You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
1515 lines
37 KiB
1515 lines
37 KiB
/* |
|
gl_alias.c - alias model renderer |
|
Copyright (C) 2017 Uncle Mike |
|
|
|
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 3 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. |
|
*/ |
|
|
|
#include "common.h" |
|
#include "client.h" |
|
#include "mathlib.h" |
|
#include "const.h" |
|
#include "r_studioint.h" |
|
#include "triangleapi.h" |
|
#include "alias.h" |
|
#include "pm_local.h" |
|
#include "gl_local.h" |
|
#include "cl_tent.h" |
|
|
|
extern cvar_t r_shadows; |
|
|
|
typedef struct |
|
{ |
|
double time; |
|
double frametime; |
|
int framecount; // alias framecount |
|
qboolean interpolate; |
|
|
|
float ambientlight; |
|
float shadelight; |
|
vec3_t lightvec; // averaging light direction |
|
vec3_t lightvec_local; // light direction in local space |
|
vec3_t lightspot; // shadow spot |
|
vec3_t lightcolor; // averaging lightcolor |
|
int oldpose; // shadow used |
|
int newpose; // shadow used |
|
float lerpfrac; // lerp frames |
|
} alias_draw_state_t; |
|
|
|
static alias_draw_state_t g_alias; // global alias state |
|
|
|
/* |
|
================================================================= |
|
|
|
ALIAS MODEL DISPLAY LIST GENERATION |
|
|
|
================================================================= |
|
*/ |
|
static qboolean m_fDoRemap; |
|
static aliashdr_t *m_pAliasHeader; |
|
static trivertex_t *g_poseverts[MAXALIASFRAMES]; |
|
static dtriangle_t g_triangles[MAXALIASTRIS]; |
|
static stvert_t g_stverts[MAXALIASVERTS]; |
|
static qboolean g_used[8192]; |
|
|
|
// a pose is a single set of vertexes. a frame may be |
|
// an animating sequence of poses |
|
int g_posenum; |
|
|
|
// the command list holds counts and s/t values that are valid for |
|
// every frame |
|
static int g_commands[8192]; |
|
static int g_numcommands; |
|
|
|
// all frames will have their vertexes rearranged and expanded |
|
// so they are in the order expected by the command list |
|
static int g_vertexorder[8192]; |
|
static int g_numorder; |
|
|
|
static int g_stripverts[128]; |
|
static int g_striptris[128]; |
|
static int g_stripcount; |
|
|
|
/* |
|
==================== |
|
R_StudioInit |
|
|
|
==================== |
|
*/ |
|
void R_AliasInit( void ) |
|
{ |
|
g_alias.interpolate = true; |
|
m_fDoRemap = false; |
|
} |
|
|
|
/* |
|
================ |
|
StripLength |
|
================ |
|
*/ |
|
static int StripLength( int starttri, int startv ) |
|
{ |
|
int m1, m2, j, k; |
|
dtriangle_t *last, *check; |
|
|
|
g_used[starttri] = 2; |
|
|
|
last = &g_triangles[starttri]; |
|
|
|
g_stripverts[0] = last->vertindex[(startv+0) % 3]; |
|
g_stripverts[1] = last->vertindex[(startv+1) % 3]; |
|
g_stripverts[2] = last->vertindex[(startv+2) % 3]; |
|
|
|
g_striptris[0] = starttri; |
|
g_stripcount = 1; |
|
|
|
m1 = last->vertindex[(startv+2)%3]; |
|
m2 = last->vertindex[(startv+1)%3]; |
|
nexttri: |
|
// look for a matching triangle |
|
for( j = starttri + 1, check = &g_triangles[starttri + 1]; j < m_pAliasHeader->numtris; j++, check++ ) |
|
{ |
|
if( check->facesfront != last->facesfront ) |
|
continue; |
|
|
|
for( k = 0; k < 3; k++ ) |
|
{ |
|
if( check->vertindex[k] != m1 ) |
|
continue; |
|
if( check->vertindex[(k+1) % 3] != m2 ) |
|
continue; |
|
|
|
// this is the next part of the fan |
|
|
|
// if we can't use this triangle, this tristrip is done |
|
if( g_used[j] ) goto done; |
|
|
|
// the new edge |
|
if( g_stripcount & 1 ) |
|
m2 = check->vertindex[(k+2) % 3]; |
|
else m1 = check->vertindex[(k+2) % 3]; |
|
|
|
g_stripverts[g_stripcount+2] = check->vertindex[(k+2) % 3]; |
|
g_striptris[g_stripcount] = j; |
|
g_stripcount++; |
|
|
|
g_used[j] = 2; |
|
goto nexttri; |
|
} |
|
} |
|
done: |
|
// clear the temp used flags |
|
for( j = starttri + 1; j < m_pAliasHeader->numtris; j++ ) |
|
{ |
|
if( g_used[j] == 2 ) |
|
g_used[j] = 0; |
|
} |
|
|
|
return g_stripcount; |
|
} |
|
|
|
/* |
|
=========== |
|
FanLength |
|
=========== |
|
*/ |
|
static int FanLength( int starttri, int startv ) |
|
{ |
|
int m1, m2, j, k; |
|
dtriangle_t *last, *check; |
|
|
|
g_used[starttri] = 2; |
|
|
|
last = &g_triangles[starttri]; |
|
|
|
g_stripverts[0] = last->vertindex[(startv+0) % 3]; |
|
g_stripverts[1] = last->vertindex[(startv+1) % 3]; |
|
g_stripverts[2] = last->vertindex[(startv+2) % 3]; |
|
|
|
g_striptris[0] = starttri; |
|
g_stripcount = 1; |
|
|
|
m1 = last->vertindex[(startv+0) % 3]; |
|
m2 = last->vertindex[(startv+2) % 3]; |
|
|
|
nexttri: |
|
// look for a matching triangle |
|
for( j = starttri + 1, check = &g_triangles[starttri + 1]; j < m_pAliasHeader->numtris; j++, check++ ) |
|
{ |
|
if( check->facesfront != last->facesfront ) |
|
continue; |
|
|
|
for( k = 0; k < 3; k++ ) |
|
{ |
|
if( check->vertindex[k] != m1 ) |
|
continue; |
|
if( check->vertindex[(k+1) % 3] != m2 ) |
|
continue; |
|
|
|
// this is the next part of the fan |
|
// if we can't use this triangle, this tristrip is done |
|
if( g_used[j] ) goto done; |
|
|
|
// the new edge |
|
m2 = check->vertindex[(k+2) % 3]; |
|
|
|
g_stripverts[g_stripcount + 2] = m2; |
|
g_striptris[g_stripcount] = j; |
|
g_stripcount++; |
|
|
|
g_used[j] = 2; |
