mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-26 13:50:53 +00:00
2298 lines
54 KiB
C
2298 lines
54 KiB
C
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#include "quakedef.h"
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#ifdef RGLQUAKE
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#include "glquake.h"
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//these are shared with gl_rsurf - move to header
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void R_MirrorChain (msurface_t *s);
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void GL_SelectTexture (GLenum target);
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void R_RenderDynamicLightmaps (msurface_t *fa);
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void R_BlendLightmaps (void);
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extern int gldepthfunc;
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extern int *lightmap_textures;
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extern int lightmap_bytes; // 1, 2, or 4
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extern cvar_t gl_detail;
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extern cvar_t r_fb_bmodels;
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extern cvar_t gl_part_flame;
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extern cvar_t gl_part_flame;
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extern cvar_t gl_maxshadowlights;
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extern int detailtexture;
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//end header confict
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extern lightmapinfo_t **lightmap;
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extern model_t *currentmodel;
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//#define glBegin glEnd
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#define Q2RF_WEAPONMODEL 4 // only draw through eyes
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#define EDGEOPTIMISE
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#ifdef EDGEOPTIMISE
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struct {
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short count;
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short count2;
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short next;
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short prev;
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} edge[MAX_MAP_EDGES];
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int firstedge;
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#endif
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vec3_t lightorg = {0, 0, 0};
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float lightradius;
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static void PPL_BaseTextureChain(msurface_t *first)
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{
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extern int *deluxmap_textures;
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extern cvar_t gl_bump;
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texture_t *t;
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msurface_t *s = first;
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int vi;
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glRect_t *theRect;
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glpoly_t *p;
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float *v;
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glEnable(GL_TEXTURE_2D);
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t = GLR_TextureAnimation (s->texinfo->texture);
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if (s->flags & SURF_DRAWTURB)
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{
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GL_DisableMultitexture();
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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GL_Bind (t->gl_texturenum);
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for (; s ; s=s->texturechain)
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EmitWaterPolys (s);
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glDisable(GL_BLEND);
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glColor4f(1,1,1, 1);
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t->texturechain = NULL; //no lighting effects. (good job these don't animate eh?)
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return;
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}
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if (s->lightmaptexturenum < 0) //no lightmap
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{
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GL_DisableMultitexture();
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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GL_Bind (t->gl_texturenum);
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for (; s ; s=s->texturechain)
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for (p = s->polys; p; p=p->next)
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{
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glBegin(GL_POLYGON);
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v = p->verts[0];
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for (vi=0 ; vi<p->numverts ; vi++, v+= VERTEXSIZE)
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{
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glTexCoord2f (v[3], v[4]);
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glVertex3fv (v);
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}
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glEnd ();
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}
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}
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else if (!gl_mtexable)
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{ //multitexture isn't supported.
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glDisable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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GL_Bind (t->gl_texturenum);
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for (s = first; s ; s=s->texturechain)
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{
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for (p = s->polys; p; p=p->next)
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{
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glBegin(GL_POLYGON);
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v = p->verts[0];
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for (vi=0 ; vi<p->numverts ; vi++, v+= VERTEXSIZE)
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{
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glTexCoord2f (v[3], v[4]);
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glVertex3fv (v);
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}
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glEnd ();
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}
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}
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glEnable(GL_BLEND);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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if (gl_lightmap_format == GL_LUMINANCE || gl_lightmap_format == GL_RGB)
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glBlendFunc (GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
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else if (gl_lightmap_format == GL_INTENSITY)
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{
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glColor4f (0,0,0,1);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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else if (gl_lightmap_format == GL_RGBA)
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{
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glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA);
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}
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for (s = first; s ; s=s->texturechain)
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{
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vi = s->lightmaptexturenum;
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// Binds lightmap to texenv 1
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GL_Bind (lightmap_textures[vi]);
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if (lightmap[vi]->modified)
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{
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lightmap[vi]->modified = false;
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theRect = &lightmap[vi]->rectchange;
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
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LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
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lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
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theRect->l = LMBLOCK_WIDTH;
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theRect->t = LMBLOCK_HEIGHT;
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theRect->h = 0;
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theRect->w = 0;
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}
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for (p = s->polys; p; p=p->next)
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{
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glBegin(GL_POLYGON);
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v = p->verts[0];
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for (vi=0 ; vi<p->numverts ; vi++, v+= VERTEXSIZE)
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{
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glTexCoord2f (v[5], v[6]);
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glVertex3fv (v);
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}
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glEnd ();
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}
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}
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}
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else
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{
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if (gl_bump.value && currentmodel->deluxdata && t->gl_texturenumbumpmap)
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{
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qglActiveTextureARB(GL_TEXTURE0_ARB);
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//Bind normal map to texture unit 0
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GL_BindType(GL_TEXTURE_2D, t->gl_texturenumbumpmap);
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glEnable(GL_TEXTURE_2D);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
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qglActiveTextureARB(GL_TEXTURE1_ARB); //the deluxmap
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glEnable(GL_TEXTURE_2D);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
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//we now have normalmap.deluxmap on the screen.
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if (gl_mtexarbable>=4) //go the whole hog. bumpmapping in one pass.
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{
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//continue going to give (normalmap.deluxemap)*texture*lightmap.
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qglActiveTextureARB(GL_TEXTURE2_ARB);
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glEnable(GL_TEXTURE_2D);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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GL_Bind (t->gl_texturenum);
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qglActiveTextureARB(GL_TEXTURE3_ARB);
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glEnable(GL_TEXTURE_2D);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
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vi = -1;
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for (; s ; s=s->texturechain)
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{
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// if (vi != s->lightmaptexturenum)
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{
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vi = s->lightmaptexturenum;
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qglActiveTextureARB(GL_TEXTURE1_ARB);
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GL_BindType(GL_TEXTURE_2D, deluxmap_textures[vi] );
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if (lightmap[vi]->deluxmodified)
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{
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lightmap[vi]->deluxmodified = false;
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theRect = &lightmap[vi]->deluxrectchange;
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
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LMBLOCK_WIDTH, theRect->h, GL_RGB, GL_UNSIGNED_BYTE,
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lightmap[vi]->deluxmaps+(theRect->t) *LMBLOCK_WIDTH*3);
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theRect->l = LMBLOCK_WIDTH;
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theRect->t = LMBLOCK_HEIGHT;
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theRect->h = 0;
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theRect->w = 0;
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}
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qglActiveTextureARB(GL_TEXTURE3_ARB);
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GL_BindType(GL_TEXTURE_2D, lightmap_textures[vi] );
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if (lightmap[vi]->modified)
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{
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lightmap[vi]->modified = false;
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theRect = &lightmap[vi]->rectchange;
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
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LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
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lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
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theRect->l = LMBLOCK_WIDTH;
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theRect->t = LMBLOCK_HEIGHT;
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theRect->h = 0;
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theRect->w = 0;
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}
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}
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for (p = s->polys; p; p=p->next)
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{
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glBegin(GL_POLYGON);
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v = p->verts[0];
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for (vi=0 ; vi<p->numverts ; vi++, v+= VERTEXSIZE)
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{
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qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, v[3], v[4]);
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qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, v[5], v[6]);
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qglMultiTexCoord2fARB(GL_TEXTURE2_ARB, v[3], v[4]);
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qglMultiTexCoord2fARB(GL_TEXTURE3_ARB, v[5], v[6]);
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glVertex3fv (v);
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}
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glEnd ();
