quakeforge/libs/video/renderer/gl/gl_mod_alias.c

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/*
gl_mod_alias.c
(description)
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:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
static const char rcsid[] =
"$Id$";
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include "QF/console.h"
#include "QF/cvar.h"
#include "QF/locs.h"
#include "QF/mathlib.h"
#include "QF/qargs.h"
#include "QF/render.h"
#include "QF/skin.h"
#include "QF/sound.h"
#include "QF/sys.h"
#include "QF/vid.h"
#include "QF/GL/defines.h"
#include "QF/GL/funcs.h"
#include "QF/GL/qf_rlight.h"
#include "QF/GL/qf_rmain.h"
#include "QF/GL/qf_rsurf.h"
#include "QF/GL/qf_screen.h"
#include "QF/GL/qf_vid.h"
#include "compat.h"
#include "r_cvar.h"
#include "r_dynamic.h"
#include "r_local.h"
#include "view.h"
typedef struct {
vec3_t vert;
float lightdot;
} blended_vert_t;
typedef struct {
blended_vert_t *verts;
int *order;
} vert_order_t;
float r_avertexnormals[NUMVERTEXNORMALS][3] = {
#include "anorms.h"
};
// precalculated dot products for quantized angles
#define SHADEDOT_QUANT 16
float r_avertexnormal_dots[SHADEDOT_QUANT][256] =
#include "anorm_dots.h"
;
float shadelight;
float *shadedots = r_avertexnormal_dots[0];
int lastposenum, lastposenum0;
vec3_t shadevector;
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static void
GL_DrawAliasFrame (vert_order_t *vo, qboolean fb)
{
float l;
float color[4];
int count;
int *order;
blended_vert_t *verts;
verts = vo->verts;
order = vo->order;
color[3] = modelalpha;
if (modelalpha != 1.0)
qfglDepthMask (GL_FALSE);
if (fb) {
color_white[3] = modelalpha * 255;
qfglColor4ubv (color_white);
}
while ((count = *order++)) {
// get the vertex count and primitive type
if (count < 0) {
count = -count;
qfglBegin (GL_TRIANGLE_FAN);
} else {
qfglBegin (GL_TRIANGLE_STRIP);
}
do {
// texture coordinates come from the draw list
qfglTexCoord2fv ((float *) order);
order += 2;
if (!fb) {
// normals and vertexes come from the frame list
l = shadelight * verts->lightdot;
VectorScale (shadecolor, l, color);
qfglColor4fv (color);
}
qfglVertex3fv (verts->vert);
verts++;
} while (--count);
qfglEnd ();
}
if (modelalpha != 1.0)
qfglDepthMask (GL_TRUE);
}
/*
GL_DrawAliasShadow
Standard shadow drawing
*/
static void
GL_DrawAliasShadow (aliashdr_t *paliashdr, int posenum)
{
float height, lheight;
int count;
int *order;
vec3_t point;
trivertx_t *verts;
lheight = currententity->origin[2] - lightspot[2];
height = 0;
verts = (trivertx_t *) ((byte *) paliashdr + paliashdr->posedata);
verts += posenum * paliashdr->poseverts;
order = (int *) ((byte *) paliashdr + paliashdr->commands);
height = -lheight + 1.0;
while ((count = *order++)) {
// get the vertex count and primitive type
if (count < 0) {
count = -count;
qfglBegin (GL_TRIANGLE_FAN);
} else
qfglBegin (GL_TRIANGLE_STRIP);
do {
// texture coordinates come from the draw list
// (skipped for shadows) qfglTexCoord2fv ((float *)order);
order += 2;
// normals and vertexes come from the frame list
point[0] =
verts->v[0] * paliashdr->mdl.scale[0] +
paliashdr->mdl.scale_origin[0];
point[1] =
verts->v[1] * paliashdr->mdl.scale[1] +
