mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-27 06:02:16 +00:00
ce07219448
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
1407 lines
36 KiB
C
1407 lines
36 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 GLQUAKE
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#include "glquake.h"
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#endif
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#if defined(GLQUAKE) || defined(D3DQUAKE)
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#ifdef _WIN32
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#include <malloc.h>
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#else
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#include <alloca.h>
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#endif
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#define MAX_BONES 256
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#include "com_mesh.h"
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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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extern cvar_t r_skin_overlays;
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#ifndef SERVERONLY
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static hashtable_t skincolourmapped;
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extern avec3_t shadevector, shadelight, ambientlight;
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//changes vertex lighting values
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#if 0
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static void R_GAliasApplyLighting(mesh_t *mesh, vec3_t org, vec3_t angles, float *colormod)
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{
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int l, v;
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vec3_t rel;
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vec3_t dir;
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float dot, d, a;
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if (mesh->colors4f_array)
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{
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float l;
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int temp;
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int i;
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avec4_t *colours = mesh->colors4f_array;
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vec3_t *normals = mesh->normals_array;
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vec3_t ambient, shade;
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qbyte alphab = bound(0, colormod[3], 1);
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if (!mesh->normals_array)
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{
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mesh->colors4f_array = NULL;
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return;
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}
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VectorCopy(ambientlight, ambient);
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VectorCopy(shadelight, shade);
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for (i = 0; i < 3; i++)
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{
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ambient[i] *= colormod[i];
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shade[i] *= colormod[i];
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}
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for (i = mesh->numvertexes-1; i >= 0; i--)
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{
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l = DotProduct(normals[i], shadevector);
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temp = l*ambient[0]+shade[0];
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colours[i][0] = temp;
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temp = l*ambient[1]+shade[1];
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colours[i][1] = temp;
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temp = l*ambient[2]+shade[2];
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colours[i][2] = temp;
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colours[i][3] = alphab;
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}
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}
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if (r_vertexdlights.value && mesh->colors4f_array)
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{
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//don't include world lights
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for (l=rtlights_first ; l<RTL_FIRST; l++)
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{
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if (cl_dlights[l].radius)
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{
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VectorSubtract (cl_dlights[l].origin,
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org,
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dir);
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if (Length(dir)>cl_dlights[l].radius+mesh->radius) //far out man!
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continue;
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rel[0] = -DotProduct(dir, currententity->axis[0]);
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rel[1] = -DotProduct(dir, currententity->axis[1]); //quake's crazy.
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rel[2] = -DotProduct(dir, currententity->axis[2]);
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/*
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glBegin(GL_LINES);
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glVertex3f(0,0,0);
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glVertex3f(rel[0],rel[1],rel[2]);
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glEnd();
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*/
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for (v = 0; v < mesh->numvertexes; v++)
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{
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VectorSubtract(mesh->xyz_array[v], rel, dir);
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dot = DotProduct(dir, mesh->normals_array[v]);
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if (dot>0)
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{
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d = DotProduct(dir, dir);
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a = 1/d;
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if (a>0)
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{
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a *= 10000000*dot/sqrt(d);
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mesh->colors4f_array[v][0] += a*cl_dlights[l].color[0];
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mesh->colors4f_array[v][1] += a*cl_dlights[l].color[1];
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mesh->colors4f_array[v][2] += a*cl_dlights[l].color[2];
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}
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// else
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// mesh->colors4f_array[v][1] = 1;
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}
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// else
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// mesh->colors4f_array[v][2] = 1;
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}
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}
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}
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}
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}
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#endif
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void GL_GAliasFlushSkinCache(void)
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{
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int i;
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bucket_t *b;
