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Xash3DArchive/engine/client/gl_alias.c

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2017-03-14 22:00:00 +01:00
/*
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"
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extern cvar_t r_shadows;
#define NUMVERTEXNORMALS 162
#define SHADEDOT_QUANT 16
float r_avertexnormals[NUMVERTEXNORMALS][3] = {
#include "anorms.h"
};
// precalculated dot products for quantized angles
float r_avertexnormal_dots[SHADEDOT_QUANT][256] =
#include "anorm_dots.h"
;
typedef struct
{
double time;
double frametime;
int framecount; // studio framecount
} alias_draw_state_t;
static alias_draw_state_t g_alias; // global alias state
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/*
=================================================================
ALIAS MODEL DISPLAY LIST GENERATION
=================================================================
*/
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static model_t *aliasmodel;
static aliashdr_t *paliashdr;
static aliashdr_t *pheader;
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static mtrivertex_t *g_poseverts[MAXALIASFRAMES];
static mtriangle_t g_triangles[MAXALIASTRIS];
static stvert_t g_stverts[MAXALIASVERTS];
static qboolean g_used[8192];
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// a pose is a single set of vertexes. a frame may be
// an animating sequence of poses
int g_posenum;
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// the command list holds counts and s/t values that are valid for
// every frame
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static int g_commands[8192];
static int g_numcommands;
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// all frames will have their vertexes rearranged and expanded
// so they are in the order expected by the command list
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static int g_vertexorder[8192];
static int g_numorder;
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static int g_allverts, g_alltris;
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static int g_stripverts[128];
static int g_striptris[128];
static int g_stripcount;
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/*
================
StripLength
================
*/
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static int StripLength( int starttri, int startv )
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{
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int m1, m2, j, k;
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mtriangle_t *last, *check;
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g_used[starttri] = 2;
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last = &g_triangles[starttri];
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g_stripverts[0] = last->vertindex[(startv+0) % 3];
g_stripverts[1] = last->vertindex[(startv+1) % 3];
g_stripverts[2] = last->vertindex[(startv+2) % 3];
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g_striptris[0] = starttri;
g_stripcount = 1;
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m1 = last->vertindex[(startv+2)%3];
m2 = last->vertindex[(startv+1)%3];
nexttri:
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// look for a matching triangle
for( j = starttri + 1, check = &g_triangles[starttri + 1]; j < pheader->numtris; j++, check++ )
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{
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if( check->facesfront != last->facesfront )
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continue;
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for( k = 0; k < 3; k++ )
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{
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if( check->vertindex[k] != m1 )
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continue;
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if( check->vertindex[(k+1) % 3] != m2 )
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continue;
// this is the next part of the fan
// if we can't use this triangle, this tristrip is done
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if( g_used[j] ) goto done;
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// the new edge
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if( g_stripcount & 1 )
m2 = check->vertindex[(k+2) % 3];
else m1 = check->vertindex[(k+2) % 3];
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g_stripverts[g_stripcount+2] = check->vertindex[(k+2) % 3];
g_striptris[g_stripcount] = j;
g_stripcount++;
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g_used[j] = 2;
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goto nexttri;
}
}
done:
// clear the temp used flags
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for( j = starttri + 1; j < pheader->numtris; j++ )
{
if( g_used[j] == 2 )
g_used[j] = 0;
}
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return g_stripcount;
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}
/*
===========
FanLength
===========
*/
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static int FanLength( int starttri, int startv )
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{
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int m1, m2, j, k;
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mtriangle_t *last, *check;
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g_used[starttri] = 2;
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last = &g_triangles[starttri];
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g_stripverts[0] = last->vertindex[(startv+0) % 3];
g_stripverts[1] = last->vertindex[(startv+1) % 3];
g_stripverts[2] = last->vertindex[(startv+2) % 3];
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g_striptris[0] = starttri;
g_stripcount = 1;
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m1 = last->vertindex[(startv+0) % 3];
m2 = last->vertindex[(startv+2) % 3];
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nexttri:
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// look for a matching triangle
for( j = starttri + 1, check = &g_triangles[starttri + 1]; j < pheader->numtris; j++, check++ )
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{
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if( check->facesfront != last->facesfront )
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continue;
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for( k = 0; k < 3; k++ )
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{
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if( check->vertindex[k] != m1 )
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continue;
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if( check->vertindex[(k+1) % 3] != m2 )
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continue;
// this is the next part of the fan
// if we can't use this triangle, this tristrip is done
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if( g_used[j] ) goto done;
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// the new edge
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m2 = check->vertindex[(k+2) % 3];
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g_stripverts[g_stripcount + 2] = m2;
g_striptris[g_stripcount] = j;
g_stripcount++;
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g_used[j] = 2;
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goto nexttri;
}
}
done:
// clear the temp used flags
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for( j = starttri + 1; j < pheader->numtris; j++ )
{
if( g_used[j] == 2 )
g_used[j] = 0;
}
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return g_stripcount;
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}
/*
================
BuildTris
Generate a list of trifans or strips
for the model, which holds for all frames
================
*/
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void BuildTris( void )
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{
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int len, bestlen, besttype;
int bestverts[1024];
int besttris[1024];
int type, startv;
int i, j, k;
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float s, t;
//
// build tristrips
//
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memset( g_used, 0, sizeof( g_used ));
g_numcommands = 0;
g_numorder = 0;
for( i = 0; i < pheader->numtris; i++ )
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{
// pick an unused triangle and start the trifan
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if( g_used[i] ) continue;
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bestlen = 0;
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for( type = 0; type < 2; type++ )
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{
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for( startv = 0; startv < 3; startv++ )
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{
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if( type == 1 ) len = StripLength( i, startv );
else len = FanLength( i, startv );
if( len > bestlen )
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{
besttype = type;
bestlen = len;
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for( j = 0; j < bestlen + 2; j++ )
bestverts[j] = g_stripverts[j];
for( j = 0; j < bestlen; j++ )
besttris[j] = g_striptris[j];
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}
}
}
// mark the tris on the best strip as used
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for( j = 0; j < bestlen; j++ )
g_used[besttris[j]] = 1;
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if( besttype == 1 )
g_commands[g_numcommands++] = (bestlen + 2);
else g_commands[g_numcommands++] = -(bestlen + 2);
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for( j = 0; j < bestlen + 2; j++ )
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{
// emit a vertex into the reorder buffer
k = bestverts[j];
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g_vertexorder[g_numorder++] = k;
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// emit s/t coords into the commands stream
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s = g_stverts[k].s;
t = g_stverts[k].t;
if( !g_triangles[besttris[0]].facesfront && g_stverts[k].onseam )
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s += pheader->skinwidth / 2; // on back side
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s = (s + 0.5f) / pheader->skinwidth;
t = (t + 0.5f) / pheader->skinheight;
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// Carmack use floats and Valve use shorts here...