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}
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}
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qglActiveTextureARB(GL_TEXTURE3_ARB);
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glDisable(GL_TEXTURE_2D);
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qglActiveTextureARB(GL_TEXTURE2_ARB);
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glDisable(GL_TEXTURE_2D);
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qglActiveTextureARB(GL_TEXTURE1_ARB);
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glDisable(GL_TEXTURE_2D);
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qglActiveTextureARB(GL_TEXTURE0_ARB); //the deluxmap
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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return;
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}
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glDisable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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for (; s ; s=s->texturechain)
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{
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vi = s->lightmaptexturenum;
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GL_BindType(GL_TEXTURE_2D, deluxmap_textures[vi] );
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if (lightmap[vi]->deluxmodified)
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{
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lightmap[vi]->deluxmodified = false;
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theRect = &lightmap[vi]->deluxrectchange;
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
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LMBLOCK_WIDTH, theRect->h, GL_RGB, GL_UNSIGNED_BYTE,
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lightmap[vi]->deluxmaps+(theRect->t) *LMBLOCK_WIDTH*3);
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theRect->l = LMBLOCK_WIDTH;
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theRect->t = LMBLOCK_HEIGHT;
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theRect->h = 0;
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theRect->w = 0;
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}
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for (p = s->polys; p; p=p->next)
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{
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glBegin(GL_POLYGON);
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v = p->verts[0];
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for (vi=0 ; vi<p->numverts ; vi++, v+= VERTEXSIZE)
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{
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qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, v[3], v[4]);
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qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, v[5], v[6]);
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glVertex3fv (v);
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}
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glEnd ();
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}
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}
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glDisable(GL_TEXTURE_2D);
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qglActiveTextureARB(GL_TEXTURE0_ARB);
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glBlendFunc(GL_DST_COLOR, GL_ZERO); //tell the texture + lightmap to do current*tex*light (where current is normalmap.deluxemap)
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glEnable(GL_BLEND);
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s = first;
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GL_SelectTexture(mtexid0);
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GL_Bind(t->gl_texturenum);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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GL_EnableMultitexture();
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
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}
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else
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{
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// Binds world to texture env 0
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GL_SelectTexture(mtexid0);
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GL_Bind (t->gl_texturenum);
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if (t->alphaed)
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{
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glEnable(GL_BLEND);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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}
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else
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{
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glDisable(GL_BLEND);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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}
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GL_EnableMultitexture(); // Same as SelectTexture (TEXTURE1)
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
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}
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for (; s; s=s->texturechain)
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{
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vi = s->lightmaptexturenum;
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// Binds lightmap to texenv 1
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GL_Bind (lightmap_textures[vi]);
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if (lightmap[vi]->modified)
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{
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lightmap[vi]->modified = false;
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theRect = &lightmap[vi]->rectchange;
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
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LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
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lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
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theRect->l = LMBLOCK_WIDTH;
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theRect->t = LMBLOCK_HEIGHT;
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theRect->h = 0;
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theRect->w = 0;
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}
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for (p = s->polys; p; p=p->next)
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{
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glBegin(GL_POLYGON);
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v = p->verts[0];
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for (vi=0 ; vi<p->numverts ; vi++, v+= VERTEXSIZE)
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{
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qglMTexCoord2fSGIS (mtexid0, v[3], v[4]);
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qglMTexCoord2fSGIS (mtexid1, v[5], v[6]);
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glVertex3fv (v);
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}
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glEnd ();
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}
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}
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}
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}
|
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static void PPL_FullBrightTextureChain(msurface_t *first)
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{
|
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glpoly_t *p;
|
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float *v;
|
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texture_t *t;
|
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msurface_t *s;
|
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int i;
|
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t = GLR_TextureAnimation (first->texinfo->texture);
|
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|
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if (detailtexture && gl_detail.value)
|
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{
|
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GL_Bind(detailtexture);
|
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glBlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
|
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for (s = first; s ; s=s->texturechain)
|
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{
|
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for (p = s->polys; p; p=p->next)
|
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{
|
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glBegin(GL_POLYGON);
|
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v = p->verts[0];
|
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for (i = 0; i < p->numverts; i++, v += VERTEXSIZE)
|
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{
|
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glTexCoord2f (v[5] * 18, v[6] * 18);
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glVertex3fv (v);
|
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}
|
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glEnd();
|
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}
|
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}
|
||
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}
|
||
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|
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if (t->gl_texturenumfb && r_fb_bmodels.value && cls.allow_luma)
|
||
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{
|
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GL_Bind(t->gl_texturenumfb);
|
||
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glBlendFunc(GL_DST_COLOR, GL_ONE);
|
||
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|
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for (s = first; s ; s=s->texturechain)
|
||
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{
|
||
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for (p = s->polys; p; p=p->next)
|
||
|
{
|
||
|
glBegin(GL_POLYGON);
|
||
|
v = p->verts[0];
|
||
|
for (i = 0; i < p->numverts; i++, v += VERTEXSIZE)
|
||
|
{
|
||
|
glTexCoord2f (v[3], v[4]);
|
||
|
glVertex3fv (v);
|
||
|
}
|
||
|
glEnd();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//requires multitexture
|
||
|
void PPL_BaseTextures(model_t *model)
|
||
|
{
|
||
|
int i;
|
||
|
msurface_t *s;
|
||
|
texture_t *t;
|
||
|
|
||
|
glDisable(GL_BLEND);
|
||
|
glColor4f(1,1,1, 1);
|
||
|
// glDepthFunc(GL_LESS);
|
||
|
|
||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
|
|
||
|
glShadeModel(GL_FLAT);
|
||
|
|
||
|
currentmodel = model;
|
||
|
|
||
|
if (model == cl.worldmodel && skytexturenum>=0)
|
||
|
{
|
||
|
t = model->textures[skytexturenum];
|
||
|
if (t)
|
||
|
{
|
||
|
s = t->texturechain;
|
||
|
if (s)
|
||
|
{
|
||
|
t->texturechain = NULL;
|
||
|
R_DrawSkyChain (s);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if (mirrortexturenum>=0 && model == cl.worldmodel && r_mirroralpha.value != 1.0)
|
||
|
{
|
||
|
t = model->textures[mirrortexturenum];
|
||
|
if (t)
|
||
|
{
|
||
|
s = t->texturechain;
|
||
|
if (s)
|
||
|
{
|
||
|
t->texturechain = NULL;
|
||
|
R_MirrorChain (s);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for (i=0 ; i<model->numtextures ; i++)
|
||
|
{
|
||
|
t = model->textures[i];
|
||
|
if (!t)
|
||
|
continue;
|
||
|
s = t->texturechain;
|
||
|
if (!s)
|
||
|
continue;
|
||
|
|
||
|
if ((s->flags & SURF_DRAWTURB) && r_wateralphaval != 1.0)
|
||
|
{
|
||
|
t->texturechain = NULL;
|
||
|
continue; // draw translucent water later
|
||
|
}
|
||
|
|
||
|
PPL_BaseTextureChain(s);
|
||
|
}
|
||
|
|
||
|
GL_DisableMultitexture();
|
||
|
}
|
||
|
|
||
|
void PPL_BaseBModelTextures(entity_t *e)
|
||
|
{
|
||
|
int i, k;
|
||
|
model_t *model;
|
||
|
msurface_t *s;
|
||
|
msurface_t *chain = NULL;
|
||
|
|
||
|
glPushMatrix();
|
||
|
R_RotateForEntity(e);
|
||
|
currentmodel = model = e->model;
|
||
|
s = model->surfaces+model->firstmodelsurface;
|
||
|
|
||
|
glDisable(GL_BLEND);
|
||
|
glColor4f(1, 1, 1, 1);
|
||
|
|
||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
|
|
||
|
// calculate dynamic lighting for bmodel if it's not an
|
||
|
// instanced model
|
||
|
if (currentmodel->firstmodelsurface != 0 && r_dynamic.value)
|
||
|
{
|
||
|
for (k=0 ; k<MAX_DLIGHTS ; k++)
|
||
|
{
|
||
|
if ((cl_dlights[k].die < cl.time) ||
|
||
|
(!cl_dlights[k].radius))
|
||
|
continue;
|
||
|
|
||
|
currentmodel->funcs.MarkLights (&cl_dlights[k], 1<<k,
|
||
|
currentmodel->nodes + currentmodel->hulls[0].firstclipnode);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//update lightmaps.
|
||
|
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
|
||
|
R_RenderDynamicLightmaps (s);
|
||
|
|
||
|
|
||
|
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
|
||
|
{
|
||
|
if (chain && s->texinfo->texture != chain->texinfo->texture) //last surface or not the same as the next
|
||
|
{
|
||
|
PPL_BaseTextureChain(chain);
|
||
|
chain = NULL;
|
||
|
}
|
||
|
|
||
|
s->texturechain = chain;
|
||
|
chain = s;
|
||
|
}
|
||
|
|
||
|
if (chain)
|
||
|
PPL_BaseTextureChain(chain);
|
||
|
|
||
|
glPopMatrix();
|
||
|
GL_DisableMultitexture();
|
||
|
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
|
}
|
||
|
|
||
|
void PPL_BaseEntTextures(void)
|
||
|
{
|
||
|
extern model_t *currentmodel;
|
||
|
int i;
|
||
|
|
||
|
if (!r_drawentities.value)
|
||
|
return;
|
||
|
|
||
|
// draw sprites seperately, because of alpha blending
|
||
|
for (i=0 ; i<cl_numvisedicts ; i++)
|
||
|
{
|
||
|
currententity = &cl_visedicts[i];
|
||
|
|
||
|
if (cl.viewentity[r_refdef.currentplayernum] && currententity->keynum == cl.viewentity[r_refdef.currentplayernum])
|
||
|
continue;
|
||
|
|
||
|
if (!currententity->model)
|
||
|
continue;
|
||
|
|
||
|
|
||
|
if (cls.allow_anyparticles || currententity->visframe) //allowed or static
|
||
|
{
|
||
|
if (currententity->model->particleeffect>=0)
|
||
|
{
|
||
|
if (currententity->model->particleengulphs)
|
||
|
{
|
||
|
if (gl_part_flame.value)
|
||
|
{ //particle effect is addedin GLR_DrawEntitiesOnList. Is this so wrong?
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
switch (currententity->model->type)
|
||
|
{
|
||
|
case mod_alias:
|
||
|
R_DrawGAliasModel (currententity);
|
||
|
break;
|
||
|
|
||
|
case mod_brush:
|
||
|
PPL_BaseBModelTextures (currententity);
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
currentmodel = cl.worldmodel;
|
||
|
}
|
||
|
|
||
|
void PPL_LightTextures(model_t *model, vec3_t modelorigin, dlight_t *light)
|
||
|
{
|
||
|
int i;
|
||
|
msurface_t *s;
|
||
|
texture_t *t;
|
||
|
extern cvar_t gl_bump;
|
||
|
|
||
|
int vi;
|
||
|
glpoly_t *p;
|
||
|
float *v;
|
||
|
float dist;
|
||
|
|
||
|
if (gl_bump.value)
|
||
|
{
|
||
|
vec3_t relativelightorigin;
|
||
|
|
||
|
VectorSubtract(light->origin, modelorigin, relativelightorigin);
|
||
|
glShadeModel(GL_SMOOTH);
|
||
|
for (i=0 ; i<model->numtextures ; i++)
|
||
|
{
|
||
|
t = model->textures[i];
|
||
|
if (!t)
|
||
|
continue;
|
||
|
s = t->texturechain;
|
||
|
if (!s)
|
||
|
continue;
|
||
|
|
||
|
|
||
|
{
|
||
|
extern int normalisationCubeMap;
|
||
|
vec3_t lightdir;
|
||
|
|
||
|
t = GLR_TextureAnimation (t);
|
||
|
|
||
|
|
||
|
if (t->gl_texturenumbumpmap)
|
||
|
{
|
||
|
qglActiveTextureARB(GL_TEXTURE0_ARB);
|
||
|
GL_BindType(GL_TEXTURE_2D, t->gl_texturenumbumpmap);
|
||
|
glEnable(GL_TEXTURE_2D);
|
||
|
//Set up texture environment to do (tex0 dot tex1)*color
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); //make texture normalmap available.