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for (i = 0; i < skincolourmapped.numbuckets; i++)
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{
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while((b = skincolourmapped.bucket[i]))
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{
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skincolourmapped.bucket[i] = b->next;
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BZ_Free(b->data);
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}
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}
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if (skincolourmapped.bucket)
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BZ_Free(skincolourmapped.bucket);
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skincolourmapped.bucket = NULL;
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skincolourmapped.numbuckets = 0;
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}
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static texnums_t *GL_ChooseSkin(galiasinfo_t *inf, char *modelname, int surfnum, entity_t *e)
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{
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galiasskin_t *skins;
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texnums_t *texnums;
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int frame;
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unsigned int subframe;
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unsigned int tc, bc;
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qboolean forced;
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if ((e->model->engineflags & MDLF_NOTREPLACEMENTS) && !ruleset_allow_sensative_texture_replacements.ival)
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forced = true;
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else
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forced = false;
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if (!gl_nocolors.ival || forced)
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{
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if (e->scoreboard)
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{
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if (!e->scoreboard->skin)
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Skin_Find(e->scoreboard);
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tc = e->scoreboard->ttopcolor;
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bc = e->scoreboard->tbottomcolor;
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}
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else
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{
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tc = 1;
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bc = 1;
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}
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if (forced || tc != 1 || bc != 1 || (e->scoreboard && e->scoreboard->skin))
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{
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int inwidth, inheight;
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int tinwidth, tinheight;
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char *skinname;
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qbyte *original;
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galiascolourmapped_t *cm;
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char hashname[512];
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// if (e->scoreboard->skin->cachedbpp
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/* if (cls.protocol == CP_QUAKE2)
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{
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if (e->scoreboard && e->scoreboard->skin)
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snprintf(hashname, sizeof(hashname), "%s$%s$%i", modelname, e->scoreboard->skin->name, surfnum);
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else
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snprintf(hashname, sizeof(hashname), "%s$%i", modelname, surfnum);
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skinname = hashname;
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}
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else */
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{
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if (e->scoreboard && e->scoreboard->skin)
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{
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snprintf(hashname, sizeof(hashname), "%s$%s$%i", modelname, e->scoreboard->skin->name, surfnum);
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skinname = hashname;
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}
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else if (surfnum)
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{
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snprintf(hashname, sizeof(hashname), "%s$%i", modelname, surfnum);
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skinname = hashname;
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}
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else
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skinname = modelname;
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}
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if (!skincolourmapped.numbuckets)
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{
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void *buckets = BZ_Malloc(Hash_BytesForBuckets(256));
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memset(buckets, 0, Hash_BytesForBuckets(256));
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Hash_InitTable(&skincolourmapped, 256, buckets);
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}
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if (!inf->numskins)
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{
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skins = NULL;
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subframe = 0;
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texnums = NULL;
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}
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else
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{
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skins = (galiasskin_t*)((char *)inf + inf->ofsskins);
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if (!skins->texnums)
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{
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skins = NULL;
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subframe = 0;
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texnums = NULL;
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}
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else
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{
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if (e->skinnum >= 0 && e->skinnum < inf->numskins)
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skins += e->skinnum;
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subframe = cl.time*skins->skinspeed;
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subframe = subframe%skins->texnums;
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texnums = (texnums_t*)((char *)skins + skins->ofstexnums + subframe*sizeof(texnums_t));
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}
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}
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for (cm = Hash_Get(&skincolourmapped, skinname); cm; cm = Hash_GetNext(&skincolourmapped, skinname, cm))
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{
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if (cm->tcolour == tc && cm->bcolour == bc && cm->skinnum == e->skinnum && cm->subframe == subframe)
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{
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return &cm->texnum;
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}
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}
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//colourmap isn't present yet.