|
goto nexttri; |
|
} |
|
} |
|
done: |
|
// clear the temp used flags |
|
for( j = starttri + 1; j < m_pAliasHeader->numtris; j++ ) |
|
{ |
|
if( g_used[j] == 2 ) |
|
g_used[j] = 0; |
|
} |
|
|
|
return g_stripcount; |
|
} |
|
|
|
/* |
|
================ |
|
BuildTris |
|
|
|
Generate a list of trifans or strips |
|
for the model, which holds for all frames |
|
================ |
|
*/ |
|
void BuildTris( void ) |
|
{ |
|
int len, bestlen, besttype; |
|
int bestverts[1024]; |
|
int besttris[1024]; |
|
int type, startv; |
|
int i, j, k; |
|
float s, t; |
|
|
|
// |
|
// build tristrips |
|
// |
|
memset( g_used, 0, sizeof( g_used )); |
|
g_numcommands = 0; |
|
g_numorder = 0; |
|
|
|
for( i = 0; i < m_pAliasHeader->numtris; i++ ) |
|
{ |
|
// pick an unused triangle and start the trifan |
|
if( g_used[i] ) continue; |
|
|
|
bestlen = 0; |
|
for( type = 0; type < 2; type++ ) |
|
{ |
|
for( startv = 0; startv < 3; startv++ ) |
|
{ |
|
if( type == 1 ) len = StripLength( i, startv ); |
|
else len = FanLength( i, startv ); |
|
|
|
if( len > bestlen ) |
|
{ |
|
besttype = type; |
|
bestlen = len; |
|
|
|
for( j = 0; j < bestlen + 2; j++ ) |
|
bestverts[j] = g_stripverts[j]; |
|
|
|
for( j = 0; j < bestlen; j++ ) |
|
besttris[j] = g_striptris[j]; |
|
} |
|
} |
|
} |
|
|
|
// mark the tris on the best strip as used |
|
for( j = 0; j < bestlen; j++ ) |
|
g_used[besttris[j]] = 1; |
|
|
|
if( besttype == 1 ) |
|
g_commands[g_numcommands++] = (bestlen + 2); |
|
else g_commands[g_numcommands++] = -(bestlen + 2); |
|
|
|
for( j = 0; j < bestlen + 2; j++ ) |
|
{ |
|
// emit a vertex into the reorder buffer |
|
k = bestverts[j]; |
|
g_vertexorder[g_numorder++] = k; |
|
|
|
// emit s/t coords into the commands stream |
|
s = g_stverts[k].s; |
|
t = g_stverts[k].t; |
|
|
|
if( !g_triangles[besttris[0]].facesfront && g_stverts[k].onseam ) |
|
s += m_pAliasHeader->skinwidth / 2; // on back side |
|
s = (s + 0.5f) / m_pAliasHeader->skinwidth; |
|
t = (t + 0.5f) / m_pAliasHeader->skinheight; |
|
|
|
// Carmack use floats and Valve use shorts here... |
|
*(float *)&g_commands[g_numcommands++] = s; |
|
*(float *)&g_commands[g_numcommands++] = t; |
|
} |
|
} |
|
|
|
g_commands[g_numcommands++] = 0; // end of list marker |
|
} |
|
|
|
/* |
|
================ |
|
GL_MakeAliasModelDisplayLists |
|
================ |
|
*/ |
|
void GL_MakeAliasModelDisplayLists( model_t *m ) |
|
{ |
|
trivertex_t *verts; |
|
int i, j; |
|
|
|
BuildTris( ); |
|
|
|
// save the data out |
|
m_pAliasHeader->poseverts = g_numorder; |
|
|
|
m_pAliasHeader->commands = Mem_Malloc( m->mempool, g_numcommands * 4 ); |
|
memcpy( m_pAliasHeader->commands, g_commands, g_numcommands * 4 ); |
|
|
|
m_pAliasHeader->posedata = Mem_Malloc( m->mempool, m_pAliasHeader->numposes * m_pAliasHeader->poseverts * sizeof( trivertex_t )); |
|
verts = m_pAliasHeader->posedata; |
|
|
|
for( i = 0; i < m_pAliasHeader->numposes; i++ ) |
|
{ |
|
for( j = 0; j < g_numorder; j++ ) |
|
*verts++ = g_poseverts[i][g_vertexorder[j]]; |
|
} |
|
} |
|
|
|
/* |
|
============================================================================== |
|
|
|
ALIAS MODELS |
|
|
|
============================================================================== |
|
*/ |
|
/* |
|
================= |
|
Mod_LoadAliasFrame |
|
================= |
|
*/ |
|
void *Mod_LoadAliasFrame( void *pin, maliasframedesc_t *frame ) |
|
{ |
|
daliasframe_t *pdaliasframe; |
|
trivertex_t *pinframe; |
|
int i; |
|
|
|
pdaliasframe = (daliasframe_t *)pin; |
|
|
|
Q_strncpy( frame->name, pdaliasframe->name, sizeof( frame->name )); |
|
frame->firstpose = g_posenum; |
|
frame->numposes = 1; |
|
|
|
for( i = 0; i < 3; i++ ) |
|
{ |
|
frame->bboxmin.v[i] = pdaliasframe->bboxmin.v[i]; |
|
frame->bboxmax.v[i] = pdaliasframe->bboxmax.v[i]; |
|
} |
|
|
|
pinframe = (trivertex_t *)(pdaliasframe + 1); |
|
|
|
g_poseverts[g_posenum] = (trivertex_t *)pinframe; |
|
pinframe += m_pAliasHeader->numverts; |
|
g_posenum++; |
|
|
|
return (void *)pinframe; |
|
} |
|
|
|
/* |
|
================= |
|
Mod_LoadAliasGroup |
|
================= |
|
*/ |
|
void *Mod_LoadAliasGroup( void *pin, maliasframedesc_t *frame ) |
|
{ |
|
daliasgroup_t *pingroup; |
|
int i, numframes; |
|
daliasinterval_t *pin_intervals; |
|
void *ptemp; |
|
|
|
pingroup = (daliasgroup_t *)pin; |
|
numframes = pingroup->numframes; |
|
|
|
frame->firstpose = g_posenum; |
|
frame->numposes = numframes; |
|
|
|
for( i = 0; i < 3; i++ ) |
|
{ |
|
frame->bboxmin.v[i] = pingroup->bboxmin.v[i]; |
|
frame->bboxmax.v[i] = pingroup->bboxmax.v[i]; |
|
} |
|
|
|
pin_intervals = (daliasinterval_t *)(pingroup + 1); |
|
|
|
// all the intervals are always equal 0.1 so we don't care about them |
|
frame->interval = pin_intervals->interval; |
|
pin_intervals += numframes; |
|
ptemp = (void *)pin_intervals; |
|
|
|
for( i = 0; i < numframes; i++ ) |
|
{ |
|
g_poseverts[g_posenum] = (trivertex_t *)((daliasframe_t *)ptemp + 1); |
|
ptemp = (trivertex_t *)((daliasframe_t *)ptemp + 1) + m_pAliasHeader->numverts; |
|
g_posenum++; |
|
} |
|
|
|
return ptemp; |
|
} |
|
|
|
/* |
|
=============== |
|
Mod_CreateSkinData |
|
=============== |
|
*/ |
|
rgbdata_t *Mod_CreateSkinData( model_t *mod, byte *data, int width, int height ) |