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
|
||
|
|
||
|
qglActiveTextureARB(GL_TEXTURE1_ARB);
|
||
|
GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap);
|
||
|
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); //normalisation cubemap * normalmap
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
|
||
|
|
||
|
qglActiveTextureARB(GL_TEXTURE2_ARB);
|
||
|
GL_BindType(GL_TEXTURE_2D, t->gl_texturenumbumpmap);
|
||
|
glEnable(GL_TEXTURE_2D);
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); //bumps * color (the attenuation)
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB); //(doesn't actually use the bound texture)
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||
|
glDisable(GL_TEXTURE_2D);
|
||
|
qglActiveTextureARB(GL_TEXTURE1_ARB);
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
||
|
qglActiveTextureARB(GL_TEXTURE0_ARB);
|
||
|
}
|
||
|
|
||
|
for (; s; s=s->texturechain)
|
||
|
{
|
||
|
|
||
|
/* if (fabs(s->center[0] - lightorg[0]) > lightradius+s->radius ||
|
||
|
fabs(s->center[1] - lightorg[1]) > lightradius+s->radius ||
|
||
|
fabs(s->center[2] - lightorg[2]) > lightradius+s->radius)
|
||
|
continue;*/
|
||
|
|
||
|
|
||
|
if (s->flags & SURF_PLANEBACK)
|
||
|
{//inverted normal.
|
||
|
if (-DotProduct(s->plane->normal, relativelightorigin)+s->plane->dist > lightradius)
|
||
|
continue;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (DotProduct(s->plane->normal, relativelightorigin)-s->plane->dist > lightradius)
|
||
|
continue;
|
||
|
}
|
||
|
for (p = s->polys; p; p=p->next)
|
||
|
{
|
||
|
glBegin(GL_POLYGON);
|
||
|
v = p->verts[0];
|
||
|
for (vi=0 ; vi<p->numverts ; vi++, v+= VERTEXSIZE)
|
||
|
{
|
||
|
lightdir[0] = relativelightorigin[0] - v[0];
|
||
|
lightdir[1] = relativelightorigin[1] - v[1];
|
||
|
lightdir[2] = relativelightorigin[2] - v[2];
|
||
|
|
||
|
dist = 1-(sqrt( (lightdir[0])*(lightdir[0]) +
|
||
|
(lightdir[1])*(lightdir[1]) +
|
||
|
(lightdir[2])*(lightdir[2])) / light->radius);
|
||
|
|
||
|
VectorNormalize(lightdir);
|
||
|
|
||
|
glColor3f(light->color[0]*dist, light->color[1]*dist, light->color[2]*dist);
|
||
|
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, v[3], v[4]);
|
||
|
qglMultiTexCoord3fARB(GL_TEXTURE1_ARB, DotProduct(lightdir, s->texinfo->vecs[0]), -DotProduct(lightdir, s->texinfo->vecs[1]), DotProduct(lightdir, s->normal));
|
||
|
glVertex3fv (v);
|
||
|
}
|
||
|
glEnd ();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||
|
glDisable(GL_TEXTURE_2D);
|
||
|
qglActiveTextureARB(GL_TEXTURE1_ARB);
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
||
|
qglActiveTextureARB(GL_TEXTURE0_ARB);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
vec3_t relativelightorigin;
|
||
|
vec3_t lightdir;
|
||
|
|
||
|
glDisable(GL_TEXTURE_2D);
|
||
|
|
||
|
VectorSubtract(light->origin, modelorigin, relativelightorigin);
|
||
|
|
||
|
glShadeModel(GL_SMOOTH);
|
||
|
for (i=0 ; i<model->numtextures ; i++)
|
||
|
{
|
||
|
t = model->textures[i];
|
||
|
if (!t)
|
||
|
continue;
|
||
|
s = t->texturechain;
|
||
|
if (!s)
|
||
|
continue;
|
||
|
|
||
|
|
||
|
|
||
|
{
|
||
|
// t = GLR_TextureAnimation (t);
|
||
|
|
||
|
|
||
|
// GL_Bind (t->gl_texturenum);
|
||
|
for (; s; s=s->texturechain)
|
||
|
{
|
||
|
|
||
|
/* if (fabs(s->center[0] - lightorg[0]) > lightradius+s->radius ||
|
||
|
fabs(s->center[1] - lightorg[1]) > lightradius+s->radius ||
|
||
|
fabs(s->center[2] - lightorg[2]) > lightradius+s->radius)
|
||
|
continue;*/
|
||
|
|
||
|
|
||
|
if (s->flags & SURF_PLANEBACK)
|
||
|
{//inverted normal.
|
||
|
if (DotProduct(s->plane->normal, lightorg)-s->plane->dist <= -lightradius)
|
||
|
continue;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (DotProduct(s->plane->normal, lightorg)-s->plane->dist >= lightradius)
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
for (p = s->polys; p; p=p->next)
|
||
|
{
|
||
|
glBegin(GL_POLYGON);
|
||
|
v = p->verts[0];
|
||
|
for (vi=0 ; vi<p->numverts ; vi++, v+= VERTEXSIZE)
|
||
|
{
|
||
|
lightdir[0] = relativelightorigin[0] - v[0];
|
||
|
lightdir[1] = relativelightorigin[1] - v[1];
|
||
|
lightdir[2] = relativelightorigin[2] - v[2];
|
||
|
|
||
|
dist = 1-(sqrt( (lightdir[0])*(lightdir[0]) +
|
||
|
(lightdir[1])*(lightdir[1]) +
|
||
|
(lightdir[2])*(lightdir[2])) / light->radius);
|
||
|
|
||
|
VectorNormalize(lightdir);
|
||
|
|
||
|
glColor3f(light->color[0]*dist, light->color[1]*dist, light->color[2]*dist);
|
||
|
// glTexCoord2f (v[3], v[4]);
|
||
|
glVertex3fv (v);
|
||
|
}
|
||
|
glEnd ();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
void PPL_LightBModelTextures(entity_t *e, dlight_t *light)
|
||
|
{
|
||
|
glpoly_t *p;
|
||
|
|
||
|
int i;
|
||
|
model_t *model = e->model;
|
||
|
|
||
|
msurface_t *s;
|
||
|
texture_t *t;
|
||
|
extern cvar_t gl_bump;
|
||
|
|
||
|
int vi;
|
||
|
float *v;
|
||
|
float dist;
|
||
|
|
||
|
glPushMatrix();
|
||
|
R_RotateForEntity(e);
|
||
|
glColor4f(1, 1, 1, 1);
|
||
|
|
||
|
if (gl_bump.value)
|
||
|
{
|
||
|
vec3_t relativelightorigin;
|
||
|
|
||
|
VectorSubtract(light->origin, e->origin, relativelightorigin);
|
||
|
glShadeModel(GL_SMOOTH);
|
||
|
|
||
|
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
|
||
|
{
|
||
|
t = GLR_TextureAnimation (s->texinfo->texture);
|
||
|
|
||
|
{
|
||
|
extern int normalisationCubeMap;
|
||
|
vec3_t lightdir;
|
||
|
|
||
|
if (t->gl_texturenumbumpmap)
|
||
|
{
|
||
|
qglActiveTextureARB(GL_TEXTURE0_ARB);
|
||
|
GL_BindType(GL_TEXTURE_2D, t->gl_texturenumbumpmap);
|
||
|
glEnable(GL_TEXTURE_2D);
|
||
|
//Set up texture environment to do (tex0 dot tex1)*color
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); //make texture normalmap available.
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
|
||
|
|
||
|
qglActiveTextureARB(GL_TEXTURE1_ARB);
|
||
|
GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap);
|
||
|
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); //normalisation cubemap * normalmap
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
|
||
|
|
||
|
qglActiveTextureARB(GL_TEXTURE2_ARB);
|
||
|
GL_BindType(GL_TEXTURE_2D, t->gl_texturenumbumpmap);
|
||
|
glEnable(GL_TEXTURE_2D);
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); //bumps * color
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB); //(doesn't actually use the bound texture)
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||
|
glDisable(GL_TEXTURE_2D);
|
||
|
qglActiveTextureARB(GL_TEXTURE1_ARB);
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
||
|
qglActiveTextureARB(GL_TEXTURE0_ARB);
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||
|
}
|
||
|
|
||
|
{
|
||
|
/*
|
||
|
if (fabs(s->center[0] - lightorg[0]) > lightradius+s->radius ||
|
||
|
fabs(s->center[1] - lightorg[1]) > lightradius+s->radius ||
|
||
|
fabs(s->center[2] - lightorg[2]) > lightradius+s->radius)
|
||
|
continue;
|
||
|
*/
|
||
|
|
||
|
if (s->flags & SURF_PLANEBACK)
|
||
|
{//inverted normal.
|
||
|
if (-DotProduct(s->plane->normal, relativelightorigin)-s->plane->dist >= lightradius)
|
||
|
continue;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (DotProduct(s->plane->normal, relativelightorigin)-s->plane->dist >= lightradius)
|
||
|
continue;
|
||
|
}
|
||
|
for (p = s->polys; p; p=p->next)
|
||
|
{
|
||
|
glBegin(GL_POLYGON);
|
||
|
v = p->verts[0];
|
||
|
for (vi=0 ; vi<p->numverts ; vi++, v+= VERTEXSIZE)
|
||
|
{
|
||
|
lightdir[0] = relativelightorigin[0] - v[0];
|
||
|
lightdir[1] = relativelightorigin[1] - v[1];
|
||
|
lightdir[2] = relativelightorigin[2] - v[2];
|
||
|
|
||
|
dist = 1-(sqrt( (lightdir[0])*(lightdir[0]) +
|
||
|
(lightdir[1])*(lightdir[1]) +
|
||
|
(lightdir[2])*(lightdir[2])) / light->radius);
|
||
|
|
||
|
VectorNormalize(lightdir);
|
||
|
|
||
|
glColor3f(light->color[0]*dist, light->color[1]*dist, light->color[2]*dist);
|
||
|
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, v[3], v[4]);
|
||
|
qglMultiTexCoord3fARB(GL_TEXTURE1_ARB, DotProduct(lightdir, s->texinfo->vecs[0]), -DotProduct(lightdir, s->texinfo->vecs[1]), DotProduct(lightdir, s->normal));
|
||
|
glVertex3fv (v);
|
||
|
}
|
||
|
glEnd ();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||
|
glDisable(GL_TEXTURE_2D);
|
||
|
qglActiveTextureARB(GL_TEXTURE1_ARB);
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
||
|
qglActiveTextureARB(GL_TEXTURE0_ARB);
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
vec3_t relativelightorigin;
|
||
|
vec3_t lightdir;
|
||
|
|
||
|
glDisable(GL_TEXTURE_2D);
|
||
|
|
||
|
VectorSubtract(light->origin, e->origin, relativelightorigin);
|
||
|
|
||
|
glShadeModel(GL_SMOOTH);
|
||
|
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
|
||
|
{
|
||
|
{
|
||
|
{
|
||
|
|
||
|
/* if (fabs(s->center[0] - lightorg[0]) > lightradius+s->radius ||
|
||
|
fabs(s->center[1] - lightorg[1]) > lightradius+s->radius ||
|
||
|
fabs(s->center[2] - lightorg[2]) > lightradius+s->radius)
|
||
|
continue;*/
|
||
|
|
||
|
|
||
|
if (s->flags & SURF_PLANEBACK)
|
||
|
{//inverted normal.
