quakeforge/libs/video/renderer/gl/gl_mod_alias.c
Bill Currie 12c84046f3 [cvar] Make cvars properly typed
This is an extremely extensive patch as it hits every cvar, and every
usage of the cvars. Cvars no longer store the value they control,
instead, they use a cexpr value object to reference the value and
specify the value's type (currently, a null type is used for strings).
Non-string cvars are passed through cexpr, allowing expressions in the
cvars' settings. Also, cvars have returned to an enhanced version of the
original (id quake) registration scheme.

As a minor benefit, relevant code having direct access to the
cvar-controlled variables is probably a slight optimization as it
removed a pointer dereference, and the variables can be located for data
locality.

The static cvar descriptors are made private as an additional safety
layer, though there's nothing stopping external modification via
Cvar_FindVar (which is needed for adding listeners).

While not used yet (partly due to working out the design), cvars can
have a validation function.

Registering a cvar allows a primary listener (and its data) to be
specified: it will always be called first when the cvar is modified. The
combination of proper listeners and direct access to the controlled
variable greatly simplifies the more complex cvar interactions as much
less null checking is required, and there's no need for one cvar's
callback to call another's.

nq-x11 is known to work at least well enough for the demos. More testing
will come.
2022-04-24 19:15:22 +09:00

747 lines
18 KiB
C

/*
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
#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/cvar.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/scene/entity.h"
#include "QF/GL/defines.h"
#include "QF/GL/funcs.h"
#include "QF/GL/qf_alias.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_internal.h"
#include "vid_gl.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;
static 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_DrawAliasShadowTri
Standard shadow drawing (triangles version)
*/
static void
GL_DrawAliasShadowTri (const transform_t *transform,
const aliashdr_t *paliashdr, const vert_order_t *vo)
{
int count = vo->count;
const blended_vert_t *verts = vo->verts;
float height, lheight;
vec3_t point;
const vec_t *scale = paliashdr->mdl.scale;
const vec_t *scale_origin = paliashdr->mdl.scale_origin;
vec4f_t entorigin;
entorigin = Transform_GetWorldPosition (transform);
lheight = entorigin[2] - lightspot[2];
height = -lheight + 1.0;
qfglBegin (GL_TRIANGLES);
do {
// normals and vertices come from the frame list
point[0] = verts->vert[0] * scale[0] + scale_origin[0];
point[1] = verts->vert[1] * scale[1] + scale_origin[1];
point[2] = verts->vert[2] * scale[2] + 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 ();
}
/*
GL_DrawAliasShadow
Standard shadow drawing
*/
static void
GL_DrawAliasShadow (const transform_t *transform, const aliashdr_t *paliashdr,
const vert_order_t *vo)
{
float height, lheight;
int count;
const int *order = vo->order;
vec3_t point;
const blended_vert_t *verts = vo->verts;
vec4f_t entorigin;
entorigin = Transform_GetWorldPosition (transform);
lheight = entorigin[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);
order += 2 * count; // skip texture coords
do {
// 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)
{
animation_t *animation = &e->animation;
float blend;
int count, i;
trivertx16_t *verts;
vert_order_t *vo;
blended_vert_t *vo_v;
blend = R_AliasGetLerpedFrames (animation, paliashdr);
verts = (trivertx16_t *) ((byte *) paliashdr + paliashdr->posedata);
count = paliashdr->poseverts;
vo = Hunk_TempAlloc (0, 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)
blend = 1.0;
if (blend == 0.0) {
verts = verts + e->animation.pose1 * count;
} else if (blend == 1.0) {
verts = verts + e->animation.pose2 * count;
} else {
trivertx16_t *verts1, *verts2;
verts1 = verts + e->animation.pose1 * count;
verts2 = verts + e->animation.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)
{
animation_t *animation = &e->animation;
float blend;
int count, i;
trivertx_t *verts;
vert_order_t *vo;
blended_vert_t *vo_v;
blend = R_AliasGetLerpedFrames (animation, paliashdr);
verts = (trivertx_t *) ((byte *) paliashdr + paliashdr->posedata);
count = paliashdr->poseverts;
vo = Hunk_TempAlloc (0, 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)
blend = 1.0;
if (blend == 0.0) {
verts = verts + e->animation.pose1 * count;
} else if (blend == 1.0) {
verts = verts + e->animation.pose2 * count;
} else {
trivertx_t *verts1, *verts2;