paliashdr->mdl.scale_origin[1];
point[2] =
verts->v[2] * paliashdr->mdl.scale[2] +
paliashdr->mdl.scale_origin[2];
point[0] -= shadevector[0] * (point[2] + lheight);
point[1] -= shadevector[1] * (point[2] + lheight);
point[2] = height;
// height -= 0.001;
qfglVertex3fv (point);
verts++;
} while (--count);
qfglEnd ();
}
}
/*
GL_DrawAliasBlendedShadow
Interpolated shadow drawing
*/
void
GL_DrawAliasBlendedShadow (aliashdr_t *paliashdr, int pose1, int pose2,
entity_t *e)
{
float blend, height, lheight, lerp;
int count;
int *order;
trivertx_t *verts1, *verts2;
vec3_t point1, point2;
blend = (r_realtime - e->frame_start_time) / e->frame_interval;
blend = min (blend, 1);
lerp = 1 - blend;
lheight = e->origin[2] - lightspot[2];
height = -lheight + 1.0;
verts2 = verts1 = (trivertx_t *) ((byte *) paliashdr +
paliashdr->posedata);
verts1 += pose1 * paliashdr->poseverts;
verts2 += pose2 * paliashdr->poseverts;
order = (int *) ((byte *) paliashdr + paliashdr->commands);
while ((count = *order++)) {
// get the vertex count and primitive type
if (count < 0) {
count = -count;
qfglBegin (GL_TRIANGLE_FAN);
} else {
qfglBegin (GL_TRIANGLE_STRIP);
}
do {
order += 2;
point1[0] = verts1->v[0] * paliashdr->mdl.scale[0] +
paliashdr->mdl.scale_origin[0];
point1[1] = verts1->v[1] * paliashdr->mdl.scale[1] +
paliashdr->mdl.scale_origin[1];
point1[2] = verts1->v[2] * paliashdr->mdl.scale[2] +
paliashdr->mdl.scale_origin[2];
point1[0] -= shadevector[0] * (point1[2] + lheight);
point1[1] -= shadevector[1] * (point1[2] + lheight);
point2[0] = verts2->v[0] * paliashdr->mdl.scale[0] +
paliashdr->mdl.scale_origin[0];
point2[1] = verts2->v[1] * paliashdr->mdl.scale[1] +
paliashdr->mdl.scale_origin[1];
point2[2] = verts2->v[2] * paliashdr->mdl.scale[2] +
paliashdr->mdl.scale_origin[2];
point2[0] -= shadevector[0] * (point2[2] + lheight);
point2[1] -= shadevector[1] * (point2[2] + lheight);
qfglVertex3f ((point1[0] * lerp) + (point2[0] * blend),
(point1[1] * lerp) + (point2[1] * blend),
height);
verts1++;
verts2++;
} while (--count);
qfglEnd ();
}
}
vert_order_t *
GL_GetAliasFrameVerts (int frame, aliashdr_t *paliashdr, entity_t *e)
{
float interval;
int count, numposes, pose, i;
trivertx_t *verts;
vert_order_t *vo;
if ((frame >= paliashdr->mdl.numframes) || (frame < 0)) {
Con_DPrintf ("R_AliasSetupFrame: no such frame %d\n", frame);
frame = 0;
}
pose = paliashdr->frames[frame].firstpose;
numposes = paliashdr->frames[frame].numposes;
verts = (trivertx_t *) ((byte *) paliashdr + paliashdr->posedata);
count = paliashdr->poseverts;
vo = Hunk_TempAlloc (sizeof (*vo) + count * sizeof (blended_vert_t));
vo->order = (int *) ((byte *) paliashdr + paliashdr->commands);
vo->verts = (blended_vert_t*)&vo[1];
if (numposes > 1) {
interval = paliashdr->frames[frame].interval;
pose += (int) (r_realtime / interval) % numposes;
} else {
/*
One tenth of a second is good for most Quake animations. If
the nextthink is longer then the animation is usually meant
to pause (e.g. check out the shambler magic animation in
shambler.qc). If its shorter then things will still be
smoothed partly, and the jumps will be less noticable
because of the shorter time. So, this is probably a good
assumption.
