/* Copyright (C) 1996-2001 Id Software, Inc. Copyright (C) 2002-2009 John Fitzgibbons and others Copyright (C) 2010-2014 QuakeSpasm developers This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ //r_alias.c -- alias model rendering #include "quakedef.h" extern cvar_t r_drawflat, gl_overbright_models, gl_fullbrights, r_lerpmodels, r_lerpmove; //johnfitz extern cvar_t scr_fov_viewmodel; //sB porting seperate viewmodel FOV extern cvar_t scr_fov; #include "mathlib.h" //up to 16 color translated skins gltexture_t *playertextures[MAX_SCOREBOARD]; //johnfitz -- changed to an array of pointers #define NUMVERTEXNORMALS 162 float r_avertexnormals[NUMVERTEXNORMALS][3] = { #include "anorms.h" }; extern vec3_t lightcolor; //johnfitz -- replaces "float shadelight" for lit support // precalculated dot products for quantized angles #define SHADEDOT_QUANT 16 float r_avertexnormal_dots[SHADEDOT_QUANT][256] = { #include "anorm_dots.h" }; extern vec3_t lightspot; float *shadedots = r_avertexnormal_dots[0]; vec3_t shadevector; extern int zombie_skins[2][2]; float entalpha; //johnfitz qboolean overbright; //johnfitz qboolean shading = true; //johnfitz -- if false, disable vertex shading for various reasons (fullbright, r_lightmap, showtris, etc) //johnfitz -- struct for passing lerp information to drawing functions typedef struct { short pose1; short pose2; float blend; vec3_t origin; vec3_t angles; } lerpdata_t; //johnfitz static GLuint r_alias_program; // uniforms used in vert shader static GLuint blendLoc; static GLuint shadevectorLoc; static GLuint lightColorLoc; // uniforms used in frag shader static GLuint texLoc; static GLuint fullbrightTexLoc; static GLuint useFullbrightTexLoc; static GLuint useOverbrightLoc; static GLuint useAlphaTestLoc; static GLuint aliasgrayscale_enableLoc; #ifdef VITA static GLuint fogDensityLoc; #endif #define pose1VertexAttrIndex 0 #define pose1NormalAttrIndex 1 #define pose2VertexAttrIndex 2 #define pose2NormalAttrIndex 3 #define texCoordsAttrIndex 4 /* ============= GLARB_GetXYZOffset Returns the offset of the first vertex's meshxyz_t.xyz in the vbo for the given model and pose. ============= */ static void *GLARB_GetXYZOffset (aliashdr_t *hdr, int pose) { const int xyzoffs = offsetof (meshxyz_t, xyz); return (void *) (currententity->model->vboxyzofs + (hdr->numverts_vbo * pose * sizeof (meshxyz_t)) + xyzoffs); } /* ============= GLARB_GetNormalOffset Returns the offset of the first vertex's meshxyz_t.normal in the vbo for the given model and pose. ============= */ static void *GLARB_GetNormalOffset (aliashdr_t *hdr, int pose) { const int normaloffs = offsetof (meshxyz_t, normal); return (void *)(currententity->model->vboxyzofs + (hdr->numverts_vbo * pose * sizeof (meshxyz_t)) + normaloffs); } /* ============= GLAlias_CreateShaders ============= */ void GLAlias_CreateShaders (void) { const glsl_attrib_binding_t bindings[] = { { "TexCoords", texCoordsAttrIndex }, { "Pose1Vert", pose1VertexAttrIndex }, { "Pose1Normal", pose1NormalAttrIndex }, { "Pose2Vert", pose2VertexAttrIndex }, { "Pose2Normal", pose2NormalAttrIndex } }; #ifdef VITA const GLchar *vertSource = \ "uniform float Blend;\n" "uniform float3 ShadeVector;\n" "uniform float4 LightColor;\n" "uniform float4x4 gl_ModelViewProjectionMatrix;\n" "\n" "float r_avertexnormal_dot(float3 vertexnormal) // from MH \n" "{\n" " float _dot = dot(vertexnormal, ShadeVector);\n" " // wtf - this reproduces anorm_dots within as reasonable a degree of tolerance as the >= 0 case\n" " if (_dot < 0.0)\n" " return 1.0 + _dot * (13.0 / 44.0);\n" " else\n" " return 1.0 + _dot;\n" "}\n" "void main(\n" " float4 TexCoords,\n" " float4 Pose1Vert,\n" " float3 Pose1Normal,\n" " float4 Pose2Vert,\n" " float3 Pose2Normal,\n" " float2 out gl_TexCoord : TEXCOORD0,\n" " float4 out gl_Position : POSITION,\n" " float4 out gl_FrontColor : COLOR\n" ") {\n" " gl_TexCoord = TexCoords.xy;\n" " float4 lerpedVert = lerp(float4(Pose1Vert.xyz, 1.0), float4(Pose2Vert.xyz, 1.0), Blend);\n" " gl_Position = mul(gl_ModelViewProjectionMatrix, lerpedVert);\n" " float dot1 = r_avertexnormal_dot(Pose1Normal);\n" " float dot2 = r_avertexnormal_dot(Pose2Normal);\n" " gl_FrontColor = LightColor * float4(float3(lerp(dot1, dot2, Blend)), 1.0);\n" "}\n"; const GLchar *fragSource = \ "uniform sampler2D Tex;\n" "uniform sampler2D FullbrightTex;\n" "uniform int UseFullbrightTex;\n" "uniform int UseOverbright;\n" "uniform int UseAlphaTest;\n" "uniform int gs_mod;\n" "uniform float fog_density;\n" "\n" "float4 main(\n" " float4 coords : WPOS,\n" " float2 gl_TexCoord : TEXCOORD0,\n" " float4 gl_Color : COLOR\n" ") {\n" " float4 result = tex2D(Tex, gl_TexCoord);\n" " if (UseAlphaTest && (result.a < 0.666))\n" " discard;\n" " result *= gl_Color;\n" " if (UseOverbright)\n" " result.rgb *= 2.0;\n" " if (UseFullbrightTex)\n" " result += tex2D(FullbrightTex, gl_TexCoord);\n" " result = clamp(result, 0.0, 1.0);\n" " float FogFragCoord = coords.z / coords.w;\n" " float fog = exp(-fog_density * fog_density * FogFragCoord * FogFragCoord);\n" " fog = clamp(fog, 0.0, 1.0);\n" " result = lerp(float4(0.3, 0.3, 0.3, 1.0), result, fog);\n" " result.a = gl_Color.a;\n" // FIXME: This will make almost transparent things cut holes though heavy fog " if (gs_mod) {\n" " float value = clamp((result.r * 0.33) + (result.g * 0.55) + (result.b * 0.11), 0.0, 1.0);\n" " result.r = value;\n" " result.g = value;\n" " result.b = value;\n" " }" " return result;\n" "}\n"; #else const GLchar *vertSource = \ "#version 110\n" "\n" "uniform float Blend;\n" "uniform vec3 ShadeVector;\n" "uniform vec4 LightColor;\n" "attribute vec4 TexCoords; // only xy are used \n" "attribute vec4 Pose1Vert;\n" "attribute vec3 Pose1Normal;\n" "attribute vec4 Pose2Vert;\n" "attribute vec3 Pose2Normal;\n" "\n" "varying float FogFragCoord;\n" "\n" "float r_avertexnormal_dot(vec3 vertexnormal) // from MH \n" "{\n" " float dot = dot(vertexnormal, ShadeVector);\n" " // wtf - this reproduces anorm_dots within as reasonable a degree of tolerance as the >= 0 case\n" " if (dot < 0.0)\n" " return 1.0 + dot * (13.0 / 44.0);\n" " else\n" " return 1.0 + dot;\n" "}\n" "void main()\n" "{\n" " gl_TexCoord[0] = TexCoords;\n" " vec4 lerpedVert = mix(vec4(Pose1Vert.xyz, 1.0), vec4(Pose2Vert.xyz, 1.0), Blend);\n" " gl_Position = gl_ModelViewProjectionMatrix * lerpedVert;\n" " FogFragCoord = gl_Position.w;\n" " float dot1 = r_avertexnormal_dot(Pose1Normal);\n" " float dot2 = r_avertexnormal_dot(Pose2Normal);\n" " gl_FrontColor = LightColor * vec4(vec3(mix(dot1, dot2, Blend)), 1.0);\n" "}\n"; const GLchar *fragSource = \ "#version 110\n" "\n" "uniform sampler2D Tex;\n" "uniform sampler2D FullbrightTex;\n" "uniform bool UseFullbrightTex;\n" "uniform bool UseOverbright;\n" "uniform bool UseAlphaTest;\n" "uniform bool gs_mod;\n" "\n" "varying float FogFragCoord;\n" "\n" "void main()\n" "{\n" " vec4 result = texture2D(Tex, gl_TexCoord[0].xy);\n" " if (UseAlphaTest && (result.a < 0.666))\n" " discard;\n" " result *= gl_Color;\n" " if (UseOverbright)\n" " result.rgb *= 2.0;\n" " if (UseFullbrightTex)\n" " result += texture2D(FullbrightTex, gl_TexCoord[0].xy);\n" " result = clamp(result, 0.0, 1.0);\n" " float fog = exp(-gl_Fog.density * gl_Fog.density * FogFragCoord * FogFragCoord);\n" " fog = clamp(fog, 0.0, 1.0);\n" " result = mix(gl_Fog.color, result, fog);\n" " result.a = gl_Color.a;\n" // FIXME: This will make almost transparent things cut holes though heavy fog " if (gs_mod) {\n" " float value = clamp((result.r * 0.33) + (result.g * 0.55) + (result.b * 0.11), 0.0, 1.0);\n" " result.r = value;\n" " result.g = value;\n" " result.b = value;\n" " }" " gl_FragColor = result;\n" "}\n"; #endif if (!gl_glsl_alias_able) return; r_alias_program = GL_CreateProgram (vertSource, fragSource, sizeof(bindings)/sizeof(bindings[0]), bindings); if (r_alias_program != 0) { // get uniform locations blendLoc = GL_GetUniformLocation (&r_alias_program, "Blend"); shadevectorLoc = GL_GetUniformLocation (&r_alias_program, "ShadeVector"); lightColorLoc = GL_GetUniformLocation (&r_alias_program, "LightColor"); //#ifndef VITA texLoc = GL_GetUniformLocation (&r_alias_program, "Tex"); fullbrightTexLoc = GL_GetUniformLocation (&r_alias_program, "FullbrightTex"); //#endif useFullbrightTexLoc = GL_GetUniformLocation (&r_alias_program, "UseFullbrightTex"); useOverbrightLoc = GL_GetUniformLocation (&r_alias_program, "UseOverbright"); useAlphaTestLoc = GL_GetUniformLocation (&r_alias_program, "UseAlphaTest"); aliasgrayscale_enableLoc = GL_GetUniformLocation (&r_alias_program, "gs_mod"); #ifdef VITA fogDensityLoc = GL_GetUniformLocation(&r_alias_program, "fog_density"); #endif } } /* ============= GL_DrawAliasFrame_GLSL -- ericw Optimized alias model drawing codepath. Compared to the original GL_DrawAliasFrame, this makes 1 draw call, no vertex data is uploaded (it's already in the r_meshvbo and r_meshindexesvbo static VBOs), and lerping and lighting is done in the vertex shader. Supports optional overbright, optional fullbright pixels. Based on code by MH from RMQEngine ============= */ void GL_DrawAliasFrame_GLSL (aliashdr_t *paliashdr, lerpdata_t lerpdata, gltexture_t *tx, gltexture_t *fb) { float blend; if (lerpdata.pose1 != lerpdata.pose2) { blend = lerpdata.blend; } else // poses the same means either 1. the entity has paused its animation, or 2. r_lerpmodels is disabled { blend = 0; } GL_UseProgramFunc (r_alias_program); GL_BindBuffer (GL_ARRAY_BUFFER, currententity->model->meshvbo); GL_BindBuffer (GL_ELEMENT_ARRAY_BUFFER, currententity->model->meshindexesvbo); GL_EnableVertexAttribArrayFunc (texCoordsAttrIndex); GL_EnableVertexAttribArrayFunc (pose1VertexAttrIndex); GL_EnableVertexAttribArrayFunc (pose2VertexAttrIndex); GL_EnableVertexAttribArrayFunc (pose1NormalAttrIndex); GL_EnableVertexAttribArrayFunc (pose2NormalAttrIndex); GL_VertexAttribPointerFunc (texCoordsAttrIndex, 2, GL_FLOAT, GL_FALSE, 0, (void *)(intptr_t)currententity->model->vbostofs); GL_VertexAttribPointerFunc (pose1VertexAttrIndex, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof (meshxyz_t), GLARB_GetXYZOffset (paliashdr, lerpdata.pose1)); GL_VertexAttribPointerFunc (pose2VertexAttrIndex, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof (meshxyz_t), GLARB_GetXYZOffset (paliashdr, lerpdata.pose2)); // GL_TRUE to normalize the signed bytes to [-1 .. 1] GL_VertexAttribPointerFunc (pose1NormalAttrIndex, 4, GL_BYTE, GL_TRUE, sizeof (meshxyz_t), GLARB_GetNormalOffset (paliashdr, lerpdata.pose1)); GL_VertexAttribPointerFunc (pose2NormalAttrIndex, 4, GL_BYTE, GL_TRUE, sizeof (meshxyz_t), GLARB_GetNormalOffset (paliashdr, lerpdata.pose2)); // set uniforms GL_Uniform1fFunc (blendLoc, blend); GL_Uniform3fFunc (shadevectorLoc, shadevector[0], shadevector[1], shadevector[2]); GL_Uniform4fFunc (lightColorLoc, lightcolor[0], lightcolor[1], lightcolor[2], entalpha); //#ifndef VITA GL_Uniform1iFunc (texLoc, 0); GL_Uniform1iFunc (fullbrightTexLoc, 1); //#endif GL_Uniform1iFunc (useFullbrightTexLoc, (fb != NULL) ? 1 : 0); GL_Uniform1fFunc (useOverbrightLoc, overbright ? 1 : 0); GL_Uniform1iFunc (useAlphaTestLoc, (currententity->model->flags & MF_HOLEY) ? 1 : 0); #ifdef VITA GL_Uniform1fFunc (fogDensityLoc, Fog_GetDensity() / 64.0f); #endif // naievil -- experimental grayscale mod GL_Uniform1fFunc (aliasgrayscale_enableLoc, sv_player->v.renderGrayscale); // set textures GL_SelectTexture (GL_TEXTURE0); GL_Bind (tx); if (fb) { GL_SelectTexture (GL_TEXTURE1); GL_Bind (fb); } // draw glDrawElements (GL_TRIANGLES, paliashdr->numindexes, GL_UNSIGNED_SHORT, (void *)(intptr_t)currententity->model->vboindexofs); // clean up GL_DisableVertexAttribArrayFunc (texCoordsAttrIndex); GL_DisableVertexAttribArrayFunc (pose1VertexAttrIndex); GL_DisableVertexAttribArrayFunc (pose2VertexAttrIndex); GL_DisableVertexAttribArrayFunc (pose1NormalAttrIndex); GL_DisableVertexAttribArrayFunc (pose2NormalAttrIndex); GL_UseProgramFunc (0); GL_SelectTexture (GL_TEXTURE0); rs_aliaspasses += paliashdr->numtris; } /* ============= GL_DrawAliasFrame -- johnfitz -- rewritten to support colored light, lerping, entalpha, multitexture, and r_drawflat ============= */ void GL_DrawAliasFrame (aliashdr_t *paliashdr, lerpdata_t lerpdata) { float vertcolor[4]; trivertx_t *verts1, *verts2; int *commands; int count; float u,v; float blend, iblend; qboolean lerping; if (lerpdata.pose1 != lerpdata.pose2) { lerping = true; verts1 = (trivertx_t *)((byte *)paliashdr + paliashdr->posedata); verts2 = verts1; verts1 += lerpdata.pose1 * paliashdr->poseverts; verts2 += lerpdata.pose2 * paliashdr->poseverts; blend = lerpdata.blend; iblend = 1.0f - blend; } else // poses the same means either 1. the entity has paused its animation, or 2. r_lerpmodels is disabled { lerping = false; verts1 = (trivertx_t *)((byte *)paliashdr + paliashdr->posedata); verts2 = verts1; // avoid bogus compiler warning verts1 += lerpdata.pose1 * paliashdr->poseverts; blend = iblend = 0; // avoid bogus compiler warning } commands = (int *)((byte *)paliashdr + paliashdr->commands); vertcolor[3] = entalpha; //never changes, so there's no need to put this inside the loop while (1) { // get the vertex count and primitive type count = *commands++; if (!count) break; // done if (count < 0) { count = -count; glBegin (GL_TRIANGLE_FAN); } else glBegin (GL_TRIANGLE_STRIP); do { u = ((float *)commands)[0]; v = ((float *)commands)[1]; if (mtexenabled) { GL_MTexCoord2fFunc (GL_TEXTURE0_ARB, u, v); GL_MTexCoord2fFunc (GL_TEXTURE1_ARB, u, v); } else glTexCoord2f (u, v); commands += 2; if (shading) { if (r_drawflat_cheatsafe) { srand(count * (unsigned int)(src_offset_t)commands); glColor3f (rand()%256/255.0, rand()%256/255.0, rand()%256/255.0); } else if (lerping) { vertcolor[0] = (shadedots[verts1->lightnormalindex]*iblend + shadedots[verts2->lightnormalindex]*blend) * lightcolor[0]; vertcolor[1] = (shadedots[verts1->lightnormalindex]*iblend + shadedots[verts2->lightnormalindex]*blend) * lightcolor[1]; vertcolor[2] = (shadedots[verts1->lightnormalindex]*iblend + shadedots[verts2->lightnormalindex]*blend) * lightcolor[2]; glColor4fv (vertcolor); } else { vertcolor[0] = shadedots[verts1->lightnormalindex] * lightcolor[0]; vertcolor[1] = shadedots[verts1->lightnormalindex] * lightcolor[1]; vertcolor[2] = shadedots[verts1->lightnormalindex] * lightcolor[2]; glColor4fv (vertcolor); } } if (lerping) { glVertex3f (verts1->v[0]*iblend + verts2->v[0]*blend, verts1->v[1]*iblend + verts2->v[1]*blend, verts1->v[2]*iblend + verts2->v[2]*blend); verts1++; verts2++; } else { glVertex3f (verts1->v[0], verts1->v[1], verts1->v[2]); verts1++; } } while (--count); glEnd (); } rs_aliaspasses += paliashdr->numtris; } /* ================= R_SetupAliasFrame -- johnfitz -- rewritten to support lerping ================= */ void R_SetupAliasFrame (aliashdr_t *paliashdr, int frame, lerpdata_t *lerpdata) { entity_t *e = currententity; int posenum, numposes; if ((frame >= paliashdr->numframes) || (frame < 0)) { Con_DPrintf ("R_AliasSetupFrame: no such frame %d for '%s'\n", frame, e->model->name); frame = 0; } posenum = paliashdr->frames[frame].firstpose; numposes = paliashdr->frames[frame].numposes; if (numposes > 1) { e->lerptime = paliashdr->frames[frame].interval; posenum += (int)(cl.time / e->lerptime) % numposes; } else e->lerptime = 0.1; if (e->lerpflags & LERP_RESETANIM) //kill any lerp in progress { e->lerpstart = 0; e->previouspose = posenum; e->currentpose = posenum; e->lerpflags -= LERP_RESETANIM; } else if (e->currentpose != posenum) // pose changed, start new lerp { if (e->lerpflags & LERP_RESETANIM2) //defer lerping one more time { e->lerpstart = 0; e->previouspose = posenum; e->currentpose = posenum; e->lerpflags -= LERP_RESETANIM2; } else { e->lerpstart = cl.time; e->previouspose = e->currentpose; e->currentpose = posenum; } } //set up values if (r_lerpmodels.value && !(e->model->flags & MOD_NOLERP && r_lerpmodels.value != 2)) { if (e->lerpflags & LERP_FINISH && numposes == 1) lerpdata->blend = CLAMP (0, (cl.time - e->lerpstart) / (e->lerpfinish - e->lerpstart), 1); else lerpdata->blend = CLAMP (0, (cl.time - e->lerpstart) / e->lerptime, 1); lerpdata->pose1 = e->previouspose; lerpdata->pose2 = e->currentpose; } else //don't lerp { lerpdata->blend = 1; lerpdata->pose1 = posenum; lerpdata->pose2 = posenum; } } /* ================= R_SetupEntityTransform -- johnfitz -- set up transform part of lerpdata ================= */ void R_SetupEntityTransform (entity_t *e, lerpdata_t *lerpdata) { float blend; vec3_t d; int i; // if LERP_RESETMOVE, kill any lerps in progress if (e->lerpflags & LERP_RESETMOVE) { e->movelerpstart = 0; VectorCopy (e->origin, e->previousorigin); VectorCopy (e->origin, e->currentorigin); VectorCopy (e->angles, e->previousangles); VectorCopy (e->angles, e->currentangles); e->lerpflags -= LERP_RESETMOVE; } else if (!VectorCompare (e->origin, e->currentorigin) || !VectorCompare (e->angles, e->currentangles)) // origin/angles changed, start new lerp { e->movelerpstart = cl.time; VectorCopy (e->currentorigin, e->previousorigin); VectorCopy (e->origin, e->currentorigin); VectorCopy (e->currentangles, e->previousangles); VectorCopy (e->angles, e->currentangles); } //set up values if (r_lerpmove.value && e != &cl.viewent && e->lerpflags & LERP_MOVESTEP) { if (e->lerpflags & LERP_FINISH) blend = CLAMP (0, (cl.time - e->movelerpstart) / (e->lerpfinish - e->movelerpstart), 1); else blend = CLAMP (0, (cl.time - e->movelerpstart) / 0.1, 1); //translation VectorSubtract (e->currentorigin, e->previousorigin, d); lerpdata->origin[0] = e->previousorigin[0] + d[0] * blend; lerpdata->origin[1] = e->previousorigin[1] + d[1] * blend; lerpdata->origin[2] = e->previousorigin[2] + d[2] * blend; //rotation VectorSubtract (e->currentangles, e->previousangles, d); for (i = 0; i < 3; i++) { if (d[i] > 180) d[i] -= 360; if (d[i] < -180) d[i] += 360; } lerpdata->angles[0] = e->previousangles[0] + d[0] * blend; lerpdata->angles[1] = e->previousangles[1] + d[1] * blend; lerpdata->angles[2] = e->previousangles[2] + d[2] * blend; } else //don't lerp { VectorCopy (e->origin, lerpdata->origin); VectorCopy (e->angles, lerpdata->angles); } } /* ================= R_SetupAliasLighting -- johnfitz -- broken out from R_DrawAliasModel and rewritten ================= */ void R_SetupAliasLighting (entity_t *e) { vec3_t dist; float add; int i; int quantizedangle; float radiansangle; R_LightPoint (e->origin); //add dlights for (i=0 ; i= cl.time) { VectorSubtract (currententity->origin, cl_dlights[i].origin, dist); add = cl_dlights[i].radius - VectorLength(dist); if (add > 0) VectorMA (lightcolor, add, cl_dlights[i].color, lightcolor); } } // minimum light value on gun (24) if (e == &cl.viewent) { add = 72.0f - (lightcolor[0] + lightcolor[1] + lightcolor[2]); if (add > 0.0f) { lightcolor[0] += add / 3.0f; lightcolor[1] += add / 3.0f; lightcolor[2] += add / 3.0f; } } // minimum light value on players (8) if (currententity > cl_entities && currententity <= cl_entities + cl.maxclients) { add = 24.0f - (lightcolor[0] + lightcolor[1] + lightcolor[2]); if (add > 0.0f) { lightcolor[0] += add / 3.0f; lightcolor[1] += add / 