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https://git.code.sf.net/p/quake/quakeforge
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b52606aed2
out frame errors under normal circumstances.
566 lines
14 KiB
C
566 lines
14 KiB
C
/*
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gl_mod_alias.c
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(description)
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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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static const char rcsid[] =
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"$Id$";
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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/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 vert;
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float lightdot;
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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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} 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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float shadelight;
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float *shadedots = r_avertexnormal_dots[0];
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int lastposenum, lastposenum0;
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vec3_t shadevector;
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static void
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GL_DrawAliasFrame (vert_order_t *vo, qboolean fb)
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{
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float color[4];
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int count;
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int *order;
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blended_vert_t *verts;
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verts = vo->verts;
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order = vo->order;
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color[3] = modelalpha;
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if (modelalpha != 1.0)
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qfglDepthMask (GL_FALSE);
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if (fb) {
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color_white[3] = modelalpha * 255;
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qfglColor4ubv (color_white);
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}
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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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if (!fb) {
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// normals and vertexes come from the frame list
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VectorScale (shadecolor, verts->lightdot, color);
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qfglColor4fv (color);
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}
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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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if (modelalpha != 1.0)
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qfglDepthMask (GL_TRUE);
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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, int posenum)
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{
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float height, lheight;
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int count;
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int *order;
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vec3_t point;
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trivertx_t *verts;
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lheight = currententity->origin[2] - lightspot[2];
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height = 0;
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verts = (trivertx_t *) ((byte *) paliashdr + paliashdr->posedata);
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verts += posenum * paliashdr->poseverts;
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order = (int *) ((byte *) paliashdr + paliashdr->commands);
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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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// texture coordinates come from the draw list
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// (skipped for shadows) qfglTexCoord2fv ((float *)order);
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order += 2;
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// normals and vertexes come from the frame list
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point[0] =
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verts->v[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->v[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->v[2] * paliashdr->mdl.scale[2] +
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paliashdr->mdl.scale_origin[2];
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point[0] -= shadevector[0] * (point[2] + lheight);
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point[1] -= shadevector[1] * (point[2] + lheight);
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point[2] = height;
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// height -= 0.001;
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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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/*
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GL_DrawAliasBlendedShadow
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Interpolated shadow drawing
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*/
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void
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GL_DrawAliasBlendedShadow (aliashdr_t *paliashdr, int pose1, int pose2,
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entity_t *e)
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{
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float blend, height, lheight, lerp;
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int count;
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int *order;
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trivertx_t *verts1, *verts2;
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vec3_t point1, point2;
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blend = (r_realtime - e->frame_start_time) / e->frame_interval;
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blend = min (blend, 1);
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lerp = 1 - blend;
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lheight = e->origin[2] - lightspot[2];
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height = -lheight + 1.0;
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verts2 = verts1 = (trivertx_t *) ((byte *) paliashdr +
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paliashdr->posedata);
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verts1 += pose1 * paliashdr->poseverts;
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verts2 += pose2 * paliashdr->poseverts;
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order = (int *) ((byte *) paliashdr + paliashdr->commands);
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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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order += 2;
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point1[0] = verts1->v[0] * paliashdr->mdl.scale[0] +
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paliashdr->mdl.scale_origin[0];
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point1[1] = verts1->v[1] * paliashdr->mdl.scale[1] +
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paliashdr->mdl.scale_origin[1];
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point1[2] = verts1->v[2] * paliashdr->mdl.scale[2] +
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paliashdr->mdl.scale_origin[2];
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point1[0] -= shadevector[0] * (point1[2] + lheight);
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point1[1] -= shadevector[1] * (point1[2] + lheight);
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point2[0] = verts2->v[0] * paliashdr->mdl.scale[0] +
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paliashdr->mdl.scale_origin[0];
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point2[1] = verts2->v[1] * paliashdr->mdl.scale[1] +
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paliashdr->mdl.scale_origin[1];
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point2[2] = verts2->v[2] * paliashdr->mdl.scale[2] +
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paliashdr->mdl.scale_origin[2];
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point2[0] -= shadevector[0] * (point2[2] + lheight);
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point2[1] -= shadevector[1] * (point2[2] + lheight);
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qfglVertex3f ((point1[0] * lerp) + (point2[0] * blend),
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(point1[1] * lerp) + (point2[1] * blend),
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height);
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verts1++;
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verts2++;
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} while (--count);
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qfglEnd ();
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}
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}
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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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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 (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, lerp;
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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;
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} else {
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blend = (r_realtime - e->frame_start_time) / e->frame_interval;
