mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-04 01:51:36 +00:00
091b714e4c
This uses the same calculations as the software renderer. However, as the lightmap calculations are not done yet, if there is no dlight in the vicinity, there will be no light. demo1 is pretty cool to watch :)
320 lines
8.8 KiB
C
320 lines
8.8 KiB
C
/*
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glsl_alias.c
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GLSL Alias model rendering
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Copyright (C) 2012 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2012/1/1
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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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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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static __attribute__ ((used)) const char rcsid[] = "$Id$";
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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 <stdlib.h>
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#include "QF/render.h"
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#include "QF/GLSL/defines.h"
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#include "QF/GLSL/funcs.h"
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#include "QF/GLSL/qf_alias.h"
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#include "QF/GLSL/qf_textures.h"
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#include "QF/GLSL/qf_vid.h"
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#include "r_local.h"
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static vec3_t vertex_normals[NUMVERTEXNORMALS] = {
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#include "anorms.h"
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};
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static const char quakemdl_vert[] =
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#include "quakemdl.vc"
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;
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static const char quakemdl_frag[] =
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#include "quakemdl.fc"
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;
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static struct {
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int program;
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shaderparam_t normals;
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shaderparam_t mvp_matrix;
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shaderparam_t norm_matrix;
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shaderparam_t skin_size;
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shaderparam_t color;
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shaderparam_t stn;
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shaderparam_t vertex;
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shaderparam_t palette;
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shaderparam_t colormap;
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shaderparam_t skin;
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shaderparam_t ambient;
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shaderparam_t shadelight;
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shaderparam_t lightvec;
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} quake_mdl = {
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0,
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{"normals", 1},
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{"mvp_mat", 1},
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{"norm_mat", 1},
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{"skin_size", 1},
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{"vcolor", 0},
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{"stn", 0},
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{"vertex", 0},
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{"palette", 1},
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{"colormap", 1},
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{"skin", 1},
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{"ambient", 1},
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{"shadelight", 1},
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{"lightvec", 1},
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};
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static int vnorms_tex;
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static mat4_t alias_vp;
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static void
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build_normals_texture (void)
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{
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vec3_t temp;
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static const vec3_t one = { 1, 1, 1};
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unsigned short norm[3];
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int i, j;
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byte *data;
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data = malloc (NUMVERTEXNORMALS * 3 * 2);
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for (i = 0; i < NUMVERTEXNORMALS; i++) {
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VectorAdd (vertex_normals[i], one, temp); // temp is 0.0 .. 2.0
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VectorScale (temp, 32767.5, norm); // norm is 0 .. 65535
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for (j = 0; j < 3; j++) {
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data[i * 6 + 0 + j] = norm[j] >> 8;
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data[i * 6 + 3 + j] = norm[j] & 0xff;
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}
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}
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vnorms_tex = GL_LoadRGBTexture ("vertex_normals", 2, NUMVERTEXNORMALS,
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data);
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free (data);
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}
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VISIBLE void
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R_InitAlias (void)
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{
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int vert;
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int frag;
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build_normals_texture ();
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vert = GL_CompileShader ("quakemdl.vert", quakemdl_vert, GL_VERTEX_SHADER);
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frag = GL_CompileShader ("quakemdl.frag", quakemdl_frag,
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GL_FRAGMENT_SHADER);
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quake_mdl.program = GL_LinkProgram ("quakemdl", vert, frag);
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GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.normals);
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GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.mvp_matrix);
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GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.norm_matrix);
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GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.skin_size);
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GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.color);
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GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.stn);
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GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.vertex);
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GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.palette);
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GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.colormap);
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GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.skin);
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GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.ambient);
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GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.shadelight);
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GL_ResolveShaderParam (quake_mdl.program, &quake_mdl.lightvec);
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}
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static void
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calc_lighting (entity_t *ent, float *ambient, float *shadelight,
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vec3_t lightvec)
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{
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unsigned i;
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float add;
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vec3_t dist;
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VectorSet ( -1, 0, 0, lightvec); //FIXME
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*ambient = max (R_LightPoint (ent->origin), max (ent->model->min_light,
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ent->min_light) * 128);
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*shadelight = *ambient;
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for (i = 0; i < r_maxdlights; i++) {
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if (r_dlights[i].die >= r_realtime) {
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VectorSubtract (ent->origin, r_dlights[i].origin, dist);
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add = r_dlights[i].radius - VectorLength (dist);
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if (add > 0)
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*ambient += add;
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}
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}
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if (*ambient >= 128)
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*ambient = 128;
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if (*shadelight > 192 - *ambient)
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*shadelight = 192 - *ambient;
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}
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//#define TETRAHEDRON
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void
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R_DrawAlias (void)
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{
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#ifdef TETRAHEDRON
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static aliasvrt_t debug_verts[] = {
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{{0,0,0},{0,0,0}},
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{{255,255,0},{0,300,0}},
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{{0,255,255},{300,300,0}},
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{{255,0,255},{300,0,0}},
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};
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static GLushort debug_indices[] = {
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0, 1, 2,
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0, 3, 1,
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1, 3, 2,
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0, 2, 3,
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};
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#endif
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static quat_t color = { 1, 1, 1, 1};
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static vec3_t lightvec;
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float ambient;
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float shadelight;
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float skin_size[2];
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entity_t *ent = currententity;
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model_t *model = ent->model;
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aliashdr_t *hdr;
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vec_t norm_mat[9];
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mat4_t mvp_mat;
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maliasskindesc_t *skin;
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aliasvrt_t *pose = 0; // VBO's are null based
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maliasframedesc_t *frame;
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hdr = Cache_Get (&model->cache);
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calc_lighting (ent, &ambient, &shadelight, lightvec);
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// we need only the rotation for normals.
