split the sprite and alias model rendering code out from gl_rmain.c into

their own files.
This commit is contained in:
Bill Currie 2001-10-23 17:20:56 +00:00
parent 6a5e3edcf7
commit bf309fb554
4 changed files with 718 additions and 584 deletions

View file

@ -8,9 +8,9 @@ endif
gl_src = \
gl_draw.c gl_dyn_fires.c gl_dyn_lights.c \
gl_dyn_part.c gl_dyn_textures.c gl_graph.c gl_rmain.c gl_rmisc.c \
gl_rsurf.c gl_screen.c gl_skin.c gl_sky.c gl_sky_clip.c \
gl_textures.c gl_warp.c gl_funcs.c noisetextures.c
gl_dyn_part.c gl_dyn_textures.c gl_graph.c gl_mod_alias.c gl_mod_sprite.c \
gl_rmain.c gl_rmisc.c gl_rsurf.c gl_screen.c gl_skin.c gl_sky.c \
gl_sky_clip.c gl_textures.c gl_warp.c gl_funcs.c noisetextures.c
libgl_la_SOURCES= $(gl_src)

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@ -0,0 +1,556 @@
/*
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;
extern vec3_t lightspot;
extern float modelalpha;
extern vec3_t shadecolor;
#define NUMVERTEXNORMALS 162
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;
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;
}
}
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;
}
void
R_DrawAliasModel (entity_t *e, qboolean cull)
{
float add, an;
int anim, lnum, skinnum, texture;
int fb_texture = 0;
aliashdr_t *paliashdr;
model_t *clmodel;
qboolean modelIsFullbright = false;
vec3_t dist, mins, maxs;
vert_order_t *vo;
clmodel = currententity->model;
VectorAdd (currententity->origin, clmodel->mins, mins);
VectorAdd (currententity->origin, clmodel->maxs, maxs);
if (cull && R_CullBox (mins, maxs))
return;
/*
if (cull && R_CullBlocked(mins, maxs, currententity->origin))
return;
*/
// FIXME: shadecolor is supposed to be the lighting for the model, not
// just colormod
shadecolor[0] = currententity->colormod[0] * 2.0;
shadecolor[1] = currententity->colormod[1] * 2.0;
shadecolor[2] = currententity->colormod[2] * 2.0;
VectorCopy (currententity->origin, r_entorigin);
VectorSubtract (r_origin, r_entorigin, modelorg);
if (strnequal (clmodel->name, "progs/flame", 11)
|| strnequal (clmodel->name, "progs/bolt", 10)) {
modelIsFullbright = true;
shadelight = 1.0; // make certain models full brightness always
} else {
// get lighting information
shadelight = R_LightPoint (currententity->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) {
VectorSubtract (currententity->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
if (strequal (clmodel->name, "progs/player.mdl")) {
shadelight = max (shadelight, 8);
}
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
paliashdr = Cache_Get (&currententity->model->cache);
c_alias_polys += paliashdr->mdl.numtris;
// draw all the triangles
qfglPushMatrix ();
R_RotateForEntity (e);
if (strequal (clmodel->name, "progs/eyes.mdl")) {
qfglTranslatef (paliashdr->mdl.scale_origin[0],
paliashdr->mdl.scale_origin[1],
paliashdr->mdl.scale_origin[2] - (22 + 8));
// double size of eyes, since they are really hard to see in GL
qfglScalef (paliashdr->mdl.scale[0] * 2, paliashdr->mdl.scale[1] * 2,
paliashdr->mdl.scale[2] * 2);
} else {
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]);
}
anim = (int) (r_realtime * 10) & 3;
skinnum = currententity->skinnum;
if ((skinnum >= paliashdr->mdl.numskins) || (skinnum < 0)) {
Con_DPrintf ("R_AliasSetupSkin: no such skin # %d\n", skinnum);
skinnum = 0;
}
texture = paliashdr->gl_texturenum[skinnum][anim];
if (gl_fb_models->int_val && !modelIsFullbright)
fb_texture = paliashdr->gl_fb_texturenum[skinnum][anim];
// we can't dynamically colormap textures, so they are cached
// seperately for the players. Heads are just uncolored.
if (currententity->skin && !gl_nocolors->int_val) {
skin_t *skin = currententity->skin;
texture = skin->texture;
if (gl_fb_models->int_val) {
fb_texture = skin->fb_texture;
}
}
qfglBindTexture (GL_TEXTURE_2D, texture);
if (gl_affinemodels->int_val)
qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
vo = GL_GetAliasFrameVerts (currententity->frame, paliashdr,
currententity);
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 (modelIsFullbright)
return;
if (strequal (clmodel->name, "progs/grenade.mdl"))
return;
qfglPushMatrix ();
R_RotateForEntity (e);
qfglDisable (GL_TEXTURE_2D);
color_black[3] = 128;
qfglColor4ubv (color_black);
if (gl_lerp_anim->int_val) {
GL_DrawAliasBlendedShadow (paliashdr, lastposenum0, lastposenum,
currententity);
} else {
GL_DrawAliasShadow (paliashdr, lastposenum);
}
qfglEnable (GL_TEXTURE_2D);
qfglPopMatrix ();
}
Cache_Release (&currententity->model->cache);
}

