mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-29 23:22:01 +00:00
d396450a0a
fixed numerous shadowmapping bugs. actually seems to work now. appears to draw more lights than is actually needed, however. changed how keyboard focus works. can now have menu+console open at once, although you probably need shift+escape to get at it. fixed a few issues with nexuiz compat. there are *still* other issues. greatly refactored cd playback code. cd driver code is now a backend only and does not provide its own commands. track remapping accepts named faketracks. worked around missing notifications in vista+, so looping will now work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4491 fc73d0e0-1445-4013-8a0c-d673dee63da5
2088 lines
51 KiB
C
2088 lines
51 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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#include "glquake.h"
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#ifndef SERVERONLY
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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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#include "com_mesh.h"
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#if defined(RTLIGHTS)
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static int numProjectedShadowVerts;
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static vec3_t *ProjectedShadowVerts;
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static int numFacing;
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static qbyte *triangleFacing;
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#endif
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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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extern cvar_t gl_part_flame, r_fullbrightSkins, r_fb_models, ruleset_allow_fbmodels;
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extern cvar_t r_noaliasshadows;
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extern char loadname[32]; // for hunk tags
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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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//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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/*
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void GL_GAliasFlushOneSkin(char *skinname)
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{
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int i;
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bucket_t **l;
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galiascolourmapped_t *cm;
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for (i = 0; i < skincolourmapped.numbuckets; i++)
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{
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for(l = &skincolourmapped.bucket[i]; *l; )
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{
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cm = (*l)->data;
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if (strstr(cm->name, skinname))
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{
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*l = cm->bucket.next;
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BZ_Free(cm);
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continue;
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}
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l = &(*l)->next;
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}
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}
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}*/
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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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#ifdef RTLIGHTS
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BZ_Free(ProjectedShadowVerts);
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ProjectedShadowVerts = NULL;
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numProjectedShadowVerts = 0;
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BZ_Free(triangleFacing);
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triangleFacing = NULL;
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numFacing = 0;
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#endif
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}
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static shader_t *GL_ChooseSkin(galiasinfo_t *inf, model_t *model, int surfnum, entity_t *e, texnums_t **forcedtex)
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{
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galiasskin_t *skins;
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shader_t *shader;
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skin_t *plskin;
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int frame;
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unsigned int subframe;
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extern int cl_playerindex; //so I don't have to strcmp
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unsigned int tc, bc, pc;
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qboolean forced;
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*forcedtex = NULL;
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/*hexen2 feature: global skins */
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if (inf->numskins < 100 && e->skinnum >= 100 && e->skinnum < 110)
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{
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shader_t *s;
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s = R_RegisterSkin(va("gfx/skin%d.lmp", e->skinnum), NULL);
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if (s)
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{
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if (!TEXVALID(s->defaulttextures.base))
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s->defaulttextures.base = R_LoadHiResTexture(va("gfx/skin%d.lmp", e->skinnum), NULL, 0);
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return s;
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}
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}
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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->playerindex >= 0 && e->playerindex <= MAX_CLIENTS)
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{
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if (!cl.players[e->playerindex].skin)
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Skin_Find(&cl.players[e->playerindex]);
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plskin = cl.players[e->playerindex].skin;
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}
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else
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plskin = NULL;
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tc = e->topcolour;
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bc = e->bottomcolour;
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pc = e->h2playerclass;
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if (forced || tc != TOP_DEFAULT || bc != BOTTOM_DEFAULT || plskin)
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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 (plskin)
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{
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snprintf(hashname, sizeof(hashname), "%s$%s$%i", model->name, plskin->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", model->name, surfnum);
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skinname = hashname;
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}
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else
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skinname = model->name;
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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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/*model has no skins*/
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skins = NULL;
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subframe = 0;
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shader = NULL;
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}
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else
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{
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skins = 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 (!skins->numshaders)
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{
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/*model has a skin, but has no framegroups*/
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skins = NULL;
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subframe = 0;
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shader = NULL;
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}
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else
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{
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subframe = cl.time*skins->skinspeed;
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subframe = subframe%skins->numshaders;
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shader = skins->ofsshaders[subframe];
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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 && cm->pclass == pc)
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{
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*forcedtex = &cm->texnum;
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if (!shader)
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shader = R_RegisterSkin(skinname, NULL);
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return shader;
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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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*forcedtex = &cm->texnum;
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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->pclass = pc;
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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.bump = r_nulltex;
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cm->texnum.specular = r_nulltex;
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cm->texnum.loweroverlay = r_nulltex;
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cm->texnum.upperoverlay = r_nulltex;
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if (!shader)
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{ //model has no shaders, so just the skin directly
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shader = R_RegisterSkin(skinname, NULL);
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if (plskin)
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{
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if (cls.protocol == CP_QUAKE2)
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{
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original = Skin_Cache32(plskin);
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if (original)
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{
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inwidth = plskin->width;
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inheight = plskin->height;
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cm->texnum.base = R_LoadTexture32(plskin->name, inwidth, inheight, (unsigned int*)original, IF_NOALPHA|IF_NOGAMMA);
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return shader;
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}
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}
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else
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{
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original = Skin_Cache8(plskin);
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if (original)
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{
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inwidth = plskin->width;
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inheight = plskin->height;
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cm->texnum.base = R_LoadTexture8(plskin->name, inwidth, inheight, original, IF_NOALPHA|IF_NOGAMMA, 1);
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return shader;
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}
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}
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if (TEXVALID(plskin->textures.base))
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{
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cm->texnum.loweroverlay = plskin->textures.loweroverlay;
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cm->texnum.upperoverlay = plskin->textures.upperoverlay;
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cm->texnum.base = plskin->textures.base;
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cm->texnum.fullbright = plskin->textures.fullbright;
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cm->texnum.specular = plskin->textures.specular;
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return shader;
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}
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cm->texnum.base = R_LoadHiResTexture(plskin->name, "skins", IF_NOALPHA);
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return shader;
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}
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return shader;
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}
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cm->texnum.bump = shader->defaulttextures.bump; //can't colour bumpmapping
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if (cls.protocol != CP_QUAKE2 && ((model==cl.model_precache[cl_playerindex] || model==cl.model_precache_vwep[0]) && plskin))
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{
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/*q1 only reskins the player model, not gibbed heads (which have the same colourmap)*/
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original = Skin_Cache8(plskin);
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inwidth = plskin->width;
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inheight = plskin->height;
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if (!original && TEXVALID(plskin->textures.base))
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{
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cm->texnum.loweroverlay = plskin->textures.loweroverlay;
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cm->texnum.upperoverlay = plskin->textures.upperoverlay;
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cm->texnum.base = plskin->textures.base;
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cm->texnum.fullbright = plskin->textures.fullbright;
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cm->texnum.specular = plskin->textures.specular;
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return shader;
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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 = skins->ofstexels[subframe];
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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]; //FIXME: too big for stack, so lets just chuck it in the bss, yay! because that sounds like a good idea! not.