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cm = BZ_Malloc(sizeof(*cm));
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Q_strncpyz(cm->name, skinname, sizeof(cm->name));
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Hash_Add(&skincolourmapped, cm->name, cm, &cm->bucket);
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cm->tcolour = tc;
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cm->bcolour = bc;
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cm->skinnum = e->skinnum;
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cm->subframe = subframe;
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cm->texnum.fullbright = r_nulltex;
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cm->texnum.base = r_nulltex;
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cm->texnum.loweroverlay = r_nulltex;
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cm->texnum.upperoverlay = r_nulltex;
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cm->texnum.shader = texnums?texnums->shader:R_RegisterSkin(skinname);
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if (!texnums)
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{ //load just the skin
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if (e->scoreboard && e->scoreboard->skin)
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{
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if (cls.protocol == CP_QUAKE2)
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{
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original = Skin_Cache32(e->scoreboard->skin);
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if (original)
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{
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inwidth = e->scoreboard->skin->width;
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inheight = e->scoreboard->skin->height;
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cm->texnum.base = R_LoadTexture32(e->scoreboard->skin->name, inwidth, inheight, (unsigned int*)original, IF_NOALPHA|IF_NOGAMMA);
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return &cm->texnum;
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}
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}
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else
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{
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original = Skin_Cache8(e->scoreboard->skin);
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if (original)
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{
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inwidth = e->scoreboard->skin->width;
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inheight = e->scoreboard->skin->height;
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cm->texnum.base = R_LoadTexture8(e->scoreboard->skin->name, inwidth, inheight, original, IF_NOALPHA|IF_NOGAMMA, 1);
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return &cm->texnum;
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}
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}
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if (TEXVALID(e->scoreboard->skin->tex_base))
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{
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texnums = &cm->texnum;
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texnums->loweroverlay = e->scoreboard->skin->tex_lower;
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texnums->upperoverlay = e->scoreboard->skin->tex_upper;
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texnums->base = e->scoreboard->skin->tex_base;
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return texnums;
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}
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cm->texnum.base = R_LoadHiResTexture(e->scoreboard->skin->name, "skins", IF_NOALPHA);
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return &cm->texnum;
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}
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return NULL;
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}
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cm->texnum.bump = texnums[cm->skinnum].bump; //can't colour bumpmapping
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if (cls.protocol != CP_QUAKE2 && ((!texnums || !strcmp(modelname, "progs/player.mdl")) && e->scoreboard && e->scoreboard->skin))
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{
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original = Skin_Cache8(e->scoreboard->skin);
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inwidth = e->scoreboard->skin->width;
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inheight = e->scoreboard->skin->height;
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if (!original && TEXVALID(e->scoreboard->skin->tex_base))
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{
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texnums = &cm->texnum;
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texnums->loweroverlay = e->scoreboard->skin->tex_lower;
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texnums->upperoverlay = e->scoreboard->skin->tex_upper;
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texnums->base = e->scoreboard->skin->tex_base;
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return texnums;
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}
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}
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else
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{
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original = NULL;
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inwidth = 0;
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inheight = 0;
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}
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if (!original)
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{
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if (skins->ofstexels)
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{
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original = (qbyte *)skins + skins->ofstexels;
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inwidth = skins->skinwidth;
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inheight = skins->skinheight;
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}
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else
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{
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original = NULL;
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inwidth = 0;
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inheight = 0;
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}
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}
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tinwidth = skins->skinwidth;
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tinheight = skins->skinheight;
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if (original)
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{
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int i, j;
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unsigned translate32[256];
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static unsigned pixels[512*512];
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unsigned *out;
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unsigned frac, fracstep;
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unsigned scaled_width, scaled_height;
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qbyte *inrow;
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texnums = &cm->texnum;
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texnums->base = r_nulltex;
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texnums->fullbright = r_nulltex;
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scaled_width = gl_max_size.value < 512 ? gl_max_size.value : 512;
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scaled_height = gl_max_size.value < 512 ? gl_max_size.value : 512;
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//handle the case of an external skin being smaller than the texture that its meant to replace
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//(to support the evil hackage of the padding on the outside of common qw skins)
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if (tinwidth > inwidth)
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tinwidth = inwidth;
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if (tinheight > inheight)
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tinheight = inheight;
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//don't make scaled width any larger than it needs to be
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for (i = 0; i < 10; i++)
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{
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scaled_width = (1<<i);
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if (scaled_width >= tinwidth)
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break; //its covered
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}
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if (scaled_width > gl_max_size.value)
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scaled_width = gl_max_size.value; //whoops, we made it too big
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for (i = 0; i < 10; i++)
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{
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scaled_height = (1<<i);
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if (scaled_height >= tinheight)
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break; //its covered
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}
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if (scaled_height > gl_max_size.value)
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scaled_height = gl_max_size.value; //whoops, we made it too big
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{
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for (i=0 ; i<256 ; i++)
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translate32[i] = d_8to24rgbtable[i];
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for (i = 0; i < 16; i++)
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{
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if (tc >= 16)
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{
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//assumption: row 0 is pure white.