|
{ |
|
static rgbdata_t skin; |
|
char name[MAX_QPATH]; |
|
int i; |
|
|
|
skin.width = width; |
|
skin.height = height; |
|
skin.depth = 1; |
|
skin.type = PF_INDEXED_24; |
|
skin.flags = IMAGE_HAS_COLOR|IMAGE_QUAKEPAL; |
|
skin.encode = DXT_ENCODE_DEFAULT; |
|
skin.numMips = 1; |
|
skin.buffer = data; |
|
skin.palette = (byte *)&clgame.palette; |
|
skin.size = width * height; |
|
|
|
for( i = 0; i < skin.width * skin.height; i++ ) |
|
{ |
|
if( data[i] > 224 && data[i] != 255 ) |
|
{ |
|
SetBits( skin.flags, IMAGE_HAS_LUMA ); |
|
break; |
|
} |
|
} |
|
|
|
COM_FileBase( loadmodel->name, name ); |
|
|
|
// for alias models only player can have remap textures |
|
if( mod != NULL && !Q_stricmp( name, "player" )) |
|
{ |
|
texture_t *tx = NULL; |
|
int i, size; |
|
|
|
i = mod->numtextures; |
|
mod->textures = (texture_t **)Mem_Realloc( mod->mempool, mod->textures, ( i + 1 ) * sizeof( texture_t* )); |
|
size = width * height + 768; |
|
tx = Mem_Calloc( mod->mempool, sizeof( *tx ) + size ); |
|
mod->textures[i] = tx; |
|
|
|
Q_strncpy( tx->name, "DM_Skin", sizeof( tx->name )); |
|
tx->anim_min = SHIRT_HUE_START; // topcolor start |
|
tx->anim_max = SHIRT_HUE_END; // topcolor end |
|
// bottomcolor start always equal is (topcolor end + 1) |
|
tx->anim_total = PANTS_HUE_END;// bottomcolor end |
|
|
|
tx->width = width; |
|
tx->height = height; |
|
|
|
// the pixels immediately follow the structures |
|
memcpy( (tx+1), data, width * height ); |
|
memcpy( ((byte *)(tx+1)+(width * height)), skin.palette, 768 ); |
|
mod->numtextures++; // done |
|
} |
|
|
|
// make an copy |
|
return FS_CopyImage( &skin ); |
|
} |
|
|
|
void *Mod_LoadSingleSkin( daliasskintype_t *pskintype, int skinnum, int size ) |
|
{ |
|
string name, lumaname; |
|
rgbdata_t *pic; |
|
|
|
Q_snprintf( name, sizeof( name ), "%s:frame%i", loadmodel->name, skinnum ); |
|
Q_snprintf( lumaname, sizeof( lumaname ), "%s:luma%i", loadmodel->name, skinnum ); |
|
pic = Mod_CreateSkinData( loadmodel, (byte *)(pskintype + 1), m_pAliasHeader->skinwidth, m_pAliasHeader->skinheight ); |
|
|
|
m_pAliasHeader->gl_texturenum[skinnum][0] = |
|
m_pAliasHeader->gl_texturenum[skinnum][1] = |
|
m_pAliasHeader->gl_texturenum[skinnum][2] = |
|
m_pAliasHeader->gl_texturenum[skinnum][3] = GL_LoadTextureInternal( name, pic, 0, false ); |
|
FS_FreeImage( pic ); |
|
|
|
if( R_GetTexture( m_pAliasHeader->gl_texturenum[skinnum][0] )->flags & TF_HAS_LUMA ) |
|
{ |
|
pic = Mod_CreateSkinData( NULL, (byte *)(pskintype + 1), m_pAliasHeader->skinwidth, m_pAliasHeader->skinheight ); |
|
m_pAliasHeader->fb_texturenum[skinnum][0] = |
|
m_pAliasHeader->fb_texturenum[skinnum][1] = |
|
m_pAliasHeader->fb_texturenum[skinnum][2] = |
|
m_pAliasHeader->fb_texturenum[skinnum][3] = GL_LoadTextureInternal( lumaname, pic, TF_MAKELUMA, false ); |
|
FS_FreeImage( pic ); |
|
} |
|
|
|
return ((byte *)(pskintype + 1) + size); |
|
} |
|
|
|
void *Mod_LoadGroupSkin( daliasskintype_t *pskintype, int skinnum, int size ) |
|
{ |
|
daliasskininterval_t *pinskinintervals; |
|
daliasskingroup_t *pinskingroup; |
|
string name, lumaname; |
|
rgbdata_t *pic; |
|
int i, j; |
|
|
|
// animating skin group. yuck. |
|
pskintype++; |
|
pinskingroup = (daliasskingroup_t *)pskintype; |
|
pinskinintervals = (daliasskininterval_t *)(pinskingroup + 1); |
|
pskintype = (void *)(pinskinintervals + pinskingroup->numskins); |
|
|
|
for( i = 0; i < pinskingroup->numskins; i++ ) |
|
{ |
|
Q_snprintf( name, sizeof( name ), "%s_%i_%i", loadmodel->name, skinnum, i ); |
|
pic = Mod_CreateSkinData( loadmodel, (byte *)(pskintype), m_pAliasHeader->skinwidth, m_pAliasHeader->skinheight ); |
|
m_pAliasHeader->gl_texturenum[skinnum][i & 3] = GL_LoadTextureInternal( name, pic, 0, false ); |
|
FS_FreeImage( pic ); |
|
|
|
if( R_GetTexture( m_pAliasHeader->gl_texturenum[skinnum][i & 3] )->flags & TF_HAS_LUMA ) |
|
{ |
|
Q_snprintf( lumaname, sizeof( lumaname ), "%s_%i_%i_luma", loadmodel->name, skinnum, i ); |
|
pic = Mod_CreateSkinData( NULL, (byte *)(pskintype), m_pAliasHeader->skinwidth, m_pAliasHeader->skinheight ); |
|
m_pAliasHeader->fb_texturenum[skinnum][i & 3] = GL_LoadTextureInternal( lumaname, pic, TF_MAKELUMA, false ); |
|
FS_FreeImage( pic ); |
|
} |
|
|
|
pskintype = (daliasskintype_t *)((byte *)(pskintype) + size); |
|
} |
|
|
|
for( j = i; i < 4; i++ ) |
|
{ |
|
m_pAliasHeader->gl_texturenum[skinnum][i & 3] = m_pAliasHeader->gl_texturenum[skinnum][i - j]; |
|
m_pAliasHeader->fb_texturenum[skinnum][i & 3] = m_pAliasHeader->fb_texturenum[skinnum][i - j]; |
|
} |
|
|
|
return pskintype; |
|
} |
|
|
|
/* |
|
=============== |
|
Mod_LoadAllSkins |
|
=============== |
|
*/ |
|
void *Mod_LoadAllSkins( int numskins, daliasskintype_t *pskintype ) |
|
{ |
|
int i, size; |
|
|
|
if( numskins < 1 || numskins > MAX_SKINS ) |
|
Host_Error( "Mod_LoadAliasModel: Invalid # of skins: %d\n", numskins ); |
|
|
|
size = m_pAliasHeader->skinwidth * m_pAliasHeader->skinheight; |
|
|
|
for( i = 0; i < numskins; i++ ) |
|
{ |
|
if( pskintype->type == ALIAS_SKIN_SINGLE ) |
|
{ |
|
pskintype = (daliasskintype_t *)Mod_LoadSingleSkin( pskintype, i, size ); |
|
} |
|
else |
|
{ |
|
pskintype = (daliasskintype_t *)Mod_LoadGroupSkin( pskintype, i, size ); |