3.0f; lightcolor[2] += add / 3.0f; } } // clamp lighting so it doesn't overbright as much (96) if (overbright) { add = 288.0f / (lightcolor[0] + lightcolor[1] + lightcolor[2]); if (add < 1.0f) VectorScale(lightcolor, add, lightcolor); } //hack up the brightness when fullbrights but no overbrights (256) if (gl_fullbrights.value && !gl_overbright_models.value) if (e->model->flags & MOD_FBRIGHTHACK) { lightcolor[0] = 256.0f; lightcolor[1] = 256.0f; lightcolor[2] = 256.0f; } // motolegacy -- re-te EF_FULLBRIGHT support // TODO: potentially just block dlights from colorizing if (e->effects & EF_FULLBRIGHT) { lightcolor[0] = 96.0f; lightcolor[1] = 96.0f; lightcolor[2] = 96.0f; } quantizedangle = ((int)(e->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1); //ericw -- shadevector is passed to the shader to compute shadedots inside the //shader, see GLAlias_CreateShaders() radiansangle = (quantizedangle / 16.0) * 2.0 * 3.14159; shadevector[0] = cos(-radiansangle); shadevector[1] = sin(-radiansangle); shadevector[2] = 1; VectorNormalize(shadevector); //ericw -- shadedots = r_avertexnormal_dots[quantizedangle]; VectorScale (lightcolor, 1.0f / 200.0f, lightcolor); } /* ================= R_DrawTransparentAliasModel blubs: used for semitransparent fullbright models (like their sprite counterparts) ================= */ void R_DrawTransparentAliasModel (entity_t *e) { /* model_t *clmodel; vec3_t mins, maxs; aliashdr_t *paliashdr; float an; int anim; clmodel = e->model; VectorAdd (e->origin, clmodel->mins, mins); VectorAdd (e->origin, clmodel->maxs, maxs); if (R_CullBox(mins, maxs)) return; VectorCopy (e->origin, r_entorigin); VectorSubtract (r_origin, r_entorigin, modelorg); // // get lighting information // LordHavoc: .lit support begin //ambientlight = shadelight = R_LightPoint (e->origin); // LordHavoc: original code, removed shadelight and ambientlight R_LightPoint(e->origin); // LordHavoc: lightcolor is all that matters from this // LordHavoc: .lit support end lightcolor[0] = lightcolor[1] = lightcolor[2] = 256; shadedots = r_avertexnormal_dots[((int)(e->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)]; // LordHavoc: .lit support begin //shadelight = shadelight / 200.0; // LordHavoc: original code VectorScale(lightcolor, 1.0f / 200.0f, lightcolor); // LordHavoc: .lit support end an = e->angles[1]/180*M_PI; shadevector[0] = cosf(-an); shadevector[1] = sinf(-an); shadevector[2] = 1; VectorNormalize (shadevector); // locate the proper data// paliashdr = (aliashdr_t *)Mod_Extradata (e->model); c_alias_polys += paliashdr->numtris; // draw all the triangles// sceGumPushMatrix(); R_InterpolateEntity(e,0); const ScePspFVector3 translation = { paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2] }; sceGumTranslate(&translation); const ScePspFVector3 scaling = { paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2] }; sceGumScale(&scaling); //for models(pink transparency) nsceGuEnable(GU_BLEND); sceGuEnable(GU_ALPHA_TEST); sceGuAlphaFunc(GU_GREATER, 0, 0xff); sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA); //st1x:now quake transparency is working //force_fullbright //sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA); sceGuShadeModel(GU_SMOOTH); sceGumUpdateMatrix(); IgnoreInterpolatioFrame(e, paliashdr); anim = (int)(cl.time*10) & 3; GL_Bind(paliashdr->gl_texturenum[e->skinnum][anim]); //Rendering block if (r_i_model_animation.value) { R_SetupAliasBlendedFrame (e->frame, paliashdr, e, e->angles[0], e->angles[1]); } else { if (r_ipolations.value)//blubs: seems like we don't even use InterpolatedFrames. { if (r_asynch.value) { if (e->interpolation >= r_ipolations.value) { e->last_frame = e->current_frame; e->current_frame = e->frame; e->interpolation = 1; } } else { if (e->frame != e->current_frame) { e->last_frame = e->current_frame; e->current_frame = e->frame; e->interpolation = 1; } } R_SetupAliasInterpolatedFrame (e->current_frame,e->last_frame,e->interpolation,paliashdr); } else R_SetupAliasFrame (e->frame, paliashdr, e->angles[0], e->angles[1]); } sceGumPopMatrix(); sceGumUpdateMatrix(); //st1x:now quake transparency is working sceGuAlphaFunc(GU_GREATER, 0, 0xff); sceGuDisable(GU_ALPHA_TEST); sceGuTexFunc(GU_TFX_REPLACE , GU_TCC_RGBA); sceGuShadeModel(GU_FLAT); // else if(ISGLOW(e)) { sceGuDepthMask(GU_FALSE); //sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0); //sceGuDisable (GU_BLEND); } sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA); sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0); sceGuDisable(GU_BLEND); */ aliashdr_t *paliashdr; int i, anim, skinnum; gltexture_t *tx, *fb; lerpdata_t lerpdata; qboolean alphatest = !!