//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. #include "quakedef.h" #ifdef RGLQUAKE #include "glquake.h" #endif #if defined(RGLQUAKE) || defined(SERVERONLY) #include "shader.h" #include "hash.h" #if defined(ZYMOTICMODELS) || defined(MD5MODELS) #define SKELETALMODELS #include "malloc.h" #endif #define MAX_BONES 256 static model_t *loadmodel; //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; // entity_state_t->renderfx flags #define Q2RF_MINLIGHT 1 // always have some light (viewmodel) #define Q2RF_VIEWERMODEL 2 // don't draw through eyes, only mirrors #define Q2RF_WEAPONMODEL 4 // only draw through eyes #define Q2RF_FULLBRIGHT 8 // always draw full intensity #define Q2RF_DEPTHHACK 16 // for view weapon Z crunching #define Q2RF_TRANSLUCENT 32 #define Q2RF_FRAMELERP 64 #define Q2RF_BEAM 128 #define Q2RF_CUSTOMSKIN 256 // skin is an index in image_precache #define Q2RF_GLOW 512 // pulse lighting for bonus items #define Q2RF_SHELL_RED 1024 #define Q2RF_SHELL_GREEN 2048 #define Q2RF_SHELL_BLUE 4096 //ROGUE #define Q2RF_IR_VISIBLE 0x00008000 // 32768 #define Q2RF_SHELL_DOUBLE 0x00010000 // 65536 #define Q2RF_SHELL_HALF_DAM 0x00020000 #define Q2RF_USE_DISGUISE 0x00040000 //ROGUE extern cvar_t gl_part_flame, r_fullbrightSkins, r_fb_models; extern cvar_t r_noaliasshadows; void R_TorchEffect (vec3_t pos, int type); void GLMod_FloodFillSkin( qbyte *skin, int skinwidth, int skinheight ); extern char loadname[32]; // for hunk tags int numTempColours; byte_vec4_t *tempColours; int numTempVertexCoords; vec3_t *tempVertexCoords; int numTempNormals; vec3_t *tempNormals; extern cvar_t gl_ati_truform; extern cvar_t r_vertexdlights; extern cvar_t mod_md3flags; typedef struct { int ofs_indexes; int numindexes; int ofs_trineighbours; int numskins; #ifndef SERVERONLY int ofsskins; #endif qboolean sharesverts; //used with models with two shaders using the same vertex - use last mesh's verts qboolean sharesbones; //use last mesh's bones (please, never set this on the first mesh!) int numverts; #ifndef SERVERONLY int ofs_st_array; #endif int groups; int groupofs; int nextsurf; #ifdef SKELETALMODELS int numbones; int ofsbones; int numtransforms; int ofstransforms; #endif //these exist only in the root mesh. int numtagframes; int numtags; int ofstags; } galiasinfo_t; //frame is an index into this typedef struct { #ifdef SKELETALMODELS qboolean isheirachical; //for models with transforms, states that bones need to be transformed from thier parent. //this is actually bad, and can result in bones shortening as they interpolate. #endif qboolean loop; int numposes; float rate; int poseofs; char name[64]; } galiasgroup_t; typedef struct { int ofsverts; #ifndef SERVERONLY int ofsnormals; #endif vec3_t scale; vec3_t scale_origin; } galiaspose_t; #ifdef SKELETALMODELS typedef struct { char name[32]; int parent; } galiasbone_t; typedef struct { //skeletal poses refer to this. int vertexindex; int boneindex; vec4_t org; } galisskeletaltransforms_t; #endif //we can't be bothered with animating skins. //We'll load up to four of them but after that you're on your own #ifndef SERVERONLY typedef struct { int skinwidth; int skinheight; int ofstexels; //this is 8bit for frame 0 only. only valid in q1 models without replacement textures, used for colourising player skins. float skinspeed; int texnums; int ofstexnums; char name [MAX_QPATH]; } galiasskin_t; typedef struct { int base; int bump; int fullbright; #ifdef Q3SHADERS shader_t *shader; #endif } galiastexnum_t; typedef struct { char name[MAX_QPATH]; galiastexnum_t texnum; int colour; int skinnum; bucket_t bucket; } galiascolourmapped_t; #endif #ifdef SKELETALMODELS static void R_LerpBones(float *plerp, float **pose, int poses, galiasbone_t *bones, int bonecount, float bonepose[MAX_BONES][12]); static void R_TransformVerticies(float bonepose[MAX_BONES][12], galisskeletaltransforms_t *weights, int numweights, float *xyzout); #endif void Mod_DoCRC(model_t *mod, char *buffer, int buffersize) { #ifndef SERVERONLY //we've got to have this bit if (loadmodel->engineflags & MDLF_DOCRC) { unsigned short crc; qbyte *p; int len; char st[40]; QCRC_Init(&crc); for (len = buffersize, p = buffer; len; len--, p++) QCRC_ProcessByte(&crc, *p); sprintf(st, "%d", (int) crc); Info_SetValueForKey (cls.userinfo, (loadmodel->engineflags & MDLF_PLAYER) ? pmodel_name : emodel_name, st, MAX_INFO_STRING); if (cls.state >= ca_connected) { CL_SendClientCommand(true, "setinfo %s %d", (loadmodel->engineflags & MDLF_PLAYER) ? pmodel_name : emodel_name, (int)crc); } } #endif } qboolean GLMod_Trace(model_t *model, int forcehullnum, int frame, vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, trace_t *trace) { galiasinfo_t *mod = Mod_Extradata(model); galiasgroup_t *group; galiaspose_t *pose; int i; float *p1, *p2, *p3; vec3_t edge1, edge2, edge3; vec3_t normal; vec3_t edgenormal; float planedist; float diststart, distend; float frac; // float temp; vec3_t impactpoint; float *posedata; int *indexes; while(mod) { indexes = (int*)((char*)mod + mod->ofs_indexes); group = (galiasgroup_t*)((char*)mod + mod->groupofs); pose = (galiaspose_t*)((char*)&group[0] + group[0].poseofs); posedata = (float*)((char*)pose + pose->ofsverts); #ifdef SKELETALMODELS if (mod->numbones && !mod->sharesverts) { float bonepose[MAX_BONES][12]; posedata = alloca(mod->numverts*sizeof(vec3_t)); frac = 1; if (group->isheirachical) { if (!mod->sharesbones) R_LerpBones(&frac, (float**)posedata, 1, (galiasbone_t*)((char*)mod + mod->ofsbones), mod->numbones, bonepose); R_TransformVerticies(bonepose, (galisskeletaltransforms_t*)((char*)mod + mod->ofstransforms), mod->numtransforms, posedata); } else R_TransformVerticies((void*)posedata, (galisskeletaltransforms_t*)((char*)mod + mod->ofstransforms), mod->numtransforms, posedata); } #endif for (i = 0; i < mod->numindexes; i+=3) { p1 = posedata + 3*indexes[i+0]; p2 = posedata + 3*indexes[i+1]; p3 = posedata + 3*indexes[i+2]; VectorSubtract(p1, p2, edge1); VectorSubtract(p3, p2, edge2); CrossProduct(edge1, edge2, normal); planedist = DotProduct(p1, normal); diststart = DotProduct(start, normal); if (diststart <= planedist) continue; //start on back side. distend = DotProduct(end, normal); if (distend >= planedist) continue; //end on front side (as must start - doesn't cross). frac = (diststart - planedist) / (diststart-distend); if (frac >= trace->fraction) //already found one closer. continue; impactpoint[0] = start[0] + frac*(end[0] - start[0]); impactpoint[1] = start[1] + frac*(end[1] - start[1]); impactpoint[2] = start[2] + frac*(end[2] - start[2]); // temp = DotProduct(impactpoint, normal)-planedist; CrossProduct(edge1, normal, edgenormal); // temp = DotProduct(impactpoint, edgenormal)-DotProduct(p2, edgenormal); if (DotProduct(impactpoint, edgenormal) > DotProduct(p2, edgenormal)) continue; CrossProduct(normal, edge2, edgenormal); if (DotProduct(impactpoint, edgenormal) > DotProduct(p3, edgenormal)) continue; VectorSubtract(p1, p3, edge3); CrossProduct(normal, edge3, edgenormal); if (DotProduct(impactpoint, edgenormal) > DotProduct(p1, edgenormal)) continue; trace->fraction = frac; VectorCopy(impactpoint, trace->endpos); VectorCopy(normal, trace->plane.normal); } if (mod->nextsurf) mod = (galiasinfo_t*)((char*)mod + mod->nextsurf); else mod = NULL; } trace->allsolid = false; return trace->fraction != 1; } #ifndef SERVERONLY static hashtable_t skincolourmapped; static vec3_t shadevector; static vec3_t shadelight, ambientlight; static void R_LerpFrames(mesh_t *mesh, galiaspose_t *p1, galiaspose_t *p2, float lerp, qbyte alpha, float expand, qboolean nolightdir) { extern cvar_t r_nolerp, r_nolightdir; float blerp = 1-lerp; int i; float l; int temp; vec3_t *p1v, *p2v; vec3_t *p1n, *p2n; p1v = (vec3_t *)((char *)p1 + p1->ofsverts); p2v = (vec3_t *)((char *)p2 + p2->ofsverts); p1n = (vec3_t *)((char *)p1 + p1->ofsnormals); p2n = (vec3_t *)((char *)p2 + p2->ofsnormals); if (p1v == p2v || r_nolerp.value) { mesh->normals_array = (vec3_t*)((char *)p1 + p1->ofsnormals); mesh->xyz_array = p1v; if (r_nolightdir.value || nolightdir) { mesh->colors_array = NULL; } else { for (i = 0; i < mesh->numvertexes; i++) { l = DotProduct(mesh->normals_array[i], shadevector); temp = l*ambientlight[0]+shadelight[0]; if (temp < 0) temp = 0; else if (temp > 255) temp = 255; mesh->colors_array[i][0] = temp; temp = l*ambientlight[1]+shadelight[1]; if (temp < 0) temp = 0; else if (temp > 255) temp = 255; mesh->colors_array[i][1] = temp; temp = l*ambientlight[2]+shadelight[2]; if (temp < 0) temp = 0; else if (temp > 255) temp = 255; mesh->colors_array[i][2] = temp; mesh->colors_array[i][3] = alpha; } } } else { if (r_nolightdir.value || nolightdir) { mesh->colors_array = NULL; for (i = 0; i < mesh->numvertexes; i++) { mesh->normals_array[i][0] = p1n[i][0]*lerp + p2n[i][0]*blerp; mesh->normals_array[i][1] = p1n[i][1]*lerp + p2n[i][1]*blerp; mesh->normals_array[i][2] = p1n[i][2]*lerp + p2n[i][2]*blerp; mesh->xyz_array[i][0] = p1v[i][0]*lerp + p2v[i][0]*blerp; mesh->xyz_array[i][1] = p1v[i][1]*lerp + p2v[i][1]*blerp; mesh->xyz_array[i][2] = p1v[i][2]*lerp + p2v[i][2]*blerp; } } else { for (i = 0; i < mesh->numvertexes; i++) { mesh->normals_array[i][0] = p1n[i][0]*lerp + p2n[i][0]*blerp; mesh->normals_array[i][1] = p1n[i][1]*lerp + p2n[i][1]*blerp; mesh->normals_array[i][2] = p1n[i][2]*lerp + p2n[i][2]*blerp; mesh->xyz_array[i][0] = p1v[i][0]*lerp + p2v[i][0]*blerp; mesh->xyz_array[i][1] = p1v[i][1]*lerp + p2v[i][1]*blerp; mesh->xyz_array[i][2] = p1v[i][2]*lerp + p2v[i][2]*blerp; l = DotProduct(mesh->normals_array[i], shadevector); temp = l*ambientlight[0]+shadelight[0]; if (temp < 0) temp = 0; else if (temp > 255) temp = 255; mesh->colors_array[i][0] = temp; temp = l*ambientlight[1]+shadelight[1]; if (temp < 0) temp = 0; else if (temp > 255) temp = 255; mesh->colors_array[i][1] = temp; temp = l*ambientlight[2]+shadelight[2]; if (temp < 0) temp = 0; else if (temp > 255) temp = 255; mesh->colors_array[i][2] = temp; mesh->colors_array[i][3] = alpha; } } } if (expand) { if (mesh->xyz_array == p1v) { mesh->xyz_array = tempVertexCoords; for (i = 0; i < mesh->numvertexes; i++) { mesh->xyz_array[i][0] = p1v[i][0] + mesh->normals_array[i][0]*expand; mesh->xyz_array[i][1] = p1v[i][1] + mesh->normals_array[i][1]*expand; mesh->xyz_array[i][2] = p1v[i][2] + mesh->normals_array[i][2]*expand; } } else { for (i = 0; i < mesh->numvertexes; i++) { mesh->xyz_array[i][0] += mesh->normals_array[i][0]*expand; mesh->xyz_array[i][1] += mesh->normals_array[i][1]*expand; mesh->xyz_array[i][2] += mesh->normals_array[i][2]*expand; } } } } #endif #ifdef SKELETALMODELS static void R_LerpBones(float *plerp, float **pose, int poses, galiasbone_t *bones, int bonecount, float bonepose[MAX_BONES][12]) { int i, k, b; float *matrix, m[12]; if (poses == 1) { // vertex weighted skeletal // interpolate matrices and concatenate them to their parents for (i = 0;i < bonecount;i++) { matrix = pose[0] + i*12; if (bones[i].parent >= 0) R_ConcatTransforms((void*)bonepose[bones[i].parent], (void*)matrix, (void*)bonepose[i]); else for (k = 0;k < 12;k++) //parentless bonepose[i][k] = matrix[k]; } } else { // vertex weighted skeletal // interpolate matrices and concatenate them to their parents for (i = 0;i < bonecount;i++) { for (k = 0;k < 12;k++) m[k] = 0; for (b = 0;b < poses;b++) { matrix = pose[b] + i*12; for (k = 0;k < 12;k++) m[k] += matrix[k] * plerp[b]; } if (bones[i].parent >= 0) R_ConcatTransforms((void*)bonepose[bones[i].parent], (void*)m, (void*)bonepose[i]); else for (k = 0;k < 12;k++) //parentless bonepose[i][k] = m[k]; } } } static void R_TransformVerticies(float bonepose[MAX_BONES][12], galisskeletaltransforms_t *weights, int numweights, float *xyzout) { int i; float *out, *matrix; galisskeletaltransforms_t *v = weights; for (i = 0;i < numweights;i++, v++) { out = xyzout + v->vertexindex * 3; matrix = bonepose[v->boneindex]; // FIXME: this can very easily be optimized with SSE or 3DNow out[0] += v->org[0] * matrix[0] + v->org[1] * matrix[1] + v->org[2] * matrix[ 2] + v->org[3] * matrix[ 3]; out[1] += v->org[0] * matrix[4] + v->org[1] * matrix[5] + v->org[2] * matrix[ 6] + v->org[3] * matrix[ 7]; out[2] += v->org[0] * matrix[8] + v->org[1] * matrix[9] + v->org[2] * matrix[10] + v->org[3] * matrix[11]; } } #ifndef SERVERONLY static void R_BuildSkeletalMesh(mesh_t *mesh, float *plerp, float **pose, int poses, galiasbone_t *bones, int bonecount, galisskeletaltransforms_t *weights, int numweights, qboolean usehierarchy) { float bonepose[MAX_BONES][12]; int i, k, l; if (usehierarchy) R_LerpBones(plerp, pose, poses, bones, bonecount, bonepose); else { if (poses == 1) memcpy(bonepose, pose[0], sizeof(float)*12*bonecount); else if (poses == 2) { for (i = 0; i < bonecount*12; i++) { ((float*)bonepose)[i] = pose[0][i]*plerp[0] + pose[1][i]*plerp[1]; } } else { for (i = 0; i < bonecount; i++) { for (l = 0; l < 12; l++) bonepose[i][l] = 0; for (k = 0; k < poses; k++) { for (l = 0; l < 12; l++) bonepose[i][l] += pose[k][i*12+l] * plerp[k]; } } } } // blend the vertex bone weights // memset(outhead, 0, mesh->numvertexes * sizeof(mesh->xyz_array[0])); for (i = 0; i < mesh->numvertexes; i++) { mesh->normals_array[i][0] = 0; mesh->normals_array[i][1] = 0; mesh->normals_array[i][2] = 1; /* mesh->colors_array[i][0] = ambientlight[0]; mesh->colors_array[i][1] = ambientlight[1]; mesh->colors_array[i][2] = ambientlight[2]; mesh->colors_array[i][3] = 255;//alpha; */ /* mesh->xyz_array[i][0] = 0; mesh->xyz_array[i][1] = 0; mesh->xyz_array[i][2] = 0; mesh->xyz_array[i][3] = 1; */ } mesh->colors_array = NULL; memset(mesh->xyz_array, 0, mesh->numvertexes*sizeof(vec3_t)); R_TransformVerticies(bonepose, weights, numweights, (float*)mesh->xyz_array); #if 0 //draws the bones qglColor3f(1, 0, 0); { int i; int p; vec3_t org, dest; qglBegin(GL_LINES); for (i = 0; i < bonecount; i++) { p = bones[i].parent; if (p < 0) p = 