fb model fixups, optimizations, spaced indents fixed, minor cleanup

This commit is contained in:
Forest Hale 2000-08-28 01:38:16 +00:00
parent bf1a322439
commit d1cecd1018

View file

@ -204,12 +204,12 @@ qboolean R_CullBox (vec3_t mins, vec3_t maxs)
void R_RotateForEntity (entity_t *e) void R_RotateForEntity (entity_t *e)
{ {
glTranslatef (e->origin[0], e->origin[1], e->origin[2]); glTranslatef (e->origin[0], e->origin[1], e->origin[2]);
glRotatef (e->angles[1], 0, 0, 1); glRotatef (e->angles[1], 0, 0, 1);
glRotatef (-e->angles[0], 0, 1, 0); glRotatef (-e->angles[0], 0, 1, 0);
//ZOID: fixed z angle //ZOID: fixed z angle
glRotatef (e->angles[2], 1, 0, 0); glRotatef (e->angles[2], 1, 0, 0);
} }
/* /*
@ -308,10 +308,7 @@ static void R_DrawSpriteModel (entity_t *e)
else else
glColor4f(1,1,1,1); glColor4f(1,1,1,1);
glBindTexture (GL_TEXTURE_2D, frame->gl_texturenum); glBindTexture (GL_TEXTURE_2D, frame->gl_texturenum);
glEnable (GL_ALPHA_TEST);
glBegin (GL_QUADS);
glEnable (GL_ALPHA_TEST); glEnable (GL_ALPHA_TEST);
glBegin (GL_QUADS); glBegin (GL_QUADS);
@ -387,6 +384,10 @@ static void GL_DrawAliasFrame (aliashdr_t *paliashdr, int posenum, qboolean fb)
verts += posenum * paliashdr->poseverts; verts += posenum * paliashdr->poseverts;
order = (int *)((byte *)paliashdr + paliashdr->commands); order = (int *)((byte *)paliashdr + paliashdr->commands);
if (fb)
glColor3f(1,1,1);
else if (lighthalf)
shadelight *= 2;
while (1) while (1)
{ {
// get the vertex count and primitive type // get the vertex count and primitive type
@ -407,17 +408,11 @@ static void GL_DrawAliasFrame (aliashdr_t *paliashdr, int posenum, qboolean fb)
glTexCoord2f (((float *)order)[0], ((float *)order)[1]); glTexCoord2f (((float *)order)[0], ((float *)order)[1]);
order += 2; order += 2;
if (fb) { if (!fb)
glColor4f (1, 1, 1, 1); {
} else {
// normals and vertexes come from the frame list // normals and vertexes come from the frame list
l = shadedots[verts->lightnormalindex] * shadelight; l = shadedots[verts->lightnormalindex] * shadelight;
glColor3f(l, l, l);
// LordHavoc: cleanup after Endy
if (!lighthalf) {
l *= 2;
}
glColor4f(l, l, l, 1);
} }
glVertex3f (verts->v[0], verts->v[1], verts->v[2]); glVertex3f (verts->v[0], verts->v[1], verts->v[2]);
@ -591,9 +586,9 @@ static void R_DrawAliasModel (entity_t *e)
{ {
if (ambientlight < 8) if (ambientlight < 8)
ambientlight = shadelight = 8; ambientlight = shadelight = 8;
} else if (!gl_fb_models->value && ( }
!strcmp (clmodel->name, "progs/flame.mdl") || else if (!gl_fb_models->value && (!strcmp (clmodel->name, "progs/flame.mdl") || !strcmp (clmodel->name, "progs/flame2.mdl")))
!strcmp (clmodel->name, "progs/flame2.mdl"))) { {
// HACK HACK HACK -- no fullbright colors, so make torches full light // HACK HACK HACK -- no fullbright colors, so make torches full light
ambientlight = shadelight = 256; ambientlight = shadelight = 256;
} }
@ -621,6 +616,9 @@ static void R_DrawAliasModel (entity_t *e)
glPushMatrix (); glPushMatrix ();
R_RotateForEntity (e); R_RotateForEntity (e);
// LordHavoc: must be in modulate mode for reasons of lighting as well as fullbright support
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
if (!strcmp (clmodel->name, "progs/eyes.mdl") ) if (!strcmp (clmodel->name, "progs/eyes.mdl") )
{ {
glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2] - (22 + 8)); glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2] - (22 + 8));
