextures - > fullbright ;
cm - > texnum . specular = shader - > defaulttextures - > specular ;
cm - > texnum . reflectcube = shader - > defaulttextures - > reflectcube ;
cm - > texnum . reflectmask = shader - > defaulttextures - > reflectmask ;
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/*if (!h2playertranslations)
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{
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qboolean valid = false ;
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//now do the fullbrights.
out = pixels ;
fracstep = tinwidth * 0x10000 / scaled_width ;
for ( i = 0 ; i < scaled_height ; i + + , out + = scaled_width )
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{
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inrow = original + inwidth * ( i * inheight / scaled_height ) ;
frac = fracstep > > 1 ;
for ( j = 0 ; j < scaled_width ; j + = 1 )
{
if ( inrow [ frac > > 16 ] < 255 - vid . fullbright )
( ( char * ) ( & out [ j ] ) ) [ 3 ] = 0 ; //alpha 0
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else
valid = true ;
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frac + = fracstep ;
}
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}
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if ( valid )
cm - > texnum . fullbright = R_LoadTexture ( va ( " fb$%x$%x$%i$%i$%i$%s " , tc , bc , cm - > skinnum , subframe , pc , cm - > name ) ,
scaled_width , scaled_height , TF_RGBA32 , pixels , IF_NOMIPMAP ) ;
} */
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if ( generateupperlower )
{
for ( i = 0 ; i < 256 ; i + + )
translate32 [ i ] = 0xff000000 ;
for ( i = 0 ; i < 16 ; i + + )
translate32 [ TOP_RANGE + i ] = d_8to24rgbtable [ i ] ;
out = pixels ;
fracstep = tinwidth * 0x10000 / scaled_width ;
for ( i = 0 ; i < scaled_height ; i + + , out + = scaled_width )
{
inrow = original + inwidth * ( i * inheight / scaled_height ) ;
frac = fracstep > > 1 ;
for ( j = 0 ; j < scaled_width ; j + = 4 )
{
out [ j ] = translate32 [ inrow [ frac > > 16 ] ] ;
frac + = fracstep ;
out [ j + 1 ] = translate32 [ inrow [ frac > > 16 ] ] ;
frac + = fracstep ;
out [ j + 2 ] = translate32 [ inrow [ frac > > 16 ] ] ;
frac + = fracstep ;
out [ j + 3 ] = translate32 [ inrow [ frac > > 16 ] ] ;
frac + = fracstep ;
}
}
cm - > texnum . upperoverlay = R_LoadTexture ( va ( " up$%i$%i$%i$%s " , cm - > skinnum , subframe , pc , cm - > name ) ,
scaled_width , scaled_height , TF_RGBA32 , pixels , IF_NOMIPMAP ) ;
for ( i = 0 ; i < 256 ; i + + )
translate32 [ i ] = 0xff000000 ;
for ( i = 0 ; i < 16 ; i + + )
translate32 [ BOTTOM_RANGE + i ] = d_8to24rgbtable [ i ] ;
out = pixels ;
fracstep = tinwidth * 0x10000 / scaled_width ;
for ( i = 0 ; i < scaled_height ; i + + , out + = scaled_width )
{
inrow = original + inwidth * ( i * inheight / scaled_height ) ;
frac = fracstep > > 1 ;
for ( j = 0 ; j < scaled_width ; j + = 4 )
{
out [ j ] = translate32 [ inrow [ frac > > 16 ] ] ;
frac + = fracstep ;
out [ j + 1 ] = translate32 [ inrow [ frac > > 16 ] ] ;
frac + = fracstep ;
out [ j + 2 ] = translate32 [ inrow [ frac > > 16 ] ] ;
frac + = fracstep ;
out [ j + 3 ] = translate32 [ inrow [ frac > > 16 ] ] ;
frac + = fracstep ;
}
}
cm - > texnum . loweroverlay = R_LoadTexture ( va ( " lo$%i$%i$%i$%s " , cm - > skinnum , subframe , pc , cm - > name ) ,
scaled_width , scaled_height , TF_RGBA32 , pixels , IF_NOMIPMAP ) ;
}
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free ( pixels ) ;
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}
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else
{
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/*model has no original skin info and thus cannot be reskinned, copy over the default textures so that the skincache doesn't break things when it gets reused*/
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cm - > texnum = * shader - > defaulttextures ;
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}
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return shader ;
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}
}
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if ( ! inf - > numskins )
return NULL ;
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skins = inf - > ofsskins ;
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if ( e - > skinnum > = 0 & & e - > skinnum < inf - > numskins )
skins + = e - > skinnum ;
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else
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{
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if ( developer . ival )
{
static int lastframe ;
if ( lastframe ! = r_framecount & & lastframe ! = r_framecount - 1 ) //patented anti-spam technology!... actually, I wonder if it would actually be eligable for a patent.
Con_DPrintf ( " Skin number out of range (%u >= %u - %s) \n " , e - > skinnum , inf - > numskins , model - > name ) ;
lastframe = r_framecount ;
}
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if ( ! inf - > numskins )
return NULL ;
}
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2014-10-05 20:04:11 +00:00
if ( ! skins - > numframes )
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return NULL ;
frame = cl . time * skins - > skinspeed ;
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frame = frame % skins - > numframes ;
return skins - > frame [ frame ] . shader ;
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}
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# if defined(RTLIGHTS)
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static void R_CalcFacing ( mesh_t * mesh , vec3_t lightpos )
{
float * v1 , * v2 , * v3 ;
vec3_t d1 , d2 , norm ;
int i ;
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index_t * indexes = mesh - > indexes ;
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int numtris = mesh - > numindexes / 3 ;
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if ( numFacing < numtris )
{
if ( triangleFacing )
BZ_Free ( triangleFacing ) ;
triangleFacing = BZ_Malloc ( sizeof ( * triangleFacing ) * numtris ) ;
numFacing = numtris ;
}
for ( i = 0 ; i < numtris ; i + + , indexes + = 3 )
{
v1 = ( float * ) ( mesh - > xyz_array + indexes [ 0 ] ) ;
v2 = ( float * ) ( mesh - > xyz_array + indexes [ 1 ] ) ;
v3 = ( float * ) ( mesh - > xyz_array + indexes [ 2 ] ) ;
VectorSubtract ( v1 , v2 , d1 ) ;
VectorSubtract ( v3 , v2 , d2 ) ;
CrossProduct ( d1 , d2 , norm ) ;
triangleFacing [ i ] = ( ( lightpos [ 0 ] - v1 [ 0 ] ) * norm [ 0 ] + ( lightpos [ 1 ] - v1 [ 1 ] ) * norm [ 1 ] + ( lightpos [ 2 ] - v1 [ 2 ] ) * norm [ 2 ] ) > 0 ;
}
}
# define PROJECTION_DISTANCE 30000
static void R_ProjectShadowVolume ( mesh_t * mesh , vec3_t lightpos )
{
int numverts = mesh - > numvertexes ;
int i ;
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vecV_t * input = mesh - > xyz_array ;
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vec3_t * projected ;
if ( numProjectedShadowVerts < numverts )
{
if ( ProjectedShadowVerts )
BZ_Free ( ProjectedShadowVerts ) ;
ProjectedShadowVerts = BZ_Malloc ( sizeof ( * ProjectedShadowVerts ) * numverts ) ;
numProjectedShadowVerts = numverts ;
}
projected = ProjectedShadowVerts ;
for ( i = 0 ; i < numverts ; i + + )
{
projected [ i ] [ 0 ] = input [ i ] [ 0 ] + ( input [ i ] [ 0 ] - lightpos [ 0 ] ) * PROJECTION_DISTANCE ;
projected [ i ] [ 1 ] = input [ i ] [ 1 ] + ( input [ i ] [ 1 ] - lightpos [ 1 ] ) * PROJECTION_DISTANCE ;
projected [ i ] [ 2 ] = input [ i ] [ 2 ] + ( input [ i ] [ 2 ] - lightpos [ 2 ] ) * PROJECTION_DISTANCE ;
}
}
static void R_DrawShadowVolume ( mesh_t * mesh )
{
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# ifdef GLQUAKE
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int t ;
vec3_t * proj = ProjectedShadowVerts ;
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vecV_t * verts = mesh - > xyz_array ;
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index_t * indexes = mesh - > indexes ;
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int * neighbours = mesh - > trneighbors ;
int numtris = mesh - > numindexes / 3 ;
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qglBegin ( GL_TRIANGLES ) ;
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for ( t = 0 ; t < numtris ; t + + )
{
if ( triangleFacing [ t ] )
{
//draw front
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qglVertex3fv ( verts [ indexes [ t * 3 + 0 ] ] ) ;
qglVertex3fv ( verts [ indexes [ t * 3 + 1 ] ] ) ;
qglVertex3fv ( verts [ indexes [ t * 3 + 2 ] ] ) ;
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//draw back
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qglVertex3fv ( proj [ indexes [ t * 3 + 1 ] ] ) ;
qglVertex3fv ( proj [ indexes [ t * 3 + 0 ] ] ) ;
qglVertex3fv ( proj [ indexes [ t * 3 + 2 ] ] ) ;
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//draw side caps
if ( neighbours [ t * 3 + 0 ] < 0 | | ! triangleFacing [ neighbours [ t * 3 + 0 ] ] )
{
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qglVertex3fv ( verts [ indexes [ t * 3 + 1 ] ] ) ;
qglVertex3fv ( verts [ indexes [ t * 3 + 0 ] ] ) ;
qglVertex3fv ( proj [ indexes [ t * 3 + 0 ] ] ) ;
qglVertex3fv ( verts [ indexes [ t * 3 + 1 ] ] ) ;
qglVertex3fv ( proj [ indexes [ t * 3 + 0 ] ] ) ;
qglVertex3fv ( proj [ indexes [ t * 3 + 1 ] ] ) ;
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}
if ( neighbours [ t * 3 + 1 ] < 0 | | ! triangleFacing [ neighbours [ t * 3 + 1 ] ] )
{
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qglVertex3fv ( verts [ indexes [ t * 3 + 2 ] ] ) ;
qglVertex3fv ( verts [ indexes [ t * 3 + 1 ] ] ) ;
qglVertex3fv ( proj [ indexes [ t * 3 + 1 ] ] ) ;
qglVertex3fv ( verts [ indexes [ t * 3 + 2 ] ] ) ;
qglVertex3fv ( proj [ indexes [ t * 3 + 1 ] ] ) ;
qglVertex3fv ( proj [ indexes [ t * 3 + 2 ] ] ) ;
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}
if ( neighbours [ t * 3 + 2 ] < 0 | | ! triangleFacing [ neighbours [ t * 3 + 2 ] ] )
{
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qglVertex3fv ( verts [ indexes [ t * 3 + 0 ] ] ) ;
qglVertex3fv ( verts [ indexes [ t * 3 + 2 ] ] ) ;
qglVertex3fv ( proj [ indexes [ t * 3 + 2 ] ] ) ;
qglVertex3fv ( verts [ indexes [ t * 3 + 0 ] ] ) ;
qglVertex3fv ( proj [ indexes [ t * 3 + 2 ] ] ) ;
qglVertex3fv ( proj [ indexes [ t * 3 + 0 ] ] ) ;
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}
}
}
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qglEnd ( ) ;
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# endif
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}
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# endif
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//true if no shading is to be used.