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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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cm->texnum.base = r_nulltex;
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cm->texnum.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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if (r_config.texture_non_power_of_two)
|
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{
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scaled_width = tinwidth;
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scaled_height = tinheight;
|
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}
|
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else
|
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{
|
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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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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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}
|
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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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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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if (scaled_width < 4)
|
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scaled_width = 4;
|
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if (scaled_height < 4)
|
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scaled_height = 4;
|
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|
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if (h2playertranslations && pc)
|
||
{
|
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unsigned int color_offsets[5] = {2*14*256,0,1*14*256,2*14*256,2*14*256};
|
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unsigned char *colorA, *colorB, *sourceA, *sourceB;
|
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colorA = h2playertranslations + 256 + color_offsets[pc-1];
|
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colorB = colorA + 256;
|
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sourceA = colorB + (tc * 256);
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sourceB = colorB + (bc * 256);
|
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for(i=0;i<256;i++)
|
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{
|
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translate32[i] = d_8to24rgbtable[i];
|
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if (tc > 0 && (colorA[i] != 255))
|
||
translate32[i] = d_8to24rgbtable[sourceA[i]];
|
||
if (bc > 0 && (colorB[i] != 255))
|
||
translate32[i] = d_8to24rgbtable[sourceB[i]];
|
||
}
|
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translate32[0] = 0;
|
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}
|
||
else
|
||
{
|
||
for (i=0 ; i<256 ; i++)
|
||
translate32[i] = d_8to24rgbtable[i];
|
||
|
||
for (i = 0; i < 16; i++)
|
||
{
|
||
if (tc >= 16)
|
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{
|
||
//assumption: row 0 is pure white.
|
||
*((unsigned char*)&translate32[TOP_RANGE+i]+0) = (((tc&0xff0000)>>16)**((unsigned char*)&d_8to24rgbtable[i]+0))>>8;
|
||
*((unsigned char*)&translate32[TOP_RANGE+i]+1) = (((tc&0x00ff00)>> 8)**((unsigned char*)&d_8to24rgbtable[i]+1))>>8;
|
||
*((unsigned char*)&translate32[TOP_RANGE+i]+2) = (((tc&0x0000ff)>> 0)**((unsigned char*)&d_8to24rgbtable[i]+2))>>8;
|
||
*((unsigned char*)&translate32[TOP_RANGE+i]+3) = 0xff;
|
||
}
|
||
else
|
||
{
|
||
if (tc < 8)
|
||
translate32[TOP_RANGE+i] = d_8to24rgbtable[(tc<<4)+i];
|
||
else
|
||
translate32[TOP_RANGE+i] = d_8to24rgbtable[(tc<<4)+15-i];
|
||
}
|
||
if (bc >= 16)
|
||
{
|
||
*((unsigned char*)&translate32[BOTTOM_RANGE+i]+0) = (((bc&0xff0000)>>16)**((unsigned char*)&d_8to24rgbtable[i]+0))>>8;
|
||
*((unsigned char*)&translate32[BOTTOM_RANGE+i]+1) = (((bc&0x00ff00)>> 8)**((unsigned char*)&d_8to24rgbtable[i]+1))>>8;
|
||
*((unsigned char*)&translate32[BOTTOM_RANGE+i]+2) = (((bc&0x0000ff)>> 0)**((unsigned char*)&d_8to24rgbtable[i]+2))>>8;
|
||
*((unsigned char*)&translate32[BOTTOM_RANGE+i]+3) = 0xff;
|
||
}
|
||
else
|
||
{
|
||
if (bc < 8)
|
||
translate32[BOTTOM_RANGE+i] = d_8to24rgbtable[(bc<<4)+i];
|
||
else
|
||
translate32[BOTTOM_RANGE+i] = d_8to24rgbtable[(bc<<4)+15-i];
|
||
}
|
||
}
|
||
}
|
||
|
||
out = pixels;
|
||
fracstep = tinwidth*0x10000/scaled_width;
|
||
for (i=0 ; i<scaled_height ; i++, out += scaled_width)
|
||
{
|
||
inrow = original + inwidth*(i*inheight/scaled_height);
|
||
frac = fracstep >> 1;
|
||
for (j=0 ; j<scaled_width ; j+=4)
|
||
{
|
||
out[j] = translate32[inrow[frac>>16]];
|
||
frac += fracstep;
|
||
out[j+1] = translate32[inrow[frac>>16]];
|
||
frac += fracstep;
|
||
out[j+2] = translate32[inrow[frac>>16]];
|
||
frac += fracstep;
|
||
out[j+3] = translate32[inrow[frac>>16]];
|
||
frac += fracstep;
|
||
}
|
||
}
|
||
cm->texnum.base = R_LoadTexture(va("base$%x$%x$%i$%i$%i$%s", tc, bc, cm->skinnum, subframe, pc, cm->name),
|
||
scaled_width, scaled_height, h2playertranslations?TF_RGBA32:TF_RGBX32, pixels, IF_NOMIPMAP);
|
||
|
||
cm->texnum.bump = shader->defaulttextures.bump;
|
||
cm->texnum.fullbright = shader->defaulttextures.fullbright;
|
||
cm->texnum.specular = shader->defaulttextures.specular;
|
||
/*if (!h2playertranslations)
|
||
{
|
||
qboolean valid = false;
|
||
//now do the fullbrights.