0; qglVertex3f(bonepose[i][3], bonepose[i][7], bonepose[i][11]); qglVertex3f(bonepose[p][3], bonepose[p][7], bonepose[p][11]); } qglEnd(); qglBegin(GL_LINES); for (i = 0; i < bonecount; i++) { p = bones[i].parent; if (p < 0) p = 0; org[0] = bonepose[i][3]; org[1] = bonepose[i][7]; org[2] = bonepose[i][11]; qglVertex3fv(org); qglVertex3f(bonepose[p][3], bonepose[p][7], bonepose[p][11]); dest[0] = org[0]+bonepose[i][0];dest[1] = org[1]+bonepose[i][1];dest[2] = org[2]+bonepose[i][2]; qglVertex3fv(org); qglVertex3fv(dest); qglVertex3fv(dest); qglVertex3f(bonepose[p][3], bonepose[p][7], bonepose[p][11]); dest[0] = org[0]+bonepose[i][4];dest[1] = org[1]+bonepose[i][5];dest[2] = org[2]+bonepose[i][6]; qglVertex3fv(org); qglVertex3fv(dest); qglVertex3fv(dest); qglVertex3f(bonepose[p][3], bonepose[p][7], bonepose[p][11]); dest[0] = org[0]+bonepose[i][8];dest[1] = org[1]+bonepose[i][9];dest[2] = org[2]+bonepose[i][10]; qglVertex3fv(org); qglVertex3fv(dest); qglVertex3fv(dest); qglVertex3f(bonepose[p][3], bonepose[p][7], bonepose[p][11]); } qglEnd(); // mesh->numindexes = 0; //don't draw this mesh, as that would obscure the bones. :( } #endif } #endif #endif #ifndef SERVERONLY void R_LightArrays(byte_vec4_t *colours, int vertcount, vec3_t *normals) { int i; float l; int temp; for (i = vertcount-1; i >= 0; i--) { l = DotProduct(normals[i], shadevector); temp = l*ambientlight[0]+shadelight[0]; if (temp < 0) temp = 0; else if (temp > 255) temp = 255; colours[i][0] = temp; temp = l*ambientlight[1]+shadelight[1]; if (temp < 0) temp = 0; else if (temp > 255) temp = 255; colours[i][1] = temp; temp = l*ambientlight[2]+shadelight[2]; if (temp < 0) temp = 0; else if (temp > 255) temp = 255; colours[i][2] = temp; } } //changes vertex lighting values static void R_GAliasApplyLighting(mesh_t *mesh, vec3_t org, vec3_t angles, float *colormod) { int l, v; vec3_t rel; vec3_t dir; float dot, d, a, f; if (mesh->colors_array) { float l; int temp; int i; byte_vec4_t *colours = mesh->colors_array; vec3_t *normals = mesh->normals_array; vec3_t ambient, shade; qbyte alphab = bound(0, colormod[3]*255, 255); if (!mesh->normals_array) { mesh->colors_array = NULL; return; } 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]; if (temp < 0) temp = 0; else if (temp > 255) temp = 255; colours[i][0] = temp; temp = l*ambient[1]+shade[1]; if (temp < 0) temp = 0; else if (temp > 255) temp = 255; colours[i][1] = temp; temp = l*ambient[2]+shade[2]; if (temp < 0) temp = 0; else if (temp > 255) temp = 255; colours[i][2] = temp; colours[i][3] = alphab; } } if (r_vertexdlights.value && mesh->colors_array) { for (l=0 ; lcl_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++) { VectorSubtract(mesh->xyz_array[v], rel, dir); dot = DotProduct(dir, mesh->normals_array[v]); if (dot>0) { d = DotProduct(dir, dir); a = 1/d; if (a>0) { a *= 10000000*dot/sqrt(d); f = mesh->colors_array[v][0] + a*cl_dlights[l].color[0]; if (f > 255) f = 255; else if (f < 0) f = 0; mesh->colors_array[v][0] = f; f = mesh->colors_array[v][1] + a*cl_dlights[l].color[1]; if (f > 255) f = 255; else if (f < 0) f = 0; mesh->colors_array[v][1] = f; f = mesh->colors_array[v][2] + a*cl_dlights[l].color[2]; if (f > 255) f = 255; else if (f < 0) f = 0; mesh->colors_array[v][2] = f; } // else // mesh->colors_array[v][1] =255; } // else // mesh->colors_array[v][2] =255; } } } } } static qboolean R_GAliasBuildMesh(mesh_t *mesh, galiasinfo_t *inf, int frame1, int frame2, float lerp, float alpha, float fg1time, float fg2time, qboolean nolightdir) { galiasgroup_t *g1, *g2; if (!inf->groups) { Con_DPrintf("Model with no frames (%s)\n", currententity->model->name); return false; } if (frame1 < 0) { Con_DPrintf("Negative frame (%s)\n", currententity->model->name); frame1 = 0; } if (frame2 < 0) { Con_DPrintf("Negative frame (%s)\n", currententity->model->name); frame2 = frame1; } if (frame1 >= inf->groups) { Con_DPrintf("Too high frame %i (%s)\n", frame1, currententity->model->name); frame1 %= inf->groups; } if (frame2 >= inf->groups) { Con_DPrintf("Too high frame %i (%s)\n", frame2, currententity->model->name); frame2 = frame1; } if (lerp <= 0) frame2 = frame1; else if (lerp >= 1) frame1 = frame2; if (numTempColours < inf->numverts) { if (tempColours) BZ_Free(tempColours); tempColours = BZ_Malloc(sizeof(*tempColours)*inf->numverts); numTempColours = inf->numverts; } if (numTempNormals < inf->numverts) { if (tempNormals) BZ_Free(tempNormals); tempNormals = BZ_Malloc(sizeof(*tempNormals)*inf->numverts); numTempNormals = inf->numverts; } if (numTempVertexCoords < inf->numverts) { if (tempVertexCoords) BZ_Free(tempVertexCoords); tempVertexCoords = BZ_Malloc(sizeof(*tempVertexCoords)*inf->numverts); numTempVertexCoords = inf->numverts; } mesh->numvertexes = inf->numverts; mesh->indexes = (index_t*)((char *)inf + inf->ofs_indexes); mesh->numindexes = inf->numindexes; if (inf->sharesverts) return false; //don't generate the new vertex positions. We still have them all. #ifndef SERVERONLY mesh->st_array = (vec2_t*)((char *)inf + inf->ofs_st_array); mesh->lmst_array = NULL; mesh->colors_array = tempColours; mesh->trneighbors = (int *)((char *)inf + inf->ofs_trineighbours); mesh->normals_array = tempNormals; #endif mesh->xyz_array = tempVertexCoords; g1 = (galiasgroup_t*)((char *)inf + inf->groupofs + sizeof(galiasgroup_t)*frame1); g2 = (galiasgroup_t*)((char *)inf + inf->groupofs + sizeof(galiasgroup_t)*frame2); //we don't support meshes with one pose skeletal and annother not. //we don't support meshes with one group skeletal and annother not. #ifdef SKELETALMODELS if (inf->numbones) { int l=0; float plerp[4]; float *pose[4]; float mlerp; //minor lerp, poses within a group. qboolean hirachy; if (g1->isheirachical != g2->isheirachical || lerp < 0) lerp = 0; hirachy = g1->isheirachical; mlerp = (fg1time)*g1->rate; frame1=mlerp; frame2=frame1+1; mlerp-=frame1; if (g1->loop) { frame1=frame1%g1->numposes; frame2=frame2%g1->numposes; } else { frame1=(frame1>g1->numposes-1)?g1->numposes-1:frame1; frame2=(frame2>g1->numposes-1)?g1->numposes-1:frame2; } plerp[l] = (1-mlerp)*(1-lerp); if (plerp[l]>0) pose[l++] = (float *)((char *)g1 + g1->poseofs + sizeof(float)*inf->numbones*12*frame1); plerp[l] = (mlerp)*(1-lerp); if (plerp[l]>0) pose[l++] = (float *)((char *)g1 + g1->poseofs + sizeof(float)*inf->numbones*12*frame2); if (lerp) { mlerp = (fg2time)*g2->rate; frame1=mlerp; frame2=frame1+1; mlerp-=frame1; if (g2->loop) { frame1=frame1%g2->numposes; frame2=frame2%g2->numposes; } else { frame1=(frame1>g2->numposes-1)?g2->numposes-1:frame1; frame2=(frame2>g2->numposes-1)?g2->numposes-1:frame2; } plerp[l] = (1-mlerp)*(lerp); if (plerp[l]>0) pose[l++] = (float *)((char *)g2 + g2->poseofs + sizeof(float)*inf->numbones*12*frame1); plerp[l] = (mlerp)*(lerp); if (plerp[l]>0) pose[l++] = (float *)((char *)g2 + g2->poseofs + sizeof(float)*inf->numbones*12*frame2); } /* pose[0] = (float *)((char *)g1 + g1->poseofs); plerp[0] = 1; plerp[1] = 0; plerp[3] = 0; plerp[4] = 0; l = 1; */ R_BuildSkeletalMesh(mesh, plerp, pose, l, (galiasbone_t *)((char*)inf+inf->ofsbones), inf->numbones, (galisskeletaltransforms_t *)((char*)inf+inf->ofstransforms), inf->numtransforms, hirachy); return false; } #endif if (g1 == g2) //lerping within group is only done if not changing group { lerp = fg1time*g1->rate; if (lerp < 0) lerp = 0; //hrm frame1=lerp; frame2=frame1+1; lerp-=frame1; if (g1->loop) { frame1=frame1%g1->numposes; frame2=frame2%g1->numposes; } else { frame1=(frame1>g1->numposes-1)?g1->numposes-1:frame1; frame2=(frame2>g1->numposes-1)?g1->numposes-1:frame2; } } else //don't bother with a four way lerp. Yeah, this will produce jerkyness with models with just framegroups. { frame1=0; frame2=0; } R_LerpFrames(mesh, (galiaspose_t *)((char *)g1 + g1->poseofs + sizeof(galiaspose_t)*frame1), (galiaspose_t *)((char *)g2 + g2->poseofs + sizeof(galiaspose_t)*frame2), 1-lerp, (qbyte)(alpha*255), currententity->fatness, nolightdir); return true; //to allow the mesh to be dlighted. } void GL_GAliasFlushSkinCache(void) { 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; } static galiastexnum_t *GL_ChooseSkin(galiasinfo_t *inf, char *modelname, int surfnum, entity_t *e) { galiasskin_t *skins; galiastexnum_t *texnums; int frame; int tc, bc; int local; if (!gl_nocolors.value) { if (e->scoreboard) { if (!e->scoreboard->skin) Skin_Find(e->scoreboard); tc = e->scoreboard->topcolor; bc = e->scoreboard->bottomcolor; //colour forcing if (cl.splitclients<2 && !(cl.fpd & FPD_NO_FORCE_COLOR)) //no colour/skin forcing in splitscreen. { if (cl.teamplay && cl.spectator) { local = Cam_TrackNum(0); if (local < 0) local = cl.playernum[0]; } else local = cl.playernum[0]; if (cl.teamplay && !strcmp(e->scoreboard->team, cl.players[local].team)) { if (cl_teamtopcolor>=0) tc = cl_teamtopcolor; if (cl_teambottomcolor>=0) bc = cl_teambottomcolor; } else { if (cl_enemytopcolor>=0) tc = cl_enemytopcolor; if (cl_enemybottomcolor>=0) bc = cl_enemybottomcolor; } } } else { tc = 1; bc = 1; } if (tc != 1 || bc != 1 || (e->scoreboard && e->scoreboard->skin)) { int inwidth, inheight; int tinwidth, tinheight; char *skinname; qbyte *original; int cc; galiascolourmapped_t *cm; char hashname[512]; cc = (tc<<4)|bc; if (e->scoreboard && e->scoreboard->skin && !gl_nocolors.value) { snprintf(hashname, sizeof(hashname), "%s$%s$%i", modelname, e->scoreboard->skin->name, surfnum); skinname = hashname; } else if (surfnum) { snprintf(hashname, sizeof(hashname), "%s$%i", modelname, surfnum); skinname = hashname; } else skinname = modelname; if (!skincolourmapped.numbuckets) Hash_InitTable(&skincolourmapped, 256, BZ_Malloc(Hash_BytesForBuckets(256))); for (cm = Hash_Get(&skincolourmapped, skinname); cm; cm = Hash_GetNext(&skincolourmapped, skinname, cm)) { if (cm->colour == cc && cm->skinnum == e->skinnum) { return &cm->texnum; } } if (!inf->numskins) { skins = NULL; texnums = NULL; } else { skins = (galiasskin_t*)((char *)inf + inf->ofsskins); if (!skins->texnums) return NULL; if (e->skinnum >= 0 && e->skinnum < inf->numskins) skins += e->skinnum; texnums = (galiastexnum_t*)((char *)skins + skins->ofstexnums); } //colourmap isn't present yet. cm = BZ_Malloc(sizeof(*cm)); Q_strncpyz(cm->name, skinname, sizeof(cm->name)); Hash_Add(&skincolourmapped, cm->name, cm, &cm->bucket); cm->colour = cc; cm->skinnum = e->skinnum; cm->texnum.fullbright = 0; cm->texnum.base = 0; if (!texnums) { //load just the skin if (e->scoreboard && e->scoreboard->skin) { if (cls.protocol == CP_QUAKE2) { original = Skin_Cache32(e->scoreboard->skin); if (original) { inwidth = e->scoreboard->skin->width; inheight = e->scoreboard->skin->height; cm->texnum.base = cm->texnum.fullbright = GL_LoadTexture32(e->scoreboard->skin->name, inwidth, inheight, (unsigned int*)original, true, false); return &cm->texnum; } } else { original = Skin_Cache8(e->scoreboard->skin); if (original) { inwidth = e->scoreboard->skin->width; inheight = e->scoreboard->skin->height; cm->texnum.base = cm->texnum.fullbright = GL_LoadTexture(e->scoreboard->skin->name, inwidth, inheight, original, true, false); return &cm->texnum; } } cm->texnum.base = Mod_LoadHiResTexture(e->scoreboard->skin->name, "skins", true, false, true); return &cm->texnum; } return NULL; } cm->texnum.bump = texnums[cm->skinnum].bump; //can't colour bumpmapping if (cls.protocol != CP_QUAKE2 && ((!texnums || !strcmp(modelname, "progs/player.mdl")) && e->scoreboard && e->scoreboard->skin)) { original = Skin_Cache8(e->scoreboard->skin); inwidth = e->scoreboard->skin->width; inheight = e->scoreboard->skin->height; } else { original = NULL; inwidth = 0; inheight = 0; } if (!original) { if (skins->ofstexels) { original = (qbyte *)skins + skins->ofstexels; inwidth = skins->skinwidth; inheight = skins->skinheight; } else { original = NULL; inwidth = 0; inheight = 0; } } tinwidth = skins->skinwidth; tinheight = skins->skinheight; if (original) { int i, j; qbyte translate[256]; unsigned translate32[256]; static unsigned pixels[512*512]; unsigned *out; unsigned frac, fracstep; unsigned scaled_width, scaled_height; qbyte *inrow; texnums = &cm->texnum; texnums->base = 0; texnums->fullbright = 0; scaled_width = gl_max_size.value < 512 ? gl_max_size.value : 512; scaled_height = gl_max_size.value < 512 ? gl_max_size.value : 512; for (i=0 ; i<256 ; i++) translate[i] = i; tc<<=4; bc<<=4; for (i=0 ; i<16 ; i++) { if (tc < 128) // the artists made some backwards ranges. sigh. translate[TOP_RANGE+i] = tc+i; else translate[TOP_RANGE+i] = tc+15-i; if (bc < 128) translate[BOTTOM_RANGE+i] = bc+i; else translate[BOTTOM_RANGE+i] = bc+15-i; } for (i=0 ; i<256 ; i++) translate32[i] = d_8to24rgbtable[translate[i]]; out = pixels; fracstep = tinwidth*0x10000/scaled_width; for (i=0 ; i> 1; for (j=0 ; j>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; } } texnums->base = texture_extension_number++; GL_Bind(texnums->base); qglTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //now do the fullbrights. out = pixels; fracstep = tinwidth*0x10000/scaled_width; for (i=0 ; i> 1; for (j=0 ; j>16] < 255-vid.fullbright) ((char *) (&out[j]))[3] = 0; //alpha 0 frac += fracstep; } } texnums->fullbright = texture_extension_number++; GL_Bind(texnums->fullbright); qglTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } else { skins = (galiasskin_t*)((char *)inf + inf->ofsskins); if (e->skinnum >= 0 && e->skinnum < inf->numskins) skins += e->skinnum; if (!inf->numskins || !skins->texnums) return NULL; frame = cl.time*skins->skinspeed; frame = frame%skins->texnums; texnums = (galiastexnum_t*)((char *)skins + skins->ofstexnums + frame*sizeof(galiastexnum_t)); memcpy(&cm->texnum, texnums, sizeof(cm->texnum)); } return &cm->texnum; } } if (!inf->numskins) return NULL; skins = (galiasskin_t*)((char *)inf + inf->ofsskins); if (e->skinnum >= 0 && e->skinnum < inf->numskins) skins += e->skinnum; else { Con_DPrintf("Skin number out of range\n"); if (!inf->numskins) return NULL; } if (!skins->texnums) return NULL; frame = cl.time*skins->skinspeed; frame = frame%skins->texnums; texnums = (galiastexnum_t*)((char *)skins + skins->ofstexnums + frame*sizeof(galiastexnum_t)); return texnums; } static int numFacing; static qbyte *triangleFacing; static void R_CalcFacing(mesh_t *mesh, vec3_t lightpos) { float *v1, *v2, *v3; vec3_t d1, d2, norm; int i; index_t *indexes = mesh->indexes; int numtris = mesh->numindexes/3; 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 int numProjectedShadowVerts; static vec3_t *ProjectedShadowVerts; static void R_ProjectShadowVolume(mesh_t *mesh, vec3_t lightpos) { int numverts = mesh->numvertexes; int i; vec3_t *input = mesh->xyz_array; 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) { int t; vec3_t *proj = ProjectedShadowVerts; vec3_t *verts = mesh->xyz_array; index_t *indexes = mesh->indexes; int *neighbours = mesh->trneighbors; int numtris = mesh->numindexes/3; qglBegin(GL_TRIANGLES); for (t = 0; t < numtris; t++) { if (triangleFacing[t]) { //draw front qglVertex3fv(verts[indexes[t*3+0]]); qglVertex3fv(verts[indexes[t*3+1]]); qglVertex3fv(verts[indexes[t*3+2]]); //draw back qglVertex3fv(proj[indexes[t*3+1]]); qglVertex3fv(proj[indexes[t*3+0]]); qglVertex3fv(proj[indexes[t*3+2]]); //draw side caps if (neighbours[t*3+0] < 0 || !triangleFacing[neighbours[t*3+0]]) { 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]]); } if (neighbours[t*3+1] < 0 || !triangleFacing[neighbours[t*3+1]]) { 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]]); } if (neighbours[t*3+2] < 0 || !triangleFacing[neighbours[t*3+2]]) { 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]]); } } } qglEnd(); } void GL_DrawAliasMesh_Sketch (mesh_t *mesh) { int i; extern int gldepthfunc; #ifdef Q3SHADERS R_UnlockArrays(); #endif qglDepthFunc(gldepthfunc); qglDepthMask(1); if (gldepthmin == 0.5) qglCullFace ( GL_BACK ); else qglCullFace ( GL_FRONT ); GL_TexEnv(GL_MODULATE); qglDisable(GL_TEXTURE_2D); qglVertexPointer(3, GL_FLOAT, 0, mesh->xyz_array); qglEnableClientState( GL_VERTEX_ARRAY ); if (mesh->normals_array && qglNormalPointer) //d3d wrapper doesn't support normals, and this is only really needed for truform { qglNormalPointer(GL_FLOAT, 0, mesh->normals_array); qglEnableClientState( GL_NORMAL_ARRAY ); } qglColor3f(1,1,1); /* if (mesh->colors_array) { qglColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh->colors_array); qglEnableClientState( GL_COLOR_ARRAY ); } else */ qglDisableClientState( GL_COLOR_ARRAY ); qglDrawElements(GL_TRIANGLES, mesh->numindexes, GL_INDEX_TYPE, mesh->indexes); qglDisableClientState( GL_VERTEX_ARRAY ); qglDisableClientState( GL_COLOR_ARRAY ); qglDisableClientState( GL_NORMAL_ARRAY ); if (mesh->colors_array) qglColor4ub(0, 0, 0, mesh->colors_array[0][3]); else qglColor3f(0, 0, 0); qglBegin(GL_LINES); for (i = 0; i < mesh->numindexes; i+=3) { float *v1, *v2, *v3; int n; v1 = mesh->xyz_array[mesh->indexes[i+0]]; v2 = mesh->xyz_array[mesh->indexes[i+1]]; v3 = mesh->xyz_array[mesh->indexes[i+2]]; for (n = 0; n < 3; n++) //rember we do this triangle AND the neighbours { qglVertex3f(v1[0]+0.5*(rand()/(float)RAND_MAX-0.5), v1[1]+0.5*(rand()/(float)RAND_MAX-0.5), v1[2]+0.5*(rand()/(float)RAND_MAX-0.5)); qglVertex3f(v2[0]+0.5*(rand()/(float)RAND_MAX-0.5), v2[1]+0.5*(rand()/(float)RAND_MAX-0.5), v2[2]+0.5*(rand()/(float)RAND_MAX-0.5)); qglVertex3f(v2[0]+0.5*(rand()/(float)RAND_MAX-0.5), v2[1]+0.5*(rand()/(float)RAND_MAX-0.5), v2[2]+0.5*(rand()/(float)RAND_MAX-0.5)); qglVertex3f(v3[0]+0.5*(rand()/(float)RAND_MAX-0.5), v3[1]+0.5*(rand()/(float)RAND_MAX-0.5), v3[2]+0.5*(rand()/(float)RAND_MAX-0.5)); qglVertex3f(v3[0]+0.5*(rand()/(float)RAND_MAX-0.5), v3[1]+0.5*(rand()/(float)RAND_MAX-0.5), v3[2]+0.5*(rand()/(float)RAND_MAX-0.5)); qglVertex3f(v1[0]+0.5*(rand()/(float)RAND_MAX-0.5), v1[1]+0.5*(rand()/(float)RAND_MAX-0.5), v1[2]+0.5*(rand()/(float)RAND_MAX-0.5)); } } qglEnd(); #ifdef Q3SHADERS R_IBrokeTheArrays(); #endif } //called from sprite code. /* void GL_KnownState(void) { extern int gldepthfunc; qglDepthFunc(gldepthfunc); qglDepthMask(1); if (gldepthmin == 0.5) qglCullFace ( GL_BACK ); else qglCullFace ( GL_FRONT ); GL_TexEnv(GL_MODULATE); qglEnable (GL_BLEND); qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } */ void GL_DrawAliasMesh (mesh_t *mesh, int texnum) { extern int gldepthfunc; #ifdef Q3SHADERS R_UnlockArrays(); #endif qglDepthFunc(gldepthfunc); qglDepthMask(1); GL_Bind(texnum); if (gldepthmin == 0.5) qglCullFace ( GL_BACK ); else qglCullFace ( GL_FRONT ); GL_TexEnv(GL_MODULATE); qglVertexPointer(3, GL_FLOAT, 0, mesh->xyz_array); qglEnableClientState( GL_VERTEX_ARRAY ); if (mesh->normals_array && qglNormalPointer) //d3d wrapper doesn't support normals, and this is only really needed for truform { qglNormalPointer(GL_FLOAT, 0, mesh->normals_array); qglEnableClientState( GL_NORMAL_ARRAY ); } if (mesh->colors_array) { qglColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh->colors_array); qglEnableClientState( GL_COLOR_ARRAY ); } else qglDisableClientState( GL_COLOR_ARRAY ); qglEnableClientState( GL_TEXTURE_COORD_ARRAY ); qglTexCoordPointer(2, GL_FLOAT, 0, mesh->st_array); qglDrawRangeElements(GL_TRIANGLES, 0, mesh->numvertexes, mesh->numindexes, GL_INDEX_TYPE, mesh->indexes); qglDisableClientState( GL_VERTEX_ARRAY ); qglDisableClientState( GL_COLOR_ARRAY ); qglDisableClientState( GL_NORMAL_ARRAY ); qglDisableClientState( GL_TEXTURE_COORD_ARRAY ); #ifdef Q3SHADERS R_IBrokeTheArrays(); #endif } #ifdef Q3SHADERS mfog_t *CM_FogForOrigin(vec3_t org); #endif void R_DrawGAliasModel (entity_t *e) { extern cvar_t r_drawflat; model_t *clmodel; vec3_t dist; vec_t add; int i; galiasinfo_t *inf; mesh_t mesh; galiastexnum_t *skin; float entScale; vec3_t lightdir; vec3_t saveorg; #ifdef Q3SHADERS mfog_t *fog; #endif int surfnum; float tmatrix[3][4]; qboolean needrecolour; qboolean nolightdir; currententity = e; // if (e->flags & Q2RF_VIEWERMODEL && e->keynum == cl.playernum[r_refdef.currentplayernum]+1) // return; if (r_secondaryview && e->flags & Q2RF_WEAPONMODEL) return; { extern int cl_playerindex; if (e->scoreboard && e->model == cl.model_precache[cl_playerindex]) { clmodel = e->scoreboard->model; if (!clmodel || clmodel->type != mod_alias) clmodel = e->model; } else clmodel = e->model; } if (!