|
||
|
if (DotProduct(s->plane->normal, lightorg)-s->plane->dist <= -lightradius)
|
||
|
continue;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (DotProduct(s->plane->normal, lightorg)-s->plane->dist >= lightradius)
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
for (p = s->polys; p; p=p->next)
|
||
|
{
|
||
|
glBegin(GL_POLYGON);
|
||
|
v = p->verts[0];
|
||
|
for (vi=0 ; vi<p->numverts ; vi++, v+= VERTEXSIZE)
|
||
|
{
|
||
|
lightdir[0] = relativelightorigin[0] - v[0];
|
||
|
lightdir[1] = relativelightorigin[1] - v[1];
|
||
|
lightdir[2] = relativelightorigin[2] - v[2];
|
||
|
|
||
|
dist = 1-(sqrt( (lightdir[0])*(lightdir[0]) +
|
||
|
(lightdir[1])*(lightdir[1]) +
|
||
|
(lightdir[2])*(lightdir[2])) / light->radius);
|
||
|
|
||
|
VectorNormalize(lightdir);
|
||
|
|
||
|
glColor3f(light->color[0]*dist, light->color[1]*dist, light->color[2]*dist);
|
||
|
// glTexCoord2f (v[3], v[4]);
|
||
|
glVertex3fv (v);
|
||
|
}
|
||
|
glEnd ();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
glPopMatrix();
|
||
|
}
|
||
|
|
||
|
//draw the bumps on the models for each light.
|
||
|
void PPL_DrawEntLighting(dlight_t *light)
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
PPL_LightTextures(cl.worldmodel, r_worldentity.origin, light);
|
||
|
|
||
|
if (!r_drawentities.value)
|
||
|
return;
|
||
|
|
||
|
for (i=0 ; i<cl_numvisedicts ; i++)
|
||
|
{
|
||
|
currententity = &cl_visedicts[i];
|
||
|
|
||
|
if (cl.viewentity[r_refdef.currentplayernum] && currententity->keynum == cl.viewentity[r_refdef.currentplayernum])
|
||
|
continue;
|
||
|
|
||
|
if (!currententity->model)
|
||
|
continue;
|
||
|
|
||
|
if (cls.allow_anyparticles || currententity->visframe) //allowed or static
|
||
|
{
|
||
|
if (currententity->model->particleeffect>=0)
|
||
|
{
|
||
|
if (currententity->model->particleengulphs)
|
||
|
{
|
||
|
if (gl_part_flame.value)
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
switch (currententity->model->type)
|
||
|
{
|
||
|
case mod_alias:
|
||
|
// R_DrawGAliasModelLighting (currententity);
|
||
|
break;
|
||
|
|
||
|
case mod_brush:
|
||
|
PPL_LightBModelTextures (currententity, light);
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void PPL_FullBrights(model_t *model)
|
||
|
{
|
||
|
int tn;
|
||
|
msurface_t *s;
|
||
|
texture_t *t;
|
||
|
|
||
|
glColor3f(1,1,1);
|
||
|
|
||
|
glDepthMask(0); //don't bother writing depth
|
||
|
|
||
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||
|
|
||
|
glShadeModel(GL_FLAT);
|
||
|
|
||
|
glEnable(GL_BLEND);
|
||
|
glEnable(GL_TEXTURE_2D);
|
||
|
|
||
|
for (tn=0 ; tn<model->numtextures ; tn++)
|
||
|
{
|
||
|
t = model->textures[tn];
|
||
|
if (!t)
|
||
|
continue;
|
||
|
s = t->texturechain;
|
||
|
if (!s)
|
||
|
continue;
|
||
|
|
||
|
PPL_FullBrightTextureChain(s);
|
||
|
|
||
|
t->texturechain=NULL;
|
||
|
}
|
||
|
|
||
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||
|
glDepthMask(1);
|
||
|
}
|
||
|
|
||
|
void PPL_FullBrightBModelTextures(entity_t *e)
|
||
|
{
|
||
|
int i;
|
||
|
model_t *model;
|
||
|
msurface_t *s;
|
||
|
msurface_t *chain = NULL;
|
||
|
|
||
|
glPushMatrix();
|
||
|
R_RotateForEntity(e);
|
||
|
currentmodel = model = e->model;
|
||
|
s = model->surfaces+model->firstmodelsurface;
|
||
|
|
||
|
glColor4f(1, 1, 1, 1);
|
||
|
glDepthMask(0); //don't bother writing depth
|
||
|
|
||
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
|
glShadeModel(GL_FLAT);
|
||
|
|
||
|
glEnable(GL_BLEND);
|
||
|
glEnable(GL_TEXTURE_2D);
|
||
|
|
||
|
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
|
||
|
{
|
||
|
if (chain && s->texinfo->texture != chain->texinfo->texture) //last surface or not the same as the next
|
||
|
{
|
||
|
PPL_FullBrightTextureChain(chain);
|
||
|
chain = NULL;
|
||
|
}
|
||
|
|
||
|
s->texturechain = chain;
|
||
|
chain = s;
|
||
|
}
|
||
|
|
||
|
if (chain)
|
||
|
PPL_FullBrightTextureChain(chain);
|
||
|
|
||
|
glPopMatrix();
|
||
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||
|
glDepthMask(1);
|
||
|
}
|
||
|
|
||
|
//draw the bumps on the models for each light.
|
||
|
void PPL_DrawEntFullBrights(void)
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
PPL_FullBrights(cl.worldmodel);
|
||
|
|
||
|
if (!r_drawentities.value)
|
||
|
return;
|
||
|
|
||
|
for (i=0 ; i<cl_numvisedicts ; i++)
|
||
|
{
|
||
|
currententity = &cl_visedicts[i];
|
||
|
|
||
|
if (cl.viewentity[r_refdef.currentplayernum] && currententity->keynum == cl.viewentity[r_refdef.currentplayernum])
|
||
|
continue;
|
||
|
|
||
|
if (!currententity->model)
|
||
|
continue;
|
||
|
|
||
|
if (cls.allow_anyparticles || currententity->visframe) //allowed or static
|
||
|
{
|
||
|
if (currententity->model->particleeffect>=0)
|
||
|
{
|
||
|
if (currententity->model->particleengulphs)
|
||
|
{
|
||
|
if (gl_part_flame.value)
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
switch (currententity->model->type)
|
||
|
{
|
||
|
case mod_alias:
|
||
|
// R_DrawGAliasModelLighting (currententity);
|
||
|
break;
|
||
|
|
||
|
case mod_brush:
|
||
|
PPL_FullBrightBModelTextures (currententity);
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
qboolean PPL_VisOverlaps(qbyte *v1, qbyte *v2)
|
||
|
{
|
||
|
int i, m;
|
||
|
m = (cl.worldmodel->numleafs-1)>>3;
|
||
|
for (i=0 ; i<m ; i++)
|
||
|
{
|
||
|
if (v1[i] & v2[i])
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
int r_shadowframe;
|
||
|
|
||
|
void PPL_RecursiveWorldNode_r (mnode_t *node)
|
||
|
{
|
||
|
int c, side;
|
||
|
mplane_t *plane;
|
||
|
msurface_t *surf, **mark;
|
||
|
mleaf_t *pleaf;
|
||
|
double dot;
|
||
|
glpoly_t *p;
|
||
|
int v;
|
||
|
#ifndef EDGEOPTIMISE
|
||
|
float *v2;
|
||
|
vec3_t v4;
|
||
|
#endif
|
||
|
float *v1;
|
||
|
vec3_t v3;
|
||
|
|
||
|
if (node->shadowframe != r_shadowframe)
|
||
|
return;
|
||
|
|
||
|
if (node->contents == Q1CONTENTS_SOLID)
|
||
|
return; // solid
|
||
|
|
||
|
// if (R_CullBox (node->minmaxs, node->minmaxs+3))
|
||
|
// return;
|
||
|
|
||
|
// if a leaf node, draw stuff
|
||
|
if (node->contents < 0)
|
||
|
{
|
||
|
pleaf = (mleaf_t *)node;
|
||
|
|
||
|
mark = pleaf->firstmarksurface;
|
||
|
c = pleaf->nummarksurfaces;
|
||
|
|
||
|
if (c)
|
||
|
{
|
||
|
do
|
||
|
{
|
||
|
(*mark++)->shadowframe = r_shadowframe;
|
||
|
} while (--c);
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// node is just a decision point, so go down the apropriate sides
|
||
|
|
||
|
// find which side of the node we are on
|
||
|
plane = node->plane;
|
||
|
|
||
|
switch (plane->type)
|
||
|
{
|
||
|
case PLANE_X:
|
||
|
dot = modelorg[0] - plane->dist;
|
||
|
break;
|
||
|
case PLANE_Y:
|
||
|
dot = modelorg[1] - plane->dist;
|
||
|
break;
|
||
|
case PLANE_Z:
|
||
|
dot = modelorg[2] - plane->dist;
|
||
|
break;
|
||
|
default:
|
||
|
dot = DotProduct (modelorg, plane->normal) - plane->dist;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if (dot >= 0)
|
||
|
side = 0;
|
||
|
else
|
||
|
side = 1;
|
||
|
|
||
|
// recurse down the children, front side first
|
||
|
PPL_RecursiveWorldNode_r (node->children[side]);
|
||
|
|
||
|
// draw stuff
|
||
|
c = node->numsurfaces;
|
||
|
|
||
|
if (c)
|
||
|
{
|
||
|
surf = cl.worldmodel->surfaces + node->firstsurface;
|
||
|
|
||
|
{
|
||
|
for ( ; c ; c--, surf++)
|
||
|
{
|
||
|
if (surf->shadowframe != r_shadowframe)
|
||
|
continue;
|
||
|
|
||
|
// if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK))
|
||
|
// continue; // wrong side
|
||
|
|
||
|
// if (surf->flags & SURF_PLANEBACK)
|
||
|
// continue;
|
||
|
|
||
|
if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
|
||
|
{ // no shadows
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
//is the light on the right side?