|
} |
|
} |
|
|
|
return (void *)pskintype; |
|
} |
|
|
|
//========================================================================= |
|
/* |
|
================= |
|
Mod_CalcAliasBounds |
|
================= |
|
*/ |
|
void Mod_CalcAliasBounds( model_t *mod ) |
|
{ |
|
int i, j, k; |
|
float radius; |
|
float dist; |
|
vec3_t v; |
|
|
|
ClearBounds( mod->mins, mod->maxs ); |
|
radius = 0.0f; |
|
|
|
// process verts |
|
for( i = 0; i < m_pAliasHeader->numposes; i++ ) |
|
{ |
|
for( j = 0; j < m_pAliasHeader->numverts; j++ ) |
|
{ |
|
for( k = 0; k < 3; k++ ) |
|
v[k] = g_poseverts[i][j].v[k] * m_pAliasHeader->scale[k] + m_pAliasHeader->scale_origin[k]; |
|
|
|
AddPointToBounds( v, mod->mins, mod->maxs ); |
|
dist = DotProduct( v, v ); |
|
|
|
if( radius < dist ) |
|
radius = dist; |
|
} |
|
} |
|
|
|
mod->radius = sqrt( radius ); |
|
} |
|
|
|
/* |
|
================= |
|
Mod_LoadAliasModel |
|
================= |
|
*/ |
|
void Mod_LoadAliasModel( model_t *mod, const void *buffer, qboolean *loaded ) |
|
{ |
|
daliashdr_t *pinmodel; |
|
stvert_t *pinstverts; |
|
dtriangle_t *pintriangles; |
|
int numframes, size; |
|
daliasframetype_t *pframetype; |
|
daliasskintype_t *pskintype; |
|
int i, j; |
|
|
|
if( loaded ) *loaded = false; |
|
pinmodel = (daliashdr_t *)buffer; |
|
i = pinmodel->version; |
|
|
|
if( i != ALIAS_VERSION ) |
|
{ |
|
MsgDev( D_ERROR, "%s has wrong version number (%i should be %i)\n", mod->name, i, ALIAS_VERSION ); |
|
return; |
|
} |
|
|
|
mod->mempool = Mem_AllocPool( va( "^2%s^7", mod->name )); |
|
|
|
// allocate space for a working header, plus all the data except the frames, |
|
// skin and group info |
|
size = sizeof( aliashdr_t ) + (pinmodel->numframes - 1) * sizeof( maliasframedesc_t ); |
|
|
|
m_pAliasHeader = Mem_Calloc( mod->mempool, size ); |
|
mod->flags = pinmodel->flags; // share effects flags |
|
|
|
// endian-adjust and copy the data, starting with the alias model header |
|
m_pAliasHeader->boundingradius = pinmodel->boundingradius; |
|
m_pAliasHeader->numskins = pinmodel->numskins; |
|
m_pAliasHeader->skinwidth = pinmodel->skinwidth; |
|
m_pAliasHeader->skinheight = pinmodel->skinheight; |
|
m_pAliasHeader->numverts = pinmodel->numverts; |
|
|
|
if( m_pAliasHeader->numverts <= 0 ) |
|
{ |
|
MsgDev( D_ERROR, "model %s has no vertices\n", mod->name ); |
|
return; |
|
} |
|
|
|
if( m_pAliasHeader->numverts > MAXALIASVERTS ) |
|
{ |
|
MsgDev( D_ERROR, "model %s has too many vertices\n", mod->name ); |
|
return; |
|
} |
|
|
|
m_pAliasHeader->numtris = pinmodel->numtris; |
|
|
|
if( m_pAliasHeader->numtris <= 0 ) |
|
{ |
|
MsgDev( D_ERROR, "model %s has no triangles\n", mod->name ); |
|
return; |
|
} |
|
|
|
m_pAliasHeader->numframes = pinmodel->numframes; |
|
numframes = m_pAliasHeader->numframes; |
|
|
|
if( numframes < 1 ) |
|
{ |
|
MsgDev( D_ERROR, "Mod_LoadAliasModel: Invalid # of frames: %d\n", numframes ); |
|
return; |
|
} |
|
|
|
m_pAliasHeader->size = pinmodel->size; |
|
// mod->synctype = pinmodel->synctype; |
|
mod->numframes = m_pAliasHeader->numframes; |
|
|
|
for( i = 0; i < 3; i++ ) |
|
{ |
|
m_pAliasHeader->scale[i] = pinmodel->scale[i]; |
|
m_pAliasHeader->scale_origin[i] = pinmodel->scale_origin[i]; |
|
m_pAliasHeader->eyeposition[i] = pinmodel->eyeposition[i]; |
|
} |
|
|
|
// load the skins |
|
pskintype = (daliasskintype_t *)&pinmodel[1]; |
|
pskintype = Mod_LoadAllSkins( m_pAliasHeader->numskins, pskintype ); |
|
|
|
// load base s and t vertices |
|
pinstverts = (stvert_t *)pskintype; |
|
|
|
for( i = 0; i < m_pAliasHeader->numverts; i++ ) |
|
{ |
|
g_stverts[i].onseam = pinstverts[i].onseam; |
|
g_stverts[i].s = pinstverts[i].s; |
|
g_stverts[i].t = pinstverts[i].t; |
|
} |
|
|
|
// load triangle lists |
|
pintriangles = (dtriangle_t *)&pinstverts[m_pAliasHeader->numverts]; |
|
|
|
for( i = 0; i < m_pAliasHeader->numtris; i++ ) |
|
{ |
|
g_triangles[i].facesfront = pintriangles[i].facesfront; |
|
|
|
for( j = 0; j < 3; j++ ) |
|
g_triangles[i].vertindex[j] = pintriangles[i].vertindex[j]; |
|
} |
|
|
|
// load the frames |
|
pframetype = (daliasframetype_t *)&pintriangles[m_pAliasHeader->numtris]; |
|
g_posenum = 0; |
|
|
|
for( i = 0; i < numframes; i++ ) |
|
{ |
|
aliasframetype_t frametype = pframetype->type; |
|
|
|
if( frametype == ALIAS_SINGLE ) |
|
pframetype = (daliasframetype_t *)Mod_LoadAliasFrame( pframetype + 1, &m_pAliasHeader->frames[i] ); |
|
else pframetype = (daliasframetype_t *)Mod_LoadAliasGroup( pframetype + 1, &m_pAliasHeader->frames[i] ); |
|
} |
|
|
|
m_pAliasHeader->numposes = g_posenum; |
|
|
|
Mod_CalcAliasBounds( mod ); |
|
mod->type = mod_alias; |
|
|
|
// build the draw lists |
|
GL_MakeAliasModelDisplayLists( mod ); |
|
|
|
// move the complete, relocatable alias model to the cache |
|
loadmodel->cache.data = m_pAliasHeader; |
|
|
|
if( loaded ) *loaded = true; // done |
|
} |
|
|
|
/* |
|
================= |
|
Mod_UnloadAliasModel |
|
================= |
|
*/ |
|
void Mod_UnloadAliasModel( model_t *mod ) |
|
{ |
|
aliashdr_t *palias; |
|
int i, j; |
|
|
|
Assert( mod != NULL ); |
|
|
|
if( mod->type != mod_alias ) |
|
return; // not an alias |
|
|
|
palias = mod->cache.data; |
|
if( !palias ) return; // already freed |
