/* gl_mod_alias.c Draw Alias Model Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ #ifdef HAVE_CONFIG_H # include "config.h" #endif static __attribute__ ((used)) const char rcsid[] = "$Id$"; #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include #include #include #include "QF/cvar.h" #include "QF/locs.h" #include "QF/mathlib.h" #include "QF/qargs.h" #include "QF/render.h" #include "QF/skin.h" #include "QF/sound.h" #include "QF/sys.h" #include "QF/vid.h" #include "QF/GL/defines.h" #include "QF/GL/funcs.h" #include "QF/GL/qf_rlight.h" #include "QF/GL/qf_rmain.h" #include "QF/GL/qf_rsurf.h" #include "QF/GL/qf_vid.h" #include "compat.h" #include "r_cvar.h" #include "r_dynamic.h" #include "r_local.h" typedef struct { vec3_t normal; vec3_t vert; } blended_vert_t; typedef struct { blended_vert_t *verts; int *order; tex_coord_t *tex_coord; int count; } vert_order_t; 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" }; vec3_t shadevector; static void GL_DrawAliasFrameTri (vert_order_t *vo) { int count = vo->count; blended_vert_t *verts = vo->verts; tex_coord_t *tex_coord = vo->tex_coord; qfglBegin (GL_TRIANGLES); do { // texture coordinates come from the draw list qfglTexCoord2fv (tex_coord->st); tex_coord++; // normals and vertices come from the frame list qfglNormal3fv (verts->normal); qfglVertex3fv (verts->vert); verts++; } while (count--); qfglEnd (); } static inline void GL_DrawAliasFrameTriMulti (vert_order_t *vo) { int count = vo->count; blended_vert_t *verts = vo->verts; tex_coord_t *tex_coord = vo->tex_coord; qfglBegin (GL_TRIANGLES); do { // texture coordinates come from the draw list qglMultiTexCoord2fv (gl_mtex_enum + 0, tex_coord->st); qglMultiTexCoord2fv (gl_mtex_enum + 1, tex_coord->st); tex_coord++; // normals and vertices come from the frame list qfglNormal3fv (verts->normal); qfglVertex3fv (verts->vert); verts++; } while (--count); qfglEnd (); } static void GL_DrawAliasFrame (vert_order_t *vo) { int count; int *order = vo->order; blended_vert_t *verts = vo->verts; while ((count = *order++)) { // get the vertex count and primitive type if (count < 0) { count = -count; qfglBegin (GL_TRIANGLE_FAN); } else { qfglBegin (GL_TRIANGLE_STRIP); } do { // texture coordinates come from the draw list qfglTexCoord2fv ((float *) order); order += 2; // normals and vertices come from the frame list qfglNormal3fv (verts->normal); qfglVertex3fv (verts->vert); verts++; } while (--count); qfglEnd (); } } static inline void GL_DrawAliasFrameMulti (vert_order_t *vo) { int count; int *order = vo->order; blended_vert_t *verts = vo->verts; while ((count = *order++)) { // get the vertex count and primitive type if (count < 0) { count = -count; qfglBegin (GL_TRIANGLE_FAN); } else { qfglBegin (GL_TRIANGLE_STRIP); } do { // texture coordinates come from the draw list qglMultiTexCoord2fv (gl_mtex_enum + 0, (float *) order); qglMultiTexCoord2fv (gl_mtex_enum + 1, (float *) order); order += 2; // normals and vertices come from the frame list qfglNormal3fv (verts->normal); qfglVertex3fv (verts->vert); verts++; } while (--count); qfglEnd (); } } /* GL_DrawAliasShadow Standard shadow drawing */ static void GL_DrawAliasShadow (aliashdr_t *paliashdr, vert_order_t *vo) { float height, lheight; int count; int *order = vo->order; vec3_t point; blended_vert_t *verts = vo->verts; lheight = currententity->origin[2] - lightspot[2]; height = -lheight + 1.0; while ((count = *order++)) { // get the vertex count and primitive type if (count < 0) { count = -count; qfglBegin (GL_TRIANGLE_FAN); } else qfglBegin (GL_TRIANGLE_STRIP); do { order += 2; // skip texture coords // normals and vertices come from the frame list