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qboolean R_CalcModelLighting ( entity_t * e , model_t * clmodel )
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{
vec3_t lightdir ;
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int i ;
vec3_t dist ;
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float add , m ;
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vec3_t shadelight , ambientlight ;
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if ( e - > light_known )
return e - > light_known - 1 ;
e - > light_dir [ 0 ] = 0 ; e - > light_dir [ 1 ] = 1 ; e - > light_dir [ 2 ] = 0 ;
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if ( clmodel - > engineflags & MDLF_FLAME | | r_fullbright . ival )
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{
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e - > light_avg [ 0 ] = e - > light_avg [ 1 ] = e - > light_avg [ 2 ] = 1 ;
e - > light_range [ 0 ] = e - > light_range [ 1 ] = e - > light_range [ 2 ] = 0 ;
e - > light_known = 2 ;
return e - > light_known - 1 ;
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}
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if ( ( e - > drawflags & MLS_MASK ) = = MLS_FULLBRIGHT | | ( e - > flags & Q2RF_FULLBRIGHT ) )
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{
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e - > light_avg [ 0 ] = e - > light_avg [ 1 ] = e - > light_avg [ 2 ] = 1 ;
e - > light_range [ 0 ] = e - > light_range [ 1 ] = e - > light_range [ 2 ] = 0 ;
e - > light_known = 2 ;
return e - > light_known - 1 ;
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}
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if ( r_fb_models . ival = = 1 & & ruleset_allow_fbmodels . ival & & ( clmodel - > engineflags & MDLF_EZQUAKEFBCHEAT ) & & cls . protocol = = CP_QUAKEWORLD & & cl . deathmatch )
{
e - > light_avg [ 0 ] = e - > light_avg [ 1 ] = e - > light_avg [ 2 ] = 1 ;
e - > light_range [ 0 ] = e - > light_range [ 1 ] = e - > light_range [ 2 ] = 0 ;
e - > light_known = 2 ;
return e - > light_known - 1 ;
}
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if ( ! ( r_refdef . flags & RDF_NOWORLDMODEL ) )
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{
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if ( e - > flags & RF_WEAPONMODEL )
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
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{
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cl . worldmodel - > funcs . LightPointValues ( cl . worldmodel , r_refdef . vieworg , shadelight , ambientlight , lightdir ) ;
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
for ( i = 0 ; i < 3 ; i + + )
{ /*viewmodels may not be pure black*/
if ( ambientlight [ i ] < 24 )
ambientlight [ i ] = 24 ;
}
}
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else
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{
vec3_t center ;
#if 0 /*hexen2*/
VectorAvg ( clmodel - > mins , clmodel - > maxs , center ) ;
VectorAdd ( e - > origin , center , center ) ;
# else
VectorCopy ( e - > origin , center ) ;
center [ 2 ] + = 8 ;
# endif
cl . worldmodel - > funcs . LightPointValues ( cl . worldmodel , center , shadelight , ambientlight , lightdir ) ;
}
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}
else
{
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ambientlight [ 0 ] = ambientlight [ 1 ] = ambientlight [ 2 ] = shadelight [ 0 ] = shadelight [ 1 ] = shadelight [ 2 ] = 128 ;
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lightdir [ 0 ] = 0 ;
lightdir [ 1 ] = 1 ;
lightdir [ 2 ] = 1 ;
}
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if ( ! r_vertexdlights . ival & & r_dynamic . ival > 0 )
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{
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float * org = e - > origin ;
if ( e - > flags & RF_WEAPONMODEL )
org = r_refdef . vieworg ;
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//don't do world lights, although that might be funny
for ( i = rtlights_first ; i < RTL_FIRST ; i + + )
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{
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if ( cl_dlights [ i ] . radius )
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{
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VectorSubtract ( org ,
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cl_dlights [ i ] . origin ,
dist ) ;
add = cl_dlights [ i ] . radius - Length ( dist ) ;
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# ifdef RTLIGHTS
//if world lighting is on, there may be no lightmap influence even if r_dynamic is on.
if ( r_shadow_realtime_world . ival )
add * = r_shadow_realtime_world_lightmaps . value ;
# endif
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if ( add > 0 )
{
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ambientlight [ 0 ] + = add * cl_dlights [ i ] . color [ 0 ] ;
ambientlight [ 1 ] + = add * cl_dlights [ i ] . color [ 1 ] ;
ambientlight [ 2 ] + = add * cl_dlights [ i ] . color [ 2 ] ;
//ZOID models should be affected by dlights as well
shadelight [ 0 ] + = add * cl_dlights [ i ] . color [ 0 ] ;
shadelight [ 1 ] + = add * cl_dlights [ i ] . color [ 1 ] ;
shadelight [ 2 ] + = add * cl_dlights [ i ] . color [ 2 ] ;
}
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}
}
}
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m = max ( max ( ambientlight [ 0 ] , ambientlight [ 1 ] ) , ambientlight [ 2 ] ) ;
if ( m > 255 )
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{
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ambientlight [ 0 ] * = 255.0 / m ;
ambientlight [ 1 ] * = 255.0 / m ;
ambientlight [ 2 ] * = 255.0 / m ;
}
m = max ( max ( shadelight [ 0 ] , shadelight [ 1 ] ) , shadelight [ 2 ] ) ;
if ( m > 128 )
{
shadelight [ 0 ] * = 128.0 / m ;
shadelight [ 1 ] * = 128.0 / m ;
shadelight [ 2 ] * = 128.0 / m ;
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}
//MORE HUGE HACKS! WHEN WILL THEY CEASE!
// clamp lighting so it doesn't overbright as much
// ZOID: never allow players to go totally black
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if ( clmodel - > engineflags & MDLF_PLAYER )
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{
float fb = r_fullbrightSkins . value ;
if ( fb > cls . allow_fbskins )
fb = cls . allow_fbskins ;
if ( fb < 0 )
fb = 0 ;
if ( fb )
{
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extern cvar_t r_fb_models ;
if ( fb > = 1 & & r_fb_models . value )
{
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ambientlight [ 0 ] = ambientlight [ 1 ] = ambientlight [ 2 ] = 1 ;
shadelight [ 0 ] = shadelight [ 1 ] = shadelight [ 2 ] = 1 ;
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e - > light_known = 2 ;
return e - > light_known - 1 ;
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}
else
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{
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for ( i = 0 ; i < 3 ; i + + )
{
ambientlight [ i ] = max ( ambientlight [ i ] , 8 + fb * 120 ) ;
shadelight [ i ] = max ( shadelight [ i ] , 8 + fb * 120 ) ;
}
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}
}
for ( i = 0 ; i < 3 ; i + + )
{
if ( ambientlight [ i ] < 8 )
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ambientlight [ i ] = 8 ;
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}
}
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for ( i = 0 ; i < 3 ; i + + )
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{
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if ( ambientlight [ i ] > 128 )
ambientlight [ i ] = 128 ;
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shadelight [ i ] / = 200.0 / 255 ;
ambientlight [ i ] / = 200.0 / 255 ;
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}
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if ( ( e - > model - > flags & MF_ROTATE ) & & cl . hexen2pickups )
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{
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shadelight [ 0 ] = shadelight [ 1 ] = shadelight [ 2 ] =
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ambientlight [ 0 ] = ambientlight [ 1 ] = ambientlight [ 2 ] = 128 + sin ( cl . servertime * 4 ) * 64 ;
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}
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if ( ( e - > drawflags & MLS_MASK ) = = MLS_ABSLIGHT )
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{
shadelight [ 0 ] = shadelight [ 1 ] = shadelight [ 2 ] = e - > abslight ;
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ambientlight [ 0 ] = ambientlight [ 1 ] = ambientlight [ 2 ] = e - > abslight ;
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}
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if ( e - > flags & RF_WEAPONMODEL )
{
vec3_t temp ;
temp [ 0 ] = DotProduct ( lightdir , vpn ) ;
temp [ 1 ] = - DotProduct ( lightdir , vright ) ;
temp [ 2 ] = DotProduct ( lightdir , vup ) ;
e - > light_dir [ 0 ] = DotProduct ( temp , e - > axis [ 0 ] ) ;
e - > light_dir [ 1 ] = DotProduct ( temp , e - > axis [ 1 ] ) ;
e - > light_dir [ 2 ] = DotProduct ( temp , e - > axis [ 2 ] ) ;
}
else
{
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e - > light_dir [ 0 ] = DotProduct ( lightdir , e - > axis [ 0 ] ) ;
e - > light_dir [ 1 ] = DotProduct ( lightdir , e - > axis [ 1 ] ) ;
e - > light_dir [ 2 ] = DotProduct ( lightdir , e - > axis [ 2 ] ) ;
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}
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VectorNormalize ( e - > light_dir ) ;
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shadelight [ 0 ] * = 1 / 255.0f ;
shadelight [ 1 ] * = 1 / 255.0f ;
shadelight [ 2 ] * = 1 / 255.0f ;
ambientlight [ 0 ] * = 1 / 255.0f ;
ambientlight [ 1 ] * = 1 / 255.0f ;
ambientlight [ 2 ] * = 1 / 255.0f ;
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if ( e - > flags & Q2RF_GLOW )
{
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float scale = 1 + 0.2 * sin ( cl . time * 7 ) ;
VectorScale ( ambientlight , scale , ambientlight ) ;
VectorScale ( shadelight , scale , shadelight ) ;
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}
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VectorMA ( ambientlight , 0.5 , shadelight , e - > light_avg ) ;
VectorSubtract ( shadelight , ambientlight , e - > light_range ) ;
e - > light_known = 1 ;
return e - > light_known - 1 ;
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}
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void R_GAlias_DrawBatch ( batch_t * batch )
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{
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entity_t * e ;
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galiasinfo_t * inf ;
model_t * clmodel ;
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int surfnum ;
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static mesh_t mesh ;
static mesh_t * meshl = & mesh ;
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// qboolean needrecolour;
// qboolean nolightdir;
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e = batch - > ent ;
clmodel = e - > model ;
currententity = e ;
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/*nolightdir =*/ R_CalcModelLighting ( e , clmodel ) ;
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inf = Mod_Extradata ( clmodel ) ;
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if ( inf )
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{
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memset ( & mesh , 0 , sizeof ( mesh ) ) ;
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for ( surfnum = 0 ; inf ; inf = inf - > nextsurf , surfnum + + )
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{
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if ( batch - > surf_first = = surfnum )
{
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/*needrecolour =*/ Alias_GAliasBuildMesh ( & mesh , & batch - > vbo , inf , surfnum , e , batch - > shader - > prog & & ( batch - > shader - > prog - > supportedpermutations & PERMUTATION_SKELETAL ) ) ;
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batch - > mesh = & meshl ;
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if ( ! mesh . numindexes )
{
batch - > meshes = 0 ; //something went screwy
batch - > mesh = NULL ;
}
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return ;
}
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}
}
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batch - > meshes = 0 ;
Con_Printf ( " Broken model surfaces mid-frame \n " ) ;
return ;
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}
void R_GAlias_GenerateBatches ( entity_t * e , batch_t * * batches )
{
galiasinfo_t * inf ;
model_t * clmodel ;
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shader_t * shader , * regshader ;
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batch_t * b ;
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int surfnum , j ;
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shadersort_t sort ;
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texnums_t * skin ;
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if ( ( r_refdef . externalview | | r_refdef . recurse ) & & e - > flags & RF_WEAPONMODEL )
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return ;
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clmodel = e - > model ;
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/*switch model if we're the player model, and the player skin says a new model*/
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{
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extern int cl_playerindex ;
------------------------------------------------------------------------
r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines
removed MAX_VISEDICTS limit.
PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default.
TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW.
added android multitouch emulation for windows/rawinput (in_simulatemultitouch).
split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature.
now using utf-8 for windows consoles.
qcc warnings/errors now give clickable console links for quick+easy editing.
disabled menutint when the currently active item changes contrast or gamma (for OneManClan).
Added support for drawfont/drawfontscale.
tweaked the qcvm a little to reduce the number of pointers.
.doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up.
windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings.
fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen.
editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts.
Added support for .framegroups files for psk(psa) and iqm formats.
True support for ezquake's colour codes. Mutually exclusive with background colours.
path command output slightly more readable.
added support for digest_hex (MD4, SHA1, CRC16).
skingroups now colourmap correctly.
Fix terrain colour hints, and litdata from the wrong bsp.
fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported).
remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother.
fix v *= v.x and similar opcodes.
fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported.
fteqcc: fixed '#if 1 == 3 && 4' parsing.
fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable.
fteqcc: copyright message now includes compile date instead.
fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile.
fteqccgui: the output window is now focused and scrolls down as compilation progresses.
pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue.
rewrote prespawn/modelist/soundlist code. server tracks progress now.
------------------------------------------------------------------------
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if ( e - > playerindex > = 0 & & e - > model = = cl . model_precache [ cl_playerindex ] )
2009-11-04 21:16:50 +00:00
{
------------------------------------------------------------------------
r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines
removed MAX_VISEDICTS limit.
PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default.
TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW.
added android multitouch emulation for windows/rawinput (in_simulatemultitouch).
split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature.
now using utf-8 for windows consoles.
qcc warnings/errors now give clickable console links for quick+easy editing.
disabled menutint when the currently active item changes contrast or gamma (for OneManClan).
Added support for drawfont/drawfontscale.
tweaked the qcvm a little to reduce the number of pointers.
.doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up.
windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings.
fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen.
editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts.
Added support for .framegroups files for psk(psa) and iqm formats.
True support for ezquake's colour codes. Mutually exclusive with background colours.
path command output slightly more readable.
added support for digest_hex (MD4, SHA1, CRC16).
skingroups now colourmap correctly.
Fix terrain colour hints, and litdata from the wrong bsp.
fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported).
remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother.
fix v *= v.x and similar opcodes.
fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported.
fteqcc: fixed '#if 1 == 3 && 4' parsing.
fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable.
fteqcc: copyright message now includes compile date instead.
fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile.
fteqccgui: the output window is now focused and scrolls down as compilation progresses.
pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue.
rewrote prespawn/modelist/soundlist code. server tracks progress now.
------------------------------------------------------------------------
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
clmodel = cl . players [ e - > playerindex ] . model ;
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if ( ! clmodel | | clmodel - > type ! = mod_alias )
clmodel = e - > model ; //oops, never mind
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}
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}
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if ( ! ( e - > flags & RF_WEAPONMODEL )
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# ifdef SKELETALMODELS
& & ! e - > framestate . bonestate
# endif
)
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{
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if ( R_CullEntityBox ( e , clmodel - > mins , clmodel - > maxs ) )
return ;
# ifdef RTLIGHTS
if ( BE_LightCullModel ( e - > origin , clmodel ) )
return ;
}
else
{
if ( BE_LightCullModel ( r_origin , clmodel ) )
return ;
# endif
}
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if ( clmodel - > tainted )
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{
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if ( ! ruleset_allow_modified_eyes . ival & & ! strcmp ( clmodel - > name , " progs/eyes.mdl " ) )
return ;
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}
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inf = Mod_Extradata ( clmodel ) ;
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for ( surfnum = 0 ; inf ; inf = inf - > nextsurf , surfnum + + )
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{
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regshader = GL_ChooseSkin ( inf , clmodel , surfnum , e , & skin ) ;
if ( ! regshader )
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continue ;
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skin = skin ? skin : NULL ;
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shader = e - > forcedshader ? e - > forcedshader : regshader ;
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if ( shader )
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{
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b = BE_GetTempBatch ( ) ;
if ( ! b )
break ;
b - > buildmeshes = R_GAlias_DrawBatch ;
b - > ent = e ;
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# ifdef Q3BSPS
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b - > fog = Mod_FogForOrigin ( cl . worldmodel , e - > origin ) ;
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# endif
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b - > mesh = NULL ;
b - > firstmesh = 0 ;
b - > meshes = 1 ;
b - > skin = skin ;
b - > texture = NULL ;
b - > shader = shader ;
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for ( j = 0 ; j < MAXRLIGHTMAPS ; j + + )
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b - > lightmap [ j ] = - 1 ;
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b - > surf_first = surfnum ;
b - > flags = 0 ;
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sort = shader - > sort ;
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if ( e - > flags & RF_FORCECOLOURMOD )
b - > flags | = BEF_FORCECOLOURMOD ;
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if ( e - > flags & RF_ADDITIVE )
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{
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b - > flags | = BEF_FORCEADDITIVE ;
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if ( sort < SHADER_SORT_ADDITIVE )
sort = SHADER_SORT_ADDITIVE ;
}
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if ( e - > flags & RF_TRANSLUCENT )
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{
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b - > flags | = BEF_FORCETRANSPARENT ;
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if ( SHADER_SORT_PORTAL < sort & & sort < SHADER_SORT_BLEND )
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sort = SHADER_SORT_BLEND ;
}
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else if ( e - > drawflags & DRF_TRANSLUCENT )
{
b - > flags | = BEF_FORCETRANSPARENT ;
if ( SHADER_SORT_PORTAL < sort & & sort < SHADER_SORT_BLEND )
sort = SHADER_SORT_BLEND ;
e - > shaderRGBAf [ 3 ] = r_wateralpha . value ;
}
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if ( e - > flags & RF_NODEPTHTEST )
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{
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b - > flags | = BEF_FORCENODEPTH ;
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if ( sort < SHADER_SORT_NEAREST )
sort = SHADER_SORT_NEAREST ;
}
if ( e - > flags & RF_NOSHADOW )
b - > flags | = BEF_NOSHADOWS ;
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b - > vbo = NULL ;
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b - > next = batches [ sort ] ;
batches [ sort ] = b ;
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}
}
}
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#if 0
void R_Sprite_GenerateBatches ( entity_t * e , batch_t * * batches )
{
galiasinfo_t * inf ;
model_t * clmodel ;
shader_t * shader ;
batch_t * b ;
int surfnum ;
texnums_t * skin ;
if ( r_refdef . externalview & & e - > flags & Q2RF_WEAPONMODEL )
return ;
clmodel = e - > model ;
if ( ! ( e - > flags & Q2RF_WEAPONMODEL ) )
{
if ( R_CullEntityBox ( e , clmodel - > mins , clmodel - > maxs ) )
return ;
# ifdef RTLIGHTS
if ( BE_LightCullModel ( e - > origin , clmodel ) )
return ;
}
else
{
if ( BE_LightCullModel ( r_origin , clmodel ) )
return ;
# endif
}
if ( clmodel - > tainted )
{
if ( ! ruleset_allow_modified_eyes . ival & & ! strcmp ( clmodel - > name , " progs/eyes.mdl " ) )
return ;
}
inf = RMod_Extradata ( clmodel ) ;
if ( ! e - > model | | e - > forcedshader )
{
//fixme
return ;
}
else
{
frame = R_GetSpriteFrame ( e ) ;
psprite = e - > model - > cache . data ;
sprtype = psprite - > type ;
shader = frame - > shader ;
}
if ( shader )
{
b = BE_GetTempBatch ( ) ;
if ( ! b )
break ;
b - > buildmeshes = R_Sprite_DrawBatch ;
b - > ent = e ;
b - > mesh = NULL ;
b - > firstmesh = 0 ;
b - > meshes = 1 ;
b - > skin = frame - ;
b - > texture = NULL ;
b - > shader = frame - > shader ;
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for ( j = 0 ; j < MAXRLIGHTMAPS ; j + + )
b - > lightmap [ j ] = - 1 ;
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b - > surf_first = surfnum ;
b - > flags = 0 ;
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b - > vbo = NULL ;
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b - > next = batches [ shader - > sort ] ;
batches [ shader - > sort ] = b ;
}
}
# endif
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//returns the rotated offset of the two points in result
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void RotateLightVector ( const vec3_t * axis , const vec3_t origin , const vec3_t lightpoint , vec3_t result )
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{
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vec3_t offs ;
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offs [ 0 ] = lightpoint [ 0 ] - origin [ 0 ] ;
offs [ 1 ] = lightpoint [ 1 ] - origin [ 1 ] ;
offs [ 2 ] = lightpoint [ 2 ] - origin [ 2 ] ;
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result [ 0 ] = DotProduct ( offs , axis [ 0 ] ) ;
result [ 1 ] = DotProduct ( offs , axis [ 1 ] ) ;
result [ 2 ] = DotProduct ( offs , axis [ 2 ] ) ;
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}
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# if defined(RTLIGHTS)
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/*
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static void GL_LightMesh ( mesh_t * mesh , vec3_t lightpos , vec3_t colours , float radius )
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{
vec3_t dir ;
int i ;
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float dot , d , f , a ;
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vecV_t * xyz = mesh - > xyz_array ;
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vec3_t * normals = mesh - > normals_array ;
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vec4_t * out = mesh - > colors4f_array ;
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if ( ! out )
return ; //urm..