|
||
out = pixels;
|
||
fracstep = tinwidth*0x10000/scaled_width;
|
||
for (i=0 ; i<scaled_height ; i++, out += scaled_width)
|
||
{
|
||
inrow = original + inwidth*(i*inheight/scaled_height);
|
||
frac = fracstep >> 1;
|
||
for (j=0 ; j<scaled_width ; j+=1)
|
||
{
|
||
if (inrow[frac>>16] < 255-vid.fullbright)
|
||
((char *) (&out[j]))[3] = 0; //alpha 0
|
||
else
|
||
valid = true;
|
||
frac += fracstep;
|
||
}
|
||
}
|
||
if (valid)
|
||
cm->texnum.fullbright = R_LoadTexture(va("fb$%x$%x$%i$%i$%i$%s", tc, bc, cm->skinnum, subframe, pc, cm->name),
|
||
scaled_width, scaled_height, TF_RGBA32, pixels, IF_NOMIPMAP);
|
||
}*/
|
||
}
|
||
else
|
||
{
|
||
/*model has no original skin info and thus cannot be reskinned, copy over the default textures so that the skincache doesn't break things when it gets reused*/
|
||
cm->texnum = shader->defaulttextures;
|
||
}
|
||
return shader;
|
||
}
|
||
}
|
||
|
||
if (!inf->numskins)
|
||
return NULL;
|
||
|
||
skins = inf->ofsskins;
|
||
if (e->skinnum >= 0 && e->skinnum < inf->numskins)
|
||
skins += e->skinnum;
|
||
else
|
||
{
|
||
Con_DPrintf("Skin number out of range (%u > %u - %s)\n", e->skinnum, inf->numskins, model->name);
|
||
if (!inf->numskins)
|
||
return NULL;
|
||
}
|
||
|
||
if (!skins->numshaders)
|
||
return NULL;
|
||
|
||
frame = cl.time*skins->skinspeed;
|
||
frame = frame%skins->numshaders;
|
||
return skins->ofsshaders[frame];
|
||
}
|
||
|
||
#if defined(RTLIGHTS)
|
||
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 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)
|
||
{
|
||
#ifdef GLQUAKE
|
||
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
|
||
}
|
||
#endif
|
||
|
||
//true if no shading is to be used.
|
||
qboolean R_CalcModelLighting(entity_t *e, model_t *clmodel)
|
||
{
|
||
vec3_t lightdir;
|
||
int i;
|
||
vec3_t dist;
|
||
float add;
|
||
vec3_t shadelight, ambientlight;
|
||
|
||
if (e->light_known)
|
||
return e->light_known-1;
|
||
|
||
e->light_dir[0] = 0; e->light_dir[1] = 1; e->light_dir[2] = 0;
|
||
if (clmodel->engineflags & MDLF_FLAME || r_fullbright.ival)
|
||
{
|
||
e->light_avg[0] = e->light_avg[1] = e->light_avg[2] = 1;
|
||
e->light_range[0] = e->light_range[1] = e->light_range[2] = 0;
|
||
e->light_known = 2;
|
||
return e->light_known-1;
|
||
}
|
||
if ((e->drawflags & MLS_MASKIN) == MLS_FULLBRIGHT || (e->flags & Q2RF_FULLBRIGHT))
|
||
{
|
||
e->light_avg[0] = e->light_avg[1] = e->light_avg[2] = 1;
|
||
e->light_range[0] = e->light_range[1] = e->light_range[2] = 0;
|
||
e->light_known = 2;
|
||
return e->light_known-1;
|
||
}
|
||
if (r_fb_models.ival == 1 && ruleset_allow_fbmodels.ival && (clmodel->engineflags & MDLF_EZQUAKEFBCHEAT) && cls.protocol == CP_QUAKEWORLD && cl.deathmatch)
|
||
{
|
||
e->light_avg[0] = e->light_avg[1] = e->light_avg[2] = 1;
|
||
e->light_range[0] = e->light_range[1] = e->light_range[2] = 0;
|
||
e->light_known = 2;
|
||
return e->light_known-1;
|
||
}
|
||
|
||
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
|
||
{
|
||
vec3_t center;
|
||
#if 0 /*hexen2*/
|
||
VectorAvg(clmodel->mins, clmodel->maxs, center);
|
||
VectorAdd(e->origin, center, center);
|
||
#else
|
||
VectorCopy(e->origin, center);
|
||
center[2] += 8;
|
||
#endif
|
||
cl.worldmodel->funcs.LightPointValues(cl.worldmodel, center, shadelight, ambientlight, lightdir);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
ambientlight[0] = ambientlight[1] = ambientlight[2] = shadelight[0] = shadelight[1] = shadelight[2] = 128;
|
||
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] = 1;
|
||
shadelight[0] = shadelight[1] = shadelight[2] = 1;
|
||
|
||
e->light_known = 2;
|
||
return e->light_known-1;
|
||
}
|
||
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] = 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 & MF_ROTATE) && cl.hexen2pickups)
|
||
{
|
||
shadelight[0] = shadelight[1] = shadelight[2] =
|
||
ambientlight[0] = ambientlight[1] = ambientlight[2] = 128+sin(cl.servertime*4)*64;
|
||
}
|
||
if ((e->drawflags & MLS_MASKIN) == MLS_ABSLIGHT)
|
||
{
|
||
shadelight[0] = shadelight[1] = shadelight[2] = e->abslight;
|
||
ambientlight[0] = ambientlight[1] = ambientlight[2] = e->abslight;
|
||
}
|
||
|
||
//#define SHOWLIGHTDIR
|
||
{ //lightdir is absolute, shadevector is relative
|
||
e->light_dir[0] = DotProduct(lightdir, e->axis[0]);
|
||
e->light_dir[1] = DotProduct(lightdir, e->axis[1]);
|
||
e->light_dir[2] = DotProduct(lightdir, e->axis[2]);
|
||
|
||
if (e->flags & Q2RF_WEAPONMODEL)
|
||
{
|
||
vec3_t temp;
|
||
temp[0] = DotProduct(e->light_dir, vpn);
|
||
temp[1] = -DotProduct(e->light_dir, vright);
