more merges

qw_client/gl_model.c + uquake/gl_model.c = common/gl_model.c
qw_client/gl_rlight.c + uquake/gl_rlight.c = common/gl_rlight.c

common/gl_rmisc.c:
	call R_InitBubble for both uq and qw
This commit is contained in:
Bill Currie 2000-02-21 12:36:38 +00:00
parent 21f934a4a4
commit f56e2a12c2
5 changed files with 20 additions and 2218 deletions

View file

@ -1187,6 +1187,7 @@ void Mod_LoadBrushModel (model_t *mod, void *buffer)
for (i=0 ; i<sizeof(dheader_t)/4 ; i++)
((int *)header)[i] = LittleLong ( ((int *)header)[i]);
#ifdef QUAKEWORLD
// checksum all of the map, except for entities
mod->checksum = 0;
mod->checksum2 = 0;
@ -1202,7 +1203,7 @@ void Mod_LoadBrushModel (model_t *mod, void *buffer)
mod->checksum2 ^= LittleLong(Com_BlockChecksum(mod_base + header->lumps[i].fileofs,
header->lumps[i].filelen));
}
#endif
// load into heap
@ -1281,7 +1282,8 @@ mtriangle_t triangles[MAXALIASTRIS];
trivertx_t *poseverts[MAXALIASFRAMES];
int posenum;
byte player_8bit_texels[320*200];
byte **player_8bit_texels_tbl;
byte *player_8bit_texels;
/*
=================
@ -1462,6 +1464,7 @@ void *Mod_LoadAllSkins (int numskins, daliasskintype_t *pskintype)
char name[32];
int s;
byte *skin;
byte *texels;
daliasskingroup_t *pinskingroup;
int groupskins;
daliasskininterval_t *pinskinintervals;
@ -1479,13 +1482,11 @@ void *Mod_LoadAllSkins (int numskins, daliasskintype_t *pskintype)
Mod_FloodFillSkin( skin, pheader->skinwidth, pheader->skinheight );
// save 8 bit texels for the player model to remap
// save 8 bit texels for the player model to remap
if (!strcmp(loadmodel->name,"progs/player.mdl"))
{
if (s > sizeof(player_8bit_texels))
Sys_Error ("Player skin too large");
memcpy (player_8bit_texels, (byte *)(pskintype + 1), s);
}
// if (!strcmp(loadmodel->name,"progs/player.mdl")) {
texels = Hunk_AllocName(s, loadname);
pheader->texels[i] = texels - (byte *)pheader;
memcpy (texels, (byte *)(pskintype + 1), s);
// }
snprintf(name, sizeof(name), "%s_%i", loadmodel->name, i);
pheader->gl_texturenum[i][0] =
pheader->gl_texturenum[i][1] =
@ -1506,6 +1507,12 @@ void *Mod_LoadAllSkins (int numskins, daliasskintype_t *pskintype)
for (j=0 ; j<groupskins ; j++)
{
Mod_FloodFillSkin( skin, pheader->skinwidth, pheader->skinheight );
if (j == 0) {
texels = Hunk_AllocName(s, loadname);
pheader->texels[i] = texels - (byte *)pheader;
memcpy (texels, (byte *)(pskintype), s);
}
snprintf(name, sizeof(name), "%s_%i_%i", loadmodel->name, i,j);
pheader->gl_texturenum[i][j&3] =
GL_LoadTexture (name, pheader->skinwidth,
@ -1522,7 +1529,6 @@ void *Mod_LoadAllSkins (int numskins, daliasskintype_t *pskintype)
return (void *)pskintype;
}
//=========================================================================
/*
@ -1541,7 +1547,7 @@ void Mod_LoadAliasModel (model_t *mod, void *buffer)
daliasframetype_t *pframetype;
daliasskintype_t *pskintype;
int start, end, total;
#ifdef QUAKEWORLD
if (!strcmp(loadmodel->name, "progs/player.mdl") ||
!strcmp(loadmodel->name, "progs/eyes.mdl")) {
unsigned short crc;
@ -1566,7 +1572,7 @@ void Mod_LoadAliasModel (model_t *mod, void *buffer)
SZ_Print (&cls.netchan.message, st);
}
}
#endif
start = Hunk_LowMark ();
pinmodel = (mdl_t *)buffer;