@ -654,17 +652,16 @@ static void R_DrawAliasModel (entity_t *e)
R_SetupAliasFrame (currententity->frame, paliashdr, false); R_SetupAliasFrame (currententity->frame, paliashdr, false);
// This block is GL fullbright support for objects... // This block is GL fullbright support for objects...
if (clmodel->hasfullbrights && gl_fb_models->value && if (clmodel->hasfullbrights && gl_fb_models->value && paliashdr->gl_fb_texturenum[currententity->skinnum][anim])
paliashdr->gl_fb_texturenum[currententity->skinnum][anim]) { {
/* glBlendFunc(GL_ONE, GL_ONE);
glEnable (GL_BLEND); glEnable (GL_BLEND);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
*/
glBindTexture (GL_TEXTURE_2D, paliashdr->gl_fb_texturenum[currententity->skinnum][anim]); glBindTexture (GL_TEXTURE_2D, paliashdr->gl_fb_texturenum[currententity->skinnum][anim]);
R_SetupAliasFrame (currententity->frame, paliashdr, true); R_SetupAliasFrame (currententity->frame, paliashdr, true);
//glDisable (GL_BLEND); glDisable (GL_BLEND);
gkBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
} }
glShadeModel (GL_FLAT); glShadeModel (GL_FLAT);
@ -841,18 +838,17 @@ static void R_SetupFrame (void)
} }
static void MYgluPerspective( GLdouble fovy, GLdouble aspect, static void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
GLdouble zNear, GLdouble zFar )
{ {
GLdouble xmin, xmax, ymin, ymax; GLdouble xmin, xmax, ymin, ymax;
ymax = zNear * tan( fovy * M_PI / 360.0 ); ymax = zNear * tan( fovy * M_PI / 360.0 );
ymin = -ymax; ymin = -ymax;
xmin = ymin * aspect; xmin = ymin * aspect;
xmax = ymax * aspect; xmax = ymax * aspect;
glFrustum( xmin, xmax, ymin, ymax, zNear, zFar ); glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
} }
@ -897,12 +893,12 @@ static void R_SetupGL (void)
} }
glViewport (glx + x, gly + y2, w, h); glViewport (glx + x, gly + y2, w, h);
screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height; screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI; // yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
// yfov = (2.0 * tan (scr_fov->value/360*M_PI)) / screenaspect; // yfov = (2.0 * tan (scr_fov->value/360*M_PI)) / screenaspect;
// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*(scr_fov->value*2)/M_PI; // yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*(scr_fov->value*2)/M_PI;
// MYgluPerspective (yfov, screenaspect, 4, 4096); // MYgluPerspective (yfov, screenaspect, 4, 4096);
MYgluPerspective (r_refdef.fov_y, screenaspect, 4, 4096); MYgluPerspective (r_refdef.fov_y, screenaspect, 4, 4096);
if (mirror) if (mirror)
{ {
@ -916,14 +912,14 @@ static void R_SetupGL (void)
glCullFace(GL_FRONT); glCullFace(GL_FRONT);
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glLoadIdentity (); glLoadIdentity ();
glRotatef (-90, 1, 0, 0); // put Z going up glRotatef (-90, 1, 0, 0); // put Z going up
glRotatef (90, 0, 0, 1); // put Z going up glRotatef (90, 0, 0, 1); // put Z going up
glRotatef (-r_refdef.viewangles[2], 1, 0, 0); glRotatef (-r_refdef.viewangles[2], 1, 0, 0);
glRotatef (-r_refdef.viewangles[0], 0, 1, 0); glRotatef (-r_refdef.viewangles[0], 0, 1, 0);
glRotatef (-r_refdef.viewangles[1], 0, 0, 1); glRotatef (-r_refdef.viewangles[1], 0, 0, 1);
glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]); glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix); glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);