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*((unsigned char*)&translate32[TOP_RANGE+i]+0) = (((tc&0xff0000)>>16)**((unsigned char*)&d_8to24rgbtable[i]+0))>>8;
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*((unsigned char*)&translate32[TOP_RANGE+i]+1) = (((tc&0x00ff00)>> 8)**((unsigned char*)&d_8to24rgbtable[i]+1))>>8;
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*((unsigned char*)&translate32[TOP_RANGE+i]+2) = (((tc&0x0000ff)>> 0)**((unsigned char*)&d_8to24rgbtable[i]+2))>>8;
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*((unsigned char*)&translate32[TOP_RANGE+i]+3) = 0xff;
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}
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else
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{
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if (tc < 8)
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translate32[TOP_RANGE+i] = d_8to24rgbtable[(tc<<4)+i];
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else
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translate32[TOP_RANGE+i] = d_8to24rgbtable[(tc<<4)+15-i];
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}
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if (bc >= 16)
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{
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*((unsigned char*)&translate32[BOTTOM_RANGE+i]+0) = (((bc&0xff0000)>>16)**((unsigned char*)&d_8to24rgbtable[i]+0))>>8;
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*((unsigned char*)&translate32[BOTTOM_RANGE+i]+1) = (((bc&0x00ff00)>> 8)**((unsigned char*)&d_8to24rgbtable[i]+1))>>8;
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*((unsigned char*)&translate32[BOTTOM_RANGE+i]+2) = (((bc&0x0000ff)>> 0)**((unsigned char*)&d_8to24rgbtable[i]+2))>>8;
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*((unsigned char*)&translate32[BOTTOM_RANGE+i]+3) = 0xff;
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}
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else
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{
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if (bc < 8)
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translate32[BOTTOM_RANGE+i] = d_8to24rgbtable[(bc<<4)+i];
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else
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translate32[BOTTOM_RANGE+i] = d_8to24rgbtable[(bc<<4)+15-i];
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}
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|
}
|
|
}
|
|
|
|
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 = R_AllocNewTexture(scaled_width, scaled_height);
|
|
R_Upload(texnums->base, "", TF_RGBX32, pixels, NULL, scaled_width, scaled_height, IF_NOMIPMAP);
|
|
|
|
//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 = R_AllocNewTexture(scaled_width, scaled_height);
|
|
R_Upload(texnums->fullbright, "", TF_RGBA32, pixels, NULL, scaled_width, scaled_height, IF_NOMIPMAP);
|
|
}
|
|
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 = (texnums_t*)((char *)skins + skins->ofstexnums + frame*sizeof(texnums_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 = (texnums_t*)((char *)skins + skins->ofstexnums + frame*sizeof(texnums_t));
|
|
|
|
return texnums;
|
|
}
|
|
|
|
#if defined(RTLIGHTS) && defined(GLQUAKE)
|
|
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;
|
|
vecV_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;
|
|
vecV_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();
|
|
}
|
|
#endif
|
|
|
|
//true if no shading is to be used.