|
||
|
if (surf->flags & SURF_PLANEBACK)
|
||
|
{//inverted normal.
|
||
|
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist <= -lightradius)
|
||
|
continue;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist >= lightradius)
|
||
|
continue;
|
||
|
}
|
||
|
if (fabs(surf->center[0] - lightorg[0]) > lightradius+surf->radius ||
|
||
|
fabs(surf->center[1] - lightorg[1]) > lightradius+surf->radius ||
|
||
|
fabs(surf->center[2] - lightorg[2]) > lightradius+surf->radius)
|
||
|
continue;
|
||
|
|
||
|
#define PROJECTION_DISTANCE (float)0x7fffffff
|
||
|
#ifdef EDGEOPTIMISE
|
||
|
//build a list of the edges that are to be drawn.
|
||
|
for (v = 0; v < surf->numedges; v++)
|
||
|
{
|
||
|
int e, delta;
|
||
|
e = cl.worldmodel->surfedges[surf->firstedge+v];
|
||
|
//negative edge means backwards edge.
|
||
|
if (e < 0)
|
||
|
{
|
||
|
e=-e;
|
||
|
delta = -1;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
delta = 1;
|
||
|
}
|
||
|
|
||
|
if (!edge[e].count)
|
||
|
{
|
||
|
if (firstedge)
|
||
|
edge[firstedge].prev = e;
|
||
|
edge[e].next = firstedge;
|
||
|
edge[e].prev = 0;
|
||
|
firstedge = e;
|
||
|
edge[e].count = delta;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
edge[e].count += delta;
|
||
|
|
||
|
if (!edge[e].count) //unlink
|
||
|
{
|
||
|
if (edge[e].next)
|
||
|
{
|
||
|
edge[edge[e].next].prev = edge[e].prev;
|
||
|
}
|
||
|
if (edge[e].prev)
|
||
|
edge[edge[e].prev].next = edge[e].next;
|
||
|
else
|
||
|
firstedge = edge[e].next;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
for (p = surf->polys; p; p=p->next)
|
||
|
{
|
||
|
//front face
|
||
|
glBegin(GL_POLYGON);
|
||
|
for (v = 0; v < p->numverts; v++)
|
||
|
glVertex3fv(p->verts[v]);
|
||
|
glEnd();
|
||
|
|
||
|
#ifndef EDGEOPTIMISE
|
||
|
for (v = 0; v < p->numverts; v++)
|
||
|
{
|
||
|
//border
|
||
|
v1 = p->verts[v];
|
||
|
v2 = p->verts[( v+1 )%p->numverts];
|
||
|
|
||
|
//get positions of v3 and v4 based on the light position
|
||
|
v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE;
|
||
|
v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE;
|
||
|
v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE;
|
||
|
|
||
|
v4[0] = ( v2[0]-lightorg[0] )*PROJECTION_DISTANCE;
|
||
|
v4[1] = ( v2[1]-lightorg[1] )*PROJECTION_DISTANCE;
|
||
|
v4[2] = ( v2[2]-lightorg[2] )*PROJECTION_DISTANCE;
|
||
|
|
||
|
//Now draw the quad from the two verts to the projected light
|
||
|
//verts
|
||
|
glBegin( GL_QUADS );
|
||
|
glVertex3f( v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2] );
|
||
|
glVertex3f( v2[0]+v4[0], v2[1]+v4[1], v2[2]+v4[2] );
|
||
|
glVertex3f( v2[0], v2[1], v2[2] );
|
||
|
glVertex3f( v1[0], v1[1], v1[2] );
|
||
|
glEnd();
|
||
|
}
|
||
|
#endif
|
||
|
//back
|
||
|
|
||
|
glBegin(GL_POLYGON);
|
||
|
for (v = p->numverts-1; v >=0; v--)
|
||
|
{
|
||
|
v1 = p->verts[v];
|
||
|
v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE;
|
||
|
v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE;
|
||
|
v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE;
|
||
|
|
||
|
glVertex3f( v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2] );
|
||
|
}
|
||
|
glEnd();
|
||
|
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// recurse down the back side
|
||
|
PPL_RecursiveWorldNode_r (node->children[!side]);
|
||
|
}
|
||
|
|
||
|
//2 changes, but otherwise the same
|
||
|
void PPL_RecursiveWorldNodeQ2_r (mnode_t *node)
|
||
|
{
|
||
|
int c, side;
|
||
|
mplane_t *plane;
|
||
|
msurface_t *surf, **mark;
|
||
|
mleaf_t *pleaf;
|
||
|
double dot;
|
||
|
glpoly_t *p;
|
||
|
int v;
|
||
|
#ifndef EDGEOPTIMISE
|
||
|
float *v2;
|
||
|
vec3_t v4;
|
||
|
#endif
|
||
|
float *v1;
|
||
|
vec3_t v3;
|
||
|
|
||
|
if (node->contents == Q2CONTENTS_SOLID)
|
||
|
return; // solid
|
||
|
|
||
|
if (node->shadowframe != r_shadowframe)
|
||
|
return;
|
||
|
// if (R_CullBox (node->minmaxs, node->minmaxs+3))
|
||
|
// return;
|
||
|
|
||
|
// if a leaf node, draw stuff
|
||
|
if (node->contents != -1)
|
||
|
{
|
||
|
pleaf = (mleaf_t *)node;
|
||
|
|
||
|
mark = pleaf->firstmarksurface;
|
||
|
c = pleaf->nummarksurfaces;
|
||
|
|
||
|
if (c)
|
||
|
{
|
||
|
do
|
||
|
{
|
||
|
(*mark++)->shadowframe = r_shadowframe;
|
||
|
} while (--c);
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// node is just a decision point, so go down the apropriate sides
|
||
|
|
||
|
// find which side of the node we are on
|
||
|
plane = node->plane;
|
||
|
|
||
|
switch (plane->type)
|
||
|
{
|
||
|
case PLANE_X:
|
||
|
dot = modelorg[0] - plane->dist;
|
||
|
break;
|
||
|
case PLANE_Y:
|
||
|
dot = modelorg[1] - plane->dist;
|
||
|
break;
|
||
|
case PLANE_Z:
|
||
|
dot = modelorg[2] - plane->dist;
|
||
|
break;
|
||
|
default:
|
||
|
dot = DotProduct (modelorg, plane->normal) - plane->dist;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if (dot >= 0)
|
||
|
side = 0;
|
||
|
else
|
||
|
side = 1;
|
||
|
|
||
|
// recurse down the children, front side first
|
||
|
PPL_RecursiveWorldNodeQ2_r (node->children[side]);
|
||
|
|
||
|
// draw stuff
|
||
|
c = node->numsurfaces;
|
||
|
|
||
|
if (c)
|
||
|
{
|
||
|
surf = cl.worldmodel->surfaces + node->firstsurface;
|
||
|
|
||
|
{
|
||
|
for ( ; c ; c--, surf++)
|
||
|
{
|
||
|
if (surf->shadowframe != r_shadowframe)
|
||
|
continue;
|
||
|
|
||
|
// if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK))
|
||
|
// continue; // wrong side
|
||
|
|
||
|
// if (surf->flags & SURF_PLANEBACK)
|
||
|
// continue;
|
||
|
|
||
|
if (surf->flags & SURF_PLANEBACK)
|
||
|
{//inverted normal.
|
||
|
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist >= 0)
|
||
|
continue;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist <= 0)
|
||
|
continue;
|
||
|
}
|
||
|
#define PROJECTION_DISTANCE (float)0x7fffffff
|
||
|
if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
|
||
|
{ // no shadows
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
#ifdef EDGEOPTIMISE
|
||
|
//build a list of the edges that are to be drawn.
|
||
|
for (v = 0; v < surf->numedges; v++)
|
||
|
{
|
||
|
int e, delta;
|
||
|
e = cl.worldmodel->surfedges[surf->firstedge+v];
|
||
|
//negative edge means backwards edge.
