mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-10 15:22:04 +00:00
split the sprite and alias model rendering code out from gl_rmain.c into
their own files.
This commit is contained in:
parent
6a5e3edcf7
commit
bf309fb554
4 changed files with 718 additions and 584 deletions
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@ -8,9 +8,9 @@ endif
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gl_src = \
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gl_draw.c gl_dyn_fires.c gl_dyn_lights.c \
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gl_dyn_part.c gl_dyn_textures.c gl_graph.c gl_rmain.c gl_rmisc.c \
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gl_rsurf.c gl_screen.c gl_skin.c gl_sky.c gl_sky_clip.c \
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gl_textures.c gl_warp.c gl_funcs.c noisetextures.c
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gl_dyn_part.c gl_dyn_textures.c gl_graph.c gl_mod_alias.c gl_mod_sprite.c \
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gl_rmain.c gl_rmisc.c gl_rsurf.c gl_screen.c gl_skin.c gl_sky.c \
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gl_sky_clip.c gl_textures.c gl_warp.c gl_funcs.c noisetextures.c
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libgl_la_SOURCES= $(gl_src)
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556
libs/video/renderer/gl/gl_mod_alias.c
Normal file
556
libs/video/renderer/gl/gl_mod_alias.c
Normal file
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@ -0,0 +1,556 @@
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/*
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gl_mod_alias.c
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(description)
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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static const char rcsid[] =
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"$Id$";
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "QF/console.h"
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#include "QF/cvar.h"
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#include "QF/locs.h"
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#include "QF/mathlib.h"
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#include "QF/qargs.h"
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#include "QF/render.h"
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#include "QF/skin.h"
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#include "QF/sound.h"
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#include "QF/sys.h"
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#include "QF/vid.h"
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#include "QF/GL/defines.h"
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#include "QF/GL/funcs.h"
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#include "QF/GL/qf_rlight.h"
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#include "QF/GL/qf_rmain.h"
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#include "QF/GL/qf_rsurf.h"
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#include "QF/GL/qf_screen.h"
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#include "QF/GL/qf_vid.h"
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#include "compat.h"
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#include "r_cvar.h"
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#include "r_dynamic.h"
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#include "r_local.h"
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#include "view.h"
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typedef struct {
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vec3_t vert;
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float lightdot;
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} blended_vert_t;
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typedef struct {
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blended_vert_t *verts;
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int *order;
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} vert_order_t;
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extern vec3_t lightspot;
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extern float modelalpha;
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extern vec3_t shadecolor;
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#define NUMVERTEXNORMALS 162
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float r_avertexnormals[NUMVERTEXNORMALS][3] = {
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#include "anorms.h"
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};
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// precalculated dot products for quantized angles
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#define SHADEDOT_QUANT 16
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float r_avertexnormal_dots[SHADEDOT_QUANT][256] =
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#include "anorm_dots.h"
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;
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float shadelight;
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float *shadedots = r_avertexnormal_dots[0];
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int lastposenum, lastposenum0;
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vec3_t shadevector;
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static void
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GL_DrawAliasFrame (vert_order_t *vo, qboolean fb)
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{
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float l;
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float color[4];
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int count;
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int *order;
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blended_vert_t *verts;
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verts = vo->verts;
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order = vo->order;
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color[3] = modelalpha;
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if (modelalpha != 1.0)
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qfglDepthMask (GL_FALSE);
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if (fb) {
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color_white[3] = modelalpha * 255;
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qfglColor4ubv (color_white);
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}
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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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// texture coordinates come from the draw list
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qfglTexCoord2fv ((float *) order);
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order += 2;
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if (!fb) {
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// normals and vertexes come from the frame list
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l = shadelight * verts->lightdot;
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VectorScale (shadecolor, l, color);
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qfglColor4fv (color);
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}
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qfglVertex3fv (verts->vert);
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verts++;
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} while (--count);
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qfglEnd ();
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}
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if (modelalpha != 1.0)
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qfglDepthMask (GL_TRUE);
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}
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/*
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GL_DrawAliasShadow
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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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{
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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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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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height = -lheight + 1.0;
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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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do {
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// texture coordinates come from the draw list
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// (skipped for shadows) qfglTexCoord2fv ((float *)order);
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order += 2;
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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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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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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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paliashdr->mdl.scale_origin[2];
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point[0] -= shadevector[0] * (point[2] + lheight);
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point[1] -= shadevector[1] * (point[2] + lheight);
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point[2] = height;
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// height -= 0.001;
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qfglVertex3fv (point);
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verts++;
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} while (--count);
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qfglEnd ();
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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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float interval;
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int count, numposes, pose, i;
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trivertx_t *verts;
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vert_order_t *vo;
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if ((frame >= paliashdr->mdl.numframes) || (frame < 0)) {
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Con_DPrintf ("R_AliasSetupFrame: no such frame %d\n", frame);
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frame = 0;
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}
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pose = paliashdr->frames[frame].firstpose;
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numposes = paliashdr->frames[frame].numposes;
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verts = (trivertx_t *) ((byte *) paliashdr + paliashdr->posedata);
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count = paliashdr->poseverts;
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vo = Hunk_TempAlloc (sizeof (*vo) + count * sizeof (blended_vert_t));
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vo->order = (int *) ((byte *) paliashdr + paliashdr->commands);
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vo->verts = (blended_vert_t*)&vo[1];
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if (numposes > 1) {
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interval = paliashdr->frames[frame].interval;
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pose += (int) (r_realtime / interval) % numposes;
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} else {
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/*
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One tenth of a second is good for most Quake animations. If
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the nextthink is longer then the animation is usually meant
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to pause (e.g. check out the shambler magic animation in
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shambler.qc). If its shorter then things will still be
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smoothed partly, and the jumps will be less noticable
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because of the shorter time. So, this is probably a good
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assumption.
