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https://git.code.sf.net/p/quake/quakeforge
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3fb03fc2be
than __attribute__((unused))). fixes the missing console in -x11
816 lines
20 KiB
C
816 lines
20 KiB
C
/*
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gl_mod_alias.c
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Draw Alias Model
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Copyright (C) 1996-1997 Id Software, Inc.
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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[] =
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"$Id$";
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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 <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "QF/console.h"
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#include "QF/cvar.h"
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#include "QF/locs.h"
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#include "QF/mathlib.h"
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#include "QF/qargs.h"
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#include "QF/render.h"
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#include "QF/skin.h"
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#include "QF/sound.h"
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#include "QF/sys.h"
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#include "QF/vid.h"
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#include "QF/GL/defines.h"
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#include "QF/GL/funcs.h"
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#include "QF/GL/qf_rlight.h"
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#include "QF/GL/qf_rmain.h"
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#include "QF/GL/qf_rsurf.h"
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#include "QF/GL/qf_screen.h"
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#include "QF/GL/qf_vid.h"
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#include "compat.h"
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#include "r_cvar.h"
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#include "r_dynamic.h"
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#include "r_local.h"
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#include "view.h"
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typedef struct {
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vec3_t normal;
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vec3_t vert;
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} blended_vert_t;
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typedef struct {
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blended_vert_t *verts;
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int *order;
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tex_coord_t *tex_coord;
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int count;
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} vert_order_t;
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float r_avertexnormals[NUMVERTEXNORMALS][3] = {
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#include "anorms.h"
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};
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// precalculated dot products for quantized angles
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#define SHADEDOT_QUANT 16
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float r_avertexnormal_dots[SHADEDOT_QUANT][256] = {
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#include "anorm_dots.h"
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};
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vec3_t shadevector;
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static inline void
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GL_DrawAliasFrameTri (vert_order_t *vo)
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{
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int count = vo->count;
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blended_vert_t *verts = vo->verts;
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tex_coord_t *tex_coord = vo->tex_coord;
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qfglBegin (GL_TRIANGLES);
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do {
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// texture coordinates come from the draw list
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qfglTexCoord2fv (tex_coord->st);
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tex_coord++;
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// normals and vertices come from the frame list
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qfglNormal3fv (verts->normal);
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qfglVertex3fv (verts->vert);
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verts++;
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} while (count--);
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qfglEnd ();
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}
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static inline void
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GL_DrawAliasFrameTriMulti (vert_order_t *vo)
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{
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int count = vo->count;
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blended_vert_t *verts = vo->verts;
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tex_coord_t *tex_coord = vo->tex_coord;
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qfglBegin (GL_TRIANGLES);
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do {
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// texture coordinates come from the draw list
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qglMultiTexCoord2fv (gl_mtex_enum + 0, tex_coord->st);
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qglMultiTexCoord2fv (gl_mtex_enum + 1, tex_coord->st);
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tex_coord++;
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// normals and vertices come from the frame list
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qfglNormal3fv (verts->normal);
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qfglVertex3fv (verts->vert);
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verts++;
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} while (--count);
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qfglEnd ();
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}
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static inline void
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GL_DrawAliasFrame (vert_order_t *vo)
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{
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int count;
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int *order = vo->order;
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blended_vert_t *verts = vo->verts;
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while ((count = *order++)) {
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// get the vertex count and primitive type
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if (count < 0) {
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count = -count;
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qfglBegin (GL_TRIANGLE_FAN);
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} else {
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qfglBegin (GL_TRIANGLE_STRIP);
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}
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do {
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// texture coordinates come from the draw list
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qfglTexCoord2fv ((float *) order);
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order += 2;
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// normals and vertices come from the frame list
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qfglNormal3fv (verts->normal);
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qfglVertex3fv (verts->vert);
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verts++;
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} while (--count);
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qfglEnd ();
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}
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}
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static inline void
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GL_DrawAliasFrameMulti (vert_order_t *vo)
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{
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int count;
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int *order = vo->order;
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blended_vert_t *verts = vo->verts;
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while ((count = *order++)) {
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// get the vertex count and primitive type
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if (count < 0) {
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count = -count;
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qfglBegin (GL_TRIANGLE_FAN);
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} else {
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qfglBegin (GL_TRIANGLE_STRIP);
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}
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do {
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// texture coordinates come from the draw list
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qglMultiTexCoord2fv (gl_mtex_enum + 0, (float *) order);
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qglMultiTexCoord2fv (gl_mtex_enum + 1, (float *) order);
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order += 2;
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// normals and vertices come from the frame list
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qfglNormal3fv (verts->normal);
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qfglVertex3fv (verts->vert);
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verts++;
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} while (--count);
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qfglEnd ();
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}
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}
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/*
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GL_DrawAliasShadow
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Standard shadow drawing
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*/
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static void
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GL_DrawAliasShadow (aliashdr_t *paliashdr, vert_order_t *vo)
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{
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float height, lheight;
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int count;
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int *order = vo->order;
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vec3_t point;
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blended_vert_t *verts = vo->verts;
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lheight = currententity->origin[2] - lightspot[2];
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height = -lheight + 1.0;
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while ((count = *order++)) {
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// get the vertex count and primitive type
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if (count < 0) {
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count = -count;
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qfglBegin (GL_TRIANGLE_FAN);
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} else
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qfglBegin (GL_TRIANGLE_STRIP);
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do {
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order += 2; // skip texture coords
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// normals and vertices come from the frame list
