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

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/*
gl_mod_alias.c
Draw Alias Model
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
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
static __attribute__ ((used)) const char rcsid[] =
"$Id$";
#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/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_vid.h"
#include "compat.h"
#include "r_cvar.h"
#include "r_dynamic.h"
#include "r_local.h"
typedef struct {
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vec3_t normal;
vec3_t vert;
} blended_vert_t;
typedef struct {
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blended_vert_t *verts;
int *order;
tex_coord_t *tex_coord;
int count;
} vert_order_t;
typedef struct {
short pose1;
short pose2;
float blend;
vec3_t origin;
vec3_t angles;
} lerpdata_t;
float r_avertexnormals[NUMVERTEXNORMALS][3] = {
#include "anorms.h"
};
// precalculated dot products for quantized angles
#define SHADEDOT_QUANT 16
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float r_avertexnormal_dots[SHADEDOT_QUANT][256] = {
#include "anorm_dots.h"
};
vec3_t shadevector;
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static void
GL_DrawAliasFrameTri (vert_order_t *vo)
{
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int count = vo->count;
blended_vert_t *verts = vo->verts;
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tex_coord_t *tex_coord = vo->tex_coord;
qfglBegin (GL_TRIANGLES);
do {
// texture coordinates come from the draw list
qfglTexCoord2fv (tex_coord->st);
tex_coord++;
// normals and vertices come from the frame list
qfglNormal3fv (verts->normal);
qfglVertex3fv (verts->vert);
verts++;
} while (count--);
qfglEnd ();
}
static inline void
GL_DrawAliasFrameTriMulti (vert_order_t *vo)
{
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int count = vo->count;
blended_vert_t *verts = vo->verts;
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tex_coord_t *tex_coord = vo->tex_coord;
qfglBegin (GL_TRIANGLES);
do {
// texture coordinates come from the draw list
qglMultiTexCoord2fv (gl_mtex_enum + 0, tex_coord->st);
qglMultiTexCoord2fv (gl_mtex_enum + 1, tex_coord->st);
tex_coord++;
// normals and vertices come from the frame list
qfglNormal3fv (verts->normal);
qfglVertex3fv (verts->vert);
verts++;
} while (--count);
qfglEnd ();
}
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static void
GL_DrawAliasFrame (vert_order_t *vo)
{
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int count;
int *order = vo->order;
blended_vert_t *verts = vo->verts;
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;
// normals and vertices come from the frame list
qfglNormal3fv (verts->normal);
qfglVertex3fv (verts->vert);
verts++;
} while (--count);
qfglEnd ();
}
}
static inline void
GL_DrawAliasFrameMulti (vert_order_t *vo)
{
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int count;
int *order = vo->order;
blended_vert_t *verts = vo->verts;
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
qglMultiTexCoord2fv (gl_mtex_enum + 0, (float *) order);
qglMultiTexCoord2fv (gl_mtex_enum + 1, (float *) order);
order += 2;
// normals and vertices come from the frame list
qfglNormal3fv (verts->normal);
qfglVertex3fv (verts->vert);
verts++;
} while (--count);
qfglEnd ();
}
}
/*
GL_DrawAliasShadow
Standard shadow drawing
*/
static void
GL_DrawAliasShadow (aliashdr_t *paliashdr, vert_order_t *vo)
{
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float height, lheight;
int count;
int *order = vo->order;
vec3_t point;
blended_vert_t *verts = vo->verts;
lheight = currententity->origin[2] - lightspot[2];
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 {
order += 2; // skip texture coords
// normals and vertices come from the frame list
point[0] =
verts->vert[0] * paliashdr->mdl.scale[0] +
paliashdr->mdl.scale_origin[0];