|
||
temp[2] = DotProduct(e->light_dir, vup);
|
||
|
||
VectorCopy(temp, e->light_dir);
|
||
}
|
||
|
||
VectorNormalize(e->light_dir);
|
||
|
||
}
|
||
|
||
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;
|
||
}
|
||
|
||
VectorMA(ambientlight, 0.5, shadelight, e->light_avg);
|
||
VectorSubtract(shadelight, ambientlight, e->light_range);
|
||
|
||
e->light_known = 1;
|
||
return e->light_known-1;
|
||
}
|
||
|
||
void R_GAlias_DrawBatch(batch_t *batch)
|
||
{
|
||
entity_t *e;
|
||
|
||
galiasinfo_t *inf;
|
||
model_t *clmodel;
|
||
int surfnum;
|
||
|
||
static mesh_t mesh;
|
||
static mesh_t *meshl = &mesh;
|
||
|
||
// qboolean needrecolour;
|
||
// qboolean nolightdir;
|
||
|
||
e = batch->ent;
|
||
clmodel = e->model;
|
||
|
||
currententity = e;
|
||
/*nolightdir =*/ R_CalcModelLighting(e, clmodel);
|
||
|
||
inf = Mod_Extradata (clmodel);
|
||
if (inf)
|
||
{
|
||
memset(&mesh, 0, sizeof(mesh));
|
||
for(surfnum=0; inf; inf=inf->nextsurf, surfnum++)
|
||
{
|
||
if (batch->surf_first == surfnum)
|
||
{
|
||
/*needrecolour =*/ Alias_GAliasBuildMesh(&mesh, &batch->vbo, inf, surfnum, e, batch->shader->prog && batch->shader->prog->permu[PERMUTATION_SKELETAL].handle.glsl);
|
||
batch->mesh = &meshl;
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
batch->meshes = 0;
|
||
Con_Printf("Broken model surfaces mid-frame\n");
|
||
return;
|
||
}
|
||
|
||
void R_GAlias_GenerateBatches(entity_t *e, batch_t **batches)
|
||
{
|
||
galiasinfo_t *inf;
|
||
model_t *clmodel;
|
||
shader_t *shader, *regshader;
|
||
batch_t *b;
|
||
int surfnum;
|
||
shadersort_t sort;
|
||
|
||
texnums_t *skin;
|
||
|
||
if ((r_refdef.externalview || r_refdef.recurse) && e->flags & Q2RF_WEAPONMODEL)
|
||
return;
|
||
|
||
clmodel = e->model;
|
||
/*switch model if we're the player model, and the player skin says a new model*/
|
||
{
|
||
extern int cl_playerindex;
|
||
if (e->playerindex >= 0 && e->model == cl.model_precache[cl_playerindex])
|
||
{
|
||
clmodel = cl.players[e->playerindex].model;
|
||
if (!clmodel || clmodel->type != mod_alias)
|
||
clmodel = e->model; //oops, never mind
|
||
}
|
||
}
|
||
|
||
if (!(e->flags & Q2RF_WEAPONMODEL) && !e->framestate.bonestate)
|
||
{
|
||
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
|
||
}
|
||
|
||
if (clmodel->tainted)
|
||
{
|
||
if (!ruleset_allow_modified_eyes.ival && !strcmp(clmodel->name, "progs/eyes.mdl"))
|
||
return;
|
||
}
|
||
|
||
inf = Mod_Extradata (clmodel);
|
||
|
||
for(surfnum=0; inf; inf=inf->nextsurf, surfnum++)
|
||
{
|
||
regshader = GL_ChooseSkin(inf, clmodel, surfnum, e, &skin);
|
||
if (!regshader)
|
||
continue;
|
||
skin = skin?skin:®shader->defaulttextures;
|
||
shader = e->forcedshader?e->forcedshader:regshader;
|
||
if (shader)
|
||
{
|
||
b = BE_GetTempBatch();
|
||
if (!b)
|
||
break;
|
||
|
||
b->buildmeshes = R_GAlias_DrawBatch;
|
||
b->ent = e;
|
||
#ifdef Q3BSPS
|
||
b->fog = CM_FogForOrigin(e->origin);
|
||
#endif
|
||
b->mesh = NULL;
|
||
b->firstmesh = 0;
|
||
b->meshes = 1;
|
||
b->skin = skin;
|
||
b->texture = NULL;
|
||
b->shader = shader;
|
||
b->lightmap[0] = -1;
|
||
b->lightmap[1] = -1;
|
||
b->lightmap[2] = -1;
|
||
b->lightmap[3] = -1;
|
||
b->surf_first = surfnum;
|
||
b->flags = 0;
|
||
sort = shader->sort;
|
||
if (e->flags & RF_FORCECOLOURMOD)
|
||
b->flags |= BEF_FORCECOLOURMOD;
|
||
if (e->flags & Q2RF_ADDITIVE)
|
||
{
|
||
b->flags |= BEF_FORCEADDITIVE;
|
||
if (sort < SHADER_SORT_ADDITIVE)
|
||
sort = SHADER_SORT_ADDITIVE;
|
||
}
|
||
if (e->flags & Q2RF_TRANSLUCENT)
|
||
{
|
||
b->flags |= BEF_FORCETRANSPARENT;
|
||
if (SHADER_SORT_PORTAL < sort && sort < SHADER_SORT_BLEND)
|
||
sort = SHADER_SORT_BLEND;
|
||
}
|
||
if (e->flags & RF_NODEPTHTEST)
|
||
{
|
||
b->flags |= BEF_FORCENODEPTH;
|
||
if (sort < SHADER_SORT_NEAREST)
|
||
sort = SHADER_SORT_NEAREST;
|
||
}
|
||
if (e->flags & RF_NOSHADOW)
|
||
b->flags |= BEF_NOSHADOWS;
|
||
b->vbo = NULL;
|
||
b->next = batches[sort];
|
||
batches[sort] = b;
|
||
}
|
||
}
|
||
}
|
||
|
||
#if 0
|
||
void R_Sprite_GenerateBatches(entity_t *e, batch_t **batches)
|
||
{
|
||
galiasinfo_t *inf;
|
||
model_t *clmodel;
|
||
shader_t *shader;
|
||
batch_t *b;
|
||
int surfnum;
|
||
|
||
texnums_t *skin;
|
||
|
||
if (r_refdef.externalview && e->flags & Q2RF_WEAPONMODEL)
|
||
return;
|
||
|
||
clmodel = e->model;
|
||
|
||
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
|
||
}
|
||
|
||
if (clmodel->tainted)
|
||
{
|
||
if (!ruleset_allow_modified_eyes.ival && !strcmp(clmodel->name, "progs/eyes.mdl"))
|
||
return;
|
||
}
|
||
|
||
inf = RMod_Extradata (clmodel);