*/
interval = 0.1;
}
if (gl_lerp_anim->int_val) {
trivertx_t *verts1, *verts2;
float blend, lerp;
e->frame_interval = interval;
if (e->pose2 != pose) {
e->frame_start_time = r_realtime;
if (e->pose2 == -1) {
e->pose1 = pose;
} else {
e->pose1 = e->pose2;
}
e->pose2 = pose;
blend = 0;
} else {
blend = (r_realtime - e->frame_start_time) / e->frame_interval;
}
// wierd things start happening if blend passes 1
if (r_paused || blend > 1)
blend = 1;
lerp = 1 - blend;
verts1 = verts + e->pose1 * count;
verts2 = verts + e->pose2 * count;
if (!blend) {
verts = verts1;
} else if (blend == 1) {
verts = verts2;
} else {
for (i = 0; i < count; i++) {
vo->verts[i].vert[0] = verts1[i].v[0] * lerp
+ verts2[i].v[0] * blend;
vo->verts[i].vert[1] = verts1[i].v[1] * lerp
+ verts2[i].v[1] * blend;
vo->verts[i].vert[2] = verts1[i].v[2] * lerp
+ verts2[i].v[2] * blend;
vo->verts[i].lightdot =
shadedots[verts1[i].lightnormalindex] * lerp
+ shadedots[verts2[i].lightnormalindex] * blend;
}
lastposenum0 = e->pose1;
lastposenum = e->pose2;
return vo;
}
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} else {
verts += pose * count;
}
for (i = 0; i < count; i++) {
vo->verts[i].vert[0] = verts[i].v[0];
vo->verts[i].vert[1] = verts[i].v[1];
vo->verts[i].vert[2] = verts[i].v[2];
vo->verts[i].lightdot = shadedots[verts[i].lightnormalindex];
}
lastposenum = pose;
return vo;
}
maliasskindesc_t *
R_AliasGetSkindesc (int skinnum, aliashdr_t *ahdr)
{
maliasskindesc_t *pskindesc;
maliasskingroup_t *paliasskingroup;
if ((skinnum >= ahdr->mdl.numskins) || (skinnum < 0)) {
Con_DPrintf ("R_AliasSetupSkin: no such skin # %d\n", skinnum);
skinnum = 0;
}
pskindesc = ((maliasskindesc_t *)
((byte *) ahdr + ahdr->skindesc)) + skinnum;
if (pskindesc->type == ALIAS_SKIN_GROUP) {
float fullskininterval;
int i;
float skintargettime, skintime;
float *pskinintervals;
paliasskingroup = (maliasskingroup_t *) ((byte *) ahdr +
pskindesc->skin);
pskinintervals = (float *)
((byte *) ahdr + paliasskingroup->intervals);
numskins = paliasskingroup->numskins;
fullskininterval = pskinintervals[numskins - 1];
skintime = r_realtime + currententity->syncbase;
skintargettime = skintime -
((int) (skintime / fullskininterval)) * fullskininterval;
for (i = 0; i < (numskins - 1); i++) {
if (pskinintervals[i] > skintargettime)
break;
}
pskindesc = &paliasskingroup->skindescs[i];
}
return pskindesc;
}
void
R_DrawAliasModel (entity_t *e, qboolean cull)
{
float add, an;
int lnum, texture;
int fb_texture = 0;
aliashdr_t *paliashdr;
model_t *clmodel;
vec3_t dist, mins, maxs;
vert_order_t *vo;
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clmodel = e->model;
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VectorAdd (e->origin, clmodel->mins, mins);
VectorAdd (e->origin, clmodel->maxs, maxs);
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if (cull && R_CullBox (mins, maxs))
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return;
// FIXME: shadecolor is supposed to be the lighting for the model, not
// just colormod
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shadecolor[0] = e->colormod[0] * 2.0;
shadecolor[1] = e->colormod[1] * 2.0;
shadecolor[2] = e->colormod[2] * 2.0;
modelalpha = e->alpha;
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VectorCopy (e->origin, r_entorigin);
