mirror of
https://git.code.sf.net/p/quake/quakeforge
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3c86764eb2
I meant to do this a while ago but forgot about it. Things are a bit of a mess in that the renderer knows too much about entities, but eventually the renderer will know about only things to render (meshes, particles, etc).
110 lines
2.8 KiB
C
110 lines
2.8 KiB
C
/*
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gl_mod_iqm.c
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GL IQM rendering
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Copyright (C) 2012 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2012/5/17
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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 <stdlib.h>
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#include "QF/cvar.h"
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#include "QF/render.h"
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#include "QF/skin.h"
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#include "QF/sys.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_iqm.h"
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#include "QF/GL/qf_rmain.h"
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#include "QF/GL/qf_vid.h"
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#include "QF/scene/entity.h"
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#include "r_internal.h"
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//FIXME this is really lame: normals are ignored. also, it could be
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//faster
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static void
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gl_draw_iqm_frame (iqm_t *iqm, gliqm_t *gl, iqmframe_t *frame, iqmmesh *mesh)
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{
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byte *vert;
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uint32_t i, j;
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qfglBegin (GL_TRIANGLES);
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for (i = 0; i < mesh->num_triangles; i++) {
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int vind = (mesh->first_triangle + i) * 3;
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for (j = 0; j < 3; j++) {
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vert = iqm->vertices + iqm->elements[vind + j] * iqm->stride;
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if (gl->texcoord)
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qfglTexCoord2fv ((float *) (vert + gl->texcoord->offset));
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if (gl->color)
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qfglColor4bv ((GLbyte *) (vert + gl->color->offset));
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if (gl->bindices) {
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vec3_t position;
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uint32_t bind = *(uint32_t *) (vert + gl->bindices->offset);
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vec_t *f = (vec_t *) &frame[bind];
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float *v = (float *) (vert + gl->position->offset);
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Mat4MultVec (f, v, position);
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qfglVertex3fv (position);
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} else {
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qfglVertex3fv ((float *) (vert + gl->position->offset));
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}
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}
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}
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qfglEnd ();
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}
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void
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gl_R_DrawIQMModel (entity_t *ent)
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{
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model_t *model = ent->renderer.model;
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iqm_t *iqm = (iqm_t *) model->aliashdr;
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gliqm_t *gl = (gliqm_t *) iqm->extra_data;
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float blend;
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iqmframe_t *frame;
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int i;
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blend = R_IQMGetLerpedFrames (ent, iqm);
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frame = R_IQMBlendPalette (iqm, ent->animation.pose1, ent->animation.pose2,
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blend, 0, gl->blend_palette, gl->palette_size);
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qfglPushMatrix ();
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gl_R_RotateForEntity (ent);
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for (i = 0; i < iqm->num_meshes; i++) {
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qfglBindTexture (GL_TEXTURE_2D, gl->textures[i]);
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gl_draw_iqm_frame (iqm, gl, frame, &iqm->meshes[i]);
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}
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qfglPopMatrix ();
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}
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