|
|
|
for( i = 0; i < MAX_SKINS; i++ ) |
|
{ |
|
if( !palias->gl_texturenum[i][0] ) |
|
break; |
|
|
|
for( j = 0; j < 4; j++ ) |
|
{ |
|
GL_FreeTexture( palias->gl_texturenum[i][j] ); |
|
GL_FreeTexture( palias->fb_texturenum[i][j] ); |
|
} |
|
} |
|
|
|
Mem_FreePool( &mod->mempool ); |
|
memset( mod, 0, sizeof( *mod )); |
|
} |
|
|
|
/* |
|
============================================================= |
|
|
|
ALIAS MODELS |
|
|
|
============================================================= |
|
*/ |
|
|
|
/* |
|
=============== |
|
R_AliasDynamicLight |
|
|
|
similar to R_StudioDynamicLight |
|
=============== |
|
*/ |
|
void R_AliasDynamicLight( cl_entity_t *ent, alight_t *plight ) |
|
{ |
|
movevars_t *mv = &clgame.movevars; |
|
vec3_t lightDir, vecSrc, vecEnd; |
|
vec3_t origin, dist, finalLight; |
|
float add, radius, total; |
|
colorVec light; |
|
uint lnum; |
|
dlight_t *dl; |
|
|
|
if( !plight || !ent ) |
|
return; |
|
|
|
if( !RI.drawWorld || r_fullbright->value || FBitSet( ent->curstate.effects, EF_FULLBRIGHT )) |
|
{ |
|
plight->shadelight = 0; |
|
plight->ambientlight = 192; |
|
|
|
VectorSet( plight->plightvec, 0.0f, 0.0f, -1.0f ); |
|
VectorSet( plight->color, 1.0f, 1.0f, 1.0f ); |
|
return; |
|
} |
|
|
|
// determine plane to get lightvalues from: ceil or floor |
|
if( FBitSet( ent->curstate.effects, EF_INVLIGHT )) |
|
VectorSet( lightDir, 0.0f, 0.0f, 1.0f ); |
|
else VectorSet( lightDir, 0.0f, 0.0f, -1.0f ); |
|
|
|
VectorCopy( ent->origin, origin ); |
|
|
|
VectorSet( vecSrc, origin[0], origin[1], origin[2] - lightDir[2] * 8.0f ); |
|
light.r = light.g = light.b = light.a = 0; |
|
|
|
if(( mv->skycolor_r + mv->skycolor_g + mv->skycolor_b ) != 0 ) |
|
{ |
|
msurface_t *psurf = NULL; |
|
pmtrace_t trace; |
|
|
|
if( FBitSet( host.features, ENGINE_WRITE_LARGE_COORD )) |
|
{ |
|
vecEnd[0] = origin[0] - mv->skyvec_x * 65536.0f; |
|
vecEnd[1] = origin[1] - mv->skyvec_y * 65536.0f; |
|
vecEnd[2] = origin[2] - mv->skyvec_z * 65536.0f; |
|
} |
|
else |
|
{ |
|
vecEnd[0] = origin[0] - mv->skyvec_x * 8192.0f; |
|
vecEnd[1] = origin[1] - mv->skyvec_y * 8192.0f; |
|
vecEnd[2] = origin[2] - mv->skyvec_z * 8192.0f; |
|
} |
|
|
|
trace = CL_TraceLine( vecSrc, vecEnd, PM_STUDIO_IGNORE ); |
|
if( trace.ent > 0 ) psurf = PM_TraceSurface( &clgame.pmove->physents[trace.ent], vecSrc, vecEnd ); |
|
else psurf = PM_TraceSurface( clgame.pmove->physents, vecSrc, vecEnd ); |
|
|
|
if( psurf && FBitSet( psurf->flags, SURF_DRAWSKY )) |
|
{ |
|
VectorSet( lightDir, mv->skyvec_x, mv->skyvec_y, mv->skyvec_z ); |
|
|
|
light.r = LightToTexGamma( bound( 0, mv->skycolor_r, 255 )); |
|
light.g = LightToTexGamma( bound( 0, mv->skycolor_g, 255 )); |
|
light.b = LightToTexGamma( bound( 0, mv->skycolor_b, 255 )); |
|
} |
|
} |
|
|
|
if(( light.r + light.g + light.b ) == 0 ) |
|
{ |
|
colorVec gcolor; |
|
float grad[4]; |
|
|
|
VectorScale( lightDir, 2048.0f, vecEnd ); |
|
VectorAdd( vecEnd, vecSrc, vecEnd ); |
|
|
|
light = R_LightVec( vecSrc, vecEnd, g_alias.lightspot, g_alias.lightvec ); |
|
|
|
if( VectorIsNull( g_alias.lightvec )) |
|
{ |
|
vecSrc[0] -= 16.0f; |
|
vecSrc[1] -= 16.0f; |
|
vecEnd[0] -= 16.0f; |
|
vecEnd[1] -= 16.0f; |
|
|
|
gcolor = R_LightVec( vecSrc, vecEnd, NULL, NULL ); |
|
grad[0] = ( gcolor.r + gcolor.g + gcolor.b ) / 768.0f; |
|
|
|
vecSrc[0] += 32.0f; |
|
vecEnd[0] += 32.0f; |
|
|
|
gcolor = R_LightVec( vecSrc, vecEnd, NULL, NULL ); |
|
grad[1] = ( gcolor.r + gcolor.g + gcolor.b ) / 768.0f; |
|
|
|
vecSrc[1] += 32.0f; |
|
vecEnd[1] += 32.0f; |
|
|
|
gcolor = R_LightVec( vecSrc, vecEnd, NULL, NULL ); |
|
grad[2] = ( gcolor.r + gcolor.g + gcolor.b ) / 768.0f; |
|
|
|
vecSrc[0] -= 32.0f; |
|
vecEnd[0] -= 32.0f; |
|
|
|
gcolor = R_LightVec( vecSrc, vecEnd, NULL, NULL ); |
|
grad[3] = ( gcolor.r + gcolor.g + gcolor.b ) / 768.0f; |
|
|
|
lightDir[0] = grad[0] - grad[1] - grad[2] + grad[3]; |
|
lightDir[1] = grad[1] + grad[0] - grad[2] - grad[3]; |
|
VectorNormalize( lightDir ); |
|
} |
|
else |
|
{ |
|
VectorCopy( g_alias.lightvec, lightDir ); |
|
} |
|
} |
|
|
|
VectorSet( finalLight, light.r, light.g, light.b ); |
|
ent->cvFloorColor = light; |
|
|
|
total = Q_max( Q_max( light.r, light.g ), light.b ); |
|
if( total == 0.0f ) total = 1.0f; |
|
|
|
// scale lightdir by light intentsity |
|
VectorScale( lightDir, total, lightDir ); |
|
|
|
for( lnum = 0, dl = cl_dlights; lnum < MAX_DLIGHTS; lnum++, dl++ ) |
|
{ |
|
if( dl->die < g_alias.time || !r_dynamic->value ) |
|
continue; |
|
|
|
VectorSubtract( origin, dl->origin, dist ); |
|
|
|
radius = VectorLength( dist ); |
|
add = dl->radius - radius; |
|
|
|
if( add > 0.0f ) |
|
{ |
|
total += add; |
|
|
|
if( radius > 1.0f ) |
|
VectorScale( dist, ( add / radius ), dist ); |
|
else VectorScale( dist, add, dist ); |
|
|
|
VectorAdd( lightDir, dist, lightDir ); |
|
|
|
finalLight[0] += LightToTexGamma( dl->color.r ) * ( add / 256.0f ) * 2.0f; |
|
finalLight[1] += LightToTexGamma( dl->color.g ) * ( add / 256.0f ) * 2.0f; |
|
finalLight[2] += LightToTexGamma( dl->color.b ) * ( add / 256.0f ) * 2.0f; |
|
} |
|
} |
|
|
|
VectorScale( lightDir, 0.9f, lightDir ); |
|
|
|
plight->shadelight = VectorLength( lightDir ); |
|
plight->ambientlight = total - plight->shadelight; |