(e->flags & Q2RF_WEAPONMODEL)) if (R_CullEntityBox (e, clmodel->mins, clmodel->maxs)) return; if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL)) { if (e->flags & Q2RF_WEAPONMODEL) cl.worldmodel->funcs.LightPointValues(cl.worldmodel, r_refdef.vieworg, shadelight, ambientlight, lightdir); else cl.worldmodel->funcs.LightPointValues(cl.worldmodel, e->origin, shadelight, ambientlight, lightdir); } else { ambientlight[0] = ambientlight[1] = ambientlight[2] = shadelight[0] = shadelight[1] = shadelight[2] = 255; lightdir[0] = 0; lightdir[1] = 1; lightdir[2] = 1; } if (!r_vertexdlights.value) { for (i=0 ; iorigin, cl_dlights[i].origin, dist); add = cl_dlights[i].radius - Length(dist); if (add > 0) { add*=5; 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]; } } } } else { } for (i = 0; i < 3; i++) //clamp light so it doesn't get vulgar. { if (ambientlight[i] > 128) ambientlight[i] = 128; if (ambientlight[i] + shadelight[i] > 192) shadelight[i] = 192 - ambientlight[i]; } if (e->flags & Q2RF_WEAPONMODEL) { for (i = 0; i < 3; i++) { if (ambientlight[i] < 24) ambientlight[i] = shadelight[i] = 24; } } //MORE HUGE HACKS! WHEN WILL THEY CEASE! // clamp lighting so it doesn't overbright as much // ZOID: never allow players to go totally black nolightdir = false; if (clmodel->engineflags & MDLF_PLAYER) { float fb = r_fullbrightSkins.value; if (fb > cls.allow_fbskins) fb = cls.allow_fbskins; if (fb < 0) fb = 0; if (fb) { extern cvar_t r_fb_models; if (fb >= 1 && r_fb_models.value) { ambientlight[0] = ambientlight[1] = ambientlight[2] = 4096; shadelight[0] = shadelight[1] = shadelight[2] = 4096; nolightdir = true; } else { for (i = 0; i < 3; i++) { ambientlight[i] = max(ambientlight[i], 8 + fb * 120); shadelight[i] = max(shadelight[i], 8 + fb * 120); } } } for (i = 0; i < 3; i++) { if (ambientlight[i] < 8) ambientlight[i] = shadelight[i] = 8; } } if (clmodel->engineflags & MDLF_FLAME) { shadelight[0] = shadelight[1] = shadelight[2] = 4096; ambientlight[0] = ambientlight[1] = ambientlight[2] = 4096; nolightdir = true; } else { for (i = 0; i < 3; i++) { if (ambientlight[i] > 128) ambientlight[i] = 128; shadelight[i] /= 200.0/255; ambientlight[i] /= 200.0/255; } } if ((e->drawflags & MLS_MASKIN) == MLS_ABSLIGHT) { shadelight[0] = shadelight[1] = shadelight[2] = e->abslight; ambientlight[0] = ambientlight[1] = ambientlight[2] = 0; } if ((e->drawflags & MLS_MASKIN) == MLS_FULLBRIGHT || (e->flags & Q2RF_FULLBRIGHT)) { shadelight[0] = shadelight[1] = shadelight[2] = 255; ambientlight[0] = ambientlight[1] = ambientlight[2] = 0; nolightdir = true; } //#define SHOWLIGHTDIR { //lightdir is absolute, shadevector is relative shadevector[0] = DotProduct(lightdir, e->axis[0]); shadevector[1] = DotProduct(lightdir, e->axis[1]); shadevector[2] = DotProduct(lightdir, e->axis[2]); if (e->flags & Q2RF_WEAPONMODEL) { vec3_t temp; temp[0] = DotProduct(shadevector, vpn); temp[1] = DotProduct(shadevector, vright); temp[2] = DotProduct(shadevector, vup); VectorCopy(temp, shadevector); } VectorNormalize(shadevector); VectorCopy(shadevector, mesh.lightaxis[2]); VectorVectors(mesh.lightaxis[2], mesh.lightaxis[1], mesh.lightaxis[0]); VectorInverse(mesh.lightaxis[1]); } if (e->flags & Q2RF_GLOW) { shadelight[0] += sin(cl.time)*0.25; shadelight[1] += sin(cl.time)*0.25; shadelight[2] += sin(cl.time)*0.25; } /* VectorClear(ambientlight); VectorClear(shadelight); */ /* an = e->angles[1]/180*M_PI; shadevector[0] = cos(-an); shadevector[1] = sin(-an); shadevector[2] = 1; VectorNormalize (shadevector); */ GL_DisableMultitexture(); GL_TexEnv(GL_MODULATE); if (gl_smoothmodels.value) qglShadeModel (GL_SMOOTH); if (gl_affinemodels.value) qglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); qglDisable (GL_ALPHA_TEST); if (e->flags & Q2RF_DEPTHHACK) qglDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); // glColor3f( 1,1,1); if (e->flags & Q2RF_ADDATIVE) { qglEnable (GL_BLEND); qglBlendFunc(GL_ONE, GL_ONE); } else if ((e->model->flags & EF_SPECIAL_TRANS)) //hexen2 flags. { qglEnable (GL_BLEND); qglBlendFunc (GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA); // glColor3f( 1,1,1); qglDisable( GL_CULL_FACE ); } else if (e->drawflags & DRF_TRANSLUCENT) { qglEnable (GL_BLEND); qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); e->shaderRGBAf[3] = r_wateralpha.value; } else if ((e->model->flags & EF_TRANSPARENT)) { qglEnable (GL_BLEND); qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } else if ((e->model->flags & EF_HOLEY)) { qglEnable (GL_ALPHA_TEST); // qglEnable (GL_BLEND); qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } else if (e->shaderRGBAf[3] < 1) { qglEnable(GL_BLEND); qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } else { qglDisable(GL_BLEND); qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } // qglEnable (GL_ALPHA_TEST); qglPushMatrix(); R_RotateForEntity(e); if (e->scale != 1 && e->scale != 0) //hexen 2 stuff { vec3_t scale; vec3_t scale_origin; float xyfact, zfact; scale[0] = (clmodel->maxs[0]-clmodel->mins[0])/255; scale[1] = (clmodel->maxs[1]-clmodel->mins[1])/255; scale[2] = (clmodel->maxs[2]-clmodel->mins[2])/255; scale_origin[0] = clmodel->mins[0]; scale_origin[1] = clmodel->mins[1]; scale_origin[2] = clmodel->mins[2]; /* qglScalef( 1/scale[0], 1/scale[1], 1/scale[2]); qglTranslatef ( -scale_origin[0], -scale_origin[1], -scale_origin[2]); */ if(e->scale != 0 && e->scale != 1) { entScale = (float)e->scale; switch(e->drawflags&SCALE_TYPE_MASKIN) { default: case SCALE_TYPE_UNIFORM: tmatrix[0][0] = scale[0]*entScale; tmatrix[1][1] = scale[1]*entScale; tmatrix[2][2] = scale[2]*entScale; xyfact = zfact = (entScale-1.0)*127.95; break; case SCALE_TYPE_XYONLY: tmatrix[0][0] = scale[0]*entScale; tmatrix[1][1] = scale[1]*entScale; tmatrix[2][2] = scale[2]; xyfact = (entScale-1.0)*127.95; zfact = 1.0; break; case SCALE_TYPE_ZONLY: tmatrix[0][0] = scale[0]; tmatrix[1][1] = scale[1]; tmatrix[2][2] = scale[2]*entScale; xyfact = 1.0; zfact = (entScale-1.0)*127.95; break; } switch(currententity->drawflags&SCALE_ORIGIN_MASKIN) { default: case SCALE_ORIGIN_CENTER: tmatrix[0][3] = scale_origin[0]-scale[0]*xyfact; tmatrix[1][3] = scale_origin[1]-scale[1]*xyfact; tmatrix[2][3] = scale_origin[2]-scale[2]*zfact; break; case SCALE_ORIGIN_BOTTOM: tmatrix[0][3] = scale_origin[0]-scale[0]*xyfact; tmatrix[1][3] = scale_origin[1]-scale[1]*xyfact; tmatrix[2][3] = scale_origin[2]; break; case SCALE_ORIGIN_TOP: tmatrix[0][3] = scale_origin[0]-scale[0]*xyfact; tmatrix[1][3] = scale_origin[1]-scale[1]*xyfact; tmatrix[2][3] = scale_origin[2]-scale[2]*zfact*2.0; break; } } else { tmatrix[0][0] = scale[0]; tmatrix[1][1] = scale[1]; tmatrix[2][2] = scale[2]; tmatrix[0][3] = scale_origin[0]; tmatrix[1][3] = scale_origin[1]; tmatrix[2][3] = scale_origin[2]; } /* if(clmodel->flags&EF_ROTATE) { // Floating motion tmatrix[2][3] += sin(currententity->origin[0] +currententity->origin[1]+(cl.time*3))*5.5; }*/ qglTranslatef (tmatrix[0][3],tmatrix[1][3],tmatrix[2][3]); qglScalef (tmatrix[0][0],tmatrix[1][1],tmatrix[2][2]); qglScalef( 1/scale[0], 1/scale[1], 1/scale[2]); qglTranslatef ( -scale_origin[0], -scale_origin[1], -scale_origin[2]); } inf = GLMod_Extradata (clmodel); if (qglPNTrianglesfATI && gl_ati_truform.value) qglEnable(GL_PN_TRIANGLES_ATI); if (e->flags & Q2RF_WEAPONMODEL) { VectorCopy(currententity->origin, saveorg); VectorCopy(r_refdef.vieworg, currententity->origin); } #if defined(Q3SHADERS) && defined(Q2BSPS) fog = CM_FogForOrigin(currententity->origin); #endif qglColor4f(shadelight[0]/255, shadelight[1]/255, shadelight[2]/255, e->shaderRGBAf[3]); memset(&mesh, 0, sizeof(mesh)); for(surfnum=0; inf; ((inf->nextsurf)?