|
|
static qboolean R_CalcModelLighting(entity_t *e, model_t *clmodel, unsigned int rmode)
|
|
{
|
|
vec3_t lightdir;
|
|
int i;
|
|
vec3_t dist;
|
|
float add;
|
|
|
|
if (clmodel->engineflags & MDLF_FLAME)
|
|
{
|
|
shadelight[0] = shadelight[1] = shadelight[2] = 4096;
|
|
ambientlight[0] = ambientlight[1] = ambientlight[2] = 4096;
|
|
return true;
|
|
}
|
|
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;
|
|
return true;
|
|
}
|
|
|
|
//shortcut here, no need to test bsp lights or world lights when there's realtime lighting going on.
|
|
if (rmode == BEM_DEPTHDARK || rmode == BEM_DEPTHONLY)
|
|
{
|
|
shadelight[0] = shadelight[1] = shadelight[2] = 0;
|
|
ambientlight[0] = ambientlight[1] = ambientlight[2] = 0;
|
|
return true;
|
|
}
|
|
|
|
if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL))
|
|
{
|
|
if (e->flags & Q2RF_WEAPONMODEL)
|
|
{
|
|
cl.worldmodel->funcs.LightPointValues(cl.worldmodel, r_refdef.vieworg, shadelight, ambientlight, lightdir);
|
|
for (i = 0; i < 3; i++)
|
|
{ /*viewmodels may not be pure black*/
|
|
if (ambientlight[i] < 24)
|
|
ambientlight[i] = 24;
|
|
}
|
|
}
|
|
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.ival && r_dynamic.ival)
|
|
{
|
|
//don't do world lights, although that might be funny
|
|
for (i=rtlights_first; i<RTL_FIRST; 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];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < 3; i++) //clamp light so it doesn't get vulgar.
|
|
{
|
|
if (ambientlight[i] > 128)
|
|
ambientlight[i] = 128;
|
|
if (shadelight[i] > 192)
|
|
shadelight[i] = 192;
|
|
}
|
|
|
|
//MORE HUGE HACKS! WHEN WILL THEY CEASE!
|
|
// clamp lighting so it doesn't overbright as much
|
|
// ZOID: never allow players to go totally black
|
|
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;
|
|
return 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;
|
|
}
|
|
}
|
|
|
|
|
|
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->model->flags & EF_ROTATE) && cl.hexen2pickups)
|
|
{
|
|
shadelight[0] = shadelight[1] = shadelight[2] =
|
|
ambientlight[0] = ambientlight[1] = ambientlight[2] = 128+sin(cl.time*4)*64;
|
|
}
|
|
if ((e->drawflags & MLS_MASKIN) == MLS_ABSLIGHT)
|
|
{
|
|
shadelight[0] = shadelight[1] = shadelight[2] = e->abslight;
|
|
ambientlight[0] = ambientlight[1] = ambientlight[2] = 0;
|
|
}
|
|
|
|
//#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);
|
|
|
|
}
|
|
|
|
shadelight[0] *= 1/255.0f;
|
|
shadelight[1] *= 1/255.0f;
|
|
shadelight[2] *= 1/255.0f;
|
|
ambientlight[0] *= 1/255.0f;
|
|
ambientlight[1] *= 1/255.0f;
|
|
ambientlight[2] *= 1/255.0f;
|
|
|
|
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;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static shader_t reskinnedmodelshader;
|
|
void R_DrawGAliasModel (entity_t *e, unsigned int rmode)
|
|
{
|
|
model_t *clmodel;
|
|
galiasinfo_t *inf;
|
|
mesh_t mesh;
|
|
texnums_t *skin;
|
|
|
|
vec3_t saveorg;
|
|
int surfnum;
|
|
int bef;
|
|
|
|
qboolean needrecolour;