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if ( normals )
{
for ( i = 0 ; i < mesh - > numvertexes ; i + + )
{
VectorSubtract ( lightpos , xyz [ i ] , dir ) ;
dot = DotProduct ( dir , normals [ i ] ) ;
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if ( dot > 0 )
{
d = DotProduct ( dir , dir ) / radius ;
a = 1 / d ;
if ( a > 0 )
{
a * = dot / sqrt ( d ) ;
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f = a * colours [ 0 ] ;
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out [ i ] [ 0 ] = f ;
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f = a * colours [ 1 ] ;
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out [ i ] [ 1 ] = f ;
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f = a * colours [ 2 ] ;
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out [ i ] [ 2 ] = f ;
}
else
{
out [ i ] [ 0 ] = 0 ;
out [ i ] [ 1 ] = 0 ;
out [ i ] [ 2 ] = 0 ;
}
}
else
{
out [ i ] [ 0 ] = 0 ;
out [ i ] [ 1 ] = 0 ;
out [ i ] [ 2 ] = 0 ;
}
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out [ i ] [ 3 ] = 1 ;
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}
}
else
{
for ( i = 0 ; i < mesh - > numvertexes ; i + + )
{
VectorSubtract ( lightpos , xyz [ i ] , dir ) ;
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out [ i ] [ 0 ] = colours [ 0 ] ;
out [ i ] [ 1 ] = colours [ 1 ] ;
out [ i ] [ 2 ] = colours [ 2 ] ;
out [ i ] [ 3 ] = 1 ;
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}
}
}
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*/
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//courtesy of DP
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static void R_BuildBumpVectors ( const float * v0 , const float * v1 , const float * v2 , const float * tc0 , const float * tc1 , const float * tc2 , float * fte_restrict svector3f , float * fte_restrict tvector3f , float * fte_restrict normal3f )
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{
float f , tangentcross [ 3 ] , v10 [ 3 ] , v20 [ 3 ] , tc10 [ 2 ] , tc20 [ 2 ] ;
// 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
// 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
// 6 multiply, 9 subtract
VectorSubtract ( v1 , v0 , v10 ) ;
VectorSubtract ( v2 , v0 , v20 ) ;
normal3f [ 0 ] = v10 [ 1 ] * v20 [ 2 ] - v10 [ 2 ] * v20 [ 1 ] ;
normal3f [ 1 ] = v10 [ 2 ] * v20 [ 0 ] - v10 [ 0 ] * v20 [ 2 ] ;
normal3f [ 2 ] = v10 [ 0 ] * v20 [ 1 ] - v10 [ 1 ] * v20 [ 0 ] ;
// 12 multiply, 10 subtract
tc10 [ 1 ] = tc1 [ 1 ] - tc0 [ 1 ] ;
tc20 [ 1 ] = tc2 [ 1 ] - tc0 [ 1 ] ;
svector3f [ 0 ] = tc10 [ 1 ] * v20 [ 0 ] - tc20 [ 1 ] * v10 [ 0 ] ;
svector3f [ 1 ] = tc10 [ 1 ] * v20 [ 1 ] - tc20 [ 1 ] * v10 [ 1 ] ;
svector3f [ 2 ] = tc10 [ 1 ] * v20 [ 2 ] - tc20 [ 1 ] * v10 [ 2 ] ;
tc10 [ 0 ] = tc1 [ 0 ] - tc0 [ 0 ] ;
tc20 [ 0 ] = tc2 [ 0 ] - tc0 [ 0 ] ;
tvector3f [ 0 ] = tc10 [ 0 ] * v20 [ 0 ] - tc20 [ 0 ] * v10 [ 0 ] ;
tvector3f [ 1 ] = tc10 [ 0 ] * v20 [ 1 ] - tc20 [ 0 ] * v10 [ 1 ] ;
tvector3f [ 2 ] = tc10 [ 0 ] * v20 [ 2 ] - tc20 [ 0 ] * v10 [ 2 ] ;
// 12 multiply, 4 add, 6 subtract
f = DotProduct ( svector3f , normal3f ) ;
svector3f [ 0 ] - = f * normal3f [ 0 ] ;
svector3f [ 1 ] - = f * normal3f [ 1 ] ;
svector3f [ 2 ] - = f * normal3f [ 2 ] ;
f = DotProduct ( tvector3f , normal3f ) ;
tvector3f [ 0 ] - = f * normal3f [ 0 ] ;
tvector3f [ 1 ] - = f * normal3f [ 1 ] ;
tvector3f [ 2 ] - = f * normal3f [ 2 ] ;
// if texture is mapped the wrong way (counterclockwise), the tangents
// have to be flipped, this is detected by calculating a normal from the
// two tangents, and seeing if it is opposite the surface normal
// 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
CrossProduct ( tvector3f , svector3f , tangentcross ) ;
if ( DotProduct ( tangentcross , normal3f ) < 0 )
{
VectorNegate ( svector3f , svector3f ) ;
VectorNegate ( tvector3f , tvector3f ) ;
}
}
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#if 0
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//courtesy of DP
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void R_AliasGenerateTextureVectors ( mesh_t * mesh , float * fte_restrict normal3f , float * fte_restrict svector3f , float * fte_restrict tvector3f )
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{
int i ;
float sdir [ 3 ] , tdir [ 3 ] , normal [ 3 ] , * v ;
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index_t * e ;
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float * vertex3f = ( float * ) mesh - > xyz_array ;
float * texcoord2f = ( float * ) mesh - > st_array ;
// clear the vectors
// if (svector3f)
memset ( svector3f , 0 , mesh - > numvertexes * sizeof ( float [ 3 ] ) ) ;
// if (tvector3f)
memset ( tvector3f , 0 , mesh - > numvertexes * sizeof ( float [ 3 ] ) ) ;
// if (normal3f)
memset ( normal3f , 0 , mesh - > numvertexes * sizeof ( float [ 3 ] ) ) ;
// process each vertex of each triangle and accumulate the results
for ( e = mesh - > indexes ; e < mesh - > indexes + mesh - > numindexes ; e + = 3 )
{
R_BuildBumpVectors ( vertex3f + e [ 0 ] * 3 , vertex3f + e [ 1 ] * 3 , vertex3f + e [ 2 ] * 3 , texcoord2f + e [ 0 ] * 2 , texcoord2f + e [ 1 ] * 2 , texcoord2f + e [ 2 ] * 2 , sdir , tdir , normal ) ;
// if (!areaweighting)
// {
// VectorNormalize(sdir);
// VectorNormalize(tdir);
// VectorNormalize(normal);
// }
// if (svector3f)
for ( i = 0 ; i < 3 ; i + + )
VectorAdd ( svector3f + e [ i ] * 3 , sdir , svector3f + e [ i ] * 3 ) ;
// if (tvector3f)
for ( i = 0 ; i < 3 ; i + + )
VectorAdd ( tvector3f + e [ i ] * 3 , tdir , tvector3f + e [ i ] * 3 ) ;
// if (normal3f)
for ( i = 0 ; i < 3 ; i + + )
VectorAdd ( normal3f + e [ i ] * 3 , normal , normal3f + e [ i ] * 3 ) ;
}
// now we could divide the vectors by the number of averaged values on
// each vertex... but instead normalize them
// 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
if ( svector3f )
for ( i = 0 , v = svector3f ; i < mesh - > numvertexes ; i + + , v + = 3 )
VectorNormalize ( v ) ;
// 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
if ( tvector3f )
for ( i = 0 , v = tvector3f ; i < mesh - > numvertexes ; i + + , v + = 3 )
VectorNormalize ( v ) ;
// 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
if ( normal3f )
for ( i = 0 , v = normal3f ; i < mesh - > numvertexes ; i + + , v + = 3 )
VectorNormalize ( v ) ;
}
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# endif
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//calculate S+T vectors without also breaking the normals
void R_Generate_Mesh_ST_Vectors ( mesh_t * mesh )
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{
int i ;
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vec3_t sdir , tdir , normal , * s , * t , * n ;
index_t * e ;
vecV_t * vertex3f = mesh - > xyz_array ;
vec2_t * texcoord2f = mesh - > st_array ;
vec3_t * normal3f = mesh - > normals_array ;
vec3_t * fte_restrict svector3f = mesh - > snormals_array ;
vec3_t * fte_restrict tvector3f = mesh - > tnormals_array ;
float frac ;
// clear the vectors
memset ( svector3f , 0 , mesh - > numvertexes * sizeof ( float [ 3 ] ) ) ;
memset ( tvector3f , 0 , mesh - > numvertexes * sizeof ( float [ 3 ] ) ) ;
// process each vertex of each triangle and accumulate the results
for ( e = mesh - > indexes ; e < mesh - > indexes + mesh - > numindexes ; e + = 3 )
{
R_BuildBumpVectors ( vertex3f [ e [ 0 ] ] , vertex3f [ e [ 1 ] ] , vertex3f [ e [ 2 ] ] , texcoord2f [ e [ 0 ] ] , texcoord2f [ e [ 1 ] ] , texcoord2f [ e [ 2 ] ] , sdir , tdir , normal ) ;
// if (!areaweighting)
// {
// VectorNormalize(sdir);
// VectorNormalize(tdir);
// }
for ( i = 0 ; i < 3 ; i + + )
VectorAdd ( svector3f [ e [ i ] ] , sdir , svector3f [ e [ i ] ] ) ;
for ( i = 0 ; i < 3 ; i + + )
VectorAdd ( tvector3f [ e [ i ] ] , tdir , tvector3f [ e [ i ] ] ) ;
}
for ( i = 0 , s = svector3f , t = tvector3f , n = normal3f ; i < mesh - > numvertexes ; i + + , s + + , t + + , n + + )
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{
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frac = - DotProduct ( * s , * n ) ;
VectorMA ( * s , frac , * n , * s ) ;
VectorNormalize ( * s ) ;
frac = - DotProduct ( * t , * n ) ;
VectorMA ( * t , frac , * n , * t ) ;
VectorNormalize ( * t ) ;
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}
}
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//FIXME: Be less agressive.