(e->model->flags & MF_HOLEY); // // setup pose/lerp data -- do it first so we don't miss updates due to culling // paliashdr = (aliashdr_t *)Mod_Extradata (e->model); R_SetupAliasFrame (paliashdr, e->frame, &lerpdata); R_SetupEntityTransform (e, &lerpdata); // // cull it // if (R_CullModelForEntity(e)) return; // // transform it // glPushMatrix (); R_RotateForEntity (lerpdata.origin, lerpdata.angles); glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]); glScalef (paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2]); // // random stuff // #ifndef VITA if (gl_smoothmodels.value && !r_drawflat_cheatsafe) glShadeModel (GL_SMOOTH); if (gl_affinemodels.value) glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); #endif // // set up lighting // rs_aliaspolys += paliashdr->numtris; R_SetupAliasLighting (e); // // set up textures // GL_DisableMultitexture(); anim = (int)(cl.time*10) & 3; skinnum = e->skinnum; if ((skinnum >= paliashdr->numskins) || (skinnum < 0)) { Con_DPrintf ("R_DrawAliasModel: no such skin # %d for '%s'\n", skinnum, e->model->name); // ericw -- display skin 0 for winquake compatibility skinnum = 0; } tx = paliashdr->gltextures[skinnum][anim]; // // draw it // GL_Bind (tx); glEnable(GL_BLEND); glDisable (GL_ALPHA_TEST); glDepthMask(GL_FALSE); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); GL_DrawAliasFrame (paliashdr, lerpdata); cleanup: glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); #ifndef VITA glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glShadeModel (GL_FLAT); #endif glDepthMask(GL_TRUE); glDisable(GL_BLEND); glColor3f(1,1,1); glPopMatrix (); } /* ===================== R_DrawZombieLimb ===================== */ //Blubs Z hacks: need this declaration. qmodel_t *Mod_FindName (char *name); void R_DrawZombieLimb (entity_t *e,int which) { //entity_t *e; qmodel_t *clmodel; aliashdr_t *paliashdr; entity_t *limb_ent; lerpdata_t lerpdata; //e = &cl_entities[ent]; //clmodel = e->model; if(which == 1) limb_ent = &cl_entities[e->z_head]; else if(which == 2) limb_ent = &cl_entities[e->z_larm]; else if(which == 3) limb_ent = &cl_entities[e->z_rarm]; else return; clmodel = limb_ent->model; if(clmodel == NULL) return; VectorCopy (e->origin, r_entorigin); VectorSubtract (r_origin, r_entorigin, modelorg); // locate the proper data paliashdr = (aliashdr_t *)Mod_Extradata (clmodel);//e->model rs_aliaspolys += paliashdr->numtris; R_SetupAliasFrame (paliashdr, e->frame, &lerpdata); R_SetupEntityTransform (e, &lerpdata); glPushMatrix (); R_RotateForEntity (lerpdata.origin, lerpdata.angles); paliashdr = (aliashdr_t *)Mod_Extradata (e->model); rs_aliaspolys += paliashdr->numtris; if (gl_smoothmodels.value && !r_drawflat_cheatsafe) glShadeModel (GL_SMOOTH); if (gl_affinemodels.value) glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); overbright = gl_overbright_models.value; shading = true; //blubs disabled /*if (r_i_model_transform.value) R_BlendedRotateForEntity (e, 0); else R_RotateForEntity (e, 0);*/ rs_aliaspolys += paliashdr->numtris; R_SetupAliasLighting (e); glTranslatef(paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]); GL_DisableMultitexture(); glScalef(paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2]); //R_SetupAliasFrame (paliashdr, e->frame, &lerpdata); //R_SetupEntityTransform (e, &lerpdata); GL_DrawAliasFrame(paliashdr, lerpdata); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); #ifndef VITA glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glShadeModel (GL_FLAT); #endif glDepthMask(GL_TRUE); glDisable(GL_BLEND); //t3 += Sys_FloatTime(); glPopMatrix (); } /* ================= R_DrawAliasModel -- johnfitz -- almost completely rewritten ================= */ //extern int doZHack; void R_DrawAliasModel (entity_t *e) { aliashdr_t *paliashdr; int i, anim, skinnum; char specChar; gltexture_t *tx, *fb; lerpdata_t lerpdata; qboolean alphatest = !!(e->model->flags & MF_HOLEY); //qmodel_t *clmodel; vec3_t mins, maxs; //clmodel = e->model; // // setup pose/lerp data -- do it first so we don't miss updates due to culling // /*specChar = clmodel->name[strlen(clmodel->name) - 5]; if(doZHack && specChar == '#') { if(clmodel->name[strlen(clmodel->name) - 6] == 'c') paliashdr = (aliashdr_t *) Mod_Extradata(Mod_FindName("models/ai/zcfull.mdl")); else paliashdr = (aliashdr_t *) Mod_Extradata(Mod_FindName("models/ai/zfull.mdl")); } else*/ paliashdr = (aliashdr_t *)Mod_Extradata (e->model); R_SetupAliasFrame (paliashdr, e->frame, &lerpdata); R_SetupEntityTransform (e, &lerpdata); // // cull it // if (R_CullModelForEntity(e)) return; // // transform it // glPushMatrix (); R_RotateForEntity (lerpdata.origin, lerpdata.angles); /* //sB needs fixing in Quakespasm but fuck GL bro //specChar = clmodel->name[strlen(clmodel->name) - 5]; if(doZHack && specChar == '#') { if(clmodel->name[strlen(clmodel->name) - 6] == 'c') paliashdr = (aliashdr_t *) Mod_Extradata(Mod_FindName("models/ai/zcfull.mdl")); else paliashdr = (aliashdr_t *) Mod_Extradata(Mod_FindName("models/ai/zfull.mdl")); } else*/ paliashdr = (aliashdr_t *)Mod_Extradata (e->model); rs_aliaspolys += paliashdr->numtris; //glPushMatrix (); // // random stuff // #ifndef VITA if (gl_smoothmodels.value && !r_drawflat_cheatsafe) glShadeModel (GL_SMOOTH); if (gl_affinemodels.value) glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); #endif overbright = gl_overbright_models.value; shading = true; //sB porting viewmodel FOV from 3ds build // Special handling of view model to keep FOV from altering look. Pretty good. Not perfect but rather close. if (e == &cl.viewent && scr_fov_viewmodel.value) { float scale = 1.0f / tan (DEG2RAD (scr_fov.value / 2.0f)) * scr_fov_viewmodel.value / 90.0f; glTranslatef (paliashdr->scale_origin[0] * scale, paliashdr->scale_origin[1], paliashdr->scale_origin[2]); glScalef (paliashdr->scale[0] * scale, paliashdr->scale[1], paliashdr->scale[2]); } else { glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]); glScalef (paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2]); } // // set up for alpha blending // if (r_drawflat_cheatsafe || r_lightmap_cheatsafe) //no alpha in drawflat or lightmap mode entalpha = 1; else entalpha = ENTALPHA_DECODE(e->alpha); if (entalpha == 0) goto cleanup; if (entalpha < 1) { if (!gl_texture_env_combine) overbright = false; //overbright can't be done in a single pass without combiners glDepthMask(GL_FALSE); glEnable(GL_BLEND); } else if (alphatest) glEnable(GL_ALPHA_TEST); // // set up lighting // rs_aliaspolys += paliashdr->numtris; R_SetupAliasLighting (e); // // set up textures // GL_DisableMultitexture(); anim = (int)(cl.time*10) & 3; skinnum = e->skinnum; if ((skinnum >= paliashdr->numskins) || (skinnum < 0)) { Con_DPrintf ("R_DrawAliasModel: no such skin # %d for '%s'\n", skinnum, e->model->name); // ericw -- display skin 0 for winquake compatibility skinnum = 0; } tx = paliashdr->gltextures[skinnum][anim]; fb = paliashdr->fbtextures[skinnum][anim]; if (e->colormap != vid.colormap && !gl_nocolors.value) { i = e - cl_entities; if (i >= 1 && i<=cl.maxclients /* && !strcmp (currententity->model->name, "progs/player.mdl") */) tx = playertextures[i - 1]; } if (!gl_fullbrights.value) fb = NULL; // // draw it // if (r_drawflat_cheatsafe) { glDisable (GL_TEXTURE_2D); GL_DrawAliasFrame (paliashdr, lerpdata); glEnable (GL_TEXTURE_2D); srand((int) (cl.time * 1000)); //restore randomness } else if (r_fullbright_cheatsafe) { GL_Bind (tx); shading = false; glColor4f(1,1,1,entalpha); GL_DrawAliasFrame (paliashdr, lerpdata); if (fb) { glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); GL_Bind(fb); glEnable(GL_BLEND); glBlendFunc (GL_ONE, GL_ONE); glDepthMask(GL_FALSE); glColor3f(entalpha,entalpha,entalpha); Fog_StartAdditive (); GL_DrawAliasFrame (paliashdr, lerpdata); Fog_StopAdditive (); glDepthMask(GL_TRUE); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); } } else if (r_lightmap_cheatsafe) { glDisable (GL_TEXTURE_2D); shading = false; glColor3f(1,1,1); GL_DrawAliasFrame (paliashdr, lerpdata); glEnable (GL_TEXTURE_2D); } // call fast path if possible. if the shader compliation failed for some reason, // r_alias_program will be 0. else if (r_alias_program != 0) { GL_DrawAliasFrame_GLSL (paliashdr, lerpdata, tx, fb); } else if (overbright) { if (gl_texture_env_combine && gl_mtexable && gl_texture_env_add && fb) //case 1: everything in one pass { GL_Bind (tx); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT); glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0f); GL_EnableMultitexture(); // selects TEXTURE1 GL_Bind (fb); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD); glEnable(GL_BLEND); GL_DrawAliasFrame (paliashdr, lerpdata); glDisable(GL_BLEND); GL_DisableMultitexture(); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); } else if (gl_texture_env_combine) //case 2: overbright in one pass, then fullbright pass { // first pass GL_Bind(tx); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT); glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0f); GL_DrawAliasFrame (paliashdr, lerpdata); glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 1.0f); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); // second pass if (fb) { glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); GL_Bind(fb); glEnable(GL_BLEND); glBlendFunc (GL_ONE, GL_ONE); glDepthMask(GL_FALSE); shading = false; glColor3f(entalpha,entalpha,entalpha); Fog_StartAdditive (); GL_DrawAliasFrame (paliashdr, lerpdata); Fog_StopAdditive (); glDepthMask(GL_TRUE); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); } } else //case 3: overbright in two passes, then fullbright pass { // first pass