|
|
|
total = Q_max( Q_max( finalLight[0], finalLight[1] ), finalLight[2] ); |
|
|
|
if( total > 0.0f ) |
|
{ |
|
plight->color[0] = finalLight[0] * ( 1.0f / total ); |
|
plight->color[1] = finalLight[1] * ( 1.0f / total ); |
|
plight->color[2] = finalLight[2] * ( 1.0f / total ); |
|
} |
|
else VectorSet( plight->color, 1.0f, 1.0f, 1.0f ); |
|
|
|
if( plight->ambientlight > 128 ) |
|
plight->ambientlight = 128; |
|
|
|
if( plight->ambientlight + plight->shadelight > 255 ) |
|
plight->shadelight = 255 - plight->ambientlight; |
|
|
|
VectorNormalize2( lightDir, plight->plightvec ); |
|
} |
|
|
|
/* |
|
=============== |
|
R_AliasSetupLighting |
|
|
|
=============== |
|
*/ |
|
void R_AliasSetupLighting( alight_t *plight ) |
|
{ |
|
if( !m_pAliasHeader || !plight ) |
|
return; |
|
|
|
g_alias.ambientlight = plight->ambientlight; |
|
g_alias.shadelight = plight->shadelight; |
|
VectorCopy( plight->plightvec, g_alias.lightvec ); |
|
VectorCopy( plight->color, g_alias.lightcolor ); |
|
|
|
// transform back to local space |
|
Matrix4x4_VectorIRotate( RI.objectMatrix, g_alias.lightvec, g_alias.lightvec_local ); |
|
VectorNormalize( g_alias.lightvec_local ); |
|
} |
|
|
|
/* |
|
=============== |
|
R_AliasLighting |
|
|
|
=============== |
|
*/ |
|
void R_AliasLighting( float *lv, const vec3_t normal ) |
|
{ |
|
float illum = g_alias.ambientlight; |
|
float r, lightcos; |
|
|
|
lightcos = DotProduct( normal, g_alias.lightvec_local ); // -1 colinear, 1 opposite |
|
if( lightcos > 1.0f ) lightcos = 1.0f; |
|
|
|
illum += g_alias.shadelight; |
|
|
|
r = SHADE_LAMBERT; |
|
|
|
// do modified hemispherical lighting |
|
if( r <= 1.0f ) |
|
{ |
|
r += 1.0f; |
|
lightcos = (( r - 1.0f ) - lightcos) / r; |
|
if( lightcos > 0.0f ) |
|
illum += g_alias.shadelight * lightcos; |
|
} |
|
else |
|
{ |
|
lightcos = (lightcos + ( r - 1.0f )) / r; |
|
if( lightcos > 0.0f ) |
|
illum -= g_alias.shadelight * lightcos; |
|
} |
|
|
|
illum = Q_max( illum, 0.0f ); |
|
illum = Q_min( illum, 255.0f ); |
|
*lv = illum * (1.0f / 255.0f); |
|
} |
|
|
|
/* |
|
=============== |
|
R_AliasSetRemapColors |
|
|
|
=============== |
|
*/ |
|
void R_AliasSetRemapColors( int newTop, int newBottom ) |
|
{ |
|
CL_AllocRemapInfo( newTop, newBottom ); |
|
|
|
if( CL_GetRemapInfoForEntity( RI.currententity )) |
|
{ |
|
CL_UpdateRemapInfo( newTop, newBottom ); |
|
m_fDoRemap = true; |
|
} |
|
} |
|
|
|
/* |
|
============= |
|
GL_DrawAliasFrame |
|
============= |
|
*/ |
|
void GL_DrawAliasFrame( aliashdr_t *paliashdr ) |
|
{ |
|
float lv_tmp; |
|
trivertex_t *verts0; |
|
trivertex_t *verts1; |
|
vec3_t vert, norm; |
|
int *order; |
|
int count; |
|
|
|
verts0 = verts1 = paliashdr->posedata; |
|
verts0 += g_alias.oldpose * paliashdr->poseverts; |
|
verts1 += g_alias.newpose * paliashdr->poseverts; |
|
order = paliashdr->commands; |
|
|
|
while( 1 ) |
|
{ |
|
// get the vertex count and primitive type |
|
count = *order++; |
|
if( !count ) break; // done |
|
|
|
if( count < 0 ) |
|
{ |
|
pglBegin( GL_TRIANGLE_FAN ); |
|
count = -count; |
|
} |
|
else |
|
{ |
|
pglBegin( GL_TRIANGLE_STRIP ); |
|
} |
|
|
|
do |
|
{ |
|
// texture coordinates come from the draw list |
|
if( GL_Support( GL_ARB_MULTITEXTURE ) && glState.activeTMU > 0 ) |
|
{ |
|
GL_MultiTexCoord2f( GL_TEXTURE0, ((float *)order)[0], ((float *)order)[1] ); |
|
GL_MultiTexCoord2f( GL_TEXTURE1, ((float *)order)[0], ((float *)order)[1] ); |
|
} |
|
else |
|
{ |
|
pglTexCoord2f( ((float *)order)[0], ((float *)order)[1] ); |
|
} |
|
order += 2; |
|
|
|
VectorLerp( m_bytenormals[verts0->lightnormalindex], g_alias.lerpfrac, m_bytenormals[verts1->lightnormalindex], norm ); |
|
VectorNormalize( norm ); |
|
R_AliasLighting( &lv_tmp, norm ); |
|
pglColor4f( g_alias.lightcolor[0] * lv_tmp, g_alias.lightcolor[1] * lv_tmp, g_alias.lightcolor[2] * lv_tmp, tr.blend ); |
|
VectorLerp( verts0->v, g_alias.lerpfrac, verts1->v, vert ); |
|
pglVertex3fv( vert ); |
|
verts0++, verts1++; |
|
} while( --count ); |
|
|
|
pglEnd(); |
|
} |
|
} |
|
|
|
/* |
|
============= |
|
GL_DrawAliasShadow |
|
============= |
|
*/ |
|
void GL_DrawAliasShadow( aliashdr_t *paliashdr ) |
|
{ |
|
trivertex_t *verts0; |
|
trivertex_t *verts1; |
|
float vec_x, vec_y; |
|
vec3_t av, point; |
|
int *order; |
|
float height; |
|
int count; |
|
|
|
if( FBitSet( RI.currententity->curstate.effects, EF_NOSHADOW )) |
|
return; |
|
|
|
if( glState.stencilEnabled ) |
|
pglEnable( GL_STENCIL_TEST ); |
|
|
|
height = g_alias.lightspot[2] + 1.0f; |
|
vec_x = -g_alias.lightvec[0] * 8.0f; |
|
vec_y = -g_alias.lightvec[1] * 8.0f; |
|
|
|
r_stats.c_alias_polys += paliashdr->numtris; |
|
|
|
verts0 = verts1 = paliashdr->posedata; |
|
verts0 += g_alias.oldpose * paliashdr->poseverts; |
|
verts1 += g_alias.newpose * paliashdr->poseverts; |
|
order = paliashdr->commands; |
|
|
|
while( 1 ) |
|
{ |
|
// get the vertex count and primitive type |
|
count = *order++; |
|
if( !count ) break; // done |
|
|
|
if( count < 0 ) |
|
{ |
|
pglBegin( GL_TRIANGLE_FAN ); |
|
count = -count; |
|
} |
|
else |
|
{ |
|
pglBegin( GL_TRIANGLE_STRIP ); |
|
} |
|
|
|
do |
|
{ |
|
// texture coordinates come from the draw list |
|
// (skipped for shadows) pglTexCoord2fv ((float *)order); |