verts1 = verts + e->animation.pose1 * count;
verts2 = verts + e->animation.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
gl_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;
vec4f_t origin;
vert_order_t *vo;
model = e->renderer.model;
radius = model->radius;
origin = Transform_GetWorldPosition (e->transform);
VectorCopy (Transform_GetWorldScale (e->transform), scale);
//FIXME assumes uniform scale
if (scale[0] != 1.0) {
radius *= scale[0];
}
if (R_CullSphere (r_refdef.frustum, (vec_t*)&origin, radius)) {//FIXME
return;
}
gl_modelalpha = e->renderer.colormod[3];
is_fullbright = (model->fullbright || e->renderer.fullbright);
minlight = max (model->min_light, e->renderer.min_light);
qfglColor4fv (e->renderer.colormod);
if (!is_fullbright) {
float lightadj;
// get lighting information
R_LightPoint (&r_refdef.worldmodel->brush, origin);//FIXME
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) {
for (l = r_dlights, lnum = 0; lnum < r_maxdlights; lnum++, l++) {
if (l->die >= vr_data.realtime) {
VectorSubtract (l->origin, 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 >= vr_data.realtime) {
VectorSubtract (l->origin, 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->renderer.colormod[0];
emission[1] *= e->renderer.colormod[1];
emission[2] *= e->renderer.colormod[2];
emission[3] *= e->renderer.colormod[3];
qfglColor4fv (emission);
}
}
// locate the proper data
if (!(paliashdr = e->renderer.model->aliashdr)) {
paliashdr = Cache_Get (&e->renderer.model->cache);
}
gl_ctx->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->renderer.skin && e->renderer.skin->texnum && !gl_nocolors) {
skin_t *skin = e->renderer.skin;
texture = skin->texnum;
if (gl_fb_models) {
fb_texture = skin->auxtex;
}
} else {
maliasskindesc_t *skindesc;
animation_t *animation = &e->animation;
skindesc = R_AliasGetSkindesc (animation, e->renderer.skinnum,
paliashdr);
texture = skindesc->texnum;
if (gl_fb_models && !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.
//FIXME see scaling above
VectorScale (paliashdr->mdl.scale, 1 / 256.0, scale);
vo = GL_GetAliasFrameVerts16 (paliashdr, e);
} else {
//FIXME see scaling above
VectorScale (paliashdr->mdl.scale, 1, scale);
vo = GL_GetAliasFrameVerts (paliashdr, e);
}
// setup the transform
qfglPushMatrix ();
gl_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 (gl_modelalpha < 1.0)
qfglDepthMask (GL_FALSE);
// draw all the triangles
if (is_fullbright) {
qfglBindTexture (GL_TEXTURE_2D, texture);
if (gl_vector_light) {
qfglDisable (GL_LIGHTING);
if (!gl_tess)
qfglDisable (GL_NORMALIZE);
}
if (vo->tex_coord)
GL_DrawAliasFrameTri (vo);
else
GL_DrawAliasFrame (vo);
if (gl_vector_light) {
if (!gl_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) {
qfglDisable (GL_LIGHTING);
if (!gl_tess)
qfglDisable (GL_NORMALIZE);
}
qfglColor4fv (e->renderer.colormod);
qfglBindTexture (GL_TEXTURE_2D, fb_texture);
GL_DrawAliasFrameTri (vo);
if (gl_vector_light) {
qfglEnable (GL_LIGHTING);
if (!gl_tess)
qfglEnable (GL_NORMALIZE);
}
} else {
qfglBindTexture (GL_TEXTURE_2D, texture);
GL_DrawAliasFrame (vo);
if (gl_vector_light) {
qfglDisable (GL_LIGHTING);
if (!gl_tess)
qfglDisable (GL_NORMALIZE);
}
qfglColor4fv (e->renderer.colormod);
qfglBindTexture (GL_TEXTURE_2D, fb_texture);
GL_DrawAliasFrame (vo);
if (gl_vector_light) {
qfglEnable (GL_LIGHTING);
if (!gl_tess)
qfglEnable (GL_NORMALIZE);
}
}
}
}
qfglPopMatrix ();
// torches, grenades, and lightning bolts do not have shadows
if (r_shadows && model->shadow_alpha) {
mat4f_t shadow_mat;
qfglPushMatrix ();
gl_R_RotateForEntity (e);
if (!gl_tess)
qfglDisable (GL_NORMALIZE);
qfglDisable (GL_LIGHTING);
qfglDisable (GL_TEXTURE_2D);
qfglDepthMask (GL_FALSE);
if (gl_modelalpha < 1.0) {
VectorBlend (e->renderer.colormod, dark, 0.5, color);
color[3] = gl_modelalpha * (model->shadow_alpha / 255.0);
qfglColor4fv (color);
} else {
color_black[3] = model->shadow_alpha;
qfglColor4ubv (color_black);
}
//FIXME fully vectorize
vec4f_t vec = { 0.707106781, 0, 0.707106781, 0 };
Transform_GetWorldMatrix (e->transform, shadow_mat);
mat4ftranspose (shadow_mat, shadow_mat);
vec = m3vmulf (shadow_mat, vec);
VectorCopy (vec, shadevector);
if (vo->tex_coord)
GL_DrawAliasShadowTri (e->transform, paliashdr, vo);
else
GL_DrawAliasShadow (e->transform, paliashdr, vo);
qfglDepthMask (GL_TRUE);
qfglEnable (GL_TEXTURE_2D);
qfglEnable (GL_LIGHTING);
if (!gl_tess)
qfglEnable (GL_NORMALIZE);
qfglPopMatrix ();
} else if (gl_modelalpha < 1.0) {
qfglDepthMask (GL_TRUE);
}
while (used_lights--) {
qfglDisable (GL_LIGHT0 + used_lights);
}
if (!e->renderer.model->aliashdr) {
Cache_Release (&e->renderer.model->cache);
}
}