GL_Bind(tx); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); GL_DrawAliasFrame (paliashdr, lerpdata); // second pass -- additive with black fog, to double the object colors but not the fog color glEnable(GL_BLEND); glBlendFunc (GL_ONE, GL_ONE); glDepthMask(GL_FALSE); Fog_StartAdditive (); GL_DrawAliasFrame (paliashdr, lerpdata); Fog_StopAdditive (); glDepthMask(GL_TRUE); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); // third pass if (fb) { glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); GL_Bind(fb); glEnable(GL_BLEND); glBlendFunc (GL_ONE, GL_ONE); glDepthMask(GL_FALSE); shading = false; glColor3f(entalpha,entalpha,entalpha); Fog_StartAdditive (); GL_DrawAliasFrame (paliashdr, lerpdata); Fog_StopAdditive (); glDepthMask(GL_TRUE); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); } } } else { if (gl_mtexable && gl_texture_env_add && fb) //case 4: fullbright mask using multitexture { GL_DisableMultitexture(); // selects TEXTURE0 GL_Bind (tx); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); GL_EnableMultitexture(); // selects TEXTURE1 GL_Bind (fb); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD); glEnable(GL_BLEND); GL_DrawAliasFrame (paliashdr, lerpdata); glDisable(GL_BLEND); GL_DisableMultitexture(); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); } else //case 5: fullbright mask without multitexture { // first pass GL_Bind(tx); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); GL_DrawAliasFrame (paliashdr, lerpdata); // second pass if (fb) { GL_Bind(fb); glEnable(GL_BLEND); glBlendFunc (GL_ONE, GL_ONE); glDepthMask(GL_FALSE); shading = false; glColor3f(entalpha,entalpha,entalpha); Fog_StartAdditive (); GL_DrawAliasFrame (paliashdr, lerpdata); Fog_StopAdditive (); glDepthMask(GL_TRUE); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); } } } //glPopMatrix (); /* if (doZHack == 0 && specChar == '#')//if we're drawing zombie, also draw its limbs in one call { if(e->z_head) R_DrawZombieLimb(e,1); if(e->z_larm) R_DrawZombieLimb(e,2); if(e->z_rarm) R_DrawZombieLimb(e,3); }*/ cleanup: glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); #ifndef VITA glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glShadeModel (GL_FLAT); #endif glDepthMask(GL_TRUE); glDisable(GL_BLEND); if (alphatest) glDisable (GL_ALPHA_TEST); glColor3f(1,1,1); glPopMatrix (); } //johnfitz -- values for shadow matrix #define SHADOW_SKEW_X -0.7 //skew along x axis. -0.7 to mimic glquake shadows #define SHADOW_SKEW_Y 0 //skew along y axis. 0 to mimic glquake shadows #define SHADOW_VSCALE 0 //0=completely flat #define SHADOW_HEIGHT 0.1 //how far above the floor to render the shadow //johnfitz /* ============= GL_DrawAliasShadow -- johnfitz -- rewritten TODO: orient shadow onto "lightplane" (a global mplane_t*) ============= */ void GL_DrawAliasShadow (entity_t *e) { float shadowmatrix[16] = {1, 0, 0, 0, 0, 1, 0, 0, SHADOW_SKEW_X, SHADOW_SKEW_Y, SHADOW_VSCALE, 0, 0, 0, SHADOW_HEIGHT, 1}; float lheight; aliashdr_t *paliashdr; lerpdata_t lerpdata; if (R_CullModelForEntity(e)) return; if (e == &cl.viewent || e->model->flags & MOD_NOSHADOW) return; entalpha = ENTALPHA_DECODE(e->alpha); if (entalpha == 0) return; paliashdr = (aliashdr_t *)Mod_Extradata (e->model); R_SetupAliasFrame (paliashdr, e->frame, &lerpdata); R_SetupEntityTransform (e, &lerpdata); R_LightPoint (e->origin); lheight = currententity->origin[2] - lightspot[2]; // set up matrix glPushMatrix (); glTranslatef (lerpdata.origin[0], lerpdata.origin[1], lerpdata.origin[2]); glTranslatef (0,0,-lheight); glMultMatrixf (shadowmatrix); glTranslatef (0,0,lheight); glRotatef (lerpdata.angles[1], 0, 0, 1); glRotatef (-lerpdata.angles[0], 0, 1, 0); glRotatef (lerpdata.angles[2], 1, 0, 0); glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]); glScalef (paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2]); // draw it glDepthMask(GL_FALSE); glEnable (GL_BLEND); GL_DisableMultitexture (); glDisable (GL_TEXTURE_2D); shading = false; glColor4f(0,0,0,entalpha * 0.5); GL_DrawAliasFrame (paliashdr, lerpdata); glEnable (GL_TEXTURE_2D); glDisable (GL_BLEND); glDepthMask(GL_TRUE); //clean up glPopMatrix (); } /* ================= R_DrawAliasModel_ShowTris -- johnfitz ================= */ void R_DrawAliasModel_ShowTris (entity_t *e) { aliashdr_t *paliashdr; lerpdata_t lerpdata; if (R_CullModelForEntity(e)) return; paliashdr = (aliashdr_t *)Mod_Extradata (e->model); R_SetupAliasFrame (paliashdr, e->frame, &lerpdata); R_SetupEntityTransform (e, &lerpdata); glPushMatrix (); R_RotateForEntity (lerpdata.origin,lerpdata.angles); glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]); glScalef (paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2]); shading = false; glColor3f(1,1,1); GL_DrawAliasFrame (paliashdr, lerpdata); glPopMatrix (); }