|
|
qboolean nolightdir;
|
|
|
|
shader_t *shader;
|
|
|
|
// if (e->flags & Q2RF_VIEWERMODEL && e->keynum == cl.playernum[r_refdef.currentplayernum]+1)
|
|
// return;
|
|
|
|
if (r_refdef.externalview && 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 (clmodel->tainted)
|
|
{
|
|
if (!ruleset_allow_modified_eyes.ival && !strcmp(clmodel->name, "progs/eyes.mdl"))
|
|
return;
|
|
}
|
|
|
|
if (!(e->flags & Q2RF_WEAPONMODEL))
|
|
{
|
|
if (R_CullEntityBox (e, clmodel->mins, clmodel->maxs))
|
|
return;
|
|
#ifdef RTLIGHTS
|
|
if (BE_LightCullModel(e->origin, clmodel))
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if (BE_LightCullModel(r_origin, clmodel))
|
|
return;
|
|
#endif
|
|
}
|
|
|
|
nolightdir = R_CalcModelLighting(e, clmodel, rmode);
|
|
|
|
if (gl_affinemodels.ival)
|
|
qglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
|
|
|
|
if (e->flags & Q2RF_DEPTHHACK)
|
|
qglDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
|
|
|
|
bef = BEF_FORCEDEPTHTEST;
|
|
if (e->flags & Q2RF_ADDITIVE)
|
|
{
|
|
bef |= BEF_FORCEADDITIVE;
|
|
}
|
|
else if (e->drawflags & DRF_TRANSLUCENT) //hexen2
|
|
{
|
|
bef |= BEF_FORCETRANSPARENT;
|
|
e->shaderRGBAf[3] = r_wateralpha.value;
|
|
}
|
|
else if ((e->model->flags & EFH2_SPECIAL_TRANS)) //hexen2 flags.
|
|
{
|
|
//BEFIXME: this needs to generate the right sort of default instead
|
|
//(alpha blend+disable cull)
|
|
}
|
|
else if ((e->model->flags & EFH2_TRANSPARENT))
|
|
{
|
|
//BEFIXME: make sure the shader generator works
|
|
}
|
|
else if ((e->model->flags & EFH2_HOLEY))
|
|
{
|
|
//BEFIXME: this needs to generate the right sort of default instead
|
|
//(alpha test)
|
|
}
|
|
else if (e->shaderRGBAf[3] < 1 && cls.protocol != CP_QUAKE3)
|
|
bef |= BEF_FORCETRANSPARENT;
|
|
BE_SelectMode(rmode, bef);
|
|
|
|
|
|
qglPushMatrix();
|
|
R_RotateForEntity(e, clmodel);
|
|
|
|
inf = RMod_Extradata (clmodel);
|
|
if (qglPNTrianglesfATI && gl_ati_truform.ival)
|
|
qglEnable(GL_PN_TRIANGLES_ATI);
|
|
|
|
if (clmodel == cl.model_precache_vwep[0])
|
|
{
|
|
extern int cl_playerindex;
|
|
clmodel = cl.model_precache[cl_playerindex];
|
|
}
|
|
|
|
if (e->flags & Q2RF_WEAPONMODEL)
|
|
{
|
|
VectorCopy(currententity->origin, saveorg);
|
|
VectorCopy(r_refdef.vieworg, currententity->origin);
|
|
}
|
|
|
|
memset(&mesh, 0, sizeof(mesh));
|
|
for(surfnum=0; inf; ((inf->nextsurf)?(inf = (galiasinfo_t*)((char *)inf + inf->nextsurf)):(inf=NULL)), surfnum++)
|
|
{
|
|
needrecolour = Alias_GAliasBuildMesh(&mesh, inf, e, e->shaderRGBAf[3], nolightdir);
|
|
|
|
shader = currententity->forcedshader;
|
|
skin = GL_ChooseSkin(inf, clmodel->name, surfnum, e);
|
|
|
|
if (!shader)
|
|
{
|
|
if (skin && skin->shader)
|
|
shader = skin->shader;
|
|
else
|
|
{
|
|
shader = &reskinnedmodelshader;
|
|
skin = &shader->defaulttextures;
|
|
reskinnedmodelshader.numpasses = 1;
|
|
reskinnedmodelshader.passes[0].flags = 0;
|
|
reskinnedmodelshader.passes[0].numMergedPasses = 1;
|
|
reskinnedmodelshader.passes[0].anim_frames[0] = skin->base;
