mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-27 06:34:11 +00:00
12c84046f3
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.
747 lines
18 KiB
C
747 lines
18 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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#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/cvar.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/scene/entity.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_alias.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_vid.h"
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#include "compat.h"
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#include "r_internal.h"
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#include "vid_gl.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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static vec3_t shadevector;
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static 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 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_DrawAliasShadowTri
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Standard shadow drawing (triangles version)
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*/
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static void
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GL_DrawAliasShadowTri (const transform_t *transform,
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const aliashdr_t *paliashdr, const vert_order_t *vo)
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{
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int count = vo->count;
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const blended_vert_t *verts = vo->verts;
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float height, lheight;
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vec3_t point;
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const vec_t *scale = paliashdr->mdl.scale;
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const vec_t *scale_origin = paliashdr->mdl.scale_origin;
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vec4f_t entorigin;
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entorigin = Transform_GetWorldPosition (transform);
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lheight = entorigin[2] - lightspot[2];
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height = -lheight + 1.0;
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qfglBegin (GL_TRIANGLES);
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do {
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// normals and vertices come from the frame list
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point[0] = verts->vert[0] * scale[0] + scale_origin[0];
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point[1] = verts->vert[1] * scale[1] + scale_origin[1];
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point[2] = verts->vert[2] * scale[2] + 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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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 (const transform_t *transform, const aliashdr_t *paliashdr,
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const 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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const int *order = vo->order;
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vec3_t point;
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const blended_vert_t *verts = vo->verts;
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vec4f_t entorigin;
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entorigin = Transform_GetWorldPosition (transform);
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lheight = entorigin[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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order += 2 * count; // skip texture coords
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do {
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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 (aliashdr_t *paliashdr, entity_t *e)
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{
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animation_t *animation = &e->animation;
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float blend;
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int count, 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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blend = R_AliasGetLerpedFrames (animation, paliashdr);
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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 (0, 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 (!gl_lerp_anim)
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blend = 1.0;
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if (blend == 0.0) {
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verts = verts + e->animation.pose1 * count;
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} else if (blend == 1.0) {
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verts = verts + e->animation.pose2 * count;
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} else {
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trivertx16_t *verts1, *verts2;
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verts1 = verts + e->animation.pose1 * count;
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verts2 = verts + e->animation.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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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 (aliashdr_t *paliashdr, entity_t *e)
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{
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animation_t *animation = &e->animation;
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float blend;
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int count, 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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blend = R_AliasGetLerpedFrames (animation, paliashdr);
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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 (0, 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 (!gl_lerp_anim)
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blend = 1.0;
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if (blend == 0.0) {
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verts = verts + e->animation.pose1 * count;
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} else if (blend == 1.0) {
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verts = verts + e->animation.pose2 * count;
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} else {
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trivertx_t *verts1, *verts2;
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verts1 = verts + e->animation.pose1 * count;
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verts2 = verts + e->animation.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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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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void
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gl_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;
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aliashdr_t *paliashdr;
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dlight_t *l;
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model_t *model;
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vec3_t dist, scale;
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vec4f_t origin;
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vert_order_t *vo;
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model = e->renderer.model;
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radius = model->radius;
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origin = Transform_GetWorldPosition (e->transform);
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VectorCopy (Transform_GetWorldScale (e->transform), scale);
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//FIXME assumes uniform scale
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if (scale[0] != 1.0) {
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radius *= scale[0];
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}
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if (R_CullSphere (r_refdef.frustum, (vec_t*)&origin, radius)) {//FIXME
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return;
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}
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gl_modelalpha = e->renderer.colormod[3];
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is_fullbright = (model->fullbright || e->renderer.fullbright);
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minlight = max (model->min_light, e->renderer.min_light);
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qfglColor4fv (e->renderer.colormod);
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if (!is_fullbright) {
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float lightadj;
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// get lighting information
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R_LightPoint (&r_refdef.worldmodel->brush, origin);//FIXME
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lightadj = (ambientcolor[0] + ambientcolor[1] + ambientcolor[2]) / 765.0;
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// Do minlight stuff here since that's how software does it :)
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if (lightadj > 0) {
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if (lightadj < minlight)
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lightadj = minlight / lightadj;
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else
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lightadj = 1.0;
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// 255 is fullbright
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VectorScale (ambientcolor, lightadj / 255.0, ambientcolor);
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} else {
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ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = minlight;
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}
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if (gl_vector_light) {
|
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for (l = r_dlights, lnum = 0; lnum < r_maxdlights; lnum++, l++) {
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if (l->die >= vr_data.realtime) {
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VectorSubtract (l->origin, origin, dist);
|
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if ((d = DotProduct (dist, dist)) > // Out of range
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((l->radius + radius) * (l->radius + radius))) {
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continue;
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}
|
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|
|
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if (used_lights >= gl_max_lights) {
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// For solid lighting, multiply by 0.5 since it's cos
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// 60 and 60 is a good guesstimate at the average
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// incident angle. Seems to match vector lighting
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// best, too.
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VectorMultAdd (emission,
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0.5 / ((d * 0.01 / l->radius) + 0.5),
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l->color, emission);
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continue;
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}
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|
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VectorCopy (l->origin, position);
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VectorCopy (l->color, color);
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color[3] = 1.0;
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|
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gl_light = GL_LIGHT0 + used_lights;
|
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qfglEnable (gl_light);
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qfglLightfv (gl_light, GL_POSITION, position);
|
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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);
|
|
}
|
|
}
|