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}
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// wierd things start happening if blend passes 1
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if (r_paused || blend > 1)
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blend = 1;
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lerp = 1 - blend;
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verts1 = verts + e->pose1 * count;
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verts2 = verts + e->pose2 * count;
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if (!blend) {
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verts = verts1;
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} else if (blend == 1) {
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verts = verts2;
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} else {
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for (i = 0; i < count; i++) {
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vo->verts[i].vert[0] = verts1[i].v[0] * lerp
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+ verts2[i].v[0] * blend;
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vo->verts[i].vert[1] = verts1[i].v[1] * lerp
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+ verts2[i].v[1] * blend;
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vo->verts[i].vert[2] = verts1[i].v[2] * lerp
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+ verts2[i].v[2] * blend;
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vo->verts[i].lightdot =
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shadedots[verts1[i].lightnormalindex] * lerp
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+ shadedots[verts2[i].lightnormalindex] * blend;
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}
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lastposenum0 = e->pose1;
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lastposenum = e->pose2;
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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; i < count; i++) {
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vo->verts[i].vert[0] = verts[i].v[0];
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vo->verts[i].vert[1] = verts[i].v[1];
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vo->verts[i].vert[2] = verts[i].v[2];
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vo->verts[i].lightdot = shadedots[verts[i].lightnormalindex];
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}
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lastposenum = pose;
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return vo;
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}
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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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float fullskininterval;
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int i;
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int numskins;
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float 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, qboolean cull)
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{
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float add, an;
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int lnum, texture;
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int fb_texture = 0;
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aliashdr_t *paliashdr;
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model_t *clmodel;
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vec3_t dist, mins, maxs;
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vert_order_t *vo;
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clmodel = e->model;
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VectorAdd (e->origin, clmodel->mins, mins);
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VectorAdd (e->origin, clmodel->maxs, maxs);
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if (cull && R_CullBox (mins, maxs))
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return;
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VectorCopy (e->origin, r_entorigin);
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VectorSubtract (r_origin, r_entorigin, modelorg);
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if (clmodel->fullbright) {
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shadelight = 1.0; // make certain models full brightness always
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} else {
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// get lighting information
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shadelight = R_LightPoint (e->origin);
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// always give the gun some light
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if (e == r_view_model)
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shadelight = max (shadelight, 24);
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for (lnum = 0; lnum < r_maxdlights; lnum++) {
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if (r_dlights[lnum].die >= r_realtime) {
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VectorSubtract (e->origin, r_dlights[lnum].origin, dist);
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add = (r_dlights[lnum].radius * r_dlights[lnum].radius * 8) /
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(DotProduct (dist, dist)); // FIXME Deek
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if (add > 0)
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shadelight += add;
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}
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}
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// clamp lighting so it doesn't overbright as much
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shadelight = min (shadelight, 100); // was 200
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// never allow players to go totally black
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shadelight = max (shadelight, clmodel->min_light);
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shadelight *= 0.005;
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shadedots = r_avertexnormal_dots[(int) (e->angles[1] *
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(SHADEDOT_QUANT / 360.0)) &
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(SHADEDOT_QUANT - 1)];
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an = e->angles[1] * (M_PI / 180);
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shadevector[0] = cos (-an);
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shadevector[1] = sin (-an);
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shadevector[2] = 1;
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VectorNormalize (shadevector);
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}
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shadecolor[0] = e->colormod[0] * 2.0 * shadelight;
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shadecolor[1] = e->colormod[1] * 2.0 * shadelight;
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shadecolor[2] = e->colormod[2] * 2.0 * shadelight;
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modelalpha = e->alpha;
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// locate the proper data
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paliashdr = Cache_Get (&e->model->cache);
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c_alias_polys += paliashdr->mdl.numtris;
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// draw all the triangles
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qfglPushMatrix ();
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R_RotateForEntity (e);
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qfglTranslatef (paliashdr->mdl.scale_origin[0],
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paliashdr->mdl.scale_origin[1],
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paliashdr->mdl.scale_origin[2]);
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qfglScalef (paliashdr->mdl.scale[0], paliashdr->mdl.scale[1],
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paliashdr->mdl.scale[2]);
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// we can't dynamically colormap textures, so they are cached
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// seperately for the players. Heads are just uncolored.
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if (e->skin && !gl_nocolors->int_val) {
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skin_t *skin = e->skin;
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texture = skin->texture;
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if (gl_fb_models->int_val) {
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|
fb_texture = skin->fb_texture;
|
|
}
|
|
} else {
|
|
maliasskindesc_t *skindesc;
|
|
|
|
skindesc = R_AliasGetSkindesc (e->skinnum, paliashdr);
|
|
texture = skindesc->texnum;
|
|
if (gl_fb_models->int_val && !clmodel->fullbright)
|
|
fb_texture = skindesc->fb_texnum;
|
|
}
|
|
|
|
qfglBindTexture (GL_TEXTURE_2D, texture);
|
|
|
|
if (gl_affinemodels->int_val)
|
|
qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
|
|
|
|
vo = GL_GetAliasFrameVerts (e->frame, paliashdr, e);
|
|
|
|
GL_DrawAliasFrame (vo, false);
|
|
|
|
// This block is GL fullbright support for objects...
|
|
if (fb_texture) {
|
|
qfglBindTexture (GL_TEXTURE_2D, fb_texture);
|
|
GL_DrawAliasFrame (vo, true);
|
|
}
|
|
|
|
if (gl_affinemodels->int_val)
|
|
qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_DONT_CARE);
|
|
|
|
qfglPopMatrix ();
|
|
|
|
if (r_shadows->int_val) {
|
|
// torches, grenades, and lightning bolts do not have shadows
|
|
if (!clmodel->shadow_alpha)
|
|
return;
|
|
|
|
qfglPushMatrix ();
|
|
R_RotateForEntity (e);
|
|
|
|
qfglDisable (GL_TEXTURE_2D);
|
|
color_black[3] = (clmodel->shadow_alpha + 1) / 2;
|
|
qfglColor4ubv (color_black);
|
|
|
|
if (gl_lerp_anim->int_val) {
|
|
GL_DrawAliasBlendedShadow (paliashdr, lastposenum0, lastposenum,
|
|
e);
|
|
} else {
|
|
GL_DrawAliasShadow (paliashdr, lastposenum);
|
|
}
|
|
|
|
qfglEnable (GL_TEXTURE_2D);
|
|
qfglPopMatrix ();
|
|
}
|
|
|
|
Cache_Release (&e->model->cache);
|
|
}
|