View file

@ -118,7 +118,7 @@ void R_RenderDlight (dlight_t *light)
}
glBegin (GL_TRIANGLE_FAN);
// glColor3f (0.2,0.1,0.0);
// glColor3f (0.2,0.1,0.0); // uquake had this (taniwha)
// glColor3f (0.2,0.1,0.05); // changed dimlight effect
glColor4f (light->color[0], light->color[1], light->color[2],
light->color[3]);

View file

@ -226,10 +226,9 @@ void R_Init (void)
Cvar_RegisterVariable (&gl_keeptjunctions);
#ifdef QUAKEWORLD
R_InitBubble();
#else /* not QUAKEWORLD */
#ifdef UQUAKE
Cvar_RegisterVariable (&gl_doubleeyes);
#endif /* QUAKEWORLD */

File diff suppressed because it is too large Load diff

View file

@ -1,357 +0,0 @@
/*
Copyright (C) 1996-1997 Id Software, Inc.
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_light.c
#include "quakedef.h"
#include "glquake.h"
#include <mathlib.h>
#include <view.h>
int r_dlightframecount;
/*
==================
R_AnimateLight
==================
*/
void R_AnimateLight (void)
{
int i,j,k;
//
// light animations
// 'm' is normal light, 'a' is no light, 'z' is double bright
i = (int)(cl.time*10);
for (j=0 ; j<MAX_LIGHTSTYLES ; j++)
{
if (!cl_lightstyle[j].length)
{
d_lightstylevalue[j] = 256;
continue;
}
k = i % cl_lightstyle[j].length;
k = cl_lightstyle[j].map[k] - 'a';
k = k*22;
d_lightstylevalue[j] = k;
}
}
/*
=============================================================================
DYNAMIC LIGHTS BLEND RENDERING
=============================================================================
*/
void AddLightBlend (float r, float g, float b, float a2)
{
float a;
v_blend[3] = a = v_blend[3] + a2*(1-v_blend[3]);
a2 = a2/a;
v_blend[0] = v_blend[1]*(1-a2) + r*a2;
v_blend[1] = v_blend[1]*(1-a2) + g*a2;
v_blend[2] = v_blend[2]*(1-a2) + b*a2;
}
void R_RenderDlight (dlight_t *light)
{
int i, j;
float a;
vec3_t v;
float rad;
rad = light->radius * 0.35;
VectorSubtract (light->origin, r_origin, v);
if (Length (v) < rad)
{ // view is inside the dlight
AddLightBlend (1, 0.5, 0, light->radius * 0.0003);
return;
}
glBegin (GL_TRIANGLE_FAN);
glColor3f (0.2,0.1,0.0);
for (i=0 ; i<3 ; i++)
v[i] = light->origin[i] - vpn[i]*rad;
glVertex3fv (v);
glColor3f (0,0,0);
for (i=16 ; i>=0 ; i--)
{
a = i/16.0 * M_PI*2;
for (j=0 ; j<3 ; j++)
v[j] = light->origin[j] + vright[j]*cos(a)*rad
+ vup[j]*sin(a)*rad;
glVertex3fv (v);
}
glEnd ();
}
/*
=============
R_RenderDlights
=============
*/
void R_RenderDlights (void)
{
int i;
dlight_t *l;
if (!gl_flashblend.value)
return;
r_dlightframecount = r_framecount + 1; // because the count hasn't
// advanced yet for this frame
glDepthMask (0);
glDisable (GL_TEXTURE_2D);
glShadeModel (GL_SMOOTH);
glEnable (GL_BLEND);
glBlendFunc (GL_ONE, GL_ONE);
l = cl_dlights;
for (i=0 ; i<MAX_DLIGHTS ; i++, l++)
{
if (l->die < cl.time || !l->radius)
continue;
R_RenderDlight (l);
}
glColor3f (1,1,1);
glDisable (GL_BLEND);
glEnable (GL_TEXTURE_2D);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask (1);
}
/*
=============================================================================
DYNAMIC LIGHTS
=============================================================================
*/
/*
=============
R_MarkLights
=============
*/
void R_MarkLights (dlight_t *light, int bit, mnode_t *node)
{
mplane_t *splitplane;
float dist;
msurface_t *surf;
int i;
if (node->contents < 0)
return;
splitplane = node->plane;
