mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-30 07:31:13 +00:00
66b78c0b11
In this version: replacement GL backend. Replacement D3D backend sharing code with GL. Lots of code reorganisation. git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3401 fc73d0e0-1445-4013-8a0c-d673dee63da5
681 lines
18 KiB
C
681 lines
18 KiB
C
#include "quakedef.h"
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#ifdef D3DQUAKE
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#include "d3dquake.h"
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#include "com_mesh.h"
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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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extern cvar_t r_fullbrightSkins;
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extern cvar_t r_vertexdlights;
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typedef struct {
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float x, y, z;
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float s, t;
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} meshvert_t;
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typedef struct {
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float x, y, z;
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unsigned int colour;
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float s, t;
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} meshcolouredvert_t;
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void D3D_DrawMesh(mesh_t *mesh)
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{
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pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_COLORARG2, D3DTA_CURRENT);
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pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
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{
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int v;
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vec3_t *xyz;
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byte_vec4_t *colour;
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vec2_t *wm;
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xyz = mesh->xyz_array;
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wm = mesh->st_array;
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colour = mesh->colors_array;
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if (colour)
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{
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meshcolouredvert_t *meshvert = alloca(sizeof(meshcolouredvert_t)*mesh->numvertexes);
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for (v = 0; v < mesh->numvertexes; v++, xyz++, wm++, colour++)
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{
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meshvert[v].x = (*xyz)[0];
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meshvert[v].y = (*xyz)[1];
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meshvert[v].z = (*xyz)[2];
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meshvert[v].colour = *(unsigned int*)colour;
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meshvert[v].s = (*wm)[0];
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meshvert[v].t = (*wm)[1];
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}
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pD3DDev->lpVtbl->DrawIndexedPrimitive(pD3DDev, D3DPT_TRIANGLELIST, D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1, meshvert, mesh->numvertexes, mesh->indexes, mesh->numindexes, 0);
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}
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else
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{
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meshvert_t *meshvert = alloca(sizeof(meshvert_t)*mesh->numvertexes);
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for (v = 0; v < mesh->numvertexes; v++, xyz++, wm++)
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{
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meshvert[v].x = (*xyz)[0];
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meshvert[v].y = (*xyz)[1];
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meshvert[v].z = (*xyz)[2];
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meshvert[v].s = (*wm)[0];
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meshvert[v].t = (*wm)[1];
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}
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pD3DDev->lpVtbl->DrawIndexedPrimitive(pD3DDev, D3DPT_TRIANGLELIST, D3DFVF_XYZ|D3DFVF_TEX1, meshvert, mesh->numvertexes, mesh->indexes, mesh->numindexes, 0);
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}
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}
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}
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hashtable_t skincolourmapped;
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void d3d_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 galiastexnum_t *D3D7_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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galiastexnum_t *texnums;
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int frame;
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int tc, bc;
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int local;
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if (!gl_nocolors.value)
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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 (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 && e->scoreboard->skin && !gl_nocolors.value)
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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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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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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)
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{
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return &cm->texnum;
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}
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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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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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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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texnums = (galiastexnum_t*)((char *)skins + skins->ofstexnums);
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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->texnum.fullbright = 0;
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cm->texnum.base = 0;
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#ifdef Q3SHADERS
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cm->texnum.shader = NULL;
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#endif
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if (!texnums)
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{ //load just the skin (q2)
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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 = cm->texnum.fullbright = GL_LoadTexture32(e->scoreboard->skin->name, inwidth, inheight, (unsigned int*)original, true, false);
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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 = cm->texnum.fullbright = GL_LoadTexture(e->scoreboard->skin->name, inwidth, inheight, original, true, false);
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return &cm->texnum;
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}
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}
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cm->texnum.base = Mod_LoadHiResTexture(e->scoreboard->skin->name, "skins", true, false, true);
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return &cm->texnum;
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}
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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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}
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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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qbyte translate[256];
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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 = 0;
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texnums->fullbright = 0;
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if (gl_max_size.value <= 0)
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gl_max_size.value = 512;
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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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for (i=0 ; i<256 ; i++)
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translate[i] = i;
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tc<<=4;
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bc<<=4;
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for (i=0 ; i<16 ; i++)
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{
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if (tc < 128) // the artists made some backwards ranges. sigh.
