mirror of
https://github.com/nzp-team/fteqw.git
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1f9484f93d
Wonder how much this breaks. Place your bets now. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2501 fc73d0e0-1445-4013-8a0c-d673dee63da5
2766 lines
69 KiB
C
2766 lines
69 KiB
C
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//a note about dedicated servers:
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//In the server-side gamecode, a couple of q1 extensions require knowing something about models.
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//So we load models serverside, if required.
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//things we need:
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//tag/bone names and indexes so we can have reasonable modding with tags. :)
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//tag/bone positions so we can shoot from the actual gun or other funky stuff
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//vertex positions so we can trace against the mesh rather than the bbox.
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//we use the gl renderer's model code because it supports more sorts of models than the sw renderer. Sad but true.
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#include "quakedef.h"
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#ifdef RGLQUAKE
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#include "glquake.h"
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#endif
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#if defined(RGLQUAKE) || defined(SERVERONLY)
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#include "shader.h"
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#include "hash.h"
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#if defined(ZYMOTICMODELS) || defined(MD5MODELS)
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#define SKELETALMODELS
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#include "malloc.h"
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#endif
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#define MAX_BONES 256
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static model_t *loadmodel;
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//FIXME
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typedef struct
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{
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float scale[3]; // multiply qbyte verts by this
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float translate[3]; // then add this
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char name[16]; // frame name from grabbing
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dtrivertx_t verts[1]; // variable sized
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} dmd2aliasframe_t;
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// entity_state_t->renderfx flags
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#define Q2RF_MINLIGHT 1 // always have some light (viewmodel)
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#define Q2RF_VIEWERMODEL 2 // don't draw through eyes, only mirrors
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#define Q2RF_WEAPONMODEL 4 // only draw through eyes
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#define Q2RF_FULLBRIGHT 8 // always draw full intensity
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#define Q2RF_DEPTHHACK 16 // for view weapon Z crunching
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#define Q2RF_TRANSLUCENT 32
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#define Q2RF_FRAMELERP 64
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#define Q2RF_BEAM 128
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#define Q2RF_CUSTOMSKIN 256 // skin is an index in image_precache
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#define Q2RF_GLOW 512 // pulse lighting for bonus items
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#define Q2RF_SHELL_RED 1024
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#define Q2RF_SHELL_GREEN 2048
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#define Q2RF_SHELL_BLUE 4096
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//ROGUE
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#define Q2RF_IR_VISIBLE 0x00008000 // 32768
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#define Q2RF_SHELL_DOUBLE 0x00010000 // 65536
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#define Q2RF_SHELL_HALF_DAM 0x00020000
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#define Q2RF_USE_DISGUISE 0x00040000
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//ROGUE
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extern cvar_t gl_part_flame, r_fullbrightSkins, r_fb_models;
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extern cvar_t r_noaliasshadows;
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void R_TorchEffect (vec3_t pos, int type);
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void GLMod_FloodFillSkin( qbyte *skin, int skinwidth, int skinheight );
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extern char loadname[32]; // for hunk tags
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int numTempColours;
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byte_vec4_t *tempColours;
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int numTempVertexCoords;
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vec3_t *tempVertexCoords;
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int numTempNormals;
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vec3_t *tempNormals;
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extern cvar_t gl_ati_truform;
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extern cvar_t r_vertexdlights;
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extern cvar_t mod_md3flags;
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typedef struct {
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int ofs_indexes;
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int numindexes;
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int ofs_trineighbours;
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int numskins;
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#ifndef SERVERONLY
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int ofsskins;
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#endif
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qboolean sharesverts; //used with models with two shaders using the same vertex - use last mesh's verts
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qboolean sharesbones; //use last mesh's bones (please, never set this on the first mesh!)
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int numverts;
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#ifndef SERVERONLY
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int ofs_st_array;
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#endif
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int groups;
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int groupofs;
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int nextsurf;
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#ifdef SKELETALMODELS
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int numbones;
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int ofsbones;
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int numtransforms;
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int ofstransforms;
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#endif
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//these exist only in the root mesh.
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int numtagframes;
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int numtags;
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int ofstags;
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} galiasinfo_t;
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//frame is an index into this
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typedef struct {
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#ifdef SKELETALMODELS
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qboolean isheirachical; //for models with transforms, states that bones need to be transformed from thier parent.
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//this is actually bad, and can result in bones shortening as they interpolate.
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#endif
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qboolean loop;
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int numposes;
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float rate;
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int poseofs;
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char name[64];
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} galiasgroup_t;
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typedef struct {
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int ofsverts;
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#ifndef SERVERONLY
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int ofsnormals;
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#endif
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vec3_t scale;
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vec3_t scale_origin;
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} galiaspose_t;
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#ifdef SKELETALMODELS
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typedef struct {
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char name[32];
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int parent;
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} galiasbone_t;
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typedef struct {
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//skeletal poses refer to this.