point[1] =
verts->vert[1] * paliashdr->mdl.scale[1] +
paliashdr->mdl.scale_origin[1];
point[2] =
verts->vert[2] * paliashdr->mdl.scale[2] +
paliashdr->mdl.scale_origin[2] + lheight;
point[0] -= shadevector[0] * point[2];
point[1] -= shadevector[1] * point[2];
point[2] = height;
qfglVertex3fv (point);
verts++;
} while (--count);
qfglEnd ();
}
}
static inline void
gl_calc_blend16 (byte *posedata, lerpdata_t *lerpdata, vert_order_t *vo,
int count)
{
blended_vert_t *vo_v;
trivertx16_t *verts;
trivertx16_t *verts1, *verts2;
int i;
verts = (trivertx16_t *) posedata;
if (lerpdata->blend == 0.0) {
verts = verts + lerpdata->pose1 * count;
} else if (lerpdata->blend == 1.0) {
verts = verts + lerpdata->pose2 * count;
} else {
verts1 = verts + lerpdata->pose1 * count;
verts2 = verts + lerpdata->pose2 * count;
for (i = 0, vo_v = vo->verts; i < count;
i++, vo_v++, verts1++, verts2++) {
float *n1, *n2;
VectorBlend (verts1->v, verts2->v, lerpdata->blend, vo_v->vert);
n1 = r_avertexnormals[verts1->lightnormalindex];
n2 = r_avertexnormals[verts2->lightnormalindex];
VectorBlend (n1, n2, lerpdata->blend, vo_v->normal);
if (VectorIsZero (vo_v->normal)) {
if (lerpdata->blend < 0.5) {
VectorCopy (n1, vo_v->normal);
} else {
VectorCopy (n2, vo_v->normal);
}
}
}
return;
}
for (i = 0, vo_v = vo->verts; i < count; i++, vo_v++, verts++) {
VectorCopy (verts->v, vo_v->vert);
VectorCopy (r_avertexnormals[verts->lightnormalindex], vo_v->normal);
}
}
static inline void
gl_calc_blend8 (byte *posedata, lerpdata_t *lerpdata, vert_order_t *vo,
int count)
{
blended_vert_t *vo_v;
trivertx_t *verts;
trivertx_t *verts1, *verts2;
int i;
verts = (trivertx_t *) posedata;
if (lerpdata->blend == 0.0) {
verts = verts + lerpdata->pose1 * count;
} else if (lerpdata->blend == 1.0) {
verts = verts + lerpdata->pose2 * count;
} else {
verts1 = verts + lerpdata->pose1 * count;
verts2 = verts + lerpdata->pose2 * count;
for (i = 0, vo_v = vo->verts; i < count;
i++, vo_v++, verts1++, verts2++) {
float *n1, *n2;
VectorBlend (verts1->v, verts2->v, lerpdata->blend, vo_v->vert);
n1 = r_avertexnormals[verts1->lightnormalindex];
n2 = r_avertexnormals[verts2->lightnormalindex];
VectorBlend (n1, n2, lerpdata->blend, vo_v->normal);
if (VectorIsZero (vo_v->normal)) {
if (lerpdata->blend < 0.5) {
VectorCopy (n1, vo_v->normal);
} else {
VectorCopy (n2, vo_v->normal);
}
}
}
return;
}
for (i = 0, vo_v = vo->verts; i < count; i++, vo_v++, verts++) {
VectorCopy (verts->v, vo_v->vert);
VectorCopy (r_avertexnormals[verts->lightnormalindex], vo_v->normal);
}
}
static inline vert_order_t *
GL_GetAliasFrameVerts (aliashdr_t *paliashdr, lerpdata_t *lerpdata)
{
int count;
vert_order_t *vo;
byte *posedata;
posedata = (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 (paliashdr->tex_coord) {
vo->tex_coord = (tex_coord_t *) ((byte *) paliashdr
+ paliashdr->tex_coord);
} else {
vo->tex_coord = NULL;
}
vo->count = count;
if (paliashdr->mdl.ident == HEADER_MDL16)
gl_calc_blend16 (posedata, lerpdata, vo, count);
else
gl_calc_blend8 (posedata, lerpdata, vo, count);
return vo;
}
static maliasskindesc_t *
R_AliasGetSkindesc (int skinnum, aliashdr_t *ahdr)
{
maliasskindesc_t *pskindesc;
maliasskingroup_t *paliasskingroup;
if ((skinnum >= ahdr->mdl.numskins) || (skinnum < 0)) {
Sys_MaskPrintf (SYS_DEV, "R_AliasGetSkindesc: no such skin # %d\n",
skinnum);
skinnum = 0;
}
pskindesc = ((maliasskindesc_t *)
((byte *) ahdr + ahdr->skindesc)) + skinnum;
if (pskindesc->type == ALIAS_SKIN_GROUP) {
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int numskins, i;
float fullskininterval, 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;
}
static void
r_alais_setup_lerp (aliashdr_t *paliashdr, entity_t *e, lerpdata_t *lerpdata)
{
int frame = e->frame;
int posenum, numposes;
if ((frame >= paliashdr->mdl.numframes) || (frame < 0)) {
Sys_MaskPrintf (SYS_DEV, "r_alais_setup_lerp: no such frame %d %s\n",