|
||
|
if (e < 0)
|
||
|
{
|
||
|
e=-e;
|
||
|
delta = -1;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
delta = 1;
|
||
|
}
|
||
|
|
||
|
if (!edge[e].count)
|
||
|
{
|
||
|
if (firstedge)
|
||
|
edge[firstedge].prev = e;
|
||
|
edge[e].next = firstedge;
|
||
|
edge[e].prev = 0;
|
||
|
firstedge = e;
|
||
|
edge[e].count = delta;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
edge[e].count += delta;
|
||
|
|
||
|
if (!edge[e].count) //unlink
|
||
|
{
|
||
|
if (edge[e].next)
|
||
|
{
|
||
|
edge[edge[e].next].prev = edge[e].prev;
|
||
|
}
|
||
|
if (edge[e].prev)
|
||
|
edge[edge[e].prev].next = edge[e].next;
|
||
|
else
|
||
|
firstedge = edge[e].next;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
for (p = surf->polys; p; p=p->next)
|
||
|
{
|
||
|
//front face
|
||
|
glBegin(GL_POLYGON);
|
||
|
for (v = 0; v < p->numverts; v++)
|
||
|
glVertex3fv(p->verts[v]);
|
||
|
glEnd();
|
||
|
#ifndef EDGEOPTIMISE
|
||
|
for (v = 0; v < p->numverts; v++)
|
||
|
{
|
||
|
//border
|
||
|
v1 = p->verts[v];
|
||
|
v2 = p->verts[( v+1 )%p->numverts];
|
||
|
|
||
|
//get positions of v3 and v4 based on the light position
|
||
|
v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE;
|
||
|
v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE;
|
||
|
v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE;
|
||
|
|
||
|
v4[0] = ( v2[0]-lightorg[0] )*PROJECTION_DISTANCE;
|
||
|
v4[1] = ( v2[1]-lightorg[1] )*PROJECTION_DISTANCE;
|
||
|
v4[2] = ( v2[2]-lightorg[2] )*PROJECTION_DISTANCE;
|
||
|
|
||
|
//Now draw the quad from the two verts to the projected light
|
||
|
//verts
|
||
|
glBegin( GL_QUAD_STRIP );
|
||
|
glVertex3f( v1[0], v1[1], v1[2] );
|
||
|
glVertex3f( v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2] );
|
||
|
glVertex3f( v2[0], v2[1], v2[2] );
|
||
|
glVertex3f( v2[0]+v4[0], v2[1]+v4[1], v2[2]+v4[2] );
|
||
|
glEnd();
|
||
|
}
|
||
|
#endif
|
||
|
//back
|
||
|
glBegin(GL_POLYGON);
|
||
|
for (v = p->numverts-1; v >=0; v--)
|
||
|
{
|
||
|
v1 = p->verts[v];
|
||
|
v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE;
|
||
|
v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE;
|
||
|
v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE;
|
||
|
|
||
|
glVertex3f( v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2] );
|
||
|
}
|
||
|
glEnd();
|
||
|
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// recurse down the back side
|
||
|
PPL_RecursiveWorldNodeQ2_r (node->children[!side]);
|
||
|
}
|
||
|
|
||
|
void PPL_RecursiveWorldNodeQ3_r (mnode_t *node)
|
||
|
{
|
||
|
int c, side;
|
||
|
mplane_t *plane;
|
||
|
msurface_t *surf, **mark;
|
||
|
mleaf_t *pleaf;
|
||
|
double dot;
|
||
|
glpoly_t *p;
|
||
|
int v;
|
||
|
//#ifndef EDGEOPTIMISE
|
||
|
float *v2;
|
||
|
vec3_t v4;
|
||
|
//#endif
|
||
|
float *v1;
|
||
|
vec3_t v3;
|
||
|
|
||
|
if (node->contents == Q2CONTENTS_SOLID)
|
||
|
return; // solid
|
||
|
|
||
|
if (node->shadowframe != r_shadowframe)
|
||
|
return;
|
||
|
// if (R_CullBox (node->minmaxs, node->minmaxs+3))
|
||
|
// return;
|
||
|
|
||
|
// if a leaf node, draw stuff
|
||
|
if (node->contents != -1)
|
||
|
{
|
||
|
pleaf = (mleaf_t *)node;
|
||
|
|
||
|
mark = pleaf->firstmarksurface;
|
||
|
c = pleaf->nummarksurfaces;
|
||
|
|
||
|
if (c)
|
||
|
{
|
||
|
do
|
||
|
{
|
||
|
surf = *mark;
|
||
|
(*mark++)->shadowframe = r_shadowframe;
|
||
|
|
||
|
/* if (surf->shadowframe != r_shadowframe)
|
||
|
continue;
|
||
|
*/
|
||
|
// if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK))
|
||
|
// continue; // wrong side
|
||
|
|
||
|
// if (surf->flags & SURF_PLANEBACK)
|
||
|
// continue;
|
||
|
|
||
|
if (surf->flags & SURF_PLANEBACK)
|
||
|
{//inverted normal.
|
||
|
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist <= -lightradius)
|
||
|
continue;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist >= lightradius)
|
||
|
continue;
|
||
|
}
|
||
|
#define PROJECTION_DISTANCE (float)0x7fffffff
|
||
|
/*if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
|
||
|
{ // no shadows
|
||
|
continue;
|
||
|
}*/
|
||
|
|
||
|
/*#ifdef EDGEOPTIMISE
|
||
|
//build a list of the edges that are to be drawn.
|
||
|
for (v = 0; v < surf->numedges; v++)
|
||
|
{
|
||
|
int e, delta;
|
||
|
e = cl.worldmodel->surfedges[surf->firstedge+v];
|
||
|
//negative edge means backwards edge.
|
||
|
if (e < 0)
|
||
|
{
|
||
|
e=-e;
|
||
|
delta = -1;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
delta = 1;
|
||
|
}
|
||
|
|
||
|
if (!edge[e].count)
|
||
|
{
|
||
|
if (firstedge)
|
||
|
edge[firstedge].prev = e;
|
||
|
edge[e].next = firstedge;
|
||
|
edge[e].prev = 0;
|
||
|
firstedge = e;
|
||
|
edge[e].count = delta;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
edge[e].count += delta;
|
||
|
|
||
|
if (!edge[e].count) //unlink
|
||
|
{
|
||
|
if (edge[e].next)
|
||
|
{
|
||
|
edge[edge[e].next].prev = edge[e].prev;
|
||
|
}
|
||
|
if (edge[e].prev)
|
||
|
edge[edge[e].prev].next = edge[e].next;
|
||
|
else
|
||
|
firstedge = edge[e].next;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
#endif*/
|
||
|
|
||
|
for (p = surf->polys; p; p=p->next)
|
||
|
{
|
||
|
//front face
|
||
|
glBegin(GL_POLYGON);
|
||
|
for (v = 0; v < p->numverts; v++)
|
||
|
glVertex3fv(p->verts[v]);
|
||
|
glEnd();
|
||
|
//#ifndef EDGEOPTIMISE
|
||
|
for (v = 0; v < p->numverts; v++)
|
||
|
{
|
||
|
//border
|
||
|
v1 = p->verts[v];
|
||
|
v2 = p->verts[( v+1 )%p->numverts];
|
||
|
|
||
|
//get positions of v3 and v4 based on the light position
|
||
|
v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE;
|
||
|
v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE;
|
||
|
v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE;
|
||
|
|
||
|
v4[0] = ( v2[0]-lightorg[0] )*PROJECTION_DISTANCE;
|
||
|
v4[1] = ( v2[1]-lightorg[1] )*PROJECTION_DISTANCE;
|
||
|
v4[2] = ( v2[2]-lightorg[2] )*PROJECTION_DISTANCE;
|
||
|
|
||
|
//Now draw the quad from the two verts to the projected light
|
||
|
//verts
|
||
|
glBegin( GL_QUAD_STRIP );
|
||
|
glVertex3f( v1[0], v1[1], v1[2] );
|
||
|
glVertex3f( v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2] );
|
||
|
glVertex3f( v2[0], v2[1], v2[2] );
|
||
|
glVertex3f( v2[0]+v4[0], v2[1]+v4[1], v2[2]+v4[2] );
|
||
|
glEnd();
|
||
|
}
|
||
|
//#endif
|
||
|
//back
|
||
|
glBegin(GL_POLYGON);
|
||
|
for (v = p->numverts-1; v >=0; v--)
|
||
|
{
|
||
|
v1 = p->verts[v];
|
||
|
v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE;
|
||
|
v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE;
|
||
|
v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE;
|
||
|
|
||
|
glVertex3f( v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2] );
|
||
|
}
|
||
|
glEnd();
|
||
|
|
||
|
}
|
||
|
} while (--c);
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// node is just a decision point, so go down the apropriate sides
|
||
|
|
||
|
// find which side of the node we are on
|
||
|
plane = node->plane;
|
||
|
|
||
|
switch (plane->type)
|
||
|
{
|
||
|
case PLANE_X:
|
||
|
dot = modelorg[0] - plane->dist;
|
||
|
break;
|
||
|
case PLANE_Y:
|
||
|
dot = modelorg[1] - plane->dist;
|
||
|
break;
|
||
|
case PLANE_Z:
|
||
|
dot = modelorg[2] - plane->dist;
|
||
|
break;
|
||
|
default:
|
||
|
dot = DotProduct (modelorg, plane->normal) - plane->dist;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if (dot >= 0)
|
||
|
side = 0;
|
||
|
else
|
||
|
side = 1;
|
||
|
|
||
|
// recurse down the children, front side first
|
||
|
PPL_RecursiveWorldNodeQ3_r (node->children[side]);
|
||
|
|
||
|
// draw stuff
|
||
|
c = node->numsurfaces;
|
||
|
|
||
|
if (c)
|
||
|
{
|
||
|
surf = cl.worldmodel->surfaces + node->firstsurface;
|
||
|
|
||
|
{
|
||
|
for ( ; c ; c--, surf++)
|
||
|
{
|
||
|
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// recurse down the back side
|
||
|