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int vertexindex;
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int boneindex;
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vec4_t org;
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} galisskeletaltransforms_t;
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#endif
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//we can't be bothered with animating skins.
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//We'll load up to four of them but after that you're on your own
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#ifndef SERVERONLY
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typedef struct {
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int skinwidth;
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int skinheight;
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int ofstexels; //this is 8bit for frame 0 only. only valid in q1 models without replacement textures, used for colourising player skins.
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float skinspeed;
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int texnums;
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int ofstexnums;
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char name [MAX_QPATH];
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} galiasskin_t;
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typedef struct {
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int base;
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int bump;
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int fullbright;
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#ifdef Q3SHADERS
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shader_t *shader;
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#endif
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} galiastexnum_t;
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typedef struct {
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char name[MAX_QPATH];
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galiastexnum_t texnum;
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int colour;
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int skinnum;
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bucket_t bucket;
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} galiascolourmapped_t;
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#endif
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#ifdef SKELETALMODELS
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static void R_LerpBones(float *plerp, float **pose, int poses, galiasbone_t *bones, int bonecount, float bonepose[MAX_BONES][12]);
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static void R_TransformVerticies(float bonepose[MAX_BONES][12], galisskeletaltransforms_t *weights, int numweights, float *xyzout);
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#endif
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void Mod_DoCRC(model_t *mod, char *buffer, int buffersize)
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{
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#ifndef SERVERONLY
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//we've got to have this bit
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if (loadmodel->engineflags & MDLF_DOCRC)
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{
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unsigned short crc;
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qbyte *p;
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int len;
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char st[40];
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QCRC_Init(&crc);
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for (len = buffersize, p = buffer; len; len--, p++)
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QCRC_ProcessByte(&crc, *p);
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sprintf(st, "%d", (int) crc);
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Info_SetValueForKey (cls.userinfo,
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(loadmodel->engineflags & MDLF_PLAYER) ? pmodel_name : emodel_name,
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st, MAX_INFO_STRING);
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if (cls.state >= ca_connected)
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{
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CL_SendClientCommand(true, "setinfo %s %d",
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(loadmodel->engineflags & MDLF_PLAYER) ? pmodel_name : emodel_name,
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(int)crc);
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}
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}
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#endif
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}
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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)
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{
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galiasinfo_t *mod = Mod_Extradata(model);
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galiasgroup_t *group;
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galiaspose_t *pose;
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int i;
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float *p1, *p2, *p3;
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vec3_t edge1, edge2, edge3;
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vec3_t normal;
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vec3_t edgenormal;
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float planedist;
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float diststart, distend;
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float frac;
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// float temp;
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vec3_t impactpoint;
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float *posedata;
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int *indexes;
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while(mod)
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{
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indexes = (int*)((char*)mod + mod->ofs_indexes);
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group = (galiasgroup_t*)((char*)mod + mod->groupofs);
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pose = (galiaspose_t*)((char*)&group[0] + group[0].poseofs);
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posedata = (float*)((char*)pose + pose->ofsverts);
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#ifdef SKELETALMODELS
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if (mod->numbones && !mod->sharesverts)
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{
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float bonepose[MAX_BONES][12];
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posedata = alloca(mod->numverts*sizeof(vec3_t));
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frac = 1;
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if (group->isheirachical)
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{
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if (!mod->sharesbones)
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R_LerpBones(&frac, (float**)posedata, 1, (galiasbone_t*)((char*)mod + mod->ofsbones), mod->numbones, bonepose);
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R_TransformVerticies(bonepose, (galisskeletaltransforms_t*)((char*)mod + mod->ofstransforms), mod->numtransforms, posedata);
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}
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else
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R_TransformVerticies((void*)posedata, (galisskeletaltransforms_t*)((char*)mod + mod->ofstransforms), mod->numtransforms, posedata);
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}
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#endif
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for (i = 0; i < mod->numindexes; i+=3)
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{
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p1 = posedata + 3*indexes[i+0];
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p2 = posedata + 3*indexes[i+1];
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p3 = posedata + 3*indexes[i+2];
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VectorSubtract(p1, p2, edge1);
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VectorSubtract(p3, p2, edge2);
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CrossProduct(edge1, edge2, normal);
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planedist = DotProduct(p1, normal);
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diststart = DotProduct(start, normal);
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if (diststart <= planedist)
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continue; //start on back side.
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distend = DotProduct(end, normal);
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if (distend >= planedist)
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continue; //end on front side (as must start - doesn't cross).
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frac = (diststart - planedist) / (diststart-distend);
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if (frac >= trace->fraction) //already found one closer.
