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https://git.code.sf.net/p/quake/quakeforge
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make GL_DrawAliasShadow use the data calculated by GL_GetAliasFraveVerts so
shadows don't cost as much when lerping is enabled.
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1 changed files with 8 additions and 87 deletions
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@ -150,20 +150,19 @@ GL_DrawAliasFrame (vert_order_t *vo, qboolean fb)
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Standard shadow drawing
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*/
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static void
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GL_DrawAliasShadow (aliashdr_t *paliashdr, int posenum)
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GL_DrawAliasShadow (aliashdr_t *paliashdr, vert_order_t *vo)
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{
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float height, lheight;
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int count;
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int *order;
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vec3_t point;
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trivertx_t *verts;
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blended_vert_t *verts;
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lheight = currententity->origin[2] - lightspot[2];
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height = 0;
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verts = (trivertx_t *) ((byte *) paliashdr + paliashdr->posedata);
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verts += posenum * paliashdr->poseverts;
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order = (int *) ((byte *) paliashdr + paliashdr->commands);
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verts = vo->verts;
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order = vo->order;
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height = -lheight + 1.0;
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@ -183,13 +182,13 @@ GL_DrawAliasShadow (aliashdr_t *paliashdr, int posenum)
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// normals and vertexes come from the frame list
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point[0] =
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verts->v[0] * paliashdr->mdl.scale[0] +
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verts->vert[0] * paliashdr->mdl.scale[0] +
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paliashdr->mdl.scale_origin[0];
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point[1] =
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verts->v[1] * paliashdr->mdl.scale[1] +
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verts->vert[1] * paliashdr->mdl.scale[1] +
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paliashdr->mdl.scale_origin[1];
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point[2] =
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verts->v[2] * paliashdr->mdl.scale[2] +
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verts->vert[2] * paliashdr->mdl.scale[2] +
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paliashdr->mdl.scale_origin[2];
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point[0] -= shadevector[0] * (point[2] + lheight);
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@ -205,79 +204,6 @@ GL_DrawAliasShadow (aliashdr_t *paliashdr, int posenum)
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}
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}
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/*
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GL_DrawAliasBlendedShadow
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Interpolated shadow drawing
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*/
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void
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GL_DrawAliasBlendedShadow (aliashdr_t *paliashdr, int pose1, int pose2,
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entity_t *e)
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{
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float blend, height, lheight, lerp;
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int count;
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int *order;
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trivertx_t *verts1, *verts2;
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vec3_t point1, point2;
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blend = (r_realtime - e->frame_start_time) / e->frame_interval;
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blend = min (blend, 1);
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lerp = 1 - blend;
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lheight = e->origin[2] - lightspot[2];
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height = -lheight + 1.0;
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verts2 = verts1 = (trivertx_t *) ((byte *) paliashdr +
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paliashdr->posedata);
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verts1 += pose1 * paliashdr->poseverts;
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verts2 += pose2 * paliashdr->poseverts;
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order = (int *) ((byte *) paliashdr + paliashdr->commands);
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while ((count = *order++)) {
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// get the vertex count and primitive type
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if (count < 0) {
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count = -count;
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qfglBegin (GL_TRIANGLE_FAN);
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} else {
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qfglBegin (GL_TRIANGLE_STRIP);
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}
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do {
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order += 2;
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point1[0] = verts1->v[0] * paliashdr->mdl.scale[0] +
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paliashdr->mdl.scale_origin[0];
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point1[1] = verts1->v[1] * paliashdr->mdl.scale[1] +
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paliashdr->mdl.scale_origin[1];
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point1[2] = verts1->v[2] * paliashdr->mdl.scale[2] +
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paliashdr->mdl.scale_origin[2];
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point1[0] -= shadevector[0] * (point1[2] + lheight);
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point1[1] -= shadevector[1] * (point1[2] + lheight);
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point2[0] = verts2->v[0] * paliashdr->mdl.scale[0] +
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paliashdr->mdl.scale_origin[0];
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point2[1] = verts2->v[1] * paliashdr->mdl.scale[1] +
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paliashdr->mdl.scale_origin[1];
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point2[2] = verts2->v[2] * paliashdr->mdl.scale[2] +
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paliashdr->mdl.scale_origin[2];
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point2[0] -= shadevector[0] * (point2[2] + lheight);
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point2[1] -= shadevector[1] * (point2[2] + lheight);
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qfglVertex3f ((point1[0] * lerp) + (point2[0] * blend),
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(point1[1] * lerp) + (point2[1] * blend),
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height);
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verts1++;
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verts2++;
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} while (--count);
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qfglEnd ();
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}
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}
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vert_order_t *
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GL_GetAliasFrameVerts (int frame, aliashdr_t *paliashdr, entity_t *e)
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{
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@ -534,12 +460,7 @@ R_DrawAliasModel (entity_t *e, qboolean cull)
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color_black[3] = (clmodel->shadow_alpha + 1) / 2;
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qfglColor4ubv (color_black);
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if (gl_lerp_anim->int_val) {
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GL_DrawAliasBlendedShadow (paliashdr, lastposenum0, lastposenum,
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e);
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} else {
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GL_DrawAliasShadow (paliashdr, lastposenum);
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}
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GL_DrawAliasShadow (paliashdr, vo);
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qfglEnable (GL_TEXTURE_2D);
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qfglPopMatrix ();
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