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@ -0,0 +1,157 @@
/*
gl_mod_sprite.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_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"
static mspriteframe_t *
R_GetSpriteFrame (entity_t *currententity)
{
float fullinterval, targettime, time;
float *pintervals;
int frame, numframes, i;
msprite_t *psprite;
mspriteframe_t *pspriteframe;
mspritegroup_t *pspritegroup;
psprite = currententity->model->cache.data;
frame = currententity->frame;
if ((frame >= psprite->numframes) || (frame < 0)) {
Con_Printf ("R_DrawSprite: no such frame %d\n", frame);
frame = 0;
}
if (psprite->frames[frame].type == SPR_SINGLE) {
pspriteframe = psprite->frames[frame].frameptr;
} else {
pspritegroup = (mspritegroup_t *) psprite->frames[frame].frameptr;
pintervals = pspritegroup->intervals;
numframes = pspritegroup->numframes;
fullinterval = pintervals[numframes - 1];
time = r_realtime + currententity->syncbase;
// when loading in Mod_LoadSpriteGroup, we guaranteed all interval
// values are positive, so we don't have to worry about division by 0
targettime = time - ((int) (time / fullinterval)) * fullinterval;
for (i = 0; i < (numframes - 1); i++) {
if (pintervals[i] > targettime)
break;
}
pspriteframe = pspritegroup->frames[i];
}
return pspriteframe;
}
void
R_DrawSpriteModel (entity_t *e)
{
float *up, *right;
msprite_t *psprite;
mspriteframe_t *frame;
vec3_t point, v_forward, v_right, v_up;
// don't even bother culling, because it's just a single
// polygon without a surface cache
frame = R_GetSpriteFrame (e);
psprite = currententity->model->cache.data;
if (psprite->type == SPR_ORIENTED) { // bullet marks on walls
AngleVectors (currententity->angles, v_forward, v_right, v_up);
up = v_up;
right = v_right;
} else { // normal sprite
up = vup;
right = vright;
}
qfglBindTexture (GL_TEXTURE_2D, frame->gl_texturenum);
qfglBegin (GL_QUADS);
qfglTexCoord2f (0, 1);
VectorMA (e->origin, frame->down, up, point);
VectorMA (point, frame->left, right, point);
qfglVertex3fv (point);
qfglTexCoord2f (0, 0);
VectorMA (e->origin, frame->up, up, point);
VectorMA (point, frame->left, right, point);
qfglVertex3fv (point);
qfglTexCoord2f (1, 0);
VectorMA (e->origin, frame->up, up, point);
VectorMA (point, frame->right, right, point);
qfglVertex3fv (point);
qfglTexCoord2f (1, 1);
VectorMA (e->origin, frame->down, up, point);
VectorMA (point, frame->right, right, point);
qfglVertex3fv (point);
qfglEnd ();
}