PPL_RecursiveWorldNodeQ3_r (node->children[!side]);
|
||
|
}
|
||
|
|
||
|
void PPL_RecursiveWorldNode (dlight_t *dl)
|
||
|
{
|
||
|
float *v1, *v2;
|
||
|
vec3_t v3, v4;
|
||
|
|
||
|
lightradius = dl->radius;
|
||
|
|
||
|
lightorg[0] = dl->origin[0]+0.5;
|
||
|
lightorg[1] = dl->origin[1]+0.5;
|
||
|
lightorg[2] = dl->origin[2]+0.5;
|
||
|
|
||
|
modelorg[0] = lightorg[0];
|
||
|
modelorg[1] = lightorg[1];
|
||
|
modelorg[2] = lightorg[2];
|
||
|
|
||
|
if (cl.worldmodel->fromgame == fg_quake3)
|
||
|
PPL_RecursiveWorldNodeQ3_r(cl.worldmodel->nodes);
|
||
|
else if (cl.worldmodel->fromgame == fg_quake2)
|
||
|
PPL_RecursiveWorldNodeQ2_r(cl.worldmodel->nodes);
|
||
|
else
|
||
|
PPL_RecursiveWorldNode_r(cl.worldmodel->nodes);
|
||
|
|
||
|
#ifdef EDGEOPTIMISE
|
||
|
glBegin( GL_QUADS );
|
||
|
while(firstedge)
|
||
|
// for (firstedge = 0; firstedge < cl.worldmodel->numedges; firstedge++)
|
||
|
{
|
||
|
//border
|
||
|
v1 = cl.worldmodel->vertexes[cl.worldmodel->edges[firstedge].v[0]].position;
|
||
|
v2 = cl.worldmodel->vertexes[cl.worldmodel->edges[firstedge].v[1]].position;
|
||
|
|
||
|
//get positions of v3 and v4 based on the light position
|
||
|
v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE;
|
||
|
v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE;
|
||
|
v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE;
|
||
|
|
||
|
v4[0] = ( v2[0]-lightorg[0] )*PROJECTION_DISTANCE;
|
||
|
v4[1] = ( v2[1]-lightorg[1] )*PROJECTION_DISTANCE;
|
||
|
v4[2] = ( v2[2]-lightorg[2] )*PROJECTION_DISTANCE;
|
||
|
|
||
|
//Now draw the quad from the two verts to the projected light
|
||
|
//verts
|
||
|
while (edge[firstedge].count > 0)
|
||
|
{
|
||
|
glVertex3f( v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2] );
|
||
|
glVertex3f( v2[0]+v4[0], v2[1]+v4[1], v2[2]+v4[2] );
|
||
|
glVertex3f( v2[0], v2[1], v2[2] );
|
||
|
glVertex3f( v1[0], v1[1], v1[2] );
|
||
|
edge[firstedge].count--;
|
||
|
}
|
||
|
while (edge[firstedge].count < 0)
|
||
|
{
|
||
|
glVertex3f( v1[0], v1[1], v1[2] );
|
||
|
glVertex3f( v2[0], v2[1], v2[2] );
|
||
|
glVertex3f( v2[0]+v4[0], v2[1]+v4[1], v2[2]+v4[2] );
|
||
|
glVertex3f( v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2] );
|
||
|
edge[firstedge].count++;
|
||
|
}
|
||
|
|
||
|
firstedge = edge[firstedge].next;
|
||
|
}
|
||
|
glEnd();
|
||
|
for (firstedge = 0; firstedge < cl.worldmodel->numedges; firstedge++)
|
||
|
edge[firstedge].count = 0;
|
||
|
firstedge=0;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
void PPL_DrawBrushModel(dlight_t *dl, entity_t *e)
|
||
|
{
|
||
|
glpoly_t *p;
|
||
|
int v;
|
||
|
float *v1, *v2;
|
||
|
vec3_t v3, v4;
|
||
|
|
||
|
int i;
|
||
|
model_t *model;
|
||
|
msurface_t *surf;
|
||
|
|
||
|
RotateLightVector(e->angles, e->origin, dl->origin, lightorg);
|
||
|
|
||
|
glPushMatrix();
|
||
|
R_RotateForEntity(e);
|
||
|
model = e->model;
|
||
|
surf = model->surfaces+model->firstmodelsurface;
|
||
|
for (i = 0; i < model->nummodelsurfaces; i++, surf++)
|
||
|
{
|
||
|
if (surf->flags & SURF_PLANEBACK)
|
||
|
{//inverted normal.
|
||
|
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist >= -0.1)
|
||
|
continue;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist <= 0.1)
|
||
|
continue;
|
||
|
}
|
||
|
#define PROJECTION_DISTANCE (float)0x7fffffff
|
||
|
if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
|
||
|
{ // no shadows
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
for (p = surf->polys; p; p=p->next)
|
||
|
{
|
||
|
//front face
|
||
|
glBegin(GL_POLYGON);
|
||
|
for (v = 0; v < p->numverts; v++)
|
||
|
glVertex3fv(p->verts[v]);
|
||
|
glEnd();
|
||
|
|
||
|
for (v = 0; v < p->numverts; v++)
|
||
|
{
|
||
|
//border
|
||
|
v1 = p->verts[v];
|
||
|
v2 = p->verts[( v+1 )%p->numverts];
|
||
|
|
||
|
//get positions of v3 and v4 based on the light position
|
||
|
v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE;
|
||
|
v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE;
|
||
|
v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE;
|
||
|
|
||
|
v4[0] = ( v2[0]-lightorg[0] )*PROJECTION_DISTANCE;
|
||
|
v4[1] = ( v2[1]-lightorg[1] )*PROJECTION_DISTANCE;
|
||
|
v4[2] = ( v2[2]-lightorg[2] )*PROJECTION_DISTANCE;
|
||
|
|
||
|
//Now draw the quad from the two verts to the projected light
|
||
|
//verts
|
||
|
glBegin( GL_QUAD_STRIP );
|
||
|
glVertex3f( v1[0], v1[1], v1[2] );
|
||
|
glVertex3f( v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2] );
|
||
|
glVertex3f( v2[0], v2[1], v2[2] );
|
||
|
glVertex3f( v2[0]+v4[0], v2[1]+v4[1], v2[2]+v4[2] );
|
||
|
glEnd();
|
||
|
}
|
||
|
|
||
|
//back
|
||
|
|
||
|
glBegin(GL_POLYGON);
|
||
|
for (v = p->numverts-1; v >=0; v--)
|
||
|
{
|
||
|
v1 = p->verts[v];
|
||
|
v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE;
|
||
|
v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE;
|
||
|
v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE;
|
||
|
|
||
|
glVertex3f( v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2] );
|
||
|
}
|
||
|
glEnd();
|
||
|
|
||
|
}
|
||
|
}
|
||
|
glPopMatrix();
|
||
|
}
|
||
|
|
||
|
void PPL_DrawShadowMeshes(dlight_t *dl)
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
if (!r_drawentities.value)
|
||
|
return;
|
||
|
|
||
|
// draw sprites seperately, because of alpha blending
|
||
|
for (i=0 ; i<cl_numvisedicts ; i++)
|
||
|
{
|
||
|
currententity = &cl_visedicts[i];
|
||
|
|
||
|
if (cl.viewentity[r_refdef.currentplayernum] && currententity->keynum == cl.viewentity[r_refdef.currentplayernum])
|
||
|
continue;
|
||
|
|
||
|
if (!currententity->model)
|
||
|
continue;
|
||
|
|
||
|
if (dl->key == currententity->keynum)
|
||
|
continue;
|
||
|
|
||
|
if (currententity->flags & Q2RF_WEAPONMODEL)
|
||
|
continue; //weapon models don't cast shadows.
|
||
|
|
||
|
if (cls.allow_anyparticles || currententity->visframe) //allowed or static
|
||
|
{
|
||
|
if (currententity->model->particleeffect>=0)
|
||
|
{
|
||
|
if (currententity->model->particleengulphs)
|
||
|
{
|
||
|
if (gl_part_flame.value)
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
switch (currententity->model->type)
|
||
|
{
|
||
|
case mod_alias:
|
||
|
R_DrawGAliasShadowVolume (currententity, dl->origin, dl->radius);
|
||
|
break;
|
||
|
|
||
|
case mod_brush:
|
||
|
PPL_DrawBrushModel (dl, currententity);
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CL_NewDlight (int key, float x, float y, float z, float radius, float time,
|
||
|
int type);
|
||
|
//generates stencil shadows of the world geometry.
|
||
|
//redraws world geometry
|
||
|
void PPL_AddLight(dlight_t *dl)
|
||
|
{
|
||
|
int i;
|
||
|
int sdecrw;
|
||
|
int sincrw;
|
||
|
mnode_t *node;
|
||
|
int leaf;
|
||
|
qbyte *lvis;
|
||
|
qbyte *vvis;
|
||
|
|
||
|
qbyte lvisb[MAX_MAP_LEAFS/8];
|
||
|
qbyte vvisb[MAX_MAP_LEAFS/8];
|
||
|
|
||
|
vec3_t mins;
|
||
|
vec3_t maxs;
|
||
|
|
||
|
mins[0] = dl->origin[0] - dl->radius;
|
||
|
mins[1] = dl->origin[1] - dl->radius;
|
||
|
mins[2] = dl->origin[2] - dl->radius;
|
||
|
|
||
|
maxs[0] = dl->origin[0] + dl->radius;
|
||
|
maxs[1] = dl->origin[1] + dl->radius;
|
||
|
maxs[2] = dl->origin[2] + dl->radius;
|
||
|
|
||
|
if (R_CullBox(mins, maxs))
|
||
|
return;
|
||
|
|
||
|
if (cl.worldmodel->fromgame == fg_quake3)
|
||
|
i = cl.worldmodel->funcs.LeafForPoint(r_refdef.vieworg, cl.worldmodel);
|
||
|
else
|
||
|
i = r_viewleaf - cl.worldmodel->leafs;
|
||
|
|
||
|
leaf = cl.worldmodel->funcs.LeafForPoint(dl->origin, cl.worldmodel);
|
||
|
lvis = cl.worldmodel->funcs.LeafPVS(leaf, cl.worldmodel, lvisb);
|
||
|
vvis = cl.worldmodel->funcs.LeafPVS(i, cl.worldmodel, vvisb);
|
||
|
|
||
|
// if (!(lvis[i>>3] & (1<<(i&7)))) //light might not be visible, but it's effects probably should be.
|
||
|
// return;
|
||
|
if (!PPL_VisOverlaps(lvis, vvis)) //The two viewing areas do not intersect.