//This function will have to be called twice (for geforce cards), with the same data, so do the building once and rendering twice.
void R_DrawGAliasShadowVolume ( entity_t * e , vec3_t lightpos , float radius )
{
model_t * clmodel = e - > model ;
galiasinfo_t * inf ;
mesh_t mesh ;
vec3_t lightorg ;
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int surfnum = 0 ;
2004-08-22 22:29:09 +00:00
Reworked client support for DPP5+. less code now, its much more graceful.
added waterfog command. waterfog overrides regular fog only when the view is in water.
fixed 64bit printf format specifiers. should work better on winxp64.
fixed some spec angle weirdness.
fixed viewsize 99.99 weirdness with ezhud.
fixed extra offset on the console (exhibited in 64bit builds, but not limited to).
fixed .avi playback, can now actually display frames again.
reimplemented line sparks.
fixed r_editlights_save flipping the light's pitch.
fixed issue with oggs failing to load.
fixed condump to cope with unicode properly.
made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision.
fixed nq server to not stall weirdly on map changes.
fixed qwprogs svc_cdtrack not bugging out with nq clients on the server.
fixed restart command to load the last map run by the server, instead of start.bsp (when idle)
optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now.
fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised).
fixed a couple of bugs from font change. also now supports utf-8 in a few more places.
r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little).
fixed so corona-only lights won't generate shadowmaps and waste lots of time.
removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet.
fixed nested calls with variant-vectors. this fixes csaddon's light editor.
fixed qcc hc calling conventions using redundant stores.
disabled keywords can still be used by using __keyword instead.
fixed ftegccgui grep feature.
fixed motionless-dog qcc bug.
tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings.
fixed qw svc_intermission + dpp5+ clients bug.
fixed annoying spam about disconnecting in hexen2.
rewrote status command a little to cope with ipv6 addresses more gracefully
fixed significant stall when hibernating/debugging a server with a player sitting on it.
fixed truelightning.
fixed rocketlight overriding pflags.
fixed torches vanishing on vid_restart.
fixed issue with decal scaling.
fixed findentityfield builtin.
fixed fteqcc issue with ptr+1
fixed use of arrays inside class functions.
fixed/implemented fteqcc emulation of pointer opcodes.
added __inout keyword to fteqcc, so that it doesn't feel so horrendous.
fixed sizeof(*foo)
fixed *struct = struct;
fixed recursive structs.
fixed fteqcc warning report.
fixed sdl2 controller support, hopefully.
attempted to implement xinput, including per-player audio playback.
slightly fixed relaxed attitude to mouse focus when running fullscreen.
fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors.
implemented bindmaps (for csqc).
fixed crashing bug with eprint builtin.
implemented subset of music_playlist_* functionality. significant changes to music playback.
fixed some more dpcsqc compat.
fixed binds menu. now displays and accepts modifiers.
fixed issues with huge lightmaps.
fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests.
implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh.
implemented sv_saveentfile command.
fixed resume after breaking inside a stepped-over function.
fixed erroneous footer after debugging.
(I wonder just how many things I broke with these fixes)
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
if ( qrenderer ! = QR_OPENGL )
return ;
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if ( clmodel - > engineflags & ( MDLF_FLAME | MDLF_BOLT ) )
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return ;
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if ( r_noaliasshadows . ival )
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return ;
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// if (e->shaderRGBAf[3] < 0.5)
// return;
2006-02-27 00:42:25 +00:00
2011-05-19 13:34:07 +00:00
RotateLightVector ( ( void * ) e - > axis , e - > origin , lightpos , lightorg ) ;
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if ( Length ( lightorg ) > radius + clmodel - > radius )
return ;
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BE_SelectEntity ( e ) ;
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2013-07-14 12:22:51 +00:00
inf = Mod_Extradata ( clmodel ) ;
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while ( inf )
{
if ( inf - > ofs_trineighbours )
{
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Alias_GAliasBuildMesh ( & mesh , NULL , inf , surfnum , e , false ) ;
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R_CalcFacing ( & mesh , lightorg ) ;
R_ProjectShadowVolume ( & mesh , lightorg ) ;
R_DrawShadowVolume ( & mesh ) ;
}
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inf = inf - > nextsurf ;
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surfnum + + ;
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}
}
2009-11-07 13:29:15 +00:00
# endif
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#if 0
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static int R_FindTriangleWithEdge ( index_t * indexes , int numtris , index_t start , index_t end , int ignore )
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{
int i ;
int match , count ;
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2004-08-22 22:29:09 +00:00
count = 0 ;
match = - 1 ;
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2004-08-22 22:29:09 +00:00
for ( i = 0 ; i < numtris ; i + + , indexes + = 3 )
{
if ( ( indexes [ 0 ] = = start & & indexes [ 1 ] = = end )
| | ( indexes [ 1 ] = = start & & indexes [ 2 ] = = end )
| | ( indexes [ 2 ] = = start & & indexes [ 0 ] = = end ) ) {
if ( i ! = ignore )
match = i ;
count + + ;
} else if ( ( indexes [ 1 ] = = start & & indexes [ 0 ] = = end )
| | ( indexes [ 2 ] = = start & & indexes [ 1 ] = = end )
| | ( indexes [ 0 ] = = start & & indexes [ 2 ] = = end ) ) {
count + + ;
}
}
// detect edges shared by three triangles and make them seams
if ( count > 2 )
match = - 1 ;
return match ;
}
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# endif
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#if 0
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static void R_BuildTriangleNeighbours ( int * neighbours , index_t * indexes , int numtris )
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{
int i , * n ;
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index_t * index ;
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for ( i = 0 , index = indexes , n = neighbours ; i < numtris ; i + + , index + = 3 , n + = 3 )
{
n [ 0 ] = R_FindTriangleWithEdge ( indexes , numtris , index [ 1 ] , index [ 0 ] , i ) ;
n [ 1 ] = R_FindTriangleWithEdge ( indexes , numtris , index [ 2 ] , index [ 1 ] , i ) ;
n [ 2 ] = R_FindTriangleWithEdge ( indexes , numtris , index [ 0 ] , index [ 2 ] , i ) ;
}
}
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# endif
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#if 0
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void GL_GenerateNormals ( float * orgs , float * normals , int * indicies , int numtris , int numverts )
{
vec3_t d1 , d2 ;
vec3_t norm ;
int t , i , v1 , v2 , v3 ;
int tricounts [ MD2MAX_VERTS ] ;
vec3_t combined [ MD2MAX_VERTS ] ;
int triremap [ MD2MAX_VERTS ] ;
if ( numverts > MD2MAX_VERTS )
return ; //not an issue, you just loose the normals.
memset ( triremap , 0 , numverts * sizeof ( triremap [ 0 ] ) ) ;
v2 = 0 ;
for ( i = 0 ; i < numverts ; i + + ) //weld points
{
for ( v1 = 0 ; v1 < v2 ; v1 + + )
{
if ( orgs [ i * 3 + 0 ] = = combined [ v1 ] [ 0 ] & &
orgs [ i * 3 + 1 ] = = combined [ v1 ] [ 1 ] & &
orgs [ i * 3 + 2 ] = = combined [ v1 ] [ 2 ] )
{
triremap [ i ] = v1 ;
break ;
}
}
if ( v1 = = v2 )
{
combined [ v1 ] [ 0 ] = orgs [ i * 3 + 0 ] ;
combined [ v1 ] [ 1 ] = orgs [ i * 3 + 1 ] ;
combined [ v1 ] [ 2 ] = orgs [ i * 3 + 2 ] ;
v2 + + ;
triremap [ i ] = v1 ;
}
}
memset ( tricounts , 0 , v2 * sizeof ( tricounts [ 0 ] ) ) ;
memset ( combined , 0 , v2 * sizeof ( * combined ) ) ;
for ( t = 0 ; t < numtris ; t + + )
{
v1 = triremap [ indicies [ t * 3 ] ] ;
v2 = triremap [ indicies [ t * 3 + 1 ] ] ;
v3 = triremap [ indicies [ t * 3 + 2 ] ] ;
VectorSubtract ( ( orgs + v2 * 3 ) , ( orgs + v1 * 3 ) , d1 ) ;
VectorSubtract ( ( orgs + v3 * 3 ) , ( orgs + v1 * 3 ) , d2 ) ;
CrossProduct ( d1 , d2 , norm ) ;
VectorNormalize ( norm ) ;
VectorAdd ( norm , combined [ v1 ] , combined [ v1 ] ) ;
VectorAdd ( norm , combined [ v2 ] , combined [ v2 ] ) ;
VectorAdd ( norm , combined [ v3 ] , combined [ v3 ] ) ;
tricounts [ v1 ] + + ;
tricounts [ v2 ] + + ;
tricounts [ v3 ] + + ;
}
for ( i = 0 ; i < numverts ; i + + )
{
if ( tricounts [ triremap [ i ] ] )
{
VectorScale ( combined [ triremap [ i ] ] , 1.0f / tricounts [ triremap [ i ] ] , normals + i * 3 ) ;
}
}
}
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# endif
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# endif
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# if defined(Q2CLIENT) || defined(Q3CLIENT)
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//q3 lightning gun / q3 railgun / q2 beams
static void R_Beam_GenerateTrisoup ( entity_t * e , int bemode )
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{
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float lightmap ;
unsigned int batchflags = 0 ;
vecV_t * xyz ;
vec2_t * st ;
vec4_t * rgba ;
scenetris_t * t ;
shader_t * shader = NULL ;
float scale , length ;
vec3_t dir , v , cr ;
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shader = e - > forcedshader ;
if ( ! shader )
shader = R_RegisterShader ( " q2beam " , SUF_NONE ,
" { \n "
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" { \n "
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" map $whiteimage \n "
" rgbgen vertex \n "
" alphagen vertex \n "
" blendfunc blend \n "
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" } \n "
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" } \n "
) ;
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batchflags = 0 ;
// if (e->flags & RF_NOSHADOW)
batchflags | = BEF_NOSHADOWS ;
if ( e - > flags & RF_ADDITIVE )
batchflags | = BEF_FORCEADDITIVE ;
if ( e - > flags & RF_TRANSLUCENT )
batchflags | = BEF_FORCETRANSPARENT ;
if ( e - > flags & RF_NODEPTHTEST )
batchflags | = BEF_FORCENODEPTH ;
if ( e - > flags & RF_FORCECOLOURMOD )
batchflags | = BEF_FORCECOLOURMOD ;
if ( shader - > flags & SHADER_NODLIGHT )
batchflags | = BEF_NODLIGHT ;
2011-04-23 20:37:20 +00:00
2014-10-05 20:04:11 +00:00
if ( ( batchflags & BEF_NODLIGHT ) | | ( shader - > flags & SHADER_NODLIGHT ) | | bemode ! = BEM_STANDARD )
{
//unlit sprites are just fullbright
lightmap = 1 ;
}
else
{
2016-07-12 00:40:13 +00:00
# ifdef RTLIGHTS
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extern cvar_t r_shadow_realtime_world_lightmaps ;
//lit sprites need to sample the world lighting. with rtlights that generally means they're 0.