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point[0] =
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verts->vert[0] * paliashdr->mdl.scale[0] +
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paliashdr->mdl.scale_origin[0];
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point[1] =
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verts->vert[1] * paliashdr->mdl.scale[1] +
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paliashdr->mdl.scale_origin[1];
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point[2] =
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verts->vert[2] * paliashdr->mdl.scale[2] +
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paliashdr->mdl.scale_origin[2] + lheight;
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point[0] -= shadevector[0] * point[2];
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point[1] -= shadevector[1] * point[2];
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point[2] = height;
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qfglVertex3fv (point);
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verts++;
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} while (--count);
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qfglEnd ();
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}
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}
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static inline vert_order_t *
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GL_GetAliasFrameVerts16 (int frame, aliashdr_t *paliashdr, entity_t *e)
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{
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float interval;
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int count, numposes, pose, i;
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trivertx16_t *verts;
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vert_order_t *vo;
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blended_vert_t *vo_v;
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if ((frame >= paliashdr->mdl.numframes) || (frame < 0)) {
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if (developer->int_val)
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Con_Printf ("R_AliasSetupFrame: no such frame %d %s\n", frame,
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currententity->model->name);
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frame = 0;
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}
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pose = paliashdr->frames[frame].firstpose;
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numposes = paliashdr->frames[frame].numposes;
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verts = (trivertx16_t *) ((byte *) paliashdr + paliashdr->posedata);
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count = paliashdr->poseverts;
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vo = Hunk_TempAlloc (sizeof (*vo) + count * sizeof (blended_vert_t));
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vo->order = (int *) ((byte *) paliashdr + paliashdr->commands);
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vo->verts = (blended_vert_t *) &vo[1];
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if (paliashdr->tex_coord) {
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vo->tex_coord = (tex_coord_t *) ((byte *) paliashdr
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+ paliashdr->tex_coord);
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} else {
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vo->tex_coord = NULL;
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}
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vo->count = count;
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if (numposes > 1) {
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interval = paliashdr->frames[frame].interval;
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pose += (int) (r_realtime / interval) % numposes;
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} else {
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/*
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One tenth of a second is good for most Quake animations. If
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the nextthink is longer then the animation is usually meant
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to pause (e.g. check out the shambler magic animation in
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shambler.qc). If its shorter then things will still be
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smoothed partly, and the jumps will be less noticable
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because of the shorter time. So, this is probably a good
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assumption.
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*/
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interval = 0.1;
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}
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if (gl_lerp_anim->int_val) {
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trivertx16_t *verts1, *verts2;
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float blend;
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e->frame_interval = interval;
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if (e->pose2 != pose) {
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e->frame_start_time = r_realtime;
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if (e->pose2 == -1) {
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e->pose1 = pose;
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} else {
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e->pose1 = e->pose2;
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}
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e->pose2 = pose;
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blend = 0.0;
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} else if (r_paused) {
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blend = 1.0;
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} else {
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blend = (r_realtime - e->frame_start_time) / e->frame_interval;
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blend = min (blend, 1.0);
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}
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if (blend == 0.0) {
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verts = verts + e->pose1 * count;
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} else if (blend == 1.0) {
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verts = verts + e->pose2 * count;
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} else {
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verts1 = verts + e->pose1 * count;
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verts2 = verts + e->pose2 * count;
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for (i = 0, vo_v = vo->verts; i < count;
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i++, vo_v++, verts1++, verts2++) {
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float *n1, *n2;
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VectorBlend (verts1->v, verts2->v, blend, vo_v->vert);
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n1 = r_avertexnormals[verts1->lightnormalindex];
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n2 = r_avertexnormals[verts2->lightnormalindex];
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VectorBlend (n1, n2, blend, vo_v->normal);
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if (VectorIsZero (vo_v->normal)) {
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if (blend < 0.5) {
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VectorCopy (n1, vo_v->normal);
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} else {
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VectorCopy (n2, vo_v->normal);
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}
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}
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}
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return vo;
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}
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} else {
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verts += pose * count;
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}
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for (i = 0, vo_v = vo->verts; i < count; i++, vo_v++, verts++) {
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VectorCopy (verts->v, vo_v->vert);
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VectorCopy (r_avertexnormals[verts->lightnormalindex], vo_v->normal);
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}
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return vo;
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}
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static inline vert_order_t *
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GL_GetAliasFrameVerts (int frame, aliashdr_t *paliashdr, entity_t *e)
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{
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float interval;
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int count, numposes, pose, i;
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trivertx_t *verts;
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vert_order_t *vo;
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blended_vert_t *vo_v;
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if ((frame >= paliashdr->mdl.numframes) || (frame < 0)) {
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if (developer->int_val)
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Con_Printf ("R_AliasSetupFrame: no such frame %d %s\n", frame,
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currententity->model->name);
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frame = 0;
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}
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pose = paliashdr->frames[frame].firstpose;
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numposes = paliashdr->frames[frame].numposes;
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verts = (trivertx_t *) ((byte *) paliashdr + paliashdr->posedata);
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count = paliashdr->poseverts;
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vo = Hunk_TempAlloc (sizeof (*vo) + count * sizeof (blended_vert_t));
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vo->order = (int *) ((byte *) paliashdr + paliashdr->commands);
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vo->verts = (blended_vert_t *) &vo[1];
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if (paliashdr->tex_coord) {
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vo->tex_coord = (tex_coord_t *) ((byte *) paliashdr + paliashdr->tex_coord);
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} else {
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vo->tex_coord = NULL;
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}
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vo->count = count;
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if (numposes > 1) {
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interval = paliashdr->frames[frame].interval;
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pose += (int) (r_realtime / interval) % numposes;
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} else {
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/*
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One tenth of a second is good for most Quake animations. If
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the nextthink is longer then the animation is usually meant
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to pause (e.g. check out the shambler magic animation in
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shambler.qc). If its shorter then things will still be
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smoothed partly, and the jumps will be less noticable
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because of the shorter time. So, this is probably a good
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assumption.