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translate[TOP_RANGE+i] = tc+i;
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else
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translate[TOP_RANGE+i] = tc+15-i;
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if (bc < 128)
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translate[BOTTOM_RANGE+i] = bc+i;
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else
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translate[BOTTOM_RANGE+i] = bc+15-i;
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}
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for (i=0 ; i<256 ; i++)
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translate32[i] = d_8to24rgbtable[translate[i]];
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out = pixels;
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fracstep = tinwidth*0x10000/scaled_width;
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for (i=0 ; i<scaled_height ; i++, out += scaled_width)
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{
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inrow = original + inwidth*(i*inheight/scaled_height);
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frac = fracstep >> 1;
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for (j=0 ; j<scaled_width ; j+=4)
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{
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out[j] = translate32[inrow[frac>>16]] | 0xff000000;
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frac += fracstep;
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out[j+1] = translate32[inrow[frac>>16]] | 0xff000000;
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frac += fracstep;
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out[j+2] = translate32[inrow[frac>>16]] | 0xff000000;
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frac += fracstep;
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out[j+3] = translate32[inrow[frac>>16]] | 0xff000000;
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frac += fracstep;
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}
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}
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texnums->base = D3D7_LoadTexture_32 ("", pixels, scaled_width, scaled_height, 0);
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/* texnums->base = texture_extension_number++;
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GL_Bind(texnums->base);
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qglTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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*/
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//now do the fullbrights.
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out = pixels;
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fracstep = tinwidth*0x10000/scaled_width;
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for (i=0 ; i<scaled_height ; i++, out += scaled_width)
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{
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inrow = original + inwidth*(i*inheight/scaled_height);
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frac = fracstep >> 1;
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for (j=0 ; j<scaled_width ; j+=1)
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{
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if (inrow[frac>>16] < 255-vid.fullbright)
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((char *) (&out[j]))[3] = 0; //alpha 0
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frac += fracstep;
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}
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}
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/* texnums->fullbright = texture_extension_number++;
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GL_Bind(texnums->fullbright);
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qglTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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*/
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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 (e->skinnum >= 0 && e->skinnum < inf->numskins)
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skins += e->skinnum;
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if (!inf->numskins || !skins->texnums)
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return NULL;
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frame = cl.time*skins->skinspeed;
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frame = frame%skins->texnums;
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texnums = (galiastexnum_t*)((char *)skins + skins->ofstexnums + frame*sizeof(galiastexnum_t));
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memcpy(&cm->texnum, texnums, sizeof(cm->texnum));
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}
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return &cm->texnum;
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}
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}
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if (!inf->numskins)
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return NULL;
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skins = (galiasskin_t*)((char *)inf + inf->ofsskins);
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if (e->skinnum >= 0 && e->skinnum < inf->numskins)
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skins += e->skinnum;
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else
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{
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Con_DPrintf("Skin number out of range\n");
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if (!inf->numskins)
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return NULL;
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}
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if (!skins->texnums)
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return NULL;
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frame = cl.time*skins->skinspeed;
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frame = frame%skins->texnums;
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texnums = (galiastexnum_t*)((char *)skins + skins->ofstexnums + frame*sizeof(galiastexnum_t));
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return texnums;
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}
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extern vec3_t shadevector;
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extern vec3_t ambientlight;
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extern vec3_t shadelight;
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static void LotsOfLightDirectionHacks(entity_t *e, model_t *m, vec3_t lightaxis[3])
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{
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int i;
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vec3_t dist;
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float add;
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qboolean nolightdir;
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vec3_t lightdir;
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if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL))
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{
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if (e->flags & Q2RF_WEAPONMODEL)
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cl.worldmodel->funcs.LightPointValues(cl.worldmodel, r_refdef.vieworg, shadelight, ambientlight, lightdir);
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else
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cl.worldmodel->funcs.LightPointValues(cl.worldmodel, e->origin, shadelight, ambientlight, lightdir);
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}
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else
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{
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ambientlight[0] = ambientlight[1] = ambientlight[2] = shadelight[0] = shadelight[1] = shadelight[2] = 255;
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lightdir[0] = 0;
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lightdir[1] = 1;
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lightdir[2] = 1;
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}
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if (!r_vertexdlights.value)
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{
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for (i=0 ; i<dlights_running ; i++)
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{
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if (cl_dlights[i].radius)
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{
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VectorSubtract (e->origin,
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cl_dlights[i].origin,
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dist);
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add = cl_dlights[i].radius - Length(dist);
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if (add > 0) {
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add*=5;
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ambientlight[0] += add * cl_dlights[i].color[0];
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ambientlight[1] += add * cl_dlights[i].color[1];
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ambientlight[2] += add * cl_dlights[i].color[2];
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//ZOID models should be affected by dlights as well
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shadelight[0] += add * cl_dlights[i].color[0];
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shadelight[1] += add * cl_dlights[i].color[1];
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shadelight[2] += add * cl_dlights[i].color[2];
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}
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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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}
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for (i = 0; i < 3; i++) //clamp light so it doesn't get vulgar.