(inf = (galiasinfo_t*)((char *)inf + inf->nextsurf)):(inf=NULL)), surfnum++) { needrecolour = R_GAliasBuildMesh(&mesh, inf, e->frame, e->oldframe, e->lerpfrac, e->shaderRGBAf[3], e->frame1time, e->frame2time, nolightdir); c_alias_polys += mesh.numindexes/3; if (r_drawflat.value == 2) { if (needrecolour) R_GAliasApplyLighting(&mesh, e->origin, e->angles, e->shaderRGBAf); GL_DrawAliasMesh_Sketch(&mesh); continue; } #ifdef Q3SHADERS else if (currententity->forcedshader) { meshbuffer_t mb; R_IBrokeTheArrays(); mb.entity = &r_worldentity; mb.shader = currententity->forcedshader; mb.fog = fog; mb.mesh = &mesh; mb.infokey = -1;//currententity->keynum; mb.dlightbits = 0; R_PushMesh(&mesh, mb.shader->features | MF_NONBATCHED | MF_COLORS); R_RenderMeshBuffer ( &mb, false ); continue; } #endif skin = GL_ChooseSkin(inf, clmodel->name, surfnum, e); if (!skin || ((void*)skin->base == NULL #ifdef Q3SHADERS && skin->shader == NULL #endif )) { if (needrecolour) R_GAliasApplyLighting(&mesh, e->origin, e->angles, e->shaderRGBAf); GL_DrawAliasMesh_Sketch(&mesh); } #ifdef Q3SHADERS else if (skin->shader) { meshbuffer_t mb; int olddst = skin->shader->numpasses?skin->shader->passes[0].blenddst:0; if (e->flags & Q2RF_ADDATIVE && skin->shader->numpasses) { //hack the shader into submition. skin->shader->passes[0].blenddst = GL_ONE; skin->shader->passes[0].flags &= ~SHADER_PASS_DEPTHWRITE; } mb.entity = &r_worldentity; mb.shader = skin->shader; mb.fog = fog; mb.mesh = &mesh; mb.infokey = -1;//currententity->keynum; mb.dlightbits = 0; R_IBrokeTheArrays(); R_PushMesh(&mesh, skin->shader->features | MF_NONBATCHED | MF_COLORS); R_RenderMeshBuffer ( &mb, false ); if (e->flags & Q2RF_ADDATIVE && skin->shader->numpasses) { //hack the shader into submition. skin->shader->passes[0].blenddst = olddst; } } #endif else { if (needrecolour) R_GAliasApplyLighting(&mesh, e->origin, e->angles, e->shaderRGBAf); qglEnable(GL_TEXTURE_2D); // if (skin->bump) // GL_DrawMeshBump(&mesh, skin->base, 0, skin->bump, 0); // else GL_DrawAliasMesh(&mesh, skin->base); if (skin->fullbright && r_fb_models.value && cls.allow_luma) { mesh.colors_array = NULL; qglEnable(GL_BLEND); qglColor4f(e->shaderRGBAf[0], e->shaderRGBAf[1], e->shaderRGBAf[2], e->shaderRGBAf[3]*r_fb_models.value); c_alias_polys += mesh.numindexes/3; qglBlendFunc (GL_SRC_ALPHA, GL_ONE); GL_DrawAliasMesh(&mesh, skin->fullbright); qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } #ifdef Q3BSPS if (fog) { meshbuffer_t mb; shader_t dummyshader = {0}; R_IBrokeTheArrays(); mb.entity = currententity; mb.shader = &dummyshader; mb.fog = fog; mb.mesh = &mesh; mb.infokey = -1;//currententity->keynum; mb.dlightbits = 0; R_PushMesh(&mesh, mb.shader->features | MF_NONBATCHED | MF_COLORS); R_RenderMeshBuffer ( &mb, false ); R_ClearArrays(); } #endif } } if (e->flags & Q2RF_WEAPONMODEL) VectorCopy(saveorg, currententity->origin); if (qglPNTrianglesfATI && gl_ati_truform.value) qglDisable(GL_PN_TRIANGLES_ATI); #ifdef SHOWLIGHTDIR //testing qglDisable(GL_TEXTURE_2D); qglBegin(GL_LINES); qglColor3f(1,0,0); qglVertex3f( 0, 0, 0); qglVertex3f( 100*mesh.lightaxis[0][0], 100*mesh.lightaxis[0][1], 100*mesh.lightaxis[0][2]); qglColor3f(0,1,0); qglVertex3f( 0, 0, 0); qglVertex3f( 100*mesh.lightaxis[1][0], 100*mesh.lightaxis[1][1], 100*mesh.lightaxis[1][2]); qglColor3f(0,0,1); qglVertex3f( 0, 0, 0); qglVertex3f( 100*mesh.lightaxis[2][0], 100*mesh.lightaxis[2][1], 100*mesh.lightaxis[2][2]); qglEnd(); qglEnable(GL_TEXTURE_2D); #endif qglPopMatrix(); qglDisable(GL_BLEND); qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_TexEnv(GL_REPLACE); qglEnable(GL_TEXTURE_2D); qglShadeModel (GL_FLAT); if (gl_affinemodels.value) qglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); if (e->flags & Q2RF_DEPTHHACK) qglDepthRange (gldepthmin, gldepthmax); if ((currententity->model->flags & EF_SPECIAL_TRANS) && gl_cull.value) qglEnable( GL_CULL_FACE ); if ((currententity->model->flags & EF_HOLEY)) qglDisable( GL_ALPHA_TEST ); #ifdef SHOWLIGHTDIR //testing qglDisable(GL_TEXTURE_2D); qglColor3f(1,1,1); qglBegin(GL_LINES); qglVertex3f( currententity->origin[0], currententity->origin[1], currententity->origin[2]); qglVertex3f( currententity->origin[0]+100*lightdir[0], currententity->origin[1]+100*lightdir[1], currententity->origin[2]+100*lightdir[2]); qglEnd(); qglEnable(GL_TEXTURE_2D); #endif } //returns result in the form of the result vector void RotateLightVector(vec3_t *axis, vec3_t origin, vec3_t lightpoint, vec3_t result) { vec3_t offs; offs[0] = lightpoint[0] - origin[0]; offs[1] = lightpoint[1] - origin[1]; offs[2] = lightpoint[2] - origin[2]; result[0] = DotProduct (offs, axis[0]); result[1] = DotProduct (offs, axis[1]); result[2] = DotProduct (offs, axis[2]); } void GL_LightMesh (mesh_t *mesh, vec3_t lightpos, vec3_t colours, float radius) { vec3_t dir; int i; float dot, d, f, a; vec3_t bcolours; vec3_t *xyz = mesh->xyz_array; vec3_t *normals = mesh->normals_array; byte_vec4_t *out = mesh->colors_array; bcolours[0] = colours[0]*255; bcolours[1] = colours[1]*255; bcolours[2] = colours[2]*255; if (!out) return; //urm.. if (normals) { for (i = 0; i < mesh->numvertexes; i++) { VectorSubtract(lightpos, xyz[i], dir); dot = DotProduct(dir, normals[i]); if (dot > 0) { d = DotProduct(dir, dir)/radius; a = 1/d; if (a>0) { a *= dot/sqrt(d); f = a*bcolours[0]; if (f > 255) f = 255; else if (f < 0) f = 0; out[i][0] = f; f = a*bcolours[1]; if (f > 255) f = 255; else if (f < 0) f = 0; out[i][1] = f; f = a*bcolours[2]; if (f > 255) f = 255; else if (f < 0) f = 0; 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; } out[i][3] = 255; } } else { if (bcolours[0] > 255) bcolours[0] = 255; if (bcolours[1] > 255) bcolours[1] = 255; if (bcolours[2] > 255) bcolours[2] = 255; for (i = 0; i < mesh->numvertexes; i++) { VectorSubtract(lightpos, xyz[i], dir); out[i][0] = bcolours[0]; out[i][1] = bcolours[1]; out[i][2] = bcolours[2]; out[i][3] = 255; } } } //courtesy of DP void R_BuildBumpVectors(const float *v0, const float *v1, const float *v2, const float *tc0, const float *tc1, const float *tc2, float *svector3f, float *tvector3f, float *normal3f) { 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); } } //courtesy of DP void R_AliasGenerateTextureVectors(mesh_t *mesh, float *normal3f, float *svector3f, float *tvector3f) { int i; float sdir[3], tdir[3], normal[3], *v; index_t *e; 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); } void R_AliasGenerateVertexLightDirs(mesh_t *mesh, vec3_t lightdir, vec3_t *results, vec3_t *normal3f, vec3_t *svector3f, vec3_t *tvector3f) { int i; R_AliasGenerateTextureVectors(mesh, (float*)normal3f, (float*)svector3f, (float*)tvector3f); for (i = 0; i < mesh->numvertexes; i++) { results[i][0] = -DotProduct(lightdir, tvector3f[i]); results[i][1] = -DotProduct(lightdir, svector3f[i]); results[i][2] = -DotProduct(lightdir, normal3f[i]); } } void R_DrawMeshBumpmap(mesh_t *mesh, galiastexnum_t *skin, vec3_t lightdir) { extern int gldepthfunc; static vec3_t *lightdirs; static