point[0] = verts->vert[0] * paliashdr->mdl.scale[0] + paliashdr->mdl.scale_origin[0]; point[1] = verts->vert[1] * paliashdr->mdl.scale[1] + paliashdr->mdl.scale_origin[1]; point[2] = verts->vert[2] * paliashdr->mdl.scale[2] + paliashdr->mdl.scale_origin[2] + lheight; point[0] -= shadevector[0] * point[2]; point[1] -= shadevector[1] * point[2]; point[2] = height; qfglVertex3fv (point); verts++; } while (--count); qfglEnd (); } } static inline vert_order_t * GL_GetAliasFrameVerts16 (int frame, aliashdr_t *paliashdr, entity_t *e) { float interval; int count, numposes, pose, i; trivertx16_t *verts; vert_order_t *vo; blended_vert_t *vo_v; if ((frame >= paliashdr->mdl.numframes) || (frame < 0)) { if (developer->int_val) Sys_MaskPrintf (SYS_DEV, "R_AliasSetupFrame: no such frame %d %s\n", frame, currententity->model->name); frame = 0; } pose = paliashdr->frames[frame].firstpose; numposes = paliashdr->frames[frame].numposes; verts = (trivertx16_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 (paliashdr->tex_coord) { vo->tex_coord = (tex_coord_t *) ((byte *) paliashdr + paliashdr->tex_coord); } else { vo->tex_coord = NULL; } vo->count = count; 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) { trivertx16_t *verts1, *verts2; float blend; 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 = 0.0; } else if (r_paused) { blend = 1.0; } else { blend = (r_realtime - e->frame_start_time) / e->frame_interval; blend = min (blend, 1.0); } if (blend == 0.0) { verts = verts + e->pose1 * count; } else if (blend == 1.0) { verts = verts + e->pose2 * count; } else { verts1 = verts + e->pose1 * count; verts2 = verts + e->pose2 * count; for (i = 0, vo_v = vo->verts; i < count; i++, vo_v++, verts1++, verts2++) { float *n1, *n2; VectorBlend (verts1->v, verts2->v, blend, vo_v->vert); n1 = r_avertexnormals[verts1->lightnormalindex]; n2 = r_avertexnormals[verts2->lightnormalindex]; VectorBlend (n1, n2, blend, vo_v->normal); if (VectorIsZero (vo_v->normal)) { if (blend < 0.5) { VectorCopy (n1, vo_v->normal); } else { VectorCopy (n2, vo_v->normal); } } } return vo; } } else { verts += pose * count; } for (i = 0, vo_v = vo->verts; i < count; i++, vo_v++, verts++) { VectorCopy (verts->v, vo_v->vert); VectorCopy (r_avertexnormals[verts->lightnormalindex], vo_v->normal); } return vo; } static inline 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; blended_vert_t *vo_v; if ((frame >= paliashdr->mdl.numframes) || (frame < 0)) { if (developer->int_val) Sys_MaskPrintf (SYS_DEV, "R_AliasSetupFrame: no such frame %d %s\n", frame, currententity->model->name); 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 (paliashdr->tex_coord) { vo->tex_coord = (tex_coord_t *) ((byte *) paliashdr + paliashdr->tex_coord); } else { vo->tex_coord = NULL; } vo->count = count; 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; 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 = 0.0; } else if (r_paused) { blend = 1.0; } else { blend = (r_realtime - e->frame_start_time) / e->frame_interval; blend = min (blend, 1.0); } if (blend == 0.0) { verts = verts + e->pose1 * count; } else if (blend == 1.0) { verts = verts + e->pose2 * count; } else { verts1 = verts + e->pose1 * count; verts2 = verts + e->pose2 * count; for (i = 0, vo_v = vo->verts; i < count; i++, vo_v++, verts1++, verts2++) { float *n1, *n2; VectorBlend (verts1->v, verts2->v, blend, vo_v->vert); n1 = r_avertexnormals[verts1->lightnormalindex]; n2 = r_avertexnormals[verts2->lightnormalindex]; VectorBlend (n1, n2, blend, vo_v->normal); if (VectorIsZero (vo_v->normal)) { if (blend < 0.5) { VectorCopy (n1, vo_v->normal); } else { VectorCopy (n2, vo_v->normal); } } } return vo; } } else { verts += pose * count; } for (i = 0, vo_v = vo->verts; i < count; i++, vo_v++, verts++) { VectorCopy (verts->v, vo_v->vert); VectorCopy (r_avertexnormals[verts->lightnormalindex], vo_v->normal); } return vo; } void R_DrawAliasModel (entity_t *e) { float radius, minlight, d; float position[4] = {0.0, 0.0, 0.0, 1.0}, color[4] = {0.0, 0.0, 0.0, 1.0}, dark[4] = {0.0, 0.0, 0.0, 1.0}, emission[4] = {0.0, 0.0, 0.0, 1.0}; int gl_light, texture; int fb_texture = 0, used_lights = 0; qboolean is_fullbright = false; unsigned lnum; aliashdr_t *paliashdr; dlight_t *l; model_t *model; vec3_t dist, scale; vert_order_t *vo; model = e->model; radius = model->radius; if (e->scale != 1.0) radius *= e->scale; if (R_CullSphere (e->origin, radius)) return; VectorSubtract (r_origin, e->origin, modelorg); modelalpha = e->colormod[3]; is_fullbright = (model->fullbright || e->fullbright); minlight = max (model->min_light, e->min_light); qfglColor4fv (e->colormod); if (!is_fullbright) { float lightadj; // get lighting information R_LightPoint (e->origin); lightadj = (ambientcolor[0] + ambientcolor[1] + ambientcolor[2]) / 765.0; // Do minlight stuff here since that's how software does it :) if (lightadj > 0) { if (lightadj < minlight) lightadj = minlight / lightadj; else lightadj = 1.0; // 255 is fullbright VectorScale (ambientcolor, lightadj / 255.0, ambientcolor); } else { ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = minlight; } if (gl_vector_light->int_val) { for (l = r_dlights, lnum = 0; lnum < r_maxdlights; lnum++, l++) { if (l->die >= r_realtime) { VectorSubtract (l->origin, e->origin, dist); if ((d = DotProduct (dist, dist)) > // Out of range ((l->radius + radius) * (l->radius + radius))) { continue; } if (used_lights >= gl_max_lights) { // For solid lighting, multiply by 0.5 since it's cos // 60 and 60 is a good guesstimate at the average // incident angle. Seems to match vector lighting // best, too. VectorMultAdd (emission, 0.5 / ((d * 0.01 / l->radius) + 0.5), l->color, emission); continue; } VectorCopy (l->origin, position); VectorCopy (l->color, color); color[3] = 1.0; gl_light = GL_LIGHT0 + used_lights; qfglEnable (gl_light); qfglLightfv (gl_light, GL_POSITION, position); qfglLightfv (gl_light, GL_AMBIENT, color); qfglLightfv (gl_light, GL_DIFFUSE, color); qfglLightfv (gl_light, GL_SPECULAR, color); // 0.01 is used here because it just seemed to match // the bmodel lighting best. it's over r instead of r*r // so that larger-radiused lights will be brighter qfglLightf (gl_light, GL_QUADRATIC_ATTENUATION, 0.01 / (l->radius)); used_lights++; } } VectorAdd (ambientcolor, emission, emission); d = max (emission[0], max (emission[1], emission[2])); // 1.5 to allow some pastelization (curb darkness from dlight) if (d > 1.5) { VectorScale (emission, 1.5 / d, emission); } qfglMaterialfv (GL_FRONT, GL_EMISSION, emission); } else { VectorCopy (ambientcolor, emission); for (l = r_dlights, lnum = 0; lnum < r_maxdlights; lnum++, l++) { if (l->die >= r_realtime) { VectorSubtract (l->origin, e->origin, dist); if ((d = DotProduct (dist, dist)) > (l->radius + radius) * (l->radius + radius)) { continue; } // For solid lighting, multiply by 0.5 since it's cos 60 // and 60 is a good guesstimate at the average incident // angle. Seems to match vector lighting best, too. VectorMultAdd (emission, (0.5 / ((d * 0.01 / l->radius) + 0.5)), l->color, emission); } } d = max (emission[0], max (emission[1], emission[2])); // 1.5 to allow some fading (curb emission making stuff dark) if (d > 1.5) { VectorScale (emission, 1.5 / d, emission); } emission[0] *= e->colormod[0]; emission[1] *= e->colormod[1]; emission[2] *= e->colormod[2]; emission[3] *= e->colormod[3]; qfglColor4fv (emission); } } // locate the proper data paliashdr = Cache_Get (&e->model->cache); c_alias_polys += paliashdr->mdl.numtris; // if the model has a colorised/external skin, use it, otherwise use // the skin embedded in the model data if (e->skin && !gl_nocolors->int_val) { skin_t *skin = e->skin; texture = skin->texture; if (gl_fb_models->int_val) { fb_texture = skin->fb_texture; } } else { maliasskindesc_t *skindesc; skindesc = R_AliasGetSkindesc (e->skinnum, paliashdr); texture = skindesc->texnum; if (gl_fb_models->int_val && !is_fullbright) fb_texture = skindesc->fb_texnum; } if (paliashdr->mdl.ident == HEADER_MDL16) { VectorScale (paliashdr->mdl.scale, e->scale / 256.0, scale); vo = GL_GetAliasFrameVerts16 (e->frame, paliashdr, e); } else { VectorScale (paliashdr->mdl.scale, e->scale, scale); vo = GL_GetAliasFrameVerts (e->frame, paliashdr, e); } // setup the transform qfglPushMatrix (); R_RotateForEntity (e); qfglTranslatef (paliashdr->mdl.scale_origin[0], paliashdr->mdl.scale_origin[1], paliashdr->mdl.scale_origin[2]); qfglScalef (scale[0], scale[1], scale[2]); if (modelalpha < 1.0) qfglDepthMask (GL_FALSE); // draw all the triangles if (is_fullbright) { qfglBindTexture (GL_TEXTURE_2D, texture); if (gl_vector_light->int_val) { qfglDisable (GL_LIGHTING); if (!tess) qfglDisable (GL_NORMALIZE); } if (vo->tex_coord) GL_DrawAliasFrameTri (vo); else GL_DrawAliasFrame (vo); if (gl_vector_light->int_val) { if (!tess) qfglEnable (GL_NORMALIZE); qfglEnable (GL_LIGHTING); } } else if (!fb_texture) { // Model has no fullbrights, don't bother with multi qfglBindTexture (GL_TEXTURE_2D, texture); if (vo->tex_coord) GL_DrawAliasFrameTri (vo); else GL_DrawAliasFrame (vo); } else { // try multitexture if (gl_mtex_active_tmus >= 2) { // set up the textures qglActiveTexture (gl_mtex_enum + 0); qfglBindTexture (GL_TEXTURE_2D, texture); qglActiveTexture (gl_mtex_enum + 1); qfglEnable (GL_TEXTURE_2D); qfglBindTexture (GL_TEXTURE_2D, fb_texture); // do the heavy lifting if (vo->tex_coord) GL_DrawAliasFrameTriMulti (vo); else GL_DrawAliasFrameMulti (vo); // restore the settings qfglDisable (GL_TEXTURE_2D); qglActiveTexture (gl_mtex_enum + 0); } else { if (vo->tex_coord) { qfglBindTexture (GL_TEXTURE_2D, texture); GL_DrawAliasFrameTri (vo); if (gl_vector_light->int_val) { qfglDisable (GL_LIGHTING); if (!tess) qfglDisable (GL_NORMALIZE); } qfglColor4fv (e->colormod); qfglBindTexture (GL_TEXTURE_2D, fb_texture); GL_DrawAliasFrameTri (vo); if (gl_vector_light->int_val) { qfglEnable (GL_LIGHTING); if (!tess) qfglEnable (GL_NORMALIZE); } } else { qfglBindTexture (GL_TEXTURE_2D, texture); GL_DrawAliasFrame (vo); if (gl_vector_light->int_val) { qfglDisable (GL_LIGHTING); if (!tess) qfglDisable (GL_NORMALIZE); } qfglColor4fv (e->colormod); qfglBindTexture (GL_TEXTURE_2D, fb_texture); GL_DrawAliasFrame (vo); if (gl_vector_light->int_val) { qfglEnable (GL_LIGHTING); if (!tess) qfglEnable (GL_NORMALIZE); } } } } qfglPopMatrix (); // torches, grenades, and lightning bolts do not have shadows if (r_shadows->int_val && model->shadow_alpha) { qfglPushMatrix (); R_RotateForEntity (e); if (!tess) qfglDisable (GL_NORMALIZE); qfglDisable (GL_LIGHTING); qfglDisable (GL_TEXTURE_2D); qfglDepthMask (GL_FALSE); if (modelalpha < 1.0) { VectorBlend (e->colormod, dark, 0.5, color); color[3] = modelalpha * (model->shadow_alpha / 255.0); qfglColor4fv (color); } else { color_black[3] = model->shadow_alpha; qfglColor4ubv (color_black); } GL_DrawAliasShadow (paliashdr, vo); qfglDepthMask (GL_TRUE); qfglEnable (GL_TEXTURE_2D); qfglEnable (GL_LIGHTING); if (!tess) qfglEnable (GL_NORMALIZE); qfglPopMatrix (); } else if (modelalpha < 1.0) { qfglDepthMask (GL_TRUE); } while (used_lights--) { qfglDisable (GL_LIGHT0 + used_lights); } Cache_Release (&e->model->cache); }