|
||
|
||
if (!e->model || e->forcedshader)
|
||
{
|
||
//fixme
|
||
return;
|
||
}
|
||
else
|
||
{
|
||
frame = R_GetSpriteFrame (e);
|
||
psprite = e->model->cache.data;
|
||
sprtype = psprite->type;
|
||
shader = frame->shader;
|
||
}
|
||
|
||
if (shader)
|
||
{
|
||
b = BE_GetTempBatch();
|
||
if (!b)
|
||
break;
|
||
|
||
b->buildmeshes = R_Sprite_DrawBatch;
|
||
b->ent = e;
|
||
b->mesh = NULL;
|
||
b->firstmesh = 0;
|
||
b->meshes = 1;
|
||
b->skin = frame-;
|
||
b->texture = NULL;
|
||
b->shader = frame->shader;
|
||
b->lightmap = -1;
|
||
b->surf_first = surfnum;
|
||
b->flags = 0;
|
||
b->vbo = NULL;
|
||
b->next = batches[shader->sort];
|
||
batches[shader->sort] = b;
|
||
}
|
||
}
|
||
#endif
|
||
|
||
//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)
|
||
/*
|
||
static 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
|
||
static 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;
|
||
int surfnum = 0;
|
||
|
||
if (clmodel->engineflags & (MDLF_FLAME | MDLF_BOLT))
|
||
return;
|
||
if (r_noaliasshadows.ival)
|
||
return;
|
||
|
||
// if (e->shaderRGBAf[3] < 0.5)
|
||
// return;
|
||
|
||
RotateLightVector((void *)e->axis, e->origin, lightpos, lightorg);
|
||
|
||
if (Length(lightorg) > radius + clmodel->radius)
|
||
return;
|
||
|
||
BE_SelectEntity(e);
|
||
|
||
inf = Mod_Extradata (clmodel);
|
||
while(inf)
|
||
{
|
||
if (inf->ofs_trineighbours)
|
||
{
|
||
Alias_GAliasBuildMesh(&mesh, NULL, inf, surfnum, e, false);
|
||
R_CalcFacing(&mesh, lightorg);
|
||
R_ProjectShadowVolume(&mesh, lightorg);
|
||
R_DrawShadowVolume(&mesh);
|
||
}
|
||
|
||
inf = inf->nextsurf;
|
||
|
||
surfnum++;
|
||
}
|
||
}
|
||
#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
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
#ifdef Q3CLIENT
|
||
//q3 lightning gun
|
||
static void R_DB_LightningBeam(batch_t *batch)
|
||
{
|
||
entity_t *e = batch->ent;
|
||
vec3_t v;
|
||
vec3_t dir, cr;
|
||
float scale = e->scale;
|
||
float length;
|
||
|
||
static vecV_t points[4];
|
||
static vec2_t texcoords[4] = {{0, 0}, {0, 1}, {1, 1}, {1, 0}};
|
||
static index_t indexarray[6] = {0, 1, 2, 0, 2, 3};
|
||
static vec4_t colors[4];
|
||
|
||
static mesh_t mesh;
|
||
static mesh_t *meshptr = &mesh;
|
||
|
||
if (batch->ent == &r_worldentity)
|
||
{
|
||
mesh.numindexes = 0;
|
||
mesh.numindexes = 0;
|
||
return;
|
||
}
|
||
|
||
scale *= -10;
|
||
if (!scale)
|
||
scale = 10;
|
||
|
||
|
||
VectorSubtract(e->origin, e->oldorigin, dir);
|
||
length = Length(dir);
|
||
|
||
//this seems to be about right.
|
||
texcoords[2][0] = length/128;
|
||
texcoords[3][0] = length/128;
|
||
|
||
VectorSubtract(r_refdef.vieworg, e->origin, v);
|
||
CrossProduct(v, dir, cr);
|
||
VectorNormalize(cr);
|
||
|
||
VectorMA(e->origin, -scale/2, cr, points[0]);
|
||
VectorMA(e->origin, scale/2, cr, points[1]);
|
||
|
||
VectorSubtract(r_refdef.vieworg, e->oldorigin, v);
|
||
CrossProduct(v, dir, cr);
|
||
VectorNormalize(cr);
|
||
|
||
VectorMA(e->oldorigin, scale/2, cr, points[2]);
|
||
VectorMA(e->oldorigin, -scale/2, cr, points[3]);
|
||
|
||
/*this is actually meant to be 4 separate quads at 45 degrees from each other*/
|
||
|
||
Vector4Copy(e->shaderRGBAf, colors[0]);
|
||
Vector4Copy(e->shaderRGBAf, colors[1]);
|
||
Vector4Copy(e->shaderRGBAf, colors[2]);
|
||
Vector4Copy(e->shaderRGBAf, colors[3]);
|
||
|
||
batch->ent = &r_worldentity;
|
||
batch->mesh = &meshptr;
|
||
|
||
memset(&mesh, 0, sizeof(mesh));
|
||
mesh.vbofirstelement = 0;
|
||
mesh.vbofirstvert = 0;
|
||
mesh.xyz_array = points;
|
||
mesh.indexes = indexarray;
|
||
mesh.numindexes = sizeof(indexarray)/sizeof(indexarray[0]);
|
||
mesh.colors4f_array[0] = (vec4_t*)colors;
|
||
mesh.normals_array = NULL;
|
||
mesh.numvertexes = 4;
|
||
mesh.st_array = texcoords;
|
||
}
|
||
//q3 railgun beam
|
||
static void R_DB_RailgunBeam(batch_t *batch)
|
||
{
|
||
entity_t *e = batch->ent;
|
||
vec3_t v;
|
||
vec3_t dir, cr;
|
||
float scale = e->scale;
|
||
float length;
|
||
|
||
static mesh_t mesh;
|
||
static mesh_t *meshptr = &mesh;
|
||
static vecV_t points[4];
|
||
static vec2_t texcoords[4] = {{0, 0}, {0, 1}, {1, 1}, {1, 0}};
|
||
static index_t indexarray[6] = {0, 1, 2, 0, 2, 3};
|
||
static vec4_t colors[4];
|
||
|
||
if (batch->ent == &r_worldentity)
|
||
{
|
||
mesh.numindexes = 0;
|
||
mesh.numindexes = 0;
|
||
return;
|
||
}
|
||
|
||
if (!e->forcedshader)
|
||
return;
|
||
|
||
if (!scale)
|
||
scale = 10;
|
||
|
||
|
||
VectorSubtract(e->origin, e->oldorigin, dir);
|
||
length = Length(dir);
|
||
|
||
//this seems to be about right.