if ( r_shadow_realtime_world . ival )
lightmap = r_shadow_realtime_world_lightmaps . value ;
else
# endif
lightmap = 1 ;
}
2011-04-23 20:37:20 +00:00
2014-10-05 20:04:11 +00:00
if ( cl_numstris & & cl_stris [ cl_numstris - 1 ] . shader = = shader & & cl_stris [ cl_numstris - 1 ] . flags = = batchflags )
t = & cl_stris [ cl_numstris - 1 ] ;
else
{
if ( cl_numstris = = cl_maxstris )
{
cl_maxstris + = 8 ;
cl_stris = BZ_Realloc ( cl_stris , sizeof ( * cl_stris ) * cl_maxstris ) ;
}
t = & cl_stris [ cl_numstris + + ] ;
t - > shader = shader ;
t - > numidx = 0 ;
t - > numvert = 0 ;
t - > firstidx = cl_numstrisidx ;
t - > firstvert = cl_numstrisvert ;
t - > flags = batchflags ;
}
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if ( cl_numstrisidx + 6 > cl_maxstrisidx )
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{
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cl_maxstrisidx = cl_numstrisidx + 6 + 64 ;
cl_strisidx = BZ_Realloc ( cl_strisidx , sizeof ( * cl_strisidx ) * cl_maxstrisidx ) ;
}
if ( cl_numstrisvert + 4 > cl_maxstrisvert )
{
cl_maxstrisvert + = 64 ;
cl_strisvertv = BZ_Realloc ( cl_strisvertv , sizeof ( * cl_strisvertv ) * cl_maxstrisvert ) ;
cl_strisvertt = BZ_Realloc ( cl_strisvertt , sizeof ( * cl_strisvertt ) * cl_maxstrisvert ) ;
cl_strisvertc = BZ_Realloc ( cl_strisvertc , sizeof ( * cl_strisvertc ) * cl_maxstrisvert ) ;
2011-04-30 17:21:10 +00:00
}
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xyz = & cl_strisvertv [ cl_numstrisvert ] ;
st = & cl_strisvertt [ cl_numstrisvert ] ;
rgba = & cl_strisvertc [ cl_numstrisvert ] ;
2011-04-23 20:37:20 +00:00
2014-10-05 20:04:11 +00:00
cl_strisidx [ cl_numstrisidx + + ] = t - > numvert + 0 ;
cl_strisidx [ cl_numstrisidx + + ] = t - > numvert + 1 ;
cl_strisidx [ cl_numstrisidx + + ] = t - > numvert + 2 ;
cl_strisidx [ cl_numstrisidx + + ] = t - > numvert + 0 ;
cl_strisidx [ cl_numstrisidx + + ] = t - > numvert + 2 ;
cl_strisidx [ cl_numstrisidx + + ] = t - > numvert + 3 ;
t - > numidx + = 6 ;
t - > numvert + = 4 ;
cl_numstrisvert + = 4 ;
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scale = e - > scale * 5 ;
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if ( ! scale )
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scale = 5 ;
if ( shader - > flags & SHADER_CULL_FRONT )
scale * = - 1 ;
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VectorSubtract ( e - > origin , e - > oldorigin , dir ) ;
length = Length ( dir ) ;
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Vector2Set ( st [ 0 ] , 0 , 1 ) ;
Vector2Set ( st [ 1 ] , 0 , 0 ) ;
Vector2Set ( st [ 2 ] , length / 128 , 0 ) ;
Vector2Set ( st [ 3 ] , length / 128 , 1 ) ;
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VectorSubtract ( r_refdef . vieworg , e - > origin , v ) ;
CrossProduct ( v , dir , cr ) ;
VectorNormalize ( cr ) ;
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VectorMA ( e - > origin , - scale / 2 , cr , xyz [ 0 ] ) ;
VectorMA ( e - > origin , scale / 2 , cr , xyz [ 1 ] ) ;
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VectorSubtract ( r_refdef . vieworg , e - > oldorigin , v ) ;
CrossProduct ( v , dir , cr ) ;
VectorNormalize ( cr ) ;
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VectorMA ( e - > oldorigin , scale / 2 , cr , xyz [ 2 ] ) ;
VectorMA ( e - > oldorigin , - scale / 2 , cr , xyz [ 3 ] ) ;
2011-04-23 20:37:20 +00:00
2014-10-05 20:04:11 +00:00
if ( e - > shaderRGBAf [ 0 ] ! = 0 | | e - > shaderRGBAf [ 1 ] ! = 0 | | e - > shaderRGBAf [ 2 ] ! = 0 | | ( batchflags & BEF_FORCECOLOURMOD ) )
{
if ( e - > shaderRGBAf [ 0 ] > 1 )
e - > shaderRGBAf [ 0 ] = 1 ;
if ( e - > shaderRGBAf [ 1 ] > 1 )
e - > shaderRGBAf [ 1 ] = 1 ;
if ( e - > shaderRGBAf [ 2 ] > 1 )
e - > shaderRGBAf [ 2 ] = 1 ;
}
else
{
e - > shaderRGBAf [ 0 ] = 1 ;
e - > shaderRGBAf [ 1 ] = 1 ;
e - > shaderRGBAf [ 2 ] = 1 ;
}
2011-04-23 20:37:20 +00:00
2014-10-05 20:04:11 +00:00
VectorScale ( e - > shaderRGBAf , lightmap , rgba [ 0 ] ) ;
rgba [ 0 ] [ 3 ] = e - > shaderRGBAf [ 3 ] ;
Vector4Copy ( rgba [ 0 ] , rgba [ 1 ] ) ;
Vector4Copy ( rgba [ 0 ] , rgba [ 2 ] ) ;
Vector4Copy ( rgba [ 0 ] , rgba [ 3 ] ) ;
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}
# endif
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static void R_Sprite_GenerateTrisoup ( entity_t * e , int bemode )
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{
vec3_t point ;
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mspriteframe_t genframe ;
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vec3_t spraxis [ 3 ] ;
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msprite_t * psprite ;
vec3_t sprorigin ;
unsigned int sprtype ;
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float lightmap ;
unsigned int batchflags = 0 ;
vecV_t * xyz ;
vec2_t * st ;
vec4_t * rgba ;
scenetris_t * t ;
2011-04-23 20:37:20 +00:00
2014-10-05 20:04:11 +00:00
shader_t * shader = NULL ;
mspriteframe_t * frame ;
2011-04-23 20:37:20 +00:00
2014-10-05 20:04:11 +00:00
if ( ! e - > model | | e - > model - > type ! = mod_sprite | | e - > forcedshader )
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{
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frame = NULL ;
shader = e - > forcedshader ;
if ( ! shader )
shader = R_RegisterShader ( " q2beam " , SUF_NONE ,
" { \n "
" { \n "
" map $whiteimage \n "
" rgbgen vertex \n "
" alphagen vertex \n "
" blendfunc blend \n "
" } \n "
" } \n "
) ;
}
else
{
if ( ! ( e - > flags & RF_WEAPONMODEL ) )
{
if ( R_CullEntityBox ( e , e - > model - > mins , e - > model - > maxs ) )
return ;
# ifdef RTLIGHTS
if ( BE_LightCullModel ( e - > origin , e - > model ) )
return ;
}
else
{
if ( BE_LightCullModel ( r_origin , e - > model ) )
return ;
# endif
}
// don't even bother culling, because it's just a single
// polygon without a surface cache
frame = R_GetSpriteFrame ( e ) ;
shader = frame - > shader ;
2011-04-30 17:21:10 +00:00
}
2011-04-23 20:37:20 +00:00
2014-10-05 20:04:11 +00:00
batchflags = 0 ;
// if (e->flags & RF_NOSHADOW)
batchflags | = BEF_NOSHADOWS ;
if ( e - > flags & RF_ADDITIVE )
batchflags | = BEF_FORCEADDITIVE ;
if ( e - > flags & RF_TRANSLUCENT )
batchflags | = BEF_FORCETRANSPARENT ;
if ( e - > flags & RF_NODEPTHTEST )
batchflags | = BEF_FORCENODEPTH ;
if ( e - > flags & RF_FORCECOLOURMOD )
batchflags | = BEF_FORCECOLOURMOD ;
if ( shader - > flags & SHADER_NODLIGHT )
batchflags | = BEF_NODLIGHT ;
2015-08-10 18:28:23 +00:00
// if (shader->flags & RF_TWOSIDED)
// batchflags |= BEF_FORCETWOSIDED;
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if ( ( batchflags & BEF_NODLIGHT ) | | ( shader - > flags & SHADER_NODLIGHT ) | | bemode ! = BEM_STANDARD )
{
//unlit sprites are just fullbright
lightmap = 1 ;
}
else
{
2016-02-15 06:01:17 +00:00
# ifdef RTLIGHTS
2014-10-05 20:04:11 +00:00
extern cvar_t r_shadow_realtime_world_lightmaps ;
//lit sprites need to sample the world lighting. with rtlights that generally means they're 0.
if ( r_shadow_realtime_world . ival )
lightmap = r_shadow_realtime_world_lightmaps . value ;
else
# endif
lightmap = 1 ;
}
if ( ( e - > flags & RF_WEAPONMODEL ) & & r_refdef . playerview - > viewentity > 0 )
2011-04-23 20:37:20 +00:00
{
2013-10-08 14:28:11 +00:00
sprorigin [ 0 ] = r_refdef . playerview - > vw_origin [ 0 ] ;
sprorigin [ 1 ] = r_refdef . playerview - > vw_origin [ 1 ] ;
sprorigin [ 2 ] = r_refdef . playerview - > vw_origin [ 2 ] ;
VectorMA ( sprorigin , e - > origin [ 0 ] , r_refdef . playerview - > vw_axis [ 0 ] , sprorigin ) ;
VectorMA ( sprorigin , e - > origin [ 1 ] , r_refdef . playerview - > vw_axis [ 1 ] , sprorigin ) ;
VectorMA ( sprorigin , e - > origin [ 2 ] , r_refdef . playerview - > vw_axis [ 2 ] , sprorigin ) ;
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VectorMA ( sprorigin , 12 , vpn , sprorigin ) ;
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batchflags | = BEF_FORCENODEPTH ;
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}
else
VectorCopy ( e - > origin , sprorigin ) ;
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if ( cl_numstris & & cl_stris [ cl_numstris - 1 ] . shader = = shader & & cl_stris [ cl_numstris - 1 ] . flags = = batchflags )
t = & cl_stris [ cl_numstris - 1 ] ;
else
{
if ( cl_numstris = = cl_maxstris )
{
cl_maxstris + = 8 ;
cl_stris = BZ_Realloc ( cl_stris , sizeof ( * cl_stris ) * cl_maxstris ) ;
}
t = & cl_stris [ cl_numstris + + ] ;
t - > shader = shader ;
t - > numidx = 0 ;
t - > numvert = 0 ;
t - > firstidx = cl_numstrisidx ;
t - > firstvert = cl_numstrisvert ;
t - > flags = batchflags ;
}
if ( cl_numstrisidx + 6 > cl_maxstrisidx )
{
cl_maxstrisidx = cl_numstrisidx + 6 + 64 ;
cl_strisidx = BZ_Realloc ( cl_strisidx , sizeof ( * cl_strisidx ) * cl_maxstrisidx ) ;
}
if ( cl_numstrisvert + 4 > cl_maxstrisvert )
{
cl_maxstrisvert + = 64 ;
cl_strisvertv = BZ_Realloc ( cl_strisvertv , sizeof ( * cl_strisvertv ) * cl_maxstrisvert ) ;
cl_strisvertt = BZ_Realloc ( cl_strisvertt , sizeof ( * cl_strisvertt ) * cl_maxstrisvert ) ;
cl_strisvertc = BZ_Realloc ( cl_strisvertc , sizeof ( * cl_strisvertc ) * cl_maxstrisvert ) ;
}
xyz = & cl_strisvertv [ cl_numstrisvert ] ;
st = & cl_strisvertt [ cl_numstrisvert ] ;
rgba = & cl_strisvertc [ cl_numstrisvert ] ;
cl_strisidx [ cl_numstrisidx + + ] = t - > numvert + 0 ;
cl_strisidx [ cl_numstrisidx + + ] = t - > numvert + 1 ;
cl_strisidx [ cl_numstrisidx + + ] = t - > numvert + 2 ;
cl_strisidx [ cl_numstrisidx + + ] = t - > numvert + 0 ;
cl_strisidx [ cl_numstrisidx + + ] = t - > numvert + 2 ;
cl_strisidx [ cl_numstrisidx + + ] = t - > numvert + 3 ;
t - > numidx + = 6 ;
t - > numvert + = 4 ;
cl_numstrisvert + = 4 ;
if ( ! frame )
2011-04-23 20:37:20 +00:00
{
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genframe . down = genframe . left = - 1 ;
genframe . up = genframe . right = 1 ;
2011-04-23 20:37:20 +00:00
sprtype = SPR_VP_PARALLEL ;
frame = & genframe ;
}
else
{
// don't even bother culling, because it's just a single