|
||
|
return;
|
||
|
|
||
|
#ifdef Q3BSPS
|
||
|
if (cl.worldmodel->fromgame == fg_quake3)
|
||
|
{
|
||
|
mleaf_t *leaf;
|
||
|
r_shadowframe++;
|
||
|
for (i=0, leaf=cl.worldmodel->leafs; i<cl.worldmodel->numleafs ; i++, leaf++)
|
||
|
{
|
||
|
node = (mnode_t *)leaf;
|
||
|
while (node)
|
||
|
{
|
||
|
if (node->shadowframe == r_shadowframe)
|
||
|
break;
|
||
|
node->shadowframe = r_shadowframe;
|
||
|
node = node->parent;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
#endif
|
||
|
#ifdef Q2BSPS
|
||
|
if (cl.worldmodel->fromgame == fg_quake2)
|
||
|
{
|
||
|
mleaf_t *leaf;
|
||
|
int cluster;
|
||
|
r_shadowframe++;
|
||
|
|
||
|
for (i=0, leaf=cl.worldmodel->leafs; i<cl.worldmodel->numleafs ; i++, leaf++)
|
||
|
{
|
||
|
cluster = leaf->cluster;
|
||
|
if (cluster == -1)
|
||
|
continue;
|
||
|
if (lvis[cluster>>3] & (1<<(cluster&7)))
|
||
|
{
|
||
|
node = (mnode_t *)leaf;
|
||
|
do
|
||
|
{
|
||
|
if (node->shadowframe == r_shadowframe)
|
||
|
break;
|
||
|
node->shadowframe = r_shadowframe;
|
||
|
node = node->parent;
|
||
|
} while (node);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
#endif
|
||
|
{
|
||
|
if (r_novis.value != 2)
|
||
|
{
|
||
|
r_shadowframe++;
|
||
|
|
||
|
//variation on mark leaves
|
||
|
for (i=0 ; i<cl.worldmodel->numleafs ; i++)
|
||
|
{
|
||
|
if (lvis[i>>3] & (1<<(i&7)))// && vvis[i>>3] & (1<<(i&7)))
|
||
|
{
|
||
|
node = (mnode_t *)&cl.worldmodel->leafs[i+1];
|
||
|
do
|
||
|
{
|
||
|
if (node->shadowframe == r_shadowframe)
|
||
|
break;
|
||
|
node->shadowframe = r_shadowframe;
|
||
|
node = node->parent;
|
||
|
} while (node);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
glStencilFunc( GL_ALWAYS, 1, ~0 );
|
||
|
|
||
|
glDisable(GL_BLEND);
|
||
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||
|
glDisable(GL_TEXTURE_2D);
|
||
|
glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
|
||
|
glDepthMask(0);
|
||
|
|
||
|
if (gldepthfunc==GL_LEQUAL)
|
||
|
glDepthFunc(GL_LESS);
|
||
|
else
|
||
|
glDepthFunc(GL_GREATER);
|
||
|
glEnable(GL_DEPTH_TEST);
|
||
|
glEnable(GL_STENCIL_TEST);
|
||
|
|
||
|
sincrw = GL_INCR;
|
||
|
sdecrw = GL_DECR;
|
||
|
if (gl_ext_stencil_wrap)
|
||
|
{ //minamlise damage...
|
||
|
sincrw = GL_INCR_WRAP_EXT;
|
||
|
sdecrw = GL_DECR_WRAP_EXT;
|
||
|
}
|
||
|
//our stencil writes.
|
||
|
|
||
|
#ifdef _DEBUG
|
||
|
if (r_shadows.value == 666) //testing (visible shadow volumes)
|
||
|
{
|
||
|
glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
|
||
|
glColor3f(dl->color[0], dl->color[1], dl->color[2]);
|
||
|
glDisable(GL_STENCIL_TEST);
|
||
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||
|
PPL_RecursiveWorldNode(dl);
|
||
|
PPL_DrawShadowMeshes(dl);
|
||
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||
|
}
|
||
|
else
|
||
|
#endif
|
||
|
|
||
|
if (qglStencilOpSeparateATI && r_shadows.value != 667)//GL_ATI_separate_stencil
|
||
|
{
|
||
|
glClearStencil(0);
|
||
|
glClear(GL_STENCIL_BUFFER_BIT);
|
||
|
glDisable(GL_CULL_FACE);
|
||
|
|
||
|
qglStencilOpSeparateATI(GL_BACK, GL_KEEP, sincrw, GL_KEEP);
|
||
|
qglStencilOpSeparateATI(GL_FRONT, GL_KEEP, sdecrw, GL_KEEP);
|
||
|
PPL_RecursiveWorldNode(dl);
|
||
|
PPL_DrawShadowMeshes(dl);
|
||
|
qglStencilOpSeparateATI(GL_FRONT_AND_BACK, GL_KEEP, GL_KEEP, GL_KEEP);
|
||
|
|
||
|
glEnable(GL_CULL_FACE);
|
||
|
|
||
|
glStencilFunc( GL_EQUAL, 0, ~0 );
|
||
|
}
|
||
|
else if (qglActiveStencilFaceEXT && r_shadows.value != 667) //NVidias variation on a theme. (GFFX class)
|
||
|
{
|
||
|
glClearStencil(0);
|
||
|
glClear(GL_STENCIL_BUFFER_BIT);
|
||
|
glDisable(GL_CULL_FACE);
|
||
|
|
||
|
glCullFace(GL_BACK);
|
||
|
qglActiveStencilFaceEXT(GL_BACK);
|
||
|
glStencilOp(GL_KEEP, sincrw, GL_KEEP);
|
||
|
|
||
|
qglActiveStencilFaceEXT(GL_FRONT);
|
||
|
glStencilOp(GL_KEEP, sdecrw, GL_KEEP);
|
||
|
|
||
|
PPL_RecursiveWorldNode(dl);
|
||
|
PPL_DrawShadowMeshes(dl);
|
||
|
|
||
|
qglActiveStencilFaceEXT(GL_BACK);
|
||
|
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
||
|
|
||
|
qglActiveStencilFaceEXT(GL_FRONT);
|
||
|
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
||
|
|
||
|
glEnable(GL_CULL_FACE);
|
||
|
|
||
|
glStencilFunc( GL_EQUAL, 0, ~0 );
|
||
|
}
|
||
|
else //your graphics card sucks and lacks efficient stencil shadow techniques.
|
||
|
{ //centered around 0. Will only be increased then decreased less.
|
||
|
glClearStencil(0);
|
||
|
glClear(GL_STENCIL_BUFFER_BIT);
|
||
|
|
||
|
glCullFace(GL_BACK);
|
||
|
glStencilOp(GL_KEEP, sincrw, GL_KEEP);
|
||
|
PPL_RecursiveWorldNode(dl);
|
||
|
PPL_DrawShadowMeshes(dl);
|
||
|
|
||
|
glCullFace(GL_FRONT);
|
||
|
glStencilOp(GL_KEEP, sdecrw, GL_KEEP);
|
||
|
PPL_RecursiveWorldNode(dl);
|
||
|
PPL_DrawShadowMeshes(dl);
|
||
|
|
||
|
glStencilFunc( GL_EQUAL, 0, ~0 );
|
||
|
}
|
||
|
//end stencil writing.
|
||
|
glEnable(GL_DEPTH_TEST);
|
||
|
glDepthMask(0);
|
||
|
glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
|
||
|
glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
|
||
|
glCullFace(GL_FRONT);
|
||
|
|
||
|
glColor3f(1,1,1);
|
||
|
|
||
|
glEnable(GL_BLEND);
|
||
|
glBlendFunc(GL_ONE, GL_ONE);
|
||
|
glColor4f(dl->color[0], dl->color[1], dl->color[2], 1);
|
||
|
glDepthFunc(GL_EQUAL);
|
||
|
|
||
|
lightorg[0] = dl->origin[0];
|
||
|
lightorg[1] = dl->origin[1];
|
||
|
lightorg[2] = dl->origin[2];
|
||
|
|
||
|
PPL_DrawEntLighting(dl);
|
||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
|
glDepthMask(1);
|
||
|
glDepthFunc(gldepthfunc);
|
||
|
glEnable(GL_DEPTH_TEST);
|
||
|
glDisable(GL_STENCIL_TEST);
|
||
|
}
|
||
|
|
||
|
void PPL_DrawWorld (void)
|
||
|
{
|
||
|
dlight_t *l;
|
||
|
int i;
|
||
|
|
||
|
int maxshadowlights = gl_maxshadowlights.value;
|
||
|
|
||
|
if (maxshadowlights < 1)
|
||
|
maxshadowlights = 1;
|
||
|
|
||
|
PPL_BaseTextures(cl.worldmodel);
|
||
|
PPL_BaseEntTextures();
|
||
|
// CL_NewDlightRGB(1, r_refdef.vieworg[0], r_refdef.vieworg[1]-16, r_refdef.vieworg[2]-24, 128, 1, 1, 1, 1);
|
||
|
if (r_shadows.value && glStencilFunc)
|
||
|
{
|
||
|
if (cl.worldmodel->fromgame == fg_quake || cl.worldmodel->fromgame == fg_halflife || cl.worldmodel->fromgame == fg_quake2 /*|| cl.worldmodel->fromgame == fg_quake3*/)
|
||
|
{
|
||
|
for (l = cl_dlights, i=0 ; i<MAX_DLIGHTS ; i++, l++)
|
||
|
{
|
||
|
if (l->die < cl.time || !l->radius || l->noppl)
|
||
|
continue;
|
||
|
if (!maxshadowlights--)
|
||
|
break;
|
||
|
l->color[0]*=2.5;
|
||
|
l->color[1]*=2.5;
|
||
|
l->color[2]*=2.5;
|
||
|
|
||
|
PPL_AddLight(l);
|
||
|
l->color[0]/=2.5;
|
||
|
l->color[1]/=2.5;
|
||
|
l->color[2]/=2.5;
|
||
|
}
|
||
|
glEnable(GL_TEXTURE_2D);
|
||
|
}
|
||
|
}
|
||
|
PPL_DrawEntFullBrights();
|
||
|
}
|
||
|
#endif
|