/* 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 (aliashdr_t *paliashdr, entity_t *e) { float blend; int count, i; trivertx16_t *verts; vert_order_t *vo; blended_vert_t *vo_v; blend = R_AliasGetLerpedFrames (e, paliashdr); 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 (!gl_lerp_anim->int_val) blend = 1.0; if (blend == 0.0) { verts = verts + e->pose1 * count; } else if (blend == 1.0) { verts = verts + e->pose2 * count; } else { trivertx16_t *verts1, *verts2; 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; } 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 (aliashdr_t *paliashdr, entity_t *e) { float blend; int count, i; trivertx_t *verts; vert_order_t *vo; blended_vert_t *vo_v; blend = R_AliasGetLerpedFrames (e, paliashdr); 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 (!gl_lerp_anim->int_val) blend = 1.0; if (blend == 0.0) { verts = verts + e->pose1 * count; } else if (blend == 1.0) { verts = verts + e->pose2 * count; } else { trivertx_t *verts1, *verts2; 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; } 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) { // because we multipled by 256 when we loaded the verts, we have to // scale by 1/256 when drawing. VectorScale (paliashdr->mdl.scale, e->scale / 256.0, scale); vo = GL_GetAliasFrameVerts16 (paliashdr, e); } else { VectorScale (paliashdr->mdl.scale, e->scale, scale); vo = GL_GetAliasFrameVerts (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); }