dist = DotProduct (light->origin, splitplane->normal) - splitplane->dist;
if (dist > light->radius)
{
R_MarkLights (light, bit, node->children[0]);
return;
}
if (dist < -light->radius)
{
R_MarkLights (light, bit, node->children[1]);
return;
}
// mark the polygons
surf = cl.worldmodel->surfaces + node->firstsurface;
for (i=0 ; i<node->numsurfaces ; i++, surf++)
{
if (surf->dlightframe != r_dlightframecount)
{
surf->dlightbits = 0;
surf->dlightframe = r_dlightframecount;
}
surf->dlightbits |= bit;
}
R_MarkLights (light, bit, node->children[0]);
R_MarkLights (light, bit, node->children[1]);
}
/*
=============
R_PushDlights
=============
*/
void R_PushDlights (void)
{
int i;
dlight_t *l;
if (gl_flashblend.value)
return;
r_dlightframecount = r_framecount + 1; // because the count hasn't
// advanced yet for this frame
l = cl_dlights;
for (i=0 ; i<MAX_DLIGHTS ; i++, l++)
{
if (l->die < cl.time || !l->radius)
continue;
R_MarkLights ( l, 1<<i, cl.worldmodel->nodes );
}
}
/*
=============================================================================
LIGHT SAMPLING
=============================================================================
*/
mplane_t *lightplane;
vec3_t lightspot;
int RecursiveLightPoint (mnode_t *node, vec3_t start, vec3_t end)
{
int r;
float front, back, frac;
int side;
mplane_t *plane;
vec3_t mid;
msurface_t *surf;
int s, t, ds, dt;
int i;
mtexinfo_t *tex;
byte *lightmap;
unsigned scale;
int maps;
if (node->contents < 0)
return -1; // didn't hit anything
// calculate mid point
// FIXME: optimize for axial
plane = node->plane;
front = DotProduct (start, plane->normal) - plane->dist;
back = DotProduct (end, plane->normal) - plane->dist;
side = front < 0;
if ( (back < 0) == side)
return RecursiveLightPoint (node->children[side], start, end);
frac = front / (front-back);
mid[0] = start[0] + (end[0] - start[0])*frac;
mid[1] = start[1] + (end[1] - start[1])*frac;
mid[2] = start[2] + (end[2] - start[2])*frac;
// go down front side
r = RecursiveLightPoint (node->children[side], start, mid);
if (r >= 0)
return r; // hit something
if ( (back < 0) == side )
return -1; // didn't hit anuthing
// check for impact on this node
VectorCopy (mid, lightspot);
lightplane = plane;
surf = cl.worldmodel->surfaces + node->firstsurface;
for (i=0 ; i<node->numsurfaces ; i++, surf++)
{
if (surf->flags & SURF_DRAWTILED)
continue; // no lightmaps
tex = surf->texinfo;
s = DotProduct (mid, tex->vecs[0]) + tex->vecs[0][3];
t = DotProduct (mid, tex->vecs[1]) + tex->vecs[1][3];;
if (s < surf->texturemins[0] ||
t < surf->texturemins[1])
continue;
ds = s - surf->texturemins[0];
dt = t - surf->texturemins[1];
if ( ds > surf->extents[0] || dt > surf->extents[1] )
continue;
if (!surf->samples)
return 0;
ds >>= 4;
dt >>= 4;
lightmap = surf->samples;
r = 0;
if (lightmap)
{
lightmap += dt * ((surf->extents[0]>>4)+1) + ds;
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
r += *lightmap * scale;
lightmap += ((surf->extents[0]>>4)+1) *
((surf->extents[1]>>4)+1);
}
r >>= 8;
}
return r;
}
// go down back side
return RecursiveLightPoint (node->children[!side], mid, end);
}
int R_LightPoint (vec3_t p)
{
vec3_t end;
int r;
if (!cl.worldmodel->lightdata)
return 255;
end[0] = p[0];
end[1] = p[1];
end[2] = p[2] - 2048;
r = RecursiveLightPoint (cl.worldmodel->nodes, p, end);
if (r == -1)
r = 0;
return r;
}