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continue;
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impactpoint[0] = start[0] + frac*(end[0] - start[0]);
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impactpoint[1] = start[1] + frac*(end[1] - start[1]);
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impactpoint[2] = start[2] + frac*(end[2] - start[2]);
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// temp = DotProduct(impactpoint, normal)-planedist;
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CrossProduct(edge1, normal, edgenormal);
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// temp = DotProduct(impactpoint, edgenormal)-DotProduct(p2, edgenormal);
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if (DotProduct(impactpoint, edgenormal) > DotProduct(p2, edgenormal))
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continue;
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CrossProduct(normal, edge2, edgenormal);
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if (DotProduct(impactpoint, edgenormal) > DotProduct(p3, edgenormal))
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continue;
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VectorSubtract(p1, p3, edge3);
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CrossProduct(normal, edge3, edgenormal);
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if (DotProduct(impactpoint, edgenormal) > DotProduct(p1, edgenormal))
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continue;
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trace->fraction = frac;
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VectorCopy(impactpoint, trace->endpos);
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VectorCopy(normal, trace->plane.normal);
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}
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if (mod->nextsurf)
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mod = (galiasinfo_t*)((char*)mod + mod->nextsurf);
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else
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mod = NULL;
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}
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trace->allsolid = false;
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return trace->fraction != 1;
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}
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#ifndef SERVERONLY
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static hashtable_t skincolourmapped;
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static vec3_t shadevector;
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static vec3_t shadelight, ambientlight;
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static void R_LerpFrames(mesh_t *mesh, galiaspose_t *p1, galiaspose_t *p2, float lerp, qbyte alpha, float expand, qboolean nolightdir)
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{
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extern cvar_t r_nolerp, r_nolightdir;
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float blerp = 1-lerp;
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int i;
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float l;
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int temp;
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vec3_t *p1v, *p2v;
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vec3_t *p1n, *p2n;
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p1v = (vec3_t *)((char *)p1 + p1->ofsverts);
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p2v = (vec3_t *)((char *)p2 + p2->ofsverts);
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p1n = (vec3_t *)((char *)p1 + p1->ofsnormals);
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p2n = (vec3_t *)((char *)p2 + p2->ofsnormals);
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if (p1v == p2v || r_nolerp.value)
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{
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mesh->normals_array = (vec3_t*)((char *)p1 + p1->ofsnormals);
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mesh->xyz_array = p1v;
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if (r_nolightdir.value || nolightdir)
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{
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mesh->colors_array = NULL;
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}
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else
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{
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for (i = 0; i < mesh->numvertexes; i++)
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{
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l = DotProduct(mesh->normals_array[i], shadevector);
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temp = l*ambientlight[0]+shadelight[0];
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if (temp < 0) temp = 0;
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else if (temp > 255) temp = 255;
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mesh->colors_array[i][0] = temp;
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temp = l*ambientlight[1]+shadelight[1];
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if (temp < 0) temp = 0;
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else if (temp > 255) temp = 255;
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mesh->colors_array[i][1] = temp;
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temp = l*ambientlight[2]+shadelight[2];
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if (temp < 0) temp = 0;
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else if (temp > 255) temp = 255;
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mesh->colors_array[i][2] = temp;
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mesh->colors_array[i][3] = alpha;
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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 (r_nolightdir.value || nolightdir)
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{
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mesh->colors_array = NULL;
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for (i = 0; i < mesh->numvertexes; i++)
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{
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mesh->normals_array[i][0] = p1n[i][0]*lerp + p2n[i][0]*blerp;
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mesh->normals_array[i][1] = p1n[i][1]*lerp + p2n[i][1]*blerp;
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mesh->normals_array[i][2] = p1n[i][2]*lerp + p2n[i][2]*blerp;
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mesh->xyz_array[i][0] = p1v[i][0]*lerp + p2v[i][0]*blerp;
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mesh->xyz_array[i][1] = p1v[i][1]*lerp + p2v[i][1]*blerp;
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mesh->xyz_array[i][2] = p1v[i][2]*lerp + p2v[i][2]*blerp;
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}
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}
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else
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{
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for (i = 0; i < mesh->numvertexes; i++)
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{
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mesh->normals_array[i][0] = p1n[i][0]*lerp + p2n[i][0]*blerp;