|
||
texcoords[2][0] = length/128;
|
||
texcoords[3][0] = length/128;
|
||
|
||
VectorSubtract(r_refdef.vieworg, e->origin, v);
|
||
CrossProduct(v, dir, cr);
|
||
VectorNormalize(cr);
|
||
|
||
VectorMA(e->origin, -scale/2, cr, points[0]);
|
||
VectorMA(e->origin, scale/2, cr, points[1]);
|
||
|
||
VectorSubtract(r_refdef.vieworg, e->oldorigin, v);
|
||
CrossProduct(v, dir, cr);
|
||
VectorNormalize(cr);
|
||
|
||
VectorMA(e->oldorigin, scale/2, cr, points[2]);
|
||
VectorMA(e->oldorigin, -scale/2, cr, points[3]);
|
||
|
||
Vector4Copy(e->shaderRGBAf, colors[0]);
|
||
Vector4Copy(e->shaderRGBAf, colors[1]);
|
||
Vector4Copy(e->shaderRGBAf, colors[2]);
|
||
Vector4Copy(e->shaderRGBAf, colors[3]);
|
||
|
||
batch->ent = &r_worldentity;
|
||
batch->mesh = &meshptr;
|
||
|
||
memset(&mesh, 0, sizeof(mesh));
|
||
mesh.vbofirstelement = 0;
|
||
mesh.vbofirstvert = 0;
|
||
mesh.xyz_array = points;
|
||
mesh.indexes = indexarray;
|
||
mesh.numindexes = sizeof(indexarray)/sizeof(indexarray[0]);
|
||
mesh.colors4f_array[0] = (vec4_t*)colors;
|
||
mesh.normals_array = NULL;
|
||
mesh.numvertexes = 4;
|
||
mesh.st_array = texcoords;
|
||
}
|
||
#endif
|
||
static void R_DB_Sprite(batch_t *batch)
|
||
{
|
||
entity_t *e = batch->ent;
|
||
vec3_t point;
|
||
mspriteframe_t *frame, genframe;
|
||
vec3_t spraxis[3];
|
||
msprite_t *psprite;
|
||
vec3_t sprorigin;
|
||
unsigned int sprtype;
|
||
|
||
static vec2_t texcoords[4]={{0, 1},{0,0},{1,0},{1,1}};
|
||
static index_t indexes[6] = {0, 1, 2, 0, 2, 3};
|
||
static vecV_t vertcoords[4];
|
||
static avec4_t colours[4];
|
||
static mesh_t mesh;
|
||
static mesh_t *meshptr = &mesh;
|
||
|
||
if (batch->ent == &r_worldentity)
|
||
{
|
||
mesh.numindexes = 0;
|
||
mesh.numindexes = 0;
|
||
return;
|
||
}
|
||
|
||
if (e->flags & Q2RF_WEAPONMODEL && r_refdef.playerview->viewentity > 0)
|
||
{
|
||
sprorigin[0] = r_refdef.playerview->vw_origin[0];
|
||
sprorigin[1] = r_refdef.playerview->vw_origin[1];
|
||
sprorigin[2] = r_refdef.playerview->vw_origin[2];
|
||
VectorMA(sprorigin, e->origin[0], r_refdef.playerview->vw_axis[0], sprorigin);
|
||
VectorMA(sprorigin, e->origin[1], r_refdef.playerview->vw_axis[1], sprorigin);
|
||
VectorMA(sprorigin, e->origin[2], r_refdef.playerview->vw_axis[2], sprorigin);
|
||
VectorMA(sprorigin, 12, vpn, sprorigin);
|
||
|
||
batch->flags |= BEF_FORCENODEPTH;
|
||
}
|
||
else
|
||
VectorCopy(e->origin, sprorigin);
|
||
|
||
if (!e->model || e->forcedshader)
|
||
{
|
||
genframe.shader = e->forcedshader;
|
||
genframe.up = genframe.left = -1;
|
||
genframe.down = genframe.right = 1;
|
||
sprtype = SPR_VP_PARALLEL;
|
||
frame = &genframe;
|
||
}
|
||
else
|
||
{
|
||
// don't even bother culling, because it's just a single
|
||
// polygon without a surface cache
|
||
frame = R_GetSpriteFrame (e);
|
||
psprite = e->model->meshinfo;
|
||
sprtype = psprite->type;
|
||
}
|
||
if (!frame->shader)
|
||
return;
|
||
|
||
switch(sprtype)
|
||
{
|
||
case SPR_ORIENTED:
|
||
// bullet marks on walls
|
||
if ((e->flags & Q2RF_WEAPONMODEL) && r_refdef.playerview->viewentity > 0)
|
||
{
|
||
vec3_t ea[3];
|
||
AngleVectors (e->angles, ea[0], ea[1], ea[2]);
|
||
Matrix3_Multiply(ea, r_refdef.playerview->vw_axis, spraxis);
|
||
}
|
||
else
|
||
AngleVectors (e->angles, spraxis[0], spraxis[1], spraxis[2]);
|
||
break;
|
||
|
||
case SPR_FACING_UPRIGHT:
|
||
spraxis[2][0] = 0;spraxis[2][1] = 0;spraxis[2][2]=1;
|
||
spraxis[1][0] = sprorigin[1] - r_origin[1];
|
||
spraxis[1][1] = -(sprorigin[0] - r_origin[0]);
|
||
spraxis[1][2] = 0;
|
||
VectorNormalize (spraxis[1]);
|
||
break;
|
||
case SPR_VP_PARALLEL_UPRIGHT:
|
||
spraxis[2][0] = 0;spraxis[2][1] = 0;spraxis[2][2]=1;
|
||
VectorCopy (vright, spraxis[1]);
|
||
break;
|
||
|
||
default:
|
||
case SPR_VP_PARALLEL:
|
||
//normal sprite
|
||
VectorCopy(vup, spraxis[2]);
|
||
VectorCopy(vright, spraxis[1]);
|
||
break;
|
||
}
|
||
spraxis[2][0]*=e->scale;
|
||
spraxis[2][1]*=e->scale;
|
||
spraxis[2][2]*=e->scale;
|
||
spraxis[1][0]*=e->scale;
|
||
spraxis[1][1]*=e->scale;
|
||
spraxis[1][2]*=e->scale;
|
||
|
||
if (e->shaderRGBAf[0] != 0 || e->shaderRGBAf[1] != 0 || e->shaderRGBAf[2] != 0 || (batch->flags & BEF_FORCECOLOURMOD))
|
||
{
|
||
if (e->shaderRGBAf[0] > 1)
|
||
e->shaderRGBAf[0] = 1;
|