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{
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if (ambientlight[i] > 128)
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ambientlight[i] = 128;
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if (ambientlight[i] + shadelight[i] > 192)
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shadelight[i] = 192 - ambientlight[i];
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}
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if (e->flags & Q2RF_WEAPONMODEL)
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{
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for (i = 0; i < 3; i++)
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{
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if (ambientlight[i] < 24)
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ambientlight[i] = shadelight[i] = 24;
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}
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}
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//MORE HUGE HACKS! WHEN WILL THEY CEASE!
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// clamp lighting so it doesn't overbright as much
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// ZOID: never allow players to go totally black
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nolightdir = false;
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if (m->engineflags & MDLF_PLAYER)
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{
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float fb = r_fullbrightSkins.value;
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if (fb > cls.allow_fbskins)
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fb = cls.allow_fbskins;
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if (fb < 0)
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fb = 0;
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if (fb)
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{
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extern cvar_t r_fb_models;
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if (fb >= 1 && r_fb_models.value)
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{
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ambientlight[0] = ambientlight[1] = ambientlight[2] = 4096;
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shadelight[0] = shadelight[1] = shadelight[2] = 4096;
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nolightdir = true;
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}
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else
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{
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for (i = 0; i < 3; i++)
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{
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ambientlight[i] = max(ambientlight[i], 8 + fb * 120);
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shadelight[i] = max(shadelight[i], 8 + fb * 120);
|
|
}
|
|
}
|
|
}
|
|
for (i = 0; i < 3; i++)
|
|
{
|
|
if (ambientlight[i] < 8)
|
|
ambientlight[i] = shadelight[i] = 8;
|
|
}
|
|
}
|
|
if (m->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, lightaxis[2]);
|
|
VectorVectors(lightaxis[2], lightaxis[1], lightaxis[0]);
|
|
VectorInverse(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;
|
|
}