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VectorCopy (ent->transform + 0, norm_mat + 0);
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VectorCopy (ent->transform + 4, norm_mat + 3);
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VectorCopy (ent->transform + 8, norm_mat + 6);
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// ent model scaling and offset
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Mat4Zero (mvp_mat);
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mvp_mat[0] = hdr->mdl.scale[0];
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mvp_mat[5] = hdr->mdl.scale[1];
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mvp_mat[10] = hdr->mdl.scale[2];
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mvp_mat[15] = 1;
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VectorCopy (hdr->mdl.scale_origin, mvp_mat + 12);
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Mat4Mult (ent->transform, mvp_mat, mvp_mat);
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Mat4Mult (alias_vp, mvp_mat, mvp_mat);
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skin = R_AliasGetSkindesc (ent->skinnum, hdr);
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frame = R_AliasGetFramedesc (ent->frame, hdr);
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pose += frame->firstpose * hdr->poseverts;
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skin_size[0] = hdr->mdl.skinwidth;
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skin_size[1] = hdr->mdl.skinheight;
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qfglBindTexture (GL_TEXTURE_2D, skin->texnum);
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#ifndef TETRAHEDRON
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qfglBindBuffer (GL_ARRAY_BUFFER, hdr->posedata);
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qfglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, hdr->commands);
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#endif
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qfglVertexAttrib4fv (quake_mdl.color.location, color);
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qfglUniform1f (quake_mdl.ambient.location, ambient);
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qfglUniform1f (quake_mdl.shadelight.location, shadelight);
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qfglUniform3fv (quake_mdl.lightvec.location, 1, lightvec);
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qfglUniform2fv (quake_mdl.skin_size.location, 1, skin_size);
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qfglUniformMatrix4fv (quake_mdl.mvp_matrix.location, 1, false, mvp_mat);
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qfglUniformMatrix3fv (quake_mdl.norm_matrix.location, 1, false, norm_mat);
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#ifndef TETRAHEDRON
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qfglVertexAttribPointer (quake_mdl.vertex.location, 3, GL_UNSIGNED_BYTE,
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0, sizeof (aliasvrt_t),
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(byte *) pose + field_offset (aliasvrt_t, vertex));
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qfglVertexAttribPointer (quake_mdl.stn.location, 3, GL_SHORT,
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0, sizeof (aliasvrt_t),
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(byte *) pose + field_offset (aliasvrt_t, stn));
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qfglDrawElements (GL_TRIANGLES, 3 * hdr->mdl.numtris, GL_UNSIGNED_SHORT, 0);
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#else
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qfglVertexAttribPointer (quake_mdl.vertex.location, 3, GL_UNSIGNED_BYTE,
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0, sizeof (aliasvrt_t),
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&debug_verts[0].vertex);
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qfglVertexAttribPointer (quake_mdl.stn.location, 3, GL_SHORT,
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0, sizeof (aliasvrt_t),
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&debug_verts[0].stn);
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qfglDrawElements (GL_TRIANGLES,
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sizeof (debug_indices) / sizeof (debug_indices[0]),
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GL_UNSIGNED_SHORT, debug_indices);
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#endif
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}
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// All alias models are drawn in a batch, so avoid thrashing the gl state
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void
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R_AliasBegin (void)
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{
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// pre-multiply the view and projection matricies
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Mat4Mult (glsl_projection, glsl_view, alias_vp);
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qfglUseProgram (quake_mdl.program);
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qfglEnableVertexAttribArray (quake_mdl.vertex.location);
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qfglEnableVertexAttribArray (quake_mdl.stn.location);
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qfglDisableVertexAttribArray (quake_mdl.color.location);
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qfglUniform1i (quake_mdl.normals.location, 1);
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qfglActiveTexture (GL_TEXTURE0 + 1);
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qfglEnable (GL_TEXTURE_2D);
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qfglBindTexture (GL_TEXTURE_2D, vnorms_tex);
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qfglUniform1i (quake_mdl.colormap.location, 2);
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qfglActiveTexture (GL_TEXTURE0 + 2);
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qfglEnable (GL_TEXTURE_2D);
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qfglBindTexture (GL_TEXTURE_2D, glsl_colormap);
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qfglUniform1i (quake_mdl.palette.location, 3);
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qfglActiveTexture (GL_TEXTURE0 + 3);
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qfglEnable (GL_TEXTURE_2D);
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qfglBindTexture (GL_TEXTURE_2D, glsl_palette);
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qfglUniform1i (quake_mdl.skin.location, 0);
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qfglActiveTexture (GL_TEXTURE0 + 0);
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qfglEnable (GL_TEXTURE_2D);
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}
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void
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R_AliasEnd (void)
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{
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qfglBindBuffer (GL_ARRAY_BUFFER, 0);
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qfglBindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
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qfglDisableVertexAttribArray (quake_mdl.vertex.location);
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qfglDisableVertexAttribArray (quake_mdl.stn.location);
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qfglActiveTexture (GL_TEXTURE0 + 0);
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qfglDisable (GL_TEXTURE_2D);
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qfglActiveTexture (GL_TEXTURE0 + 1);
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qfglDisable (GL_TEXTURE_2D);
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qfglActiveTexture (GL_TEXTURE0 + 2);
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qfglDisable (GL_TEXTURE_2D);
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qfglActiveTexture (GL_TEXTURE0 + 3);
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qfglDisable (GL_TEXTURE_2D);
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}
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