int maxlightdirs; extern int normalisationCubeMap; #ifdef Q3SHADERS R_UnlockArrays(); #endif //(bumpmap dot cubemap)*texture //why no luma? //that's thrown on last. //why a cubemap? //we need to pass colours as a normal somehow //we could use the fragment colour for it, however, we then wouldn't be able to colour the light. //so we use a cubemap, which has the added advantage of normalizing the light dir for us. //the bumpmap we use is tangent-space (so I'm told) qglDepthFunc(gldepthfunc); qglDepthMask(0); if (gldepthmin == 0.5) qglCullFace ( GL_BACK ); else qglCullFace ( GL_FRONT ); qglEnable(GL_BLEND); qglVertexPointer(3, GL_FLOAT, 0, mesh->xyz_array); qglEnableClientState( GL_VERTEX_ARRAY ); if (mesh->normals_array && qglNormalPointer) //d3d wrapper doesn't support normals, and this is only really needed for truform { qglNormalPointer(GL_FLOAT, 0, mesh->normals_array); qglEnableClientState( GL_NORMAL_ARRAY ); } if (mesh->colors_array) { qglColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh->colors_array); qglEnableClientState( GL_COLOR_ARRAY ); } else qglDisableClientState( GL_COLOR_ARRAY ); if (maxlightdirs < mesh->numvertexes) { maxlightdirs = mesh->numvertexes; lightdirs = BZ_Malloc(sizeof(vec3_t)*maxlightdirs*4); } R_AliasGenerateVertexLightDirs(mesh, lightdir, lightdirs + maxlightdirs*0, lightdirs + maxlightdirs*1, lightdirs + maxlightdirs*2, lightdirs + maxlightdirs*3); GL_MBind(mtexid0, skin->bump); GL_TexEnv(GL_REPLACE); qglEnableClientState(GL_TEXTURE_COORD_ARRAY); qglTexCoordPointer(2, GL_FLOAT, 0, mesh->st_array); qglEnable(GL_TEXTURE_2D); GL_SelectTexture(mtexid1); GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap); qglEnable(GL_TEXTURE_CUBE_MAP_ARB); qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB); qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB); GL_TexEnv(GL_COMBINE_ARB); qglEnableClientState(GL_TEXTURE_COORD_ARRAY); qglTexCoordPointer(3, GL_FLOAT, 0, lightdirs); if (gl_mtexarbable>=3) { GL_MBind(mtexid0+2, skin->base); qglEnable(GL_TEXTURE_2D); } else { //we don't support 3tmus, so draw the bumps, and multiply the rest over the top qglDrawElements(GL_TRIANGLES, mesh->numindexes, GL_INDEX_TYPE, mesh->indexes); qglDisable(GL_TEXTURE_CUBE_MAP_ARB); GL_MBind(mtexid0, skin->base); } GL_TexEnv(GL_MODULATE); qglEnableClientState(GL_TEXTURE_COORD_ARRAY); qglTexCoordPointer(2, GL_FLOAT, 0, mesh->st_array); qglDrawElements(GL_TRIANGLES, mesh->numindexes, GL_INDEX_TYPE, mesh->indexes); // GL_SelectTexture(mtexid2); qglDisableClientState( GL_TEXTURE_COORD_ARRAY ); qglDisable(GL_TEXTURE_2D); GL_SelectTexture(mtexid1); qglDisable(GL_TEXTURE_CUBE_MAP_ARB); qglDisableClientState( GL_TEXTURE_COORD_ARRAY ); GL_TexEnv(GL_MODULATE); GL_SelectTexture(mtexid0); qglEnable(GL_TEXTURE_2D); qglDisableClientState( GL_TEXTURE_COORD_ARRAY ); qglDisableClientState( GL_VERTEX_ARRAY ); qglDisableClientState( GL_COLOR_ARRAY ); qglDisableClientState( GL_NORMAL_ARRAY ); #ifdef Q3SHADERS R_IBrokeTheArrays(); #endif } void R_DrawGAliasModelLighting (entity_t *e, vec3_t lightpos, vec3_t colours, float radius) { #if 0 //glitches, no attenuation... :( model_t *clmodel = e->model; vec3_t mins, maxs; vec3_t lightdir; galiasinfo_t *inf; galiastexnum_t *tex; mesh_t mesh; int surfnum; extern cvar_t r_nolightdir; if (e->flags & Q2RF_VIEWERMODEL) return; if (r_nolightdir.value) //are you crazy? return; //Total insanity with r_shadows 2... // if (!strcmp (clmodel->name, "progs/flame2.mdl")) // CL_NewDlight (e, e->origin[0]-1, e->origin[1]+1, e->origin[2]+24, 200 + (rand()&31), host_frametime*2, 3); // if (!strcmp (clmodel->name, "progs/armor.mdl")) // CL_NewDlight (e->keynum, e->origin[0]-1, e->origin[1]+1, e->origin[2]+25, 200 + (rand()&31), host_frametime*2, 3); VectorAdd (e->origin, clmodel->mins, mins); VectorAdd (e->origin, clmodel->maxs, maxs); // if (!(e->flags & Q2RF_WEAPONMODEL)) // if (R_CullBox (mins, maxs)) // return; RotateLightVector(e->axis, e->origin, lightpos, lightdir); GL_DisableMultitexture(); GL_TexEnv(GL_MODULATE); if (gl_smoothmodels.value) qglShadeModel (GL_SMOOTH); if (gl_affinemodels.value) qglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); if (e->flags & Q2RF_DEPTHHACK) qglDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); qglColor3f(colours[0], colours[1], colours[2]); qglColor4f(1, 1, 1, 1); qglPushMatrix(); R_RotateForEntity(e); inf = GLMod_Extradata (clmodel); if (gl_ati_truform.value) qglEnable(GL_PN_TRIANGLES_ATI); qglEnable(GL_TEXTURE_2D); qglEnable(GL_POLYGON_OFFSET_FILL); GL_TexEnv(GL_REPLACE); // qglDisable(GL_STENCIL_TEST); qglEnable(GL_BLEND); qglDisable(GL_ALPHA_TEST); //if you used an alpha channel where you shouldn't have, more fool you. qglBlendFunc(GL_ONE, GL_ONE); // qglDepthFunc(GL_ALWAYS); for(surfnum=0;inf;surfnum++) { R_GAliasBuildMesh(&mesh, inf, e->frame, e->oldframe, e->lerpfrac, e->alpha, e->frame1time, e->frame2time, false); mesh.colors_array = tempColours; tex = GL_ChooseSkin(inf, clmodel->name, surfnum, e); if (tex->bump && e->alpha==1) { R_DrawMeshBumpmap(&mesh, tex, lightdir); } else { GL_LightMesh(&mesh, lightdir, colours, radius); GL_DrawAliasMesh(&mesh, tex->base); } if (inf->nextsurf) inf = (galiasinfo_t*)((char *)inf + inf->nextsurf); else inf = NULL; } currententity->fatness=0; qglPopMatrix(); if (gl_ati_truform.value) qglDisable(GL_PN_TRIANGLES_ATI); GL_TexEnv(GL_REPLACE); qglShadeModel (GL_FLAT); if (gl_affinemodels.value) qglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); qglDisable(GL_POLYGON_OFFSET_FILL); if (e->flags & Q2RF_DEPTHHACK) qglDepthRange (gldepthmin, gldepthmax); qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); qglDisable(GL_BLEND); qglDisable(GL_TEXTURE_2D); R_IBrokeTheArrays(); #endif } //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; if (clmodel->engineflags & (MDLF_FLAME | MDLF_BOLT)) return; if (r_noaliasshadows.value) return; if (e->shaderRGBAf[3] < 0.5) return; RotateLightVector(e->axis, e->origin, lightpos, lightorg); if (Length(lightorg) > radius + clmodel->radius) return; qglPushMatrix(); R_RotateForEntity(e); inf = GLMod_Extradata (clmodel); while(inf) { if (inf->ofs_trineighbours) { R_GAliasBuildMesh(&mesh, inf, e->frame, e->oldframe, e->lerpfrac, 1, e->frame1time, e->frame2time, true); R_CalcFacing(&mesh, lightorg); R_ProjectShadowVolume(&mesh, lightorg); R_DrawShadowVolume(&mesh); } if (inf->nextsurf) inf = (galiasinfo_t*)((char *)inf + inf->nextsurf); else inf = NULL; } qglPopMatrix(); } static int R_FindTriangleWithEdge ( index_t *indexes, int numtris, index_t start, index_t end, int ignore) { int i; int match, count; count = 0; match = -1; 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; } static void R_BuildTriangleNeighbours ( int *neighbours, index_t *indexes, int numtris ) { int i, *n; index_t *index; 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); } } 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); } } } #endif #endif // defined(RGLQUAKE) || defined(SERVERONLY)