|
|
|
|
//d3d is bgra
|
|
//ogl is rgba
|
|
//so switch em and use the gl code
|
|
add = shadelight[0];
|
|
shadelight[0] = shadelight[2];
|
|
shadelight[2] = add;
|
|
|
|
add = ambientlight[0];
|
|
ambientlight[0] = ambientlight[2];
|
|
ambientlight[2] = add;
|
|
}
|
|
|
|
|
|
qboolean R_GAliasBuildMesh(mesh_t *mesh, galiasinfo_t *inf, int frame1, int frame2, float lerp, float alpha, float fg1time, float fg2time, qboolean nolightdir);
|
|
//draws currententity
|
|
void D3D7_DrawAliasModel(void)
|
|
{
|
|
mesh_t mesh;
|
|
extern entity_t *currententity;
|
|
entity_t *e = currententity;
|
|
galiasinfo_t *inf;
|
|
model_t *m;
|
|
galiastexnum_t *skin;
|
|
int i;
|
|
|
|
if (r_secondaryview && e->flags & Q2RF_WEAPONMODEL)
|
|
return;
|
|
|
|
{
|
|
extern int cl_playerindex;
|
|
if (e->scoreboard && e->model == cl.model_precache[cl_playerindex])
|
|
{
|
|
m = e->scoreboard->model;
|
|
if (!m || m->type != mod_alias)
|
|
m = e->model;
|
|
}
|
|
else
|
|
m = e->model;
|
|
}
|
|
|
|
if (!(e->flags & Q2RF_WEAPONMODEL))
|
|
if (R_CullEntityBox (e, m->mins, m->maxs))
|
|
return;
|
|
|
|
|
|
inf = GLMod_Extradata (m);
|
|
|
|
if (!inf)
|
|
return;
|
|
|
|
|
|
LotsOfLightDirectionHacks(e, m, mesh.lightaxis);
|
|
|
|
|
|
{
|
|
float matrix[16];
|
|
|
|
if (e->flags & Q2RF_WEAPONMODEL && r_refdef.currentplayernum>=0)
|
|
{ //view weapons need to be rotated onto the screen first
|
|
float view[16];
|
|
float ent[16];
|
|
Matrix4_ModelMatrixFromAxis(view, cl.viewent[r_refdef.currentplayernum].axis[0], cl.viewent[r_refdef.currentplayernum].axis[1], cl.viewent[r_refdef.currentplayernum].axis[2], cl.viewent[r_refdef.currentplayernum].origin);
|
|
Matrix4_ModelMatrixFromAxis(ent, e->axis[0], e->axis[1], e->axis[2], e->origin);
|
|
Matrix4_Multiply(view, ent, matrix);
|
|
}
|
|
else
|
|
{
|
|
Matrix4_ModelMatrixFromAxis(matrix, e->axis[0], e->axis[1], e->axis[2], e->origin);
|
|
}
|
|
pD3DDev->lpVtbl->SetTransform(pD3DDev, D3DTRANSFORMSTATE_WORLD, (D3DMATRIX*)matrix);
|
|
}
|
|
|
|
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
|
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
|
|
pD3DDev->lpVtbl->SetTextureStageState(pD3DDev, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
|
|
|
|
if (e->flags & Q2RF_DEPTHHACK)
|
|
{ //apply the depth hack to stop things from poking into walls.
|
|
//(basically moving it closer to the screen)
|
|
D3DVIEWPORT7 viewport;
|
|
pD3DDev->lpVtbl->GetViewport(pD3DDev, &viewport);
|
|
viewport.dvMinZ = 0;
|
|
viewport.dvMaxZ = 0.3;
|
|
pD3DDev->lpVtbl->SetViewport(pD3DDev, &viewport);
|
|
}
|
|
|
|
for(i = 0;; i++)
|
|
{
|
|
Alias_GAliasBuildMesh(&mesh, inf, e, e->shaderRGBAf[3], false);
|
|
|
|
skin = D3D7_ChooseSkin(inf, m->name, e->skinnum, e);
|
|
if (!skin)
|
|
pD3DDev->lpVtbl->SetTexture(pD3DDev, 0, NULL);
|
|
else
|
|
pD3DDev->lpVtbl->SetTexture(pD3DDev, 0, skin->base);
|
|
D3D_DrawMesh(&mesh);
|
|
|
|
if (inf->nextsurf == 0)
|
|
break;
|
|
inf = (galiasinfo_t*)((char*)inf + inf->nextsurf);
|
|
}
|
|
|
|
if (e->flags & Q2RF_DEPTHHACK)
|
|
{
|
|
D3DVIEWPORT7 viewport;
|
|
pD3DDev->lpVtbl->GetViewport(pD3DDev, &viewport);
|
|
viewport.dvMinZ = 0;
|
|
viewport.dvMaxZ = 1;
|
|
pD3DDev->lpVtbl->SetViewport(pD3DDev, &viewport);
|
|
}
|
|
|
|
{
|
|
float matrix[16];
|
|
Matrix4_Identity(matrix);
|
|
pD3DDev->lpVtbl->SetTransform(pD3DDev, D3DTRANSFORMSTATE_WORLD, (D3DMATRIX*)matrix);
|
|
}
|
|
}
|
|
#endif
|