// polygon without a surface cache
2013-07-14 12:22:51 +00:00
psprite = e - > model - > meshinfo ;
2011-04-23 20:37:20 +00:00
sprtype = psprite - > type ;
}
switch ( sprtype )
{
case SPR_ORIENTED :
// bullet marks on walls
2014-03-31 17:06:41 +00:00
if ( ( e - > flags & RF_WEAPONMODEL ) & & r_refdef . playerview - > viewentity > 0 )
2012-02-17 01:12:37 +00:00
{
vec3_t ea [ 3 ] ;
AngleVectors ( e - > angles , ea [ 0 ] , ea [ 1 ] , ea [ 2 ] ) ;
2013-10-08 14:28:11 +00:00
Matrix3_Multiply ( ea , r_refdef . playerview - > vw_axis , spraxis ) ;
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}
else
AngleVectors ( e - > angles , spraxis [ 0 ] , spraxis [ 1 ] , spraxis [ 2 ] ) ;
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break ;
case SPR_FACING_UPRIGHT :
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spraxis [ 2 ] [ 0 ] = 0 ; spraxis [ 2 ] [ 1 ] = 0 ; spraxis [ 2 ] [ 2 ] = 1 ;
spraxis [ 1 ] [ 0 ] = sprorigin [ 1 ] - r_origin [ 1 ] ;
spraxis [ 1 ] [ 1 ] = - ( sprorigin [ 0 ] - r_origin [ 0 ] ) ;
spraxis [ 1 ] [ 2 ] = 0 ;
VectorNormalize ( spraxis [ 1 ] ) ;
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break ;
case SPR_VP_PARALLEL_UPRIGHT :
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spraxis [ 2 ] [ 0 ] = 0 ; spraxis [ 2 ] [ 1 ] = 0 ; spraxis [ 2 ] [ 2 ] = 1 ;
VectorCopy ( vright , spraxis [ 1 ] ) ;
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break ;
default :
case SPR_VP_PARALLEL :
//normal sprite
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VectorCopy ( vup , spraxis [ 2 ] ) ;
VectorCopy ( vright , spraxis [ 1 ] ) ;
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break ;
}
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if ( e - > scale )
{
spraxis [ 2 ] [ 0 ] * = e - > scale ;
spraxis [ 2 ] [ 1 ] * = e - > scale ;
spraxis [ 2 ] [ 2 ] * = e - > scale ;
spraxis [ 1 ] [ 0 ] * = e - > scale ;
spraxis [ 1 ] [ 1 ] * = e - > scale ;
spraxis [ 1 ] [ 2 ] * = e - > scale ;
}
2011-04-23 20:37:20 +00:00
2014-10-05 20:04:11 +00:00
if ( e - > shaderRGBAf [ 0 ] ! = 0 | | e - > shaderRGBAf [ 1 ] ! = 0 | | e - > shaderRGBAf [ 2 ] ! = 0 | | ( batchflags & BEF_FORCECOLOURMOD ) )
2012-07-05 19:42:36 +00:00
{
if ( e - > shaderRGBAf [ 0 ] > 1 )
e - > shaderRGBAf [ 0 ] = 1 ;
if ( e - > shaderRGBAf [ 1 ] > 1 )
e - > shaderRGBAf [ 1 ] = 1 ;
if ( e - > shaderRGBAf [ 2 ] > 1 )
e - > shaderRGBAf [ 2 ] = 1 ;
}
else
{
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e - > shaderRGBAf [ 0 ] = 1 ;
e - > shaderRGBAf [ 1 ] = 1 ;
e - > shaderRGBAf [ 2 ] = 1 ;
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}
2011-04-23 20:37:20 +00:00
2014-10-05 20:04:11 +00:00
VectorScale ( e - > shaderRGBAf , lightmap , rgba [ 0 ] ) ;
rgba [ 0 ] [ 3 ] = e - > shaderRGBAf [ 3 ] ;
Vector4Copy ( rgba [ 0 ] , rgba [ 1 ] ) ;
Vector4Copy ( rgba [ 0 ] , rgba [ 2 ] ) ;
Vector4Copy ( rgba [ 0 ] , rgba [ 3 ] ) ;
2011-04-23 20:37:20 +00:00
2014-10-05 20:04:11 +00:00
Vector2Set ( st [ 0 ] , 0 , 1 ) ;
Vector2Set ( st [ 1 ] , 0 , 0 ) ;
Vector2Set ( st [ 2 ] , 1 , 0 ) ;
Vector2Set ( st [ 3 ] , 1 , 1 ) ;
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VectorMA ( sprorigin , frame - > down , spraxis [ 2 ] , point ) ;
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VectorMA ( point , frame - > left , spraxis [ 1 ] , xyz [ 0 ] ) ;
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2012-02-17 01:12:37 +00:00
VectorMA ( sprorigin , frame - > up , spraxis [ 2 ] , point ) ;
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VectorMA ( point , frame - > left , spraxis [ 1 ] , xyz [ 1 ] ) ;
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VectorMA ( sprorigin , frame - > up , spraxis [ 2 ] , point ) ;
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VectorMA ( point , frame - > right , spraxis [ 1 ] , xyz [ 2 ] ) ;
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2012-02-17 01:12:37 +00:00
VectorMA ( sprorigin , frame - > down , spraxis [ 2 ] , point ) ;
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VectorMA ( point , frame - > right , spraxis [ 1 ] , xyz [ 3 ] ) ;
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}
static void R_DB_Poly ( batch_t * batch )
{
static mesh_t mesh ;
static mesh_t * meshptr = & mesh ;
unsigned int i = batch - > surf_first ;
batch - > mesh = & meshptr ;
mesh . xyz_array = cl_strisvertv + cl_stris [ i ] . firstvert ;
mesh . st_array = cl_strisvertt + cl_stris [ i ] . firstvert ;
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mesh . colors4f_array [ 0 ] = cl_strisvertc + cl_stris [ i ] . firstvert ;
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mesh . indexes = cl_strisidx + cl_stris [ i ] . firstidx ;
mesh . numindexes = cl_stris [ i ] . numidx ;
mesh . numvertexes = cl_stris [ i ] . numvert ;
}
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static void BE_GenPolyBatches ( batch_t * * batches )
2011-04-23 20:37:20 +00:00
{
shader_t * shader = NULL ;
batch_t * b ;
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unsigned int i = cl_numstris , j ;
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unsigned int sort ;
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while ( i - - > 0 )
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{
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if ( ! cl_stris [ i ] . numidx )
continue ;
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b = BE_GetTempBatch ( ) ;
if ( ! b )
return ;
shader = cl_stris [ i ] . shader ;
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if ( ! shader )
continue ;
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b - > buildmeshes = R_DB_Poly ;
b - > ent = & r_worldentity ;
b - > mesh = NULL ;
b - > firstmesh = 0 ;
b - > meshes = 1 ;
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b - > skin = NULL ;
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b - > texture = NULL ;
b - > shader = shader ;
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for ( j = 0 ; j < MAXRLIGHTMAPS ; j + + )
b - > lightmap [ j ] = - 1 ;
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b - > surf_first = i ;
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b - > flags = cl_stris [ i ] . flags ;
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b - > vbo = 0 ;
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sort = shader - > sort ;
if ( ( b - > flags & BEF_FORCEADDITIVE ) & & sort < SHADER_SORT_ADDITIVE )
sort = SHADER_SORT_ADDITIVE ;
if ( ( b - > flags & BEF_FORCETRANSPARENT ) & & SHADER_SORT_PORTAL < sort & & sort < SHADER_SORT_BLEND )
sort = SHADER_SORT_BLEND ;
if ( ( b - > flags & BEF_FORCENODEPTH ) & & sort < SHADER_SORT_BANNER )
sort = SHADER_SORT_BANNER ;
b - > next = batches [ sort ] ;
batches [ sort ] = b ;
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}
}
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void R_HalfLife_GenerateBatches ( entity_t * e , batch_t * * batches ) ;
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void BE_GenModelBatches ( batch_t * * batches , const dlight_t * dl , unsigned int bemode )
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{
int i ;
entity_t * ent ;
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model_t * emodel ;
------------------------------------------------------------------------
r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines
removed MAX_VISEDICTS limit.
PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default.
TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW.
added android multitouch emulation for windows/rawinput (in_simulatemultitouch).
split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature.
now using utf-8 for windows consoles.
qcc warnings/errors now give clickable console links for quick+easy editing.
disabled menutint when the currently active item changes contrast or gamma (for OneManClan).
Added support for drawfont/drawfontscale.
tweaked the qcvm a little to reduce the number of pointers.
.doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up.
windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings.
fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen.
editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts.
Added support for .framegroups files for psk(psa) and iqm formats.
True support for ezquake's colour codes. Mutually exclusive with background colours.
path command output slightly more readable.
added support for digest_hex (MD4, SHA1, CRC16).
skingroups now colourmap correctly.
Fix terrain colour hints, and litdata from the wrong bsp.
fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported).
remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother.
fix v *= v.x and similar opcodes.
fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported.
fteqcc: fixed '#if 1 == 3 && 4' parsing.
fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable.
fteqcc: copyright message now includes compile date instead.
fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile.
fteqccgui: the output window is now focused and scrolls down as compilation progresses.
pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue.
rewrote prespawn/modelist/soundlist code. server tracks progress now.
------------------------------------------------------------------------
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
unsigned int orig_numstris = cl_numstris ;
unsigned int orig_numvisedicts = cl_numvisedicts ;
2016-02-15 06:01:17 +00:00
// unsigned int orig_numstrisidx = cl_numstrisidx;
// unsigned int orig_numstrisvert = cl_numstrisvert;
2011-04-23 20:37:20 +00:00
/*clear the batch list*/
for ( i = 0 ; i < SHADER_SORT_COUNT ; i + + )
batches [ i ] = NULL ;
2011-05-20 04:10:46 +00:00
# if defined(TERRAIN)
2014-03-31 17:06:41 +00:00
if ( cl . worldmodel & & cl . worldmodel - > terrain & & ! ( r_refdef . flags & RDF_NOWORLDMODEL ) )
Android: fat presses, vibrator, onscreen keyboard, keep-screen-on, console scaling, touch-based console scrolling, additional bindables.