||
if (e->shaderRGBAf[1] > 1)
|
||
e->shaderRGBAf[1] = 1;
|
||
if (e->shaderRGBAf[2] > 1)
|
||
e->shaderRGBAf[2] = 1;
|
||
}
|
||
else
|
||
{
|
||
e->shaderRGBAf[0] = 1;
|
||
e->shaderRGBAf[1] = 1;
|
||
e->shaderRGBAf[2] = 1;
|
||
}
|
||
|
||
Vector4Copy(e->shaderRGBAf, colours[0]);
|
||
Vector4Copy(e->shaderRGBAf, colours[1]);
|
||
Vector4Copy(e->shaderRGBAf, colours[2]);
|
||
Vector4Copy(e->shaderRGBAf, colours[3]);
|
||
|
||
VectorSubtract(sprorigin, e->origin, sprorigin);
|
||
if (!e->scale)
|
||
e->scale = 1;
|
||
VectorSet(e->axis[0], 1/e->scale, 0, 0);
|
||
VectorSet(e->axis[1], 0, 1/e->scale, 0);
|
||
VectorSet(e->axis[2], 0, 0, 1/e->scale);
|
||
|
||
VectorMA (sprorigin, frame->down, spraxis[2], point);
|
||
VectorMA (point, frame->left, spraxis[1], vertcoords[0]);
|
||
|
||
VectorMA (sprorigin, frame->up, spraxis[2], point);
|
||
VectorMA (point, frame->left, spraxis[1], vertcoords[1]);
|
||
|
||
VectorMA (sprorigin, frame->up, spraxis[2], point);
|
||
VectorMA (point, frame->right, spraxis[1], vertcoords[2]);
|
||
|
||
VectorMA (sprorigin, frame->down, spraxis[2], point);
|
||
VectorMA (point, frame->right, spraxis[1], vertcoords[3]);
|
||
|
||
batch->mesh = &meshptr;
|
||
|
||
memset(&mesh, 0, sizeof(mesh));
|
||
mesh.vbofirstelement = 0;
|
||
mesh.vbofirstvert = 0;
|
||
mesh.xyz_array = vertcoords;
|
||
mesh.indexes = indexes;
|
||
mesh.numindexes = sizeof(indexes)/sizeof(indexes[0]);
|
||
mesh.colors4f_array[0] = colours;
|
||
mesh.normals_array = NULL;
|
||
mesh.numvertexes = 4;
|
||
mesh.st_array = texcoords;
|
||
mesh.istrifan = true;
|
||
}
|
||
static void R_Sprite_GenerateBatch(entity_t *e, batch_t **batches, void (*drawfunc)(batch_t *batch))
|
||
{
|
||
extern cvar_t gl_blendsprites;
|
||
shader_t *shader = NULL;
|
||
batch_t *b;
|
||
shadersort_t sort;
|
||
|
||
if (!e->model || e->model->type != mod_sprite || e->forcedshader)
|
||
{
|
||
shader = e->forcedshader;
|
||
if (!shader)
|
||
shader = R_RegisterShader("q2beam", SUF_NONE,
|
||
"{\n"
|
||
"{\n"
|
||
"map $whiteimage\n"
|
||
"rgbgen vertex\n"
|
||
"alphagen vertex\n"
|
||
"blendfunc blend\n"
|
||
"}\n"
|
||
"}\n"
|
||
);
|
||
}
|
||
else
|
||
{
|
||
// don't even bother culling, because it's just a single
|
||
// polygon without a surface cache
|
||
shader = R_GetSpriteFrame(e)->shader;
|
||
}
|
||
|
||
if (!shader)
|
||
return;
|
||
|
||
b = BE_GetTempBatch();
|
||
if (!b)
|
||
return;
|
||
|
||
b->flags = 0;
|
||
sort = shader->sort;
|
||
if (e->flags & Q2RF_ADDITIVE)
|
||
{
|
||
b->flags |= BEF_FORCEADDITIVE;
|
||
if (sort < SHADER_SORT_ADDITIVE)
|
||
sort = SHADER_SORT_ADDITIVE;
|
||
}
|
||
if (e->flags & Q2RF_TRANSLUCENT || (gl_blendsprites.ival && drawfunc == R_DB_Sprite))
|
||
{
|
||
b->flags |= BEF_FORCETRANSPARENT;
|
||
if (SHADER_SORT_PORTAL < sort && sort < SHADER_SORT_BLEND)
|
||
sort = SHADER_SORT_BLEND;
|
||
}
|
||
if (e->flags & RF_NODEPTHTEST)
|
||
{
|
||
b->flags |= BEF_FORCENODEPTH;
|
||
if (sort < SHADER_SORT_BANNER)
|
||
sort = SHADER_SORT_BANNER;
|
||
}
|
||
|
||
b->buildmeshes = drawfunc;
|
||
b->ent = e;
|
||
#ifdef Q3BSPS
|
||
b->fog = CM_FogForOrigin(e->origin);
|
||
#endif
|
||
b->mesh = NULL;
|
||
b->firstmesh = 0;
|
||
b->meshes = 1;
|
||
b->skin = &shader->defaulttextures;
|
||
b->texture = NULL;
|
||
b->shader = shader;
|
||
b->lightmap[0] = -1;
|
||
b->lightmap[1] = -1;
|
||
b->lightmap[2] = -1;
|
||
b->lightmap[3] = -1;
|
||
b->surf_first = 0;
|
||
b->flags |= BEF_NODLIGHT|BEF_NOSHADOWS;
|
||
b->vbo = NULL;
|
||
b->next = batches[sort];
|
||
batches[sort] = b;
|
||
}
|
||
|
||
static void R_DB_Poly(batch_t *batch)
|
||
{
|
||
static mesh_t mesh;
|
||
static mesh_t *meshptr = &mesh;
|
||
unsigned int i = batch->surf_first;
|
||
|
||
batch->mesh = &meshptr;
|
||
|
||
mesh.xyz_array = cl_strisvertv + cl_stris[i].firstvert;
|
||
mesh.st_array = cl_strisvertt + cl_stris[i].firstvert;
|
||
mesh.colors4f_array[0] = cl_strisvertc + cl_stris[i].firstvert;
|
||
mesh.indexes = cl_strisidx + cl_stris[i].firstidx;
|
||
mesh.numindexes = cl_stris[i].numidx;
|
||
mesh.numvertexes = cl_stris[i].numvert;
|
||
}
|
||
void BE_GenPolyBatches(batch_t **batches)
|
||
{
|
||
shader_t *shader = NULL;
|
||
batch_t *b;
|
||
unsigned int i;
|
||
|
||
for (i = 0; i < cl_numstris; i++)
|
||
{
|
||
