quakeforge/libs/video/renderer/gl/gl_mod_alias.c
Bill Currie 35eec0b2e5 [ecs] Implement hierarchies as components
The main goal of this change was to make it easier to tell when a
hierarchy has been deleted, but as a side benefit, it got rid of the use
of PR_RESMAP. Also, it's easy to track the number of hierarchies.

Unfortunately, it showed how brittle the component side of the ECS is
(scene and canvas registries assumed their components were the first (no
long the case), thus the sweeping changes).

Centerprint doesn't work (but it hasn't for a while).
2024-01-02 16:38:01 +09:00

743 lines
19 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/skin.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"
#define s_dynlight (r_refdef.scene->base + scene_dynlight)
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 (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 (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 = Ent_GetComponent (e.id, e.base + scene_animation, e.reg);
float blend = R_AliasGetLerpedFrames (animation, paliashdr);
int count, i;
trivertx16_t *verts;
vert_order_t *vo;
blended_vert_t *vo_v;
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 + animation->pose1 * count;
} else if (blend == 1.0) {
verts = verts + animation->pose2 * count;
} else {
trivertx16_t *verts1, *verts2;
verts1 = verts + animation->pose1 * count;
verts2 = verts + 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 = Ent_GetComponent (e.id, e.base + scene_animation, e.reg);
float blend = R_AliasGetLerpedFrames (animation, paliashdr);
int count, i;
trivertx_t *verts;
vert_order_t *vo;
blended_vert_t *vo_v;
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 + animation->pose1 * count;
} else if (blend == 1.0) {
verts = verts + animation->pose2 * count;
} else {
trivertx_t *verts1, *verts2;
verts1 = verts + animation->pose1 * count;
verts2 = verts + 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;
bool is_fullbright = false;
aliashdr_t *paliashdr;
vec3_t dist, scale;
vec4f_t origin;
vert_order_t *vo;
renderer_t *renderer = Ent_GetComponent (e.id, e.base + scene_renderer, e.reg);
model_t *model = renderer->model;
if (renderer->onlyshadows) {
return;
}
radius = model->radius;
transform_t transform = Entity_Transform (e);
origin = Transform_GetWorldPosition (transform);
VectorCopy (Transform_GetWorldScale (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 = renderer->colormod[3];
is_fullbright = (model->fullbright || renderer->fullbright);
minlight = max (model->min_light, renderer->min_light);
qfglColor4fv (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) {
auto dlight_pool = &r_refdef.registry->comp_pools[s_dynlight];
auto dlight_data = (dlight_t *) dlight_pool->data;
for (uint32_t i = 0; i < dlight_pool->count; i++) {
auto l = &dlight_data[i];
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);
auto dlight_pool = &r_refdef.registry->comp_pools[s_dynlight];
auto dlight_data = (dlight_t *) dlight_pool->data;
for (uint32_t i = 0; i < dlight_pool->count; i++) {
auto l = &dlight_data[i];
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] *= renderer->colormod[0];
emission[1] *= renderer->colormod[1];
emission[2] *= renderer->colormod[2];
emission[3] *= renderer->colormod[3];
qfglColor4fv (emission);
}
}
// locate the proper data
if (!(paliashdr = renderer->model->aliashdr)) {
paliashdr = Cache_Get (&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 (renderer->skin && renderer->skin->texnum && !gl_nocolors) {
skin_t *skin = renderer->skin;
texture = skin->texnum;
if (gl_fb_models) {
fb_texture = skin->auxtex;
}
} else {
maliasskindesc_t *skindesc;
animation_t *animation = Ent_GetComponent (e.id, e.base + scene_animation,
e.reg);
skindesc = R_AliasGetSkindesc (animation, 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 (Transform_GetWorldMatrixPtr (transform));
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 (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 (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 (Transform_GetWorldMatrixPtr (transform));
if (!gl_tess)
qfglDisable (GL_NORMALIZE);
qfglDisable (GL_LIGHTING);
qfglDisable (GL_TEXTURE_2D);
qfglDepthMask (GL_FALSE);
if (gl_modelalpha < 1.0) {
VectorBlend (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 (transform, shadow_mat);
mat4ftranspose (shadow_mat, shadow_mat);
vec = m3vmulf (shadow_mat, vec);
VectorCopy (vec, shadevector);
if (vo->tex_coord)
GL_DrawAliasShadowTri (transform, paliashdr, vo);
else
GL_DrawAliasShadow (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 (!renderer->model->aliashdr) {
Cache_Release (&renderer->model->cache);
}
}