make GL_DrawAliasShadow use the data calculated by GL_GetAliasFraveVerts so

shadows don't cost as much when lerping is enabled.
This commit is contained in:
Bill Currie 2001-12-30 04:16:25 +00:00
parent d570f0905f
commit 3cfd2c0a8e

View file

@ -150,20 +150,19 @@ GL_DrawAliasFrame (vert_order_t *vo, qboolean fb)
Standard shadow drawing
*/
static void
GL_DrawAliasShadow (aliashdr_t *paliashdr, int posenum)
GL_DrawAliasShadow (aliashdr_t *paliashdr, vert_order_t *vo)
{
float height, lheight;
int count;
int *order;
vec3_t point;
trivertx_t *verts;
blended_vert_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);
verts = vo->verts;
order = vo->order;
height = -lheight + 1.0;
@ -183,13 +182,13 @@ GL_DrawAliasShadow (aliashdr_t *paliashdr, int posenum)
// normals and vertexes come from the frame list
point[0] =
verts->v[0] * paliashdr->mdl.scale[0] +
verts->vert[0] * paliashdr->mdl.scale[0] +
paliashdr->mdl.scale_origin[0];
point[1] =
verts->v[1] * paliashdr->mdl.scale[1] +
verts->vert[1] * paliashdr->mdl.scale[1] +
paliashdr->mdl.scale_origin[1];
point[2] =
verts->v[2] * paliashdr->mdl.scale[2] +
verts->vert[2] * paliashdr->mdl.scale[2] +
paliashdr->mdl.scale_origin[2];
point[0] -= shadevector[0] * (point[2] + lheight);
@ -205,79 +204,6 @@ GL_DrawAliasShadow (aliashdr_t *paliashdr, int posenum)
}
}
/*
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)
{
@ -534,12 +460,7 @@ R_DrawAliasModel (entity_t *e, qboolean cull)
color_black[3] = (clmodel->shadow_alpha + 1) / 2;
qfglColor4ubv (color_black);
if (gl_lerp_anim->int_val) {
GL_DrawAliasBlendedShadow (paliashdr, lastposenum0, lastposenum,
e);
} else {
GL_DrawAliasShadow (paliashdr, lastposenum);
}
GL_DrawAliasShadow (paliashdr, vo);
qfglEnable (GL_TEXTURE_2D);
qfglPopMatrix ();