|
|
if (nolightdir || !mesh.normals_array || !mesh.colors4f_array)
|
|
{
|
|
reskinnedmodelshader.passes[0].rgbgen = RGB_GEN_IDENTITY_LIGHTING;
|
|
reskinnedmodelshader.passes[0].flags |= SHADER_PASS_NOCOLORARRAY;
|
|
}
|
|
else
|
|
reskinnedmodelshader.passes[0].rgbgen = RGB_GEN_LIGHTING_DIFFUSE;
|
|
reskinnedmodelshader.passes[0].alphagen = (e->shaderRGBAf[3]<1)?ALPHA_GEN_ENTITY:ALPHA_GEN_IDENTITY;
|
|
reskinnedmodelshader.passes[0].shaderbits |= SBITS_MISC_DEPTHWRITE;
|
|
reskinnedmodelshader.passes[0].blendmode = GL_MODULATE;
|
|
reskinnedmodelshader.passes[0].texgen = T_GEN_DIFFUSE;
|
|
|
|
reskinnedmodelshader.flags = SHADER_CULL_FRONT;
|
|
}
|
|
}
|
|
|
|
BE_DrawMesh_Single(shader, &mesh, NULL, skin);
|
|
}
|
|
|
|
if (e->flags & Q2RF_WEAPONMODEL)
|
|
VectorCopy(saveorg, currententity->origin);
|
|
|
|
if (qglPNTrianglesfATI && gl_ati_truform.ival)
|
|
qglDisable(GL_PN_TRIANGLES_ATI);
|
|
|
|
qglPopMatrix();
|
|
|
|
if (gl_affinemodels.value)
|
|
qglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
|
|
|
|
if (e->flags & Q2RF_DEPTHHACK)
|
|
qglDepthRange (gldepthmin, gldepthmax);
|
|
|
|
BE_SelectMode(rmode, 0);
|
|
}
|
|
|
|
//returns the rotated offset of the two points in result
|
|
void RotateLightVector(const vec3_t *axis, const vec3_t origin, const 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]);
|
|
}
|
|
|
|
#if defined(RTLIGHTS) && defined(GLQUAKE)
|
|
void GL_LightMesh (mesh_t *mesh, vec3_t lightpos, vec3_t colours, float radius)
|
|
{
|
|
vec3_t dir;
|
|
int i;
|
|
float dot, d, f, a;
|
|
|
|
vecV_t *xyz = mesh->xyz_array;
|
|
vec3_t *normals = mesh->normals_array;
|
|
vec4_t *out = mesh->colors4f_array;
|
|
|
|
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*colours[0];
|
|
out[i][0] = f;
|
|
|
|
f = a*colours[1];
|
|
out[i][1] = f;
|
|
|
|
f = a*colours[2];
|
|
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] = 1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (i = 0; i < mesh->numvertexes; i++)
|
|
{
|
|
VectorSubtract(lightpos, xyz[i], dir);
|
|
out[i][0] = colours[0];
|
|
out[i][1] = colours[1];
|
|
out[i][2] = colours[2];
|
|
out[i][3] = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
//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]);
|
|
}
|
|
}
|
|
|
|
//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.ival)
|
|
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, clmodel);
|
|
|
|
|
|
inf = RMod_Extradata (clmodel);
|
|
while(inf)
|
|
{
|
|
if (inf->ofs_trineighbours)
|
|
{
|
|
Alias_GAliasBuildMesh(&mesh, inf, e, 1, 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();
|
|
}
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
#if 0
|
|
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;
|
|
}
|
|
#endif
|
|
|
|
#if 0
|
|
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);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#if 0
|
|
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
|
|
|
|
#endif // defined(GLQUAKE)
|