frame, currententity->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) (r_realtime / 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 = r_realtime;
e->previouspose = e->currentpose;
e->currentpose = posenum;
}
}
if (gl_lerp_anim->int_val
/*&& !(e->model->flags & MOD_NOLERP && gl_lerp_anim->int_val != 2)*/) {
float interval = e->lerpfinish - e->lerpstart;
float time = r_realtime - e->lerpstart;
if (e->lerpflags & LERP_FINISH && numposes == 1)
lerpdata->blend = bound (0, (time) / (interval), 1);
else
lerpdata->blend = bound (0, (time) / e->lerptime, 1);
lerpdata->pose1 = e->previouspose;
lerpdata->pose2 = e->currentpose;
} else {
lerpdata->blend = 1;
lerpdata->pose1 = posenum;
lerpdata->pose2 = posenum;
}
}
static void
r_alias_lerp_transform (entity_t *e, lerpdata_t *lerpdata)
{
float blend;
vec3_t d;
int i;
if (e->lerpflags & LERP_RESETMOVE) {
// kill any lerps in progress
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 = r_realtime;
VectorCopy (e->currentorigin, e->previousorigin);
VectorCopy (e->origin, e->currentorigin);
VectorCopy (e->currentangles, e->previousangles);
VectorCopy (e->angles, e->currentangles);
}
if (gl_lerp_anim->int_val /* && e != &cl.viewent */
&& e->lerpflags & LERP_MOVESTEP) {
float interval = e->lerpfinish - e->lerpstart;
float time = r_realtime - e->movelerpstart;
if (e->lerpflags & LERP_FINISH)
blend = bound (0, (time) / (interval), 1);
else
blend = bound (0, (time) / 0.1, 1);
VectorBlend (e->previousorigin, e->currentorigin, blend,
lerpdata->origin);
//FIXME use quaternions?
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;
}
VectorMultAdd (e->previousangles, blend, d, lerpdata->angles);
} else {
//don't lerp
VectorCopy (e->origin, lerpdata->origin);
VectorCopy (e->angles, lerpdata->angles);
}
}
void
R_DrawAliasModel (entity_t *e)
{
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float radius, minlight, d;
float position[4] = {0.0, 0.0, 0.0, 1.0},
color[4] = {0.0, 0.0, 0.0, 1.0},
dark[4] = {0.0, 0.0, 0.0, 1.0},
emission[4] = {0.0, 0.0, 0.0, 1.0};
int gl_light, texture;
int fb_texture = 0, used_lights = 0;
qboolean is_fullbright = false;
unsigned lnum;
aliashdr_t *paliashdr;
dlight_t *l;
model_t *model;
vec3_t dist, scale;
vert_order_t *vo;
lerpdata_t lerpdata;
paliashdr = Cache_Get (&e->model->cache);
r_alais_setup_lerp (paliashdr, e, &lerpdata);
r_alias_lerp_transform (e, &lerpdata);
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model = e->model;
radius = model->radius;
if (e->scale != 1.0)
radius *= e->scale;
if (R_CullSphere (e->origin, radius)) {
Cache_Release (&e->model->cache);
return;
}
VectorSubtract (r_origin, e->origin, modelorg);
modelalpha = e->colormod[3];
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is_fullbright = (model->fullbright || e->fullbright);
minlight = max (model->min_light, e->min_light);
qfglColor4fv (e->colormod);
if (!is_fullbright) {
float lightadj;
// get lighting information
R_LightPoint (e->origin);
lightadj = (ambientcolor[0] + ambientcolor[1] + ambientcolor[2]) / 765.0;
// Do minlight stuff here since that's how software does it :)
if (lightadj > 0) {
if (lightadj < minlight)
lightadj = minlight / lightadj;
else
lightadj = 1.0;
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// 255 is fullbright
VectorScale (ambientcolor, lightadj / 255.0, ambientcolor);
} else {
ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = minlight;
}
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if (gl_vector_light->int_val) {
for (l = r_dlights, lnum = 0; lnum < r_maxdlights; lnum++, l++) {
if (l->die >= r_realtime) {
VectorSubtract (l->origin, e->origin, dist);
if ((d = DotProduct (dist, dist)) > // Out of range
((l->radius + radius) * (l->radius + radius))) {
continue;
}
if (used_lights >= gl_max_lights) {
// For solid lighting, multiply by 0.5 since it's cos
// 60 and 60 is a good guesstimate at the average
// incident angle. Seems to match vector lighting
// best, too.