if (!cl_stris[i].numidx)
|
||
continue;
|
||
|
||
b = BE_GetTempBatch();
|
||
if (!b)
|
||
return;
|
||
|
||
shader = cl_stris[i].shader;
|
||
|
||
b->buildmeshes = R_DB_Poly;
|
||
b->ent = &r_worldentity;
|
||
b->mesh = NULL;
|
||
b->firstmesh = 0;
|
||
b->meshes = 1;
|
||
b->skin = &shader->defaulttextures;
|
||
b->texture = NULL;
|
||
b->shader = shader;
|
||
b->lightmap[0] = -1;
|
||
b->lightmap[1] = -1;
|
||
b->lightmap[2] = -1;
|
||
b->lightmap[3] = -1;
|
||
b->surf_first = i;
|
||
b->flags = BEF_NODLIGHT|BEF_NOSHADOWS | cl_stris[i].flags;
|
||
b->vbo = 0;
|
||
b->next = batches[shader->sort];
|
||
batches[shader->sort] = b;
|
||
}
|
||
}
|
||
void R_HalfLife_GenerateBatches(entity_t *e, batch_t **batches);
|
||
|
||
void BE_GenModelBatches(batch_t **batches, const dlight_t *dl, unsigned int bemode)
|
||
{
|
||
int i;
|
||
entity_t *ent;
|
||
unsigned int orig_numstris = cl_numstris;
|
||
unsigned int orig_numvisedicts = cl_numvisedicts;
|
||
|
||
/*clear the batch list*/
|
||
for (i = 0; i < SHADER_SORT_COUNT; i++)
|
||
batches[i] = NULL;
|
||
|
||
#if defined(TERRAIN)
|
||
if (cl.worldmodel && cl.worldmodel->terrain && !(r_refdef.flags & Q2RDF_NOWORLDMODEL))
|
||
Terr_DrawTerrainModel(batches, &r_worldentity);
|
||
#endif
|
||
|
||
if (!r_drawentities.ival)
|
||
return;
|
||
|
||
if (bemode == BEM_STANDARD)
|
||
{
|
||
#ifndef CLIENTONLY
|
||
SV_AddDebugPolygons();
|
||
#endif
|
||
|
||
//the alias cache is a backend thing that provides support for multiple entities using the same skeleton.
|
||
//thus it needs to be cleared so that it won't reuse the cache over multiple frames.
|
||
Alias_FlushCache();
|
||
}
|
||
|
||
// draw sprites seperately, because of alpha blending
|
||
for (i=0 ; i<cl_numvisedicts ; i++)
|
||
{
|
||
ent = &cl_visedicts[i];
|
||
|
||
if (!r_refdef.externalview && (ent->flags & Q2RF_EXTERNALMODEL))
|
||
continue;
|
||
|
||
if (bemode == BEM_STENCIL || bemode == BEM_DEPTHONLY)
|
||
{
|
||
if (ent->flags & (RF_NOSHADOW | Q2RF_ADDITIVE | RF_NODEPTHTEST | Q2RF_TRANSLUCENT)) //noshadow often isn't enough for legacy content.
|
||
continue;
|
||
if (ent->keynum == dl->key && ent->keynum) //shadows are not cast from the entity that owns the light. it is expected to be inside.
|
||
continue;
|
||
if (ent->model && ent->model->engineflags & MDLF_FLAME)
|
||
continue;
|
||
}
|
||
|
||
switch(ent->rtype)
|
||
{
|
||
case RT_MODEL:
|
||
default:
|
||
if (!ent->model)
|
||
continue;
|
||
if (ent->model->needload)
|
||
continue;
|
||
|
||
if (cl.lerpents && (cls.allow_anyparticles)) //allowed or static
|
||
{
|
||
if (gl_part_flame.value)
|
||
{
|
||
if (ent->model->engineflags & MDLF_ENGULPHS)
|
||
continue;
|
||
}
|
||
}
|
||
|
||
if (ent->model->engineflags & MDLF_NOTREPLACEMENTS)
|
||
{
|
||
if (ent->model->fromgame != fg_quake || ent->model->type != mod_alias)
|
||
if (!ruleset_allow_sensative_texture_replacements.value)
|
||
continue;
|
||
}
|
||
|
||
switch(ent->model->type)
|
||
{
|
||
case mod_brush:
|
||
if (r_drawentities.ival == 2 || !lightmap)
|
||
continue;
|
||
Surf_GenBrushBatches(batches, ent);
|
||
break;
|
||
case mod_alias:
|
||
if (r_drawentities.ival == 3)
|
||
continue;
|
||
R_GAlias_GenerateBatches(ent, batches);
|
||
break;
|
||
case mod_sprite:
|
||
R_Sprite_GenerateBatch(ent, batches, R_DB_Sprite);
|
||
break;
|
||
case mod_halflife:
|
||
#ifdef HALFLIFEMODELS
|
||
R_HalfLife_GenerateBatches(ent, batches);
|
||
#endif
|
||
break;
|
||
// warning: enumeration value <20>mod_*<2A> not handled in switch
|
||
case mod_dummy:
|
||
case mod_heightmap:
|
||
break;
|
||
}
|
||
break;
|
||
case RT_SPRITE:
|
||
R_Sprite_GenerateBatch(ent, batches, R_DB_Sprite);
|
||
break;
|
||
|
||
#ifdef Q3CLIENT
|
||
case RT_BEAM:
|
||
case RT_RAIL_RINGS:
|
||
case RT_LIGHTNING:
|
||
R_Sprite_GenerateBatch(ent, batches, R_DB_LightningBeam);
|
||
continue;
|
||
case RT_RAIL_CORE:
|
||
R_Sprite_GenerateBatch(ent, batches, R_DB_RailgunBeam);
|
||
continue;
|
||
#endif
|
||
|
||
case RT_POLY:
|
||
/*not implemented*/
|
||
break;
|
||
case RT_PORTALSURFACE:
|
||
/*nothing*/
|
||
break;
|
||
}
|
||
}
|
||
|
||
if (cl_numstris)
|
||
BE_GenPolyBatches(batches);
|
||
|
||
cl_numstris = orig_numstris;
|
||
cl_numvisedicts = orig_numvisedicts;
|
||
}
|
||
|
||
#endif // defined(GLQUAKE)
|