|
order += 2; |
|
|
|
// normals and vertexes come from the frame list |
|
VectorLerp( verts0->v, g_alias.lerpfrac, verts1->v, av ); |
|
point[0] = av[0] * paliashdr->scale[0] + paliashdr->scale_origin[0]; |
|
point[1] = av[1] * paliashdr->scale[1] + paliashdr->scale_origin[1]; |
|
point[2] = av[2] * paliashdr->scale[2] + paliashdr->scale_origin[2]; |
|
Matrix3x4_VectorTransform( RI.objectMatrix, point, av ); |
|
|
|
point[0] = av[0] - (vec_x * ( av[2] - g_alias.lightspot[2] )); |
|
point[1] = av[1] - (vec_y * ( av[2] - g_alias.lightspot[2] )); |
|
point[2] = g_alias.lightspot[2] + 1.0f; |
|
|
|
pglVertex3fv( point ); |
|
verts0++, verts1++; |
|
|
|
} while( --count ); |
|
|
|
pglEnd(); |
|
} |
|
|
|
if( glState.stencilEnabled ) |
|
pglDisable( GL_STENCIL_TEST ); |
|
} |
|
|
|
/* |
|
==================== |
|
R_AliasLerpMovement |
|
|
|
==================== |
|
*/ |
|
void R_AliasLerpMovement( cl_entity_t *e ) |
|
{ |
|
float f = 1.0f; |
|
|
|
// don't do it if the goalstarttime hasn't updated in a while. |
|
// NOTE: Because we need to interpolate multiplayer characters, the interpolation time limit |
|
// was increased to 1.0 s., which is 2x the max lag we are accounting for. |
|
if( g_alias.interpolate && ( g_alias.time < e->curstate.animtime + 1.0f ) && ( e->curstate.animtime != e->latched.prevanimtime )) |
|
f = ( g_alias.time - e->curstate.animtime ) / ( e->curstate.animtime - e->latched.prevanimtime ); |
|
|
|
g_alias.lerpfrac = bound( 0.0f, f, 1.0f ); |
|
|
|
if( e->player || e->curstate.movetype != MOVETYPE_STEP ) |
|
return; // monsters only |
|
|
|
// Con_Printf( "%4.2f %.2f %.2f\n", f, e->curstate.animtime, g_studio.time ); |
|
VectorLerp( e->latched.prevorigin, f, e->curstate.origin, e->origin ); |
|
|
|
if( !VectorCompare( e->curstate.angles, e->latched.prevangles )) |
|
{ |
|
vec4_t q, q1, q2; |
|
|
|
AngleQuaternion( e->curstate.angles, q1, false ); |
|
AngleQuaternion( e->latched.prevangles, q2, false ); |
|
QuaternionSlerp( q2, q1, f, q ); |
|
QuaternionAngle( q, e->angles ); |
|
} |
|
else VectorCopy( e->curstate.angles, e->angles ); |
|
|
|
// NOTE: this completely over control about angles and don't broke interpolation |
|
if( FBitSet( e->model->flags, ALIAS_ROTATE )) |
|
e->angles[1] = anglemod( 100.0f * g_alias.time ); |
|
} |
|
|
|
/* |
|
================= |
|
R_SetupAliasFrame |
|
|
|
================= |
|
*/ |
|
void R_SetupAliasFrame( cl_entity_t *e, aliashdr_t *paliashdr ) |
|
{ |
|
int newpose, oldpose; |
|
int newframe, oldframe; |
|
int numposes, cycle; |
|
float interval; |
|
|
|
oldframe = e->latched.prevframe; |
|
newframe = e->curstate.frame; |
|
|
|
if( newframe < 0 ) |
|
{ |
|
newframe = 0; |
|
} |
|
else if( newframe >= paliashdr->numframes ) |
|
{ |
|
if( newframe > paliashdr->numframes ) |
|
MsgDev( D_WARN, "R_GetAliasFrame: no such frame %d (%s)\n", newframe, e->model->name ); |
|
newframe = paliashdr->numframes - 1; |
|
} |
|
|
|
if(( oldframe >= paliashdr->numframes ) || ( oldframe < 0 )) |
|
oldframe = newframe; |
|
|
|
numposes = paliashdr->frames[newframe].numposes; |
|
|
|
if( numposes > 1 ) |
|
{ |
|
oldpose = newpose = paliashdr->frames[newframe].firstpose; |
|
interval = 1.0f / paliashdr->frames[newframe].interval; |
|
cycle = (int)(g_alias.time * interval); |
|
oldpose += (cycle + 0) % numposes; // lerpframe from |
|
newpose += (cycle + 1) % numposes; // lerpframe to |
|
g_alias.lerpfrac = ( g_alias.time * interval ); |
|
g_alias.lerpfrac -= (int)g_alias.lerpfrac; |
|
} |
|
else |
|
{ |
|
oldpose = paliashdr->frames[oldframe].firstpose; |
|
newpose = paliashdr->frames[newframe].firstpose; |
|
} |
|
|
|
g_alias.oldpose = oldpose; |
|
g_alias.newpose = newpose; |
|
|
|
GL_DrawAliasFrame( paliashdr ); |
|
} |
|
|
|
/* |
|
=============== |
|
R_StudioDrawAbsBBox |
|
|
|
=============== |
|
*/ |
|
static void R_AliasDrawAbsBBox( cl_entity_t *e, const vec3_t absmin, const vec3_t absmax ) |
|
{ |
|
vec3_t p[8]; |
|
int i; |
|
|
|
// looks ugly, skip |
|
if( r_drawentities->value != 5 || e == &clgame.viewent ) |
|
return; |
|
|
|
// compute a full bounding box |
|
for( i = 0; i < 8; i++ ) |
|
{ |
|
p[i][0] = ( i & 1 ) ? absmin[0] : absmax[0]; |
|
p[i][1] = ( i & 2 ) ? absmin[1] : absmax[1]; |
|
p[i][2] = ( i & 4 ) ? absmin[2] : absmax[2]; |
|
} |
|
|
|
GL_Bind( GL_TEXTURE0, tr.whiteTexture ); |
|
TriColor4f( 0.5f, 0.5f, 1.0f, 0.5f ); |
|
TriRenderMode( kRenderTransAdd ); |
|
pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); |
|
|
|
TriBegin( TRI_QUADS ); |
|
for( i = 0; i < 6; i++ ) |
|
{ |
|
TriBrightness( g_alias.shadelight / 255.0f ); |
|
TriVertex3fv( p[boxpnt[i][0]] ); |
|
TriVertex3fv( p[boxpnt[i][1]] ); |
|
TriVertex3fv( p[boxpnt[i][2]] ); |
|
TriVertex3fv( p[boxpnt[i][3]] ); |
|
} |
|
TriEnd(); |
|
|
|
TriRenderMode( kRenderNormal ); |
|
} |
|
|
|
static void R_AliasDrawLightTrace( cl_entity_t *e ) |
|
{ |
|
if( r_drawentities->value == 7 ) |
|
{ |
|
vec3_t origin; |
|
|
|
pglDisable( GL_TEXTURE_2D ); |
|
pglDisable( GL_DEPTH_TEST ); |
|
|
|
pglBegin( GL_LINES ); |
|
pglColor3f( 1, 0.5, 0 ); |
|
pglVertex3fv( e->origin ); |
|
pglVertex3fv( g_alias.lightspot ); |
|
pglEnd(); |
|
|
|
pglBegin( GL_LINES ); |
|
pglColor3f( 0, 0.5, 1 ); |
|