VectorMultAdd (emission,
0.5 / ((d * 0.01 / l->radius) + 0.5),
l->color, emission);
continue;
}
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VectorCopy (l->origin, position);
VectorCopy (l->color, color);
color[3] = 1.0;
gl_light = GL_LIGHT0 + used_lights;
qfglEnable (gl_light);
qfglLightfv (gl_light, GL_POSITION, position);
qfglLightfv (gl_light, GL_AMBIENT, color);
qfglLightfv (gl_light, GL_DIFFUSE, color);
qfglLightfv (gl_light, GL_SPECULAR, color);
// 0.01 is used here because it just seemed to match
// the bmodel lighting best. it's over r instead of r*r
// so that larger-radiused lights will be brighter
qfglLightf (gl_light, GL_QUADRATIC_ATTENUATION,
0.01 / (l->radius));
used_lights++;
}
}
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VectorAdd (ambientcolor, emission, emission);
d = max (emission[0], max (emission[1], emission[2]));
// 1.5 to allow some pastelization (curb darkness from dlight)
if (d > 1.5) {
VectorScale (emission, 1.5 / d, emission);
}
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qfglMaterialfv (GL_FRONT, GL_EMISSION, emission);
} else {
VectorCopy (ambientcolor, emission);
for (l = r_dlights, lnum = 0; lnum < r_maxdlights; lnum++, l++) {
if (l->die >= r_realtime) {
VectorSubtract (l->origin, e->origin, dist);
if ((d = DotProduct (dist, dist)) > (l->radius + radius) *
(l->radius + radius)) {
continue;
}
// For solid lighting, multiply by 0.5 since it's cos 60
// and 60 is a good guesstimate at the average incident
// angle. Seems to match vector lighting best, too.
VectorMultAdd (emission,
(0.5 / ((d * 0.01 / l->radius) + 0.5)),
l->color, emission);
}
}
d = max (emission[0], max (emission[1], emission[2]));
// 1.5 to allow some fading (curb emission making stuff dark)
if (d > 1.5) {
VectorScale (emission, 1.5 / d, emission);
}
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emission[0] *= e->colormod[0];
emission[1] *= e->colormod[1];
emission[2] *= e->colormod[2];
emission[3] *= e->colormod[3];
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qfglColor4fv (emission);
}
}
// locate the proper data
c_alias_polys += paliashdr->mdl.numtris;
// if the model has a colorised/external skin, use it, otherwise use
// the skin embedded in the model data
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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;
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if (gl_fb_models->int_val && !is_fullbright)
fb_texture = skindesc->fb_texnum;
}
if (paliashdr->mdl.ident == HEADER_MDL16) {
VectorScale (paliashdr->mdl.scale, e->scale / 256.0, scale);
} else {
VectorScale (paliashdr->mdl.scale, e->scale, scale);
}
vo = GL_GetAliasFrameVerts (paliashdr, &lerpdata);
// setup the transform
qfglPushMatrix ();
R_RotateForEntity (e);
qfglTranslatef (paliashdr->mdl.scale_origin[0],
paliashdr->mdl.scale_origin[1],
paliashdr->mdl.scale_origin[2]);
qfglScalef (scale[0], scale[1], scale[2]);
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if (modelalpha < 1.0)
qfglDepthMask (GL_FALSE);
// draw all the triangles
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if (is_fullbright) {
qfglBindTexture (GL_TEXTURE_2D, texture);
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if (gl_vector_light->int_val) {