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mesh->normals_array[i][1] = p1n[i][1]*lerp + p2n[i][1]*blerp;
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mesh->normals_array[i][2] = p1n[i][2]*lerp + p2n[i][2]*blerp;
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mesh->xyz_array[i][0] = p1v[i][0]*lerp + p2v[i][0]*blerp;
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mesh->xyz_array[i][1] = p1v[i][1]*lerp + p2v[i][1]*blerp;
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mesh->xyz_array[i][2] = p1v[i][2]*lerp + p2v[i][2]*blerp;
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l = DotProduct(mesh->normals_array[i], shadevector);
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temp = l*ambientlight[0]+shadelight[0];
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if (temp < 0) temp = 0;
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else if (temp > 255) temp = 255;
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mesh->colors_array[i][0] = temp;
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temp = l*ambientlight[1]+shadelight[1];
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if (temp < 0) temp = 0;
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else if (temp > 255) temp = 255;
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mesh->colors_array[i][1] = temp;
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temp = l*ambientlight[2]+shadelight[2];
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if (temp < 0) temp = 0;
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else if (temp > 255) temp = 255;
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mesh->colors_array[i][2] = temp;
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mesh->colors_array[i][3] = alpha;
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}
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}
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}
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if (expand)
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{
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if (mesh->xyz_array == p1v)
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{
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mesh->xyz_array = tempVertexCoords;
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for (i = 0; i < mesh->numvertexes; i++)
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{
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mesh->xyz_array[i][0] = p1v[i][0] + mesh->normals_array[i][0]*expand;
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mesh->xyz_array[i][1] = p1v[i][1] + mesh->normals_array[i][1]*expand;
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mesh->xyz_array[i][2] = p1v[i][2] + mesh->normals_array[i][2]*expand;
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}
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}
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else
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{
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for (i = 0; i < mesh->numvertexes; i++)
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{
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mesh->xyz_array[i][0] += mesh->normals_array[i][0]*expand;
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mesh->xyz_array[i][1] += mesh->normals_array[i][1]*expand;
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mesh->xyz_array[i][2] += mesh->normals_array[i][2]*expand;
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}
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}
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}
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}
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#endif
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#ifdef SKELETALMODELS
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static void R_LerpBones(float *plerp, float **pose, int poses, galiasbone_t *bones, int bonecount, float bonepose[MAX_BONES][12])
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{
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int i, k, b;
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float *matrix, m[12];
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if (poses == 1)
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{
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// vertex weighted skeletal
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// interpolate matrices and concatenate them to their parents
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for (i = 0;i < bonecount;i++)
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{
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matrix = pose[0] + i*12;
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if (bones[i].parent >= 0)
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R_ConcatTransforms((void*)bonepose[bones[i].parent], (void*)matrix, (void*)bonepose[i]);
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else
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for (k = 0;k < 12;k++) //parentless
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bonepose[i][k] = matrix[k];
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}
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}
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else
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{
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// vertex weighted skeletal
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// interpolate matrices and concatenate them to their parents
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for (i = 0;i < bonecount;i++)
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{
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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 ; l<dlights_running ; l++)
|
|
{
|
|
if (cl_dlights[l].radius)
|
|
{
|
|
VectorSubtract (cl_dlights[l].origin,
|
|
org,
|
|
dir);
|
|
if (Length(dir)>cl_dlights[l].radius+mesh->radius) //far out man!
|
|
continue;
|
|
|
|
rel[0] = -DotProduct(dir, currententity->axis[0]);
|
|
rel[1] = -DotProduct(dir, currententity->axis[1]); //quake's crazy.
|
|
rel[2] = -DotProduct(dir, currententity->axis[2]);
|
|
/*
|
|
glBegin(GL_LINES);
|
|
glVertex3f(0,0,0);
|
|
glVertex3f(rel[0],rel[1],rel[2]);
|
|
glEnd();
|
|
*/
|
|
for (v = 0; v < mesh->numvertexes; v++)
|
|
{
|
|
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<scaled_height ; i++, out += scaled_width)
|
|
{
|
|
inrow = original + inwidth*(i*inheight/scaled_height);
|
|
frac = fracstep >> 1;
|
|
for (j=0 ; j<scaled_width ; j+=4)
|
|
{
|
|
out[j] = translate32[inrow[frac>>16]];
|
|
frac += fracstep;
|
|
out[j+1] = translate32[inrow[frac>>16]];
|
|
frac += fracstep;
|
|
out[j+2] = translate32[inrow[frac>>16]];
|
|
frac += fracstep;
|
|
out[j+3] = translate32[inrow[frac>>16]];
|
|
frac += fracstep;
|
|
}
|
|
}
|
|
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<scaled_height ; i++, out += scaled_width)
|
|
{
|
|
inrow = original + inwidth*(i*inheight/scaled_height);
|
|
frac = fracstep >> 1;
|
|
for (j=0 ; j<scaled_width ; j+=1)
|
|
{
|
|
if (inrow[frac>>16] < 255-vid.fullbright)
|
|
((char *) (&out[j]))[3] = 0; //alpha 0
|
|
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 ; i<dlights_running ; i++)
|
|
{
|
|
if (cl_dlights[i].radius)
|
|
{
|
|
VectorSubtract (e->origin,
|
|
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)
|