Some memory leaks fixed.
latency with the nq protocol over loopback is much reduced.
Terrain: now mostly a property of a (q1 for now) bsp map, file format changed, glsl now built in, terrain editor builtin improved/changed, holes supported.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4067 fc73d0e0-1445-4013-8a0c-d673dee63da5
2012-07-14 16:25:18 +00:00
Terr_DrawTerrainModel ( batches , & r_worldentity ) ;
2011-05-20 04:10:46 +00:00
# endif
2015-03-03 00:14:43 +00:00
R_Clutter_Emit ( batches ) ;
2012-04-09 19:12:12 +00:00
if ( ! r_drawentities . ival )
return ;
2013-10-08 14:28:11 +00:00
if ( bemode = = BEM_STANDARD )
{
------------------------------------------------------------------------
r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines
removed MAX_VISEDICTS limit.
PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default.
TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW.
added android multitouch emulation for windows/rawinput (in_simulatemultitouch).
split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature.
now using utf-8 for windows consoles.
qcc warnings/errors now give clickable console links for quick+easy editing.
disabled menutint when the currently active item changes contrast or gamma (for OneManClan).
Added support for drawfont/drawfontscale.
tweaked the qcvm a little to reduce the number of pointers.
.doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up.
windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings.
fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen.
editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts.
Added support for .framegroups files for psk(psa) and iqm formats.
True support for ezquake's colour codes. Mutually exclusive with background colours.
path command output slightly more readable.
added support for digest_hex (MD4, SHA1, CRC16).
skingroups now colourmap correctly.
Fix terrain colour hints, and litdata from the wrong bsp.
fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported).
remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother.
fix v *= v.x and similar opcodes.
fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported.
fteqcc: fixed '#if 1 == 3 && 4' parsing.
fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable.
fteqcc: copyright message now includes compile date instead.
fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile.
fteqccgui: the output window is now focused and scrolls down as compilation progresses.
pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue.
rewrote prespawn/modelist/soundlist code. server tracks progress now.
------------------------------------------------------------------------
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
# ifndef CLIENTONLY
2013-10-08 14:28:11 +00:00
SV_AddDebugPolygons ( ) ;
------------------------------------------------------------------------
r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines
removed MAX_VISEDICTS limit.
PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default.
TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW.
added android multitouch emulation for windows/rawinput (in_simulatemultitouch).
split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature.
now using utf-8 for windows consoles.
qcc warnings/errors now give clickable console links for quick+easy editing.
disabled menutint when the currently active item changes contrast or gamma (for OneManClan).
Added support for drawfont/drawfontscale.
tweaked the qcvm a little to reduce the number of pointers.
.doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up.
windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings.
fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen.
editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts.
Added support for .framegroups files for psk(psa) and iqm formats.
True support for ezquake's colour codes. Mutually exclusive with background colours.
path command output slightly more readable.
added support for digest_hex (MD4, SHA1, CRC16).
skingroups now colourmap correctly.
Fix terrain colour hints, and litdata from the wrong bsp.
fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported).
remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother.
fix v *= v.x and similar opcodes.
fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported.
fteqcc: fixed '#if 1 == 3 && 4' parsing.
fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable.
fteqcc: copyright message now includes compile date instead.
fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile.
fteqccgui: the output window is now focused and scrolls down as compilation progresses.
pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue.
rewrote prespawn/modelist/soundlist code. server tracks progress now.
------------------------------------------------------------------------
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
# endif
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//the alias cache is a backend thing that provides support for multiple entities using the same skeleton.
//thus it needs to be cleared so that it won't reuse the cache over multiple frames.
Alias_FlushCache ( ) ;
}
2012-04-09 19:12:12 +00:00
2011-04-23 20:37:20 +00:00
// draw sprites seperately, because of alpha blending
for ( i = 0 ; i < cl_numvisedicts ; i + + )
{
ent = & cl_visedicts [ i ] ;
2014-03-31 17:06:41 +00:00
if ( ! r_refdef . externalview & & ( ent - > flags & RF_EXTERNALMODEL ) )
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continue ;
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# ifdef RTLIGHTS
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if ( bemode = = BEM_STENCIL | | bemode = = BEM_DEPTHONLY )
{
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if ( ent - > flags & ( RF_NOSHADOW | RF_ADDITIVE | RF_NODEPTHTEST | RF_TRANSLUCENT ) ) //noshadow often isn't enough for legacy content.
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continue ;
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if ( ent - > flags & RF_EXTERNALMODEL & & ! r_shadow_playershadows . ival ) //noshadow often isn't enough for legacy content.
continue ;
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if ( ent - > keynum = = dl - > key & & ent - > keynum ) //shadows are not cast from the entity that owns the light. it is expected to be inside.
continue ;
if ( ent - > model & & ent - > model - > engineflags & MDLF_FLAME )
continue ;
}
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# endif
2013-10-08 14:28:11 +00:00
2011-04-23 20:37:20 +00:00
switch ( ent - > rtype )
{
case RT_MODEL :
default :
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emodel = ent - > model ;
if ( ! emodel )
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continue ;
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if ( emodel - > loadstate = = MLS_NOTLOADED )
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{
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if ( ! Mod_LoadModel ( emodel , MLV_WARN ) )
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continue ;
}
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if ( emodel - > loadstate ! = MLS_LOADED )
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continue ;
2011-04-23 20:37:20 +00:00
2012-07-20 01:46:05 +00:00
if ( cl . lerpents & & ( cls . allow_anyparticles ) ) //allowed or static
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{
if ( gl_part_flame . value )
{
if ( ent - > model - > engineflags & MDLF_ENGULPHS )
continue ;
}
}
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if ( emodel - > engineflags & MDLF_NOTREPLACEMENTS )
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{
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if ( emodel - > fromgame ! = fg_quake | | emodel - > type ! = mod_alias )
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if ( ! ruleset_allow_sensitive_texture_replacements . value )
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continue ;
}
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switch ( emodel - > type )
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{
case mod_brush :
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if ( r_drawentities . ival = = 2 )
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continue ;
Surf_GenBrushBatches ( batches , ent ) ;
break ;
case mod_alias :
if ( r_drawentities . ival = = 3 )
continue ;
R_GAlias_GenerateBatches ( ent , batches ) ;
break ;
case mod_sprite :
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R_Sprite_GenerateTrisoup ( ent , bemode ) ;
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break ;
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case mod_halflife :
# ifdef HALFLIFEMODELS
R_HalfLife_GenerateBatches ( ent , batches ) ;
# endif
break ;
2011-05-15 13:23:13 +00:00
// warning: enumeration value <20> mod_*<2A> not handled in switch
case mod_dummy :
case mod_heightmap :
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# if defined(TERRAIN)
if ( emodel - > terrain & & ! ( r_refdef . flags & RDF_NOWORLDMODEL ) )
Terr_DrawTerrainModel ( batches , ent ) ;
# endif
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break ;
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}
break ;
case RT_SPRITE :
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R_Sprite_GenerateTrisoup ( ent , bemode ) ;
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break ;
case RT_BEAM :
case RT_RAIL_RINGS :
case RT_LIGHTNING :
case RT_RAIL_CORE :
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# if defined(Q2CLIENT) || defined(Q3CLIENT)
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R_Beam_GenerateTrisoup ( ent , bemode ) ;
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# endif
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break ;
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case RT_POLY :
/*not implemented*/
break ;
case RT_PORTALSURFACE :
/*nothing*/
break ;
}
}
if ( cl_numstris )
BE_GenPolyBatches ( batches ) ;
------------------------------------------------------------------------
r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines
removed MAX_VISEDICTS limit.
PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default.
TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW.
added android multitouch emulation for windows/rawinput (in_simulatemultitouch).
split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature.
now using utf-8 for windows consoles.
qcc warnings/errors now give clickable console links for quick+easy editing.
disabled menutint when the currently active item changes contrast or gamma (for OneManClan).
Added support for drawfont/drawfontscale.
tweaked the qcvm a little to reduce the number of pointers.
.doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up.
windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings.
fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen.
editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts.
Added support for .framegroups files for psk(psa) and iqm formats.
True support for ezquake's colour codes. Mutually exclusive with background colours.
path command output slightly more readable.
added support for digest_hex (MD4, SHA1, CRC16).
skingroups now colourmap correctly.
Fix terrain colour hints, and litdata from the wrong bsp.
fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported).
remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother.
fix v *= v.x and similar opcodes.
fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported.
fteqcc: fixed '#if 1 == 3 && 4' parsing.
fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable.
fteqcc: copyright message now includes compile date instead.
fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile.
fteqccgui: the output window is now focused and scrolls down as compilation progresses.
pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue.
rewrote prespawn/modelist/soundlist code. server tracks progress now.
------------------------------------------------------------------------
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
2014-10-05 20:04:11 +00:00
while ( orig_numstris < cl_numstris )
cl_stris [ orig_numstris + + ] . shader = NULL ;
------------------------------------------------------------------------
r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines
removed MAX_VISEDICTS limit.
PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default.
TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW.
added android multitouch emulation for windows/rawinput (in_simulatemultitouch).
split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature.
now using utf-8 for windows consoles.
qcc warnings/errors now give clickable console links for quick+easy editing.
disabled menutint when the currently active item changes contrast or gamma (for OneManClan).
Added support for drawfont/drawfontscale.
tweaked the qcvm a little to reduce the number of pointers.
.doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up.
windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings.
fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen.
editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts.
Added support for .framegroups files for psk(psa) and iqm formats.
True support for ezquake's colour codes. Mutually exclusive with background colours.
path command output slightly more readable.
added support for digest_hex (MD4, SHA1, CRC16).
skingroups now colourmap correctly.
Fix terrain colour hints, and litdata from the wrong bsp.
fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported).
remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother.
fix v *= v.x and similar opcodes.
fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported.
fteqcc: fixed '#if 1 == 3 && 4' parsing.
fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable.
fteqcc: copyright message now includes compile date instead.
fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile.
fteqccgui: the output window is now focused and scrolls down as compilation progresses.
pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue.
rewrote prespawn/modelist/soundlist code. server tracks progress now.
------------------------------------------------------------------------
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
cl_numstris = orig_numstris ;
2014-10-05 20:04:11 +00:00
/* cl_numstrisidx = orig_numstrisidx;
cl_numstrisvert = orig_numstrisvert ;
if ( cl_numstris )
{ //fix this up, in case they got merged.
cl_stris [ cl_numstris - 1 ] . numvert = cl_numstrisvert - cl_stris [ cl_numstris - 1 ] . firstvert ;
cl_stris [ cl_numstris - 1 ] . numidx = cl_numstrisidx - cl_stris [ cl_numstris - 1 ] . firstidx ;
}
*/ cl_numvisedicts = orig_numvisedicts ;
2011-04-23 20:57:06 +00:00
}
# endif // defined(GLQUAKE)