VectorSubtract (r_origin, r_entorigin, modelorg);
if (clmodel->fullbright) {
shadelight = 1.0; // make certain models full brightness always
} else {
// get lighting information
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shadelight = R_LightPoint (e->origin);
// always give the gun some light
if (e == r_view_model)
shadelight = max (shadelight, 24);
for (lnum = 0; lnum < r_maxdlights; lnum++) {
if (r_dlights[lnum].die >= r_realtime) {
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VectorSubtract (e->origin, r_dlights[lnum].origin, dist);
add = (r_dlights[lnum].radius * r_dlights[lnum].radius * 8) /
(DotProduct (dist, dist)); // FIXME Deek
if (add > 0)
shadelight += add;
}
}
// clamp lighting so it doesn't overbright as much
shadelight = min (shadelight, 100); // was 200
// never allow players to go totally black
shadelight = max (shadelight, clmodel->min_light);
shadelight *= 0.005;
shadedots = r_avertexnormal_dots[(int) (e->angles[1] *
(SHADEDOT_QUANT / 360.0)) &
(SHADEDOT_QUANT - 1)];
an = e->angles[1] * (M_PI / 180);
shadevector[0] = cos (-an);
shadevector[1] = sin (-an);
shadevector[2] = 1;
VectorNormalize (shadevector);
}
// locate the proper data
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paliashdr = Cache_Get (&e->model->cache);
c_alias_polys += paliashdr->mdl.numtris;
// draw all the triangles
qfglPushMatrix ();
R_RotateForEntity (e);
qfglTranslatef (paliashdr->mdl.scale_origin[0],
paliashdr->mdl.scale_origin[1],
paliashdr->mdl.scale_origin[2]);
qfglScalef (paliashdr->mdl.scale[0], paliashdr->mdl.scale[1],
paliashdr->mdl.scale[2]);
// we can't dynamically colormap textures, so they are cached
// seperately for the players. Heads are just uncolored.
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if (e->skin && !gl_nocolors->int_val) {
skin_t *skin = e->skin;
texture = skin->texture;
if (gl_fb_models->int_val) {
fb_texture = skin->fb_texture;
}
} else {
maliasskindesc_t *skindesc;
skindesc = R_AliasGetSkindesc (e->skinnum, paliashdr);
texture = skindesc->texnum;
if (gl_fb_models->int_val && !clmodel->fullbright)
fb_texture = skindesc->fb_texnum;
}
qfglBindTexture (GL_TEXTURE_2D, texture);
if (gl_affinemodels->int_val)
qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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vo = GL_GetAliasFrameVerts (e->frame, paliashdr, e);
GL_DrawAliasFrame (vo, false);
// This block is GL fullbright support for objects...
if (fb_texture) {
qfglBindTexture (GL_TEXTURE_2D, fb_texture);
GL_DrawAliasFrame (vo, true);
}
if (gl_affinemodels->int_val)
qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_DONT_CARE);
qfglPopMatrix ();
if (r_shadows->int_val) {
// torches, grenades, and lightning bolts do not have shadows
if (!clmodel->shadow_alpha)
return;
qfglPushMatrix ();
R_RotateForEntity (e);
qfglDisable (GL_TEXTURE_2D);
color_black[3] = (clmodel->shadow_alpha + 1) / 2;
qfglColor4ubv (color_black);
if (gl_lerp_anim->int_val) {
GL_DrawAliasBlendedShadow (paliashdr, lastposenum0, lastposenum,
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e);
} else {
GL_DrawAliasShadow (paliashdr, lastposenum);
}
qfglEnable (GL_TEXTURE_2D);
qfglPopMatrix ();
}
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Cache_Release (&e->model->cache);
}