qfglDisable (GL_LIGHTING);
if (!tess)
qfglDisable (GL_NORMALIZE);
}
if (vo->tex_coord)
GL_DrawAliasFrameTri (vo);
else
GL_DrawAliasFrame (vo);
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if (gl_vector_light->int_val) {
if (!tess)
qfglEnable (GL_NORMALIZE);
qfglEnable (GL_LIGHTING);
}
} else if (!fb_texture) {
// Model has no fullbrights, don't bother with multi
qfglBindTexture (GL_TEXTURE_2D, texture);
if (vo->tex_coord)
GL_DrawAliasFrameTri (vo);
else
GL_DrawAliasFrame (vo);
} else { // try multitexture
if (gl_mtex_active_tmus >= 2) { // set up the textures
qglActiveTexture (gl_mtex_enum + 0);
qfglBindTexture (GL_TEXTURE_2D, texture);
qglActiveTexture (gl_mtex_enum + 1);
qfglEnable (GL_TEXTURE_2D);
qfglBindTexture (GL_TEXTURE_2D, fb_texture);
// do the heavy lifting
if (vo->tex_coord)
GL_DrawAliasFrameTriMulti (vo);
else
GL_DrawAliasFrameMulti (vo);
// restore the settings
qfglDisable (GL_TEXTURE_2D);
qglActiveTexture (gl_mtex_enum + 0);
} else {
if (vo->tex_coord) {
qfglBindTexture (GL_TEXTURE_2D, texture);
GL_DrawAliasFrameTri (vo);
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if (gl_vector_light->int_val) {
qfglDisable (GL_LIGHTING);
if (!tess)
qfglDisable (GL_NORMALIZE);
}
qfglColor4fv (e->colormod);
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qfglBindTexture (GL_TEXTURE_2D, fb_texture);
Fog_StartAdditive ();
GL_DrawAliasFrameTri (vo);
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Fog_StopAdditive ();
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if (gl_vector_light->int_val) {
qfglEnable (GL_LIGHTING);
if (!tess)
qfglEnable (GL_NORMALIZE);
}
} else {
qfglBindTexture (GL_TEXTURE_2D, texture);
GL_DrawAliasFrame (vo);
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if (gl_vector_light->int_val) {
qfglDisable (GL_LIGHTING);
if (!tess)
qfglDisable (GL_NORMALIZE);
}
qfglColor4fv (e->colormod);
qfglBindTexture (GL_TEXTURE_2D, fb_texture);
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Fog_StartAdditive ();
GL_DrawAliasFrame (vo);
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Fog_StopAdditive ();
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if (gl_vector_light->int_val) {
qfglEnable (GL_LIGHTING);
if (!tess)
qfglEnable (GL_NORMALIZE);
}
}
}
}
qfglPopMatrix ();
// torches, grenades, and lightning bolts do not have shadows
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if (r_shadows->int_val && model->shadow_alpha) {
qfglPushMatrix ();
R_RotateForEntity (e);
if (!tess)
qfglDisable (GL_NORMALIZE);
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qfglDisable (GL_LIGHTING);
qfglDisable (GL_TEXTURE_2D);
qfglDepthMask (GL_FALSE);
if (modelalpha < 1.0) {
VectorBlend (e->colormod, dark, 0.5, color);
color[3] = modelalpha * (model->shadow_alpha / 255.0);
qfglColor4fv (color);
} else {
color_black[3] = model->shadow_alpha;
qfglColor4ubv (color_black);
}
GL_DrawAliasShadow (paliashdr, vo);
qfglDepthMask (GL_TRUE);
qfglEnable (GL_TEXTURE_2D);
qfglEnable (GL_LIGHTING);
if (!tess)
qfglEnable (GL_NORMALIZE);
qfglPopMatrix ();
} else if (modelalpha < 1.0) {
qfglDepthMask (GL_TRUE);
}
while (used_lights--) {
qfglDisable (GL_LIGHT0 + used_lights);
}
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Cache_Release (&e->model->cache);
}