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*/
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interval = 0.1;
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}
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if (gl_lerp_anim->int_val) {
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trivertx_t *verts1, *verts2;
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float blend, lerp;
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e->frame_interval = interval;
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if (e->pose2 != pose) {
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e->frame_start_time = r_realtime;
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if (e->pose2 == -1) {
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e->pose1 = pose;
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} else {
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e->pose1 = e->pose2;
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}
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e->pose2 = pose;
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blend = 0;
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} else {
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blend = (r_realtime - e->frame_start_time) / e->frame_interval;
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}
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// wierd things start happening if blend passes 1
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if (r_paused || blend > 1)
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blend = 1;
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lerp = 1 - blend;
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verts1 = verts + e->pose1 * count;
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verts2 = verts + e->pose2 * count;
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if (!blend) {
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verts = verts1;
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} else if (blend == 1) {
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verts = verts2;
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} else {
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for (i = 0; i < count; i++) {
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vo->verts[i].vert[0] = verts1[i].v[0] * lerp
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+ verts2[i].v[0] * blend;
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vo->verts[i].vert[1] = verts1[i].v[1] * lerp
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+ verts2[i].v[1] * blend;
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vo->verts[i].vert[2] = verts1[i].v[2] * lerp
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+ verts2[i].v[2] * blend;
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vo->verts[i].lightdot =
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shadedots[verts1[i].lightnormalindex] * lerp
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+ shadedots[verts2[i].lightnormalindex] * blend;
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}
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lastposenum0 = e->pose1;
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lastposenum = e->pose2;
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return vo;
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}
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}
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for (i = 0; i < count; i++) {
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vo->verts[i].vert[0] = verts[i].v[0];
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vo->verts[i].vert[1] = verts[i].v[1];
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vo->verts[i].vert[2] = verts[i].v[2];
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vo->verts[i].lightdot = shadedots[verts[i].lightnormalindex];
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}
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lastposenum = pose;
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return vo;
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}
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void
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R_DrawAliasModel (entity_t *e, qboolean cull)
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{
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float add, an;
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int anim, lnum, skinnum, texture;
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int fb_texture = 0;
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aliashdr_t *paliashdr;
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model_t *clmodel;
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qboolean modelIsFullbright = false;
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vec3_t dist, mins, maxs;
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vert_order_t *vo;
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clmodel = currententity->model;
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VectorAdd (currententity->origin, clmodel->mins, mins);
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VectorAdd (currententity->origin, clmodel->maxs, maxs);
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if (cull && R_CullBox (mins, maxs))
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return;
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/*
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if (cull && R_CullBlocked(mins, maxs, currententity->origin))
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return;
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*/
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// FIXME: shadecolor is supposed to be the lighting for the model, not
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// just colormod
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shadecolor[0] = currententity->colormod[0] * 2.0;
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shadecolor[1] = currententity->colormod[1] * 2.0;
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shadecolor[2] = currententity->colormod[2] * 2.0;
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VectorCopy (currententity->origin, r_entorigin);
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VectorSubtract (r_origin, r_entorigin, modelorg);
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if (strnequal (clmodel->name, "progs/flame", 11)
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|| strnequal (clmodel->name, "progs/bolt", 10)) {
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modelIsFullbright = true;
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shadelight = 1.0; // make certain models full brightness always
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} else {
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// get lighting information
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shadelight = R_LightPoint (currententity->origin);
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// always give the gun some light
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if (e == r_view_model)
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shadelight = max (shadelight, 24);
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|
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for (lnum = 0; lnum < r_maxdlights; lnum++) {
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if (r_dlights[lnum].die >= r_realtime) {
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VectorSubtract (currententity->origin, r_dlights[lnum].origin,
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dist);
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add = (r_dlights[lnum].radius * r_dlights[lnum].radius * 8) /
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(DotProduct (dist, dist)); // FIXME Deek
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|
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if (add > 0)
|
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shadelight += add;
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}
|
||||
}
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|
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// clamp lighting so it doesn't overbright as much
|
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shadelight = min (shadelight, 100); // was 200
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|
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// never allow players to go totally black
|
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if (strequal (clmodel->name, "progs/player.mdl")) {
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shadelight = max (shadelight, 8);
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}
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shadelight *= 0.005;
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shadedots = r_avertexnormal_dots[(int) (e->angles[1] *
|
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(SHADEDOT_QUANT / 360.0)) &
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(SHADEDOT_QUANT - 1)];
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an = e->angles[1] * (M_PI / 180);
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shadevector[0] = cos (-an);
|
||||
shadevector[1] = sin (-an);
|
||||
shadevector[2] = 1;
|
||||
VectorNormalize (shadevector);
|
||||
}
|
||||
|
||||
// locate the proper data
|
||||
paliashdr = Cache_Get (¤tentity->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 (¤tentity->model->cache);
|
||||
}
|
157
libs/video/renderer/gl/gl_mod_sprite.c
Normal file
157
libs/video/renderer/gl/gl_mod_sprite.c
Normal file
|
@ -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 ();
|
||||
}
|
|
@ -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 (¤tentity->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 (¤tentity->model->cache);
|
||||
}
|
||||
|
||||
/*
|
||||
R_ShowNearestLoc
|
||||
|
||||
|
|
Loading…
Reference in a new issue