View file

@ -64,16 +64,6 @@ static const char rcsid[] =
#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;
entity_t r_worldentity;
qboolean r_cache_thrash; // compatability
@ -113,6 +103,8 @@ float modelalpha; // Ender (Extend) Alpha
void R_MarkLeaves (void);
void R_DrawAliasModel (entity_t *e, qboolean cull);
void R_DrawSpriteModel (entity_t *e);
void
glrmain_init (void)
@ -134,577 +126,6 @@ R_RotateForEntity (entity_t *e)
qfglRotatef (e->angles[2], 1, 0, 0);
}
static mspriteframe_t *
R_GetSpriteFrame (entity_t *currententity)
{
float fullinterval, targettime, time;
float *pintervals;
int frame, numframes, i;
msprite_t *psprite;
mspriteframe_t *pspriteframe;
mspritegroup_t *pspritegroup;
psprite = currententity->model->cache.data;
frame = currententity->frame;
if ((frame >= psprite->numframes) || (frame < 0)) {
Con_Printf ("R_DrawSprite: no such frame %d\n", frame);
frame = 0;
}
if (psprite->frames[frame].type == SPR_SINGLE) {
pspriteframe = psprite->frames[frame].frameptr;
} else {
pspritegroup = (mspritegroup_t *) psprite->frames[frame].frameptr;
pintervals = pspritegroup->intervals;
numframes = pspritegroup->numframes;
fullinterval = pintervals[numframes - 1];
time = r_realtime + currententity->syncbase;
// when loading in Mod_LoadSpriteGroup, we guaranteed all interval
// values are positive, so we don't have to worry about division by 0
targettime = time - ((int) (time / fullinterval)) * fullinterval;
for (i = 0; i < (numframes - 1); i++) {
if (pintervals[i] > targettime)
break;
}
pspriteframe = pspritegroup->frames[i];
}
return pspriteframe;
}
static void
R_DrawSpriteModel (entity_t *e)
{
float *up, *right;
msprite_t *psprite;
mspriteframe_t *frame;
vec3_t point, v_forward, v_right, v_up;
// don't even bother culling, because it's just a single
// polygon without a surface cache
frame = R_GetSpriteFrame (e);
psprite = currententity->model->cache.data;
if (psprite->type == SPR_ORIENTED) { // bullet marks on walls
AngleVectors (currententity->angles, v_forward, v_right, v_up);
up = v_up;
right = v_right;
} else { // normal sprite
up = vup;
right = vright;
}
qfglBindTexture (GL_TEXTURE_2D, frame->gl_texturenum);
qfglBegin (GL_QUADS);
qfglTexCoord2f (0, 1);
VectorMA (e->origin, frame->down, up, point);
VectorMA (point, frame->left, right, point);
qfglVertex3fv (point);
qfglTexCoord2f (0, 0);
VectorMA (e->origin, frame->up, up, point);
VectorMA (point, frame->left, right, point);
qfglVertex3fv (point);
qfglTexCoord2f (1, 0);
VectorMA (e->origin, frame->up, up, point);
VectorMA (point, frame->right, right, point);
qfglVertex3fv (point);
qfglTexCoord2f (1, 1);
VectorMA (e->origin, frame->down, up, point);
VectorMA (point, frame->right, right, point);
qfglVertex3fv (point);
qfglEnd ();
}
/* ALIAS MODELS */
#define NUMVERTEXNORMALS 162
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;
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);
}
extern vec3_t lightspot;
/*
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;
}
}
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;
}
static void
R_DrawAliasModel (entity_t *e, qboolean cull)
{
float add, an;
int anim, lnum, skinnum, texture;
int fb_texture = 0;
aliashdr_t *paliashdr;
model_t *clmodel;
