/* 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 */ #ifdef HAVE_CONFIG_H # include "config.h" #endif static __attribute__ ((unused)) const char rcsid[] = "$Id$"; #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include #include #include #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; 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 inline void GL_DrawAliasFrameTri (vert_order_t *vo) { float color[4]; int count; blended_vert_t *verts; tex_coord_t *tex_coord; verts = vo->verts; tex_coord = vo->tex_coord; color[3] = modelalpha; count = vo->count; qfglBegin (GL_TRIANGLES); do { qfglTexCoord2fv (tex_coord->st); VectorMultAdd (ambientcolor, verts->lightdot, shadecolor, color); qfglColor4fv (color); qfglVertex3fv (verts->vert); tex_coord++; verts++; } while (count--); qfglEnd(); } static inline void GL_DrawAliasFrameTri_fb (vert_order_t *vo) { int count; float color[4] = { 1.0, 1.0, 1.0, 0.0}; blended_vert_t *verts; tex_coord_t *tex_coord; verts = vo->verts; color[3] = modelalpha * 1.0; count = vo->count; tex_coord = vo->tex_coord; qfglBegin (GL_TRIANGLES); do { qfglTexCoord2fv (tex_coord->st); qfglColor4fv (color); qfglVertex3fv (verts->vert); tex_coord++; verts++; } while (--count); qfglEnd(); } static inline void GL_DrawAliasFrameTriMulti (vert_order_t *vo) { float color[4]; int count; blended_vert_t *verts; tex_coord_t *tex_coord; verts = vo->verts; tex_coord = vo->tex_coord; color[3] = modelalpha; count = vo->count; 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 vertexes come from the frame list VectorMultAdd (ambientcolor, verts->lightdot, shadecolor, color); qfglColor4fv (color); qfglVertex3fv (verts->vert); verts++; } while (--count); qfglEnd (); } static inline void GL_DrawAliasFrame (vert_order_t *vo) { float color[4]; int count; int *order; blended_vert_t *verts; verts = vo->verts; order = vo->order; color[3] = modelalpha; 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 vertexes come from the frame list VectorMultAdd (ambientcolor, verts->lightdot, shadecolor, color); qfglColor4fv (color); qfglVertex3fv (verts->vert); verts++; } while (--count); qfglEnd (); } } static inline void GL_DrawAliasFrame_fb (vert_order_t *vo) { int count; int *order; blended_vert_t *verts; verts = vo->verts; order = vo->order; 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; qfglVertex3fv (verts->vert); verts++; } while (--count); qfglEnd (); } } static inline void GL_DrawAliasFrameMulti (vert_order_t *vo) { float color[4]; int count; int *order; blended_vert_t *verts; verts = vo->verts; order = vo->order; color[3] = modelalpha; 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 vertexes come from the frame list VectorMultAdd (ambientcolor, verts->lightdot, shadecolor, color); qfglColor4fv (color); 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; vec3_t point; blended_vert_t *verts; verts = vo->verts; order = vo->order; 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 vertexes 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) Con_Printf ("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; vec3_t v1, v2; 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 { blend = (r_realtime - e->frame_start_time) / e->frame_interval; } // wierd things start happening if blend passes 1 if (r_paused || blend > 1.0) 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; float d1, d2; VectorBlend (v1, v2, blend, vo_v->vert); n1 = r_avertexnormals[verts1->lightnormalindex]; n2 = r_avertexnormals[verts2->lightnormalindex]; d1 = DotProduct (shadevector, n1); d2 = DotProduct (shadevector, n2); vo_v->lightdot = max (0, d1 * (1.0 - blend) + d2 * blend); } return vo; } } else { verts += pose * count; } for (i = 0, vo_v = vo->verts; i < count; i++, vo_v++, verts++) { float *n; float d; n = r_avertexnormals[verts->lightnormalindex]; d = DotProduct (shadevector, n); vo_v->lightdot = max (0.0, d); } 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) Con_Printf ("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; } else { blend = (r_realtime - e->frame_start_time) / e->frame_interval; } // wierd things start happening if blend passes 1 if (r_paused || blend > 1.0) 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; float d1, d2; VectorBlend (verts1->v, verts2->v, blend, vo_v->vert); n1 = r_avertexnormals[verts1->lightnormalindex]; n2 = r_avertexnormals[verts2->lightnormalindex]; d1 = DotProduct (shadevector, n1); d2 = DotProduct (shadevector, n2); vo_v->lightdot = max (0, d1 * (1.0 - blend) + d2 * blend); } return vo; } } else { verts += pose * count; } for (i = 0, vo_v = vo->verts; i < count; i++, vo_v++, verts++) { float *n; float d; VectorCopy (verts->v, vo_v->vert); n = r_avertexnormals[verts->lightnormalindex]; d = DotProduct (shadevector, n); vo_v->lightdot = max (0.0, d); } return vo; } static maliasskindesc_t * R_AliasGetSkindesc (int skinnum, aliashdr_t *ahdr) { maliasskindesc_t *pskindesc; maliasskingroup_t *paliasskingroup; if ((skinnum >= ahdr->mdl.numskins) || (skinnum < 0)) { Con_DPrintf ("R_AliasSetupSkin: no such skin # %d\n", skinnum); skinnum = 0; } pskindesc = ((maliasskindesc_t *) ((byte *) ahdr + ahdr->skindesc)) + skinnum; if (pskindesc->type == ALIAS_SKIN_GROUP) { float fullskininterval; int i; int numskins; float skintargettime, skintime; float *pskinintervals; paliasskingroup = (maliasskingroup_t *) ((byte *) ahdr + pskindesc->skin); pskinintervals = (float *) ((byte *) ahdr + paliasskingroup->intervals); numskins = paliasskingroup->numskins; fullskininterval = pskinintervals[numskins - 1]; skintime = r_realtime + currententity->syncbase; skintargettime = skintime - ((int) (skintime / fullskininterval)) * fullskininterval; for (i = 0; i < (numskins - 1); i++) { if (pskinintervals[i] > skintargettime) break; } pskindesc = &paliasskingroup->skindescs[i]; } return pskindesc; } void R_DrawAliasModel (entity_t *e) { float add, an, minshade, radius, shade; int texture, i; int fb_texture = 0; unsigned int lnum; aliashdr_t *paliashdr; 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); if (!model->fullbright) { // get lighting information R_LightPoint (e->origin); ambientcolor[0] *= e->colormod[0]; ambientcolor[1] *= e->colormod[1]; ambientcolor[2] *= e->colormod[2]; VectorScale (ambientcolor, 0.005, ambientcolor); VectorCopy (ambientcolor, shadecolor); for (lnum = 0; lnum < r_maxdlights; lnum++) { if (r_dlights[lnum].die >= r_realtime) { float d; VectorSubtract (e->origin, r_dlights[lnum].origin, dist); d = DotProduct (dist, dist); d = max (d, 64.0) * 200.0; add = r_dlights[lnum].radius * r_dlights[lnum].radius * 8.0 / d; if (add > 0.0) VectorMultAdd (ambientcolor, add, r_dlights[lnum].color, ambientcolor); } } // clamp lighting so it doesn't overbright as much for (i = 0; i < 3; i++) { ambientcolor[i] = min (ambientcolor[i], 128.0 / 200.0); if (ambientcolor[i] + shadecolor[i] > 1) shadecolor[i] = 1 - ambientcolor[i]; } // always give the gun some light shade = max (ambientcolor[0], max (ambientcolor[1], ambientcolor[2])); minshade = model->min_light; if (shade < minshade) { ambientcolor[0] += minshade - shade; ambientcolor[1] += minshade - shade; ambientcolor[2] += minshade - shade; } an = e->angles[1] * (M_PI / 180.0); shadevector[0] = cos (-an); shadevector[1] = sin (-an); shadevector[2] = 1.0; VectorNormalize (shadevector); } modelalpha = e->colormod[3]; // 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 && !model->fullbright) fb_texture = skindesc->fb_texnum; } if (paliashdr->mdl.ident == POLYHEADER16) { 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 (model->fullbright) { qfglBindTexture (GL_TEXTURE_2D, texture); if (vo->tex_coord) GL_DrawAliasFrameTri_fb (vo); else GL_DrawAliasFrame_fb (vo); } 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) { // set up the textures qglActiveTexture (gl_mtex_enum + 0); qfglBindTexture (GL_TEXTURE_2D, texture); qglActiveTexture (gl_mtex_enum + 1); qfglBindTexture (GL_TEXTURE_2D, fb_texture); qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); qfglEnable (GL_TEXTURE_2D); // 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); qfglBindTexture (GL_TEXTURE_2D, fb_texture); GL_DrawAliasFrameTri_fb (vo); } else { qfglBindTexture (GL_TEXTURE_2D, texture); GL_DrawAliasFrame (vo); qfglBindTexture (GL_TEXTURE_2D, fb_texture); GL_DrawAliasFrame_fb (vo); } } } qfglPopMatrix (); // FIXME: Translucent objects should cast colored shadows // torches, grenades, and lightning bolts do not have shadows if (r_shadows->int_val && model->shadow_alpha) { qfglPushMatrix (); R_RotateForEntity (e); qfglDisable (GL_TEXTURE_2D); qfglDepthMask (GL_FALSE); color_black[3] = modelalpha * model->shadow_alpha; qfglColor4ubv (color_black); GL_DrawAliasShadow (paliashdr, vo); qfglDepthMask (GL_TRUE); qfglEnable (GL_TEXTURE_2D); qfglPopMatrix (); } else if (modelalpha < 1.0) qfglDepthMask (GL_TRUE); Cache_Release (&e->model->cache); }