quakespasm/source/r_alias.c
2023-09-07 14:16:49 -04:00

1467 lines
42 KiB
C

/*
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;
extern float fog_red;
extern float fog_green;
extern float fog_blue;
#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;
static GLuint fogRedLoc;
static GLuint fogGreenLoc;
static GLuint fogBlueLoc;
#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"
"uniform float fog_red;\n"
"uniform float fog_green;\n"
"uniform float fog_blue;\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(fog_red, fog_green, fog_blue, 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");
fogRedLoc = GL_GetUniformLocation(&r_alias_program, "fog_red");
fogGreenLoc = GL_GetUniformLocation(&r_alias_program, "fog_green");
fogBlueLoc = GL_GetUniformLocation(&r_alias_program, "fog_blue");
#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);
GL_Uniform1fFunc (fogRedLoc, fog_red / 64.0f);
GL_Uniform1fFunc (fogGreenLoc, fog_green / 64.0f);
GL_Uniform1fFunc (fogBlueLoc, fog_blue / 64.0f);
#endif
// naievil -- experimental grayscale mod
GL_Uniform1fFunc (aliasgrayscale_enableLoc, /*sv_player->v.renderGrayscale*/0);
// 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<MAX_DLIGHTS ; i++)
{
if (cl_dlights[i].die >= 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);
}
}
// cypress -- limit light value on all ents, not
// just viewmodel.
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;
}
// 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;
}
// cypress -- re-te EF_FULLBRIGHT support
// TODO: potentially just block dlights from colorizing
if (e->effects & EF_FULLBRIGHT) {
lightcolor[0] = 400.0f;
lightcolor[1] = 400.0f;
lightcolor[2] = 400.0f;
}
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;
extern qboolean model_is_zombie(char name[MAX_QPATH]);
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)) && !model_is_zombie(e->model->name))
{
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 ();
}