qboolean modelIsFullbright = false;
vec3_t dist, mins, maxs;
vert_order_t *vo;
clmodel = currententity->model;
VectorAdd (currententity->origin, clmodel->mins, mins);
VectorAdd (currententity->origin, clmodel->maxs, maxs);
if (cull && R_CullBox (mins, maxs))
return;
/*
if (cull && R_CullBlocked(mins, maxs, currententity->origin))
return;
*/
// FIXME: shadecolor is supposed to be the lighting for the model, not
// just colormod
shadecolor[0] = currententity->colormod[0] * 2.0;
shadecolor[1] = currententity->colormod[1] * 2.0;
shadecolor[2] = currententity->colormod[2] * 2.0;
VectorCopy (currententity->origin, r_entorigin);
VectorSubtract (r_origin, r_entorigin, modelorg);
if (strnequal (clmodel->name, "progs/flame", 11)
|| strnequal (clmodel->name, "progs/bolt", 10)) {
modelIsFullbright = true;
shadelight = 1.0; // make certain models full brightness always
} else {
// get lighting information
shadelight = R_LightPoint (currententity->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) {
VectorSubtract (currententity->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
if (strequal (clmodel->name, "progs/player.mdl")) {
shadelight = max (shadelight, 8);
}
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
paliashdr = Cache_Get (&currententity->model->cache);
c_alias_polys += paliashdr->mdl.numtris;
// draw all the triangles
qfglPushMatrix ();
R_RotateForEntity (e);
if (strequal (clmodel->name, "progs/eyes.mdl")) {
qfglTranslatef (paliashdr->mdl.scale_origin[0],
paliashdr->mdl.scale_origin[1],
paliashdr->mdl.scale_origin[2] - (22 + 8));
// double size of eyes, since they are really hard to see in GL
qfglScalef (paliashdr->mdl.scale[0] * 2, paliashdr->mdl.scale[1] * 2,
paliashdr->mdl.scale[2] * 2);
} else {
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]);
}
anim = (int) (r_realtime * 10) & 3;
skinnum = currententity->skinnum;
if ((skinnum >= paliashdr->mdl.numskins) || (skinnum < 0)) {
Con_DPrintf ("R_AliasSetupSkin: no such skin # %d\n", skinnum);
skinnum = 0;
}
texture = paliashdr->gl_texturenum[skinnum][anim];
if (gl_fb_models->int_val && !modelIsFullbright)
fb_texture = paliashdr->gl_fb_texturenum[skinnum][anim];
// we can't dynamically colormap textures, so they are cached
// seperately for the players. Heads are just uncolored.
if (currententity->skin && !gl_nocolors->int_val) {
skin_t *skin = currententity->skin;
texture = skin->texture;
if (gl_fb_models->int_val) {
fb_texture = skin->fb_texture;
}
}
qfglBindTexture (GL_TEXTURE_2D, texture);
if (gl_affinemodels->int_val)
qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
vo = GL_GetAliasFrameVerts (currententity->frame, paliashdr,
currententity);
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 (modelIsFullbright)
return;
if (strequal (clmodel->name, "progs/grenade.mdl"))
return;
qfglPushMatrix ();
R_RotateForEntity (e);
qfglDisable (GL_TEXTURE_2D);
color_black[3] = 128;
qfglColor4ubv (color_black);
if (gl_lerp_anim->int_val) {
GL_DrawAliasBlendedShadow (paliashdr, lastposenum0, lastposenum,
currententity);
} else {
GL_DrawAliasShadow (paliashdr, lastposenum);
}
qfglEnable (GL_TEXTURE_2D);
qfglPopMatrix ();
}
Cache_Release (&currententity->model->cache);
}
/*
R_ShowNearestLoc