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*/
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interval = 0.1;
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}
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if (gl_lerp_anim->int_val) {
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trivertx_t *verts1, *verts2;
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float blend;
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e->frame_interval = interval;
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if (e->pose2 != pose) {
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e->frame_start_time = r_realtime;
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if (e->pose2 == -1) {
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e->pose1 = pose;
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} else {
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e->pose1 = e->pose2;
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}
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e->pose2 = pose;
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blend = 0.0;
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} else if (r_paused) {
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blend = 1.0;
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} else {
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blend = (r_realtime - e->frame_start_time) / e->frame_interval;
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blend = min (blend, 1.0);
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}
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if (blend == 0.0) {
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verts = verts + e->pose1 * count;
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} else if (blend == 1.0) {
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verts = verts + e->pose2 * count;
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} else {
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verts1 = verts + e->pose1 * count;
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verts2 = verts + e->pose2 * count;
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for (i = 0, vo_v = vo->verts; i < count;
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i++, vo_v++, verts1++, verts2++) {
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float *n1, *n2;
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VectorBlend (verts1->v, verts2->v, blend, vo_v->vert);
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n1 = r_avertexnormals[verts1->lightnormalindex];
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n2 = r_avertexnormals[verts2->lightnormalindex];
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VectorBlend (n1, n2, blend, vo_v->normal);
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if (VectorIsZero (vo_v->normal)) {
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if (blend < 0.5) {
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VectorCopy (n1, vo_v->normal);
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} else {
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VectorCopy (n2, vo_v->normal);
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}
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}
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}
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return vo;
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}
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} else {
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verts += pose * count;
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}
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for (i = 0, vo_v = vo->verts; i < count; i++, vo_v++, verts++) {
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VectorCopy (verts->v, vo_v->vert);
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VectorCopy (r_avertexnormals[verts->lightnormalindex], vo_v->normal);
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}
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return vo;
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}
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static maliasskindesc_t *
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R_AliasGetSkindesc (int skinnum, aliashdr_t *ahdr)
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{
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maliasskindesc_t *pskindesc;
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maliasskingroup_t *paliasskingroup;
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if ((skinnum >= ahdr->mdl.numskins) || (skinnum < 0)) {
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Con_DPrintf ("R_AliasSetupSkin: no such skin # %d\n", skinnum);
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skinnum = 0;
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}
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pskindesc = ((maliasskindesc_t *)
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((byte *) ahdr + ahdr->skindesc)) + skinnum;
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if (pskindesc->type == ALIAS_SKIN_GROUP) {
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int numskins, i;
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float fullskininterval, skintargettime, skintime;
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float *pskinintervals;
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paliasskingroup = (maliasskingroup_t *) ((byte *) ahdr +
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pskindesc->skin);
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pskinintervals = (float *)
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((byte *) ahdr + paliasskingroup->intervals);
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numskins = paliasskingroup->numskins;
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fullskininterval = pskinintervals[numskins - 1];
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skintime = r_realtime + currententity->syncbase;
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skintargettime = skintime -
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((int) (skintime / fullskininterval)) * fullskininterval;
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for (i = 0; i < (numskins - 1); i++) {
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if (pskinintervals[i] > skintargettime)
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break;
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}
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pskindesc = &paliasskingroup->skindescs[i];
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}
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return pskindesc;
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}
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void
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R_DrawAliasModel (entity_t *e)
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{
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float radius, minlight, d;
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float position[4] = {0.0, 0.0, 0.0, 1.0},
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color[4] = {0.0, 0.0, 0.0, 1.0},
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dark[4] = {0.0, 0.0, 0.0, 1.0},
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emission[4] = {0.0, 0.0, 0.0, 1.0};
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int gl_light, texture;
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int fb_texture = 0, used_lights = 0;
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qboolean is_fullbright = false;
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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);
|
|
}
|