VectorMA( g_alias.lightspot, -64.0f, g_alias.lightvec, origin ); |
|
pglVertex3fv( g_alias.lightspot ); |
|
pglVertex3fv( origin ); |
|
pglEnd(); |
|
|
|
pglPointSize( 5.0f ); |
|
pglColor3f( 1, 0, 0 ); |
|
pglBegin( GL_POINTS ); |
|
pglVertex3fv( g_alias.lightspot ); |
|
pglEnd(); |
|
pglPointSize( 1.0f ); |
|
|
|
pglEnable( GL_DEPTH_TEST ); |
|
pglEnable( GL_TEXTURE_2D ); |
|
} |
|
} |
|
|
|
/* |
|
================ |
|
R_AliasSetupTimings |
|
|
|
init current time for a given model |
|
================ |
|
*/ |
|
static void R_AliasSetupTimings( void ) |
|
{ |
|
if( RI.drawWorld ) |
|
{ |
|
// synchronize with server time |
|
g_alias.time = cl.time; |
|
} |
|
else |
|
{ |
|
// menu stuff |
|
g_alias.time = host.realtime; |
|
} |
|
|
|
m_fDoRemap = false; |
|
} |
|
|
|
/* |
|
================= |
|
R_DrawAliasModel |
|
|
|
================= |
|
*/ |
|
void R_DrawAliasModel( cl_entity_t *e ) |
|
{ |
|
model_t *clmodel; |
|
vec3_t absmin, absmax; |
|
remap_info_t *pinfo = NULL; |
|
int anim, skin; |
|
alight_t lighting; |
|
player_info_t *playerinfo; |
|
vec3_t dir, angles; |
|
|
|
clmodel = RI.currententity->model; |
|
|
|
VectorAdd( e->origin, clmodel->mins, absmin ); |
|
VectorAdd( e->origin, clmodel->maxs, absmax ); |
|
|
|
if( R_CullModel( e, absmin, absmax )) |
|
return; |
|
|
|
// |
|
// locate the proper data |
|
// |
|
m_pAliasHeader = (aliashdr_t *)Mod_AliasExtradata( RI.currententity->model ); |
|
if( !m_pAliasHeader ) return; |
|
|
|
// init time |
|
R_AliasSetupTimings(); |
|
|
|
// angles will be modify below keep original |
|
VectorCopy( e->angles, angles ); |
|
|
|
R_AliasLerpMovement( e ); |
|
|
|
if( !FBitSet( host.features, ENGINE_COMPENSATE_QUAKE_BUG )) |
|
e->angles[PITCH] = -e->angles[PITCH]; // stupid quake bug |
|
|
|
// don't rotate clients, only aim |
|
if( e->player ) e->angles[PITCH] = 0.0f; |
|
|
|
// |
|
// get lighting information |
|
// |
|
lighting.plightvec = dir; |
|
R_AliasDynamicLight( e, &lighting ); |
|
|
|
r_stats.c_alias_polys += m_pAliasHeader->numtris; |
|
r_stats.c_alias_models_drawn++; |
|
|
|
// |
|
// draw all the triangles |
|
// |
|
|
|
R_RotateForEntity( e ); |
|
|
|
// model and frame independant |
|
R_AliasSetupLighting( &lighting ); |
|
GL_SetRenderMode( e->curstate.rendermode ); |
|
|
|
// setup remapping only for players |
|
if( e->player && ( playerinfo = pfnPlayerInfo( e->curstate.number - 1 )) != NULL ) |
|
{ |
|
// get remap colors |
|
int topcolor = bound( 0, playerinfo->topcolor, 13 ); |
|
int bottomcolor = bound( 0, playerinfo->bottomcolor, 13 ); |
|
R_AliasSetRemapColors( topcolor, bottomcolor ); |
|
} |
|
|
|
if( tr.fFlipViewModel ) |
|
{ |
|
pglTranslatef( m_pAliasHeader->scale_origin[0], -m_pAliasHeader->scale_origin[1], m_pAliasHeader->scale_origin[2] ); |
|
pglScalef( m_pAliasHeader->scale[0], -m_pAliasHeader->scale[1], m_pAliasHeader->scale[2] ); |
|
} |
|
else |
|
{ |
|
pglTranslatef( m_pAliasHeader->scale_origin[0], m_pAliasHeader->scale_origin[1], m_pAliasHeader->scale_origin[2] ); |
|
pglScalef( m_pAliasHeader->scale[0], m_pAliasHeader->scale[1], m_pAliasHeader->scale[2] ); |
|
} |
|
|
|
anim = (int)(g_alias.time * 10) & 3; |
|
skin = bound( 0, RI.currententity->curstate.skin, m_pAliasHeader->numskins - 1 ); |
|
if( m_fDoRemap ) pinfo = CL_GetRemapInfoForEntity( e ); |
|
|
|
if( r_lightmap->value && !r_fullbright->value ) |
|
GL_Bind( GL_TEXTURE0, tr.whiteTexture ); |
|
else if( pinfo != NULL && pinfo->textures[skin] != 0 ) |
|
GL_Bind( GL_TEXTURE0, pinfo->textures[skin] ); // FIXME: allow remapping for skingroups someday |
|
else GL_Bind( GL_TEXTURE0, m_pAliasHeader->gl_texturenum[skin][anim] ); |
|
|
|
pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); |
|
|
|
if( GL_Support( GL_ARB_MULTITEXTURE ) && m_pAliasHeader->fb_texturenum[skin][anim] ) |
|
{ |
|
GL_Bind( GL_TEXTURE1, m_pAliasHeader->fb_texturenum[skin][anim] ); |
|
pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD ); |
|
} |
|
|
|
pglShadeModel( GL_SMOOTH ); |
|
R_SetupAliasFrame( e, m_pAliasHeader ); |
|
|
|
if( GL_Support( GL_ARB_MULTITEXTURE ) && m_pAliasHeader->fb_texturenum[skin][anim] ) |
|
GL_CleanUpTextureUnits( 1 ); |
|
|
|
pglShadeModel( GL_FLAT ); |
|
R_LoadIdentity(); |
|
|
|
// get lerped origin |
|
VectorAdd( e->origin, clmodel->mins, absmin ); |
|
VectorAdd( e->origin, clmodel->maxs, absmax ); |
|
|
|
R_AliasDrawAbsBBox( e, absmin, absmax ); |
|
R_AliasDrawLightTrace( e ); |
|
|
|
pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); |
|
|
|
if( r_shadows.value ) |
|
{ |
|
// need to compute transformation matrix |
|
Matrix4x4_CreateFromEntity( RI.objectMatrix, e->angles, e->origin, 1.0f ); |
|
pglDisable( GL_TEXTURE_2D ); |
|
pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); |
|
pglEnable( GL_BLEND ); |
|
pglColor4f( 0.0f, 0.0f, 0.0f, 0.5f ); |
|
pglDepthFunc( GL_LESS ); |
|
|
|
GL_DrawAliasShadow( m_pAliasHeader ); |
|
|
|
pglDepthFunc( GL_LEQUAL ); |
|
pglEnable( GL_TEXTURE_2D ); |
|
pglDisable( GL_BLEND ); |
|
pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f ); |
|
R_LoadIdentity(); |
|
} |
|
|
|
// restore original angles |
|
VectorCopy( angles, e->angles ); |
|
} |
|
|
|
//==================================================================================
|