*(float *)&g_commands[g_numcommands++] = s;
*(float *)&g_commands[g_numcommands++] = t;
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}
}
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g_commands[g_numcommands++] = 0; // end of list marker
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MsgDev( D_REPORT, "%3i tri %3i vert %3i cmd\n", pheader->numtris, g_numorder, g_numcommands );
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g_alltris += pheader->numtris;
g_allverts += g_numorder;
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}
/*
================
GL_MakeAliasModelDisplayLists
================
*/
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void GL_MakeAliasModelDisplayLists( model_t *m, aliashdr_t *hdr )
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{
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mtrivertex_t *verts;
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int i, j;
aliasmodel = m;
paliashdr = hdr; // (aliashdr_t *)Mod_Extradata (m);
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BuildTris( );
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// save the data out
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paliashdr->poseverts = g_numorder;
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paliashdr->commands = Mem_Alloc( m->mempool, g_numcommands * 4 );
memcpy( paliashdr->commands, g_commands, g_numcommands * 4 );
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paliashdr->posedata = verts = Mem_Alloc( m->mempool, paliashdr->numposes * paliashdr->poseverts * sizeof( mtrivertex_t ));
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for( i = 0; i < paliashdr->numposes; i++ )
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{
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for( j = 0; j < g_numorder; j++ )
*verts++ = g_poseverts[i][g_vertexorder[j]];
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}
}
/*
==============================================================================
ALIAS MODELS
==============================================================================
*/
/*
=================
Mod_LoadAliasFrame
=================
*/
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void *Mod_LoadAliasFrame( void *pin, maliasframedesc_t *frame )
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{
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dtrivertex_t *pinframe;
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daliasframe_t *pdaliasframe;
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int i;
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pdaliasframe = (daliasframe_t *)pin;
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Q_strncpy( frame->name, pdaliasframe->name, sizeof( frame->name ));
frame->firstpose = g_posenum;
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frame->numposes = 1;
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for( i = 0; i < 3; i++ )
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{
frame->bboxmin.v[i] = pdaliasframe->bboxmin.v[i];
frame->bboxmax.v[i] = pdaliasframe->bboxmax.v[i];
}
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pinframe = (dtrivertex_t *)(pdaliasframe + 1);
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g_poseverts[g_posenum] = (mtrivertex_t *)pinframe;
g_posenum++;
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pinframe += pheader->numverts;
return (void *)pinframe;
}
/*
=================
Mod_LoadAliasGroup
=================
*/
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void *Mod_LoadAliasGroup( void *pin, maliasframedesc_t *frame )
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{
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daliasgroup_t *pingroup;
int i, numframes;
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daliasinterval_t *pin_intervals;
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void *ptemp;
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pingroup = (daliasgroup_t *)pin;
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numframes = pingroup->numframes;
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frame->firstpose = g_posenum;
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frame->numposes = numframes;
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for( i = 0; i < 3; i++ )
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{
frame->bboxmin.v[i] = pingroup->bboxmin.v[i];
frame->bboxmax.v[i] = pingroup->bboxmax.v[i];
}
pin_intervals = (daliasinterval_t *)(pingroup + 1);
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frame->interval = pin_intervals->interval;
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pin_intervals += numframes;
ptemp = (void *)pin_intervals;
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for( i = 0; i < numframes; i++ )
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{
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g_poseverts[g_posenum] = (mtrivertex_t *)((daliasframe_t *)ptemp + 1);
g_posenum++;
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ptemp = ((daliasframe_t *)ptemp + 1) + pheader->numverts;
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}
return ptemp;
}
/*
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=================================================================
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SKIN REFLOODING
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=================================================================
*/
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typedef struct
{
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short x, y;
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} floodfill_t;
// must be a power of 2
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#define FLOODFILL_FIFO_SIZE 0x1000
#define FLOODFILL_FIFO_MASK (FLOODFILL_FIFO_SIZE - 1)
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#define FLOODFILL_STEP( off, dx, dy ) \
{ \
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if( pos[off] == fillcolor ) \
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{ \
pos[off] = 255; \
fifo[inpt].x = x + (dx), fifo[inpt].y = y + (dy); \
inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; \
} \
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else if( pos[off] != 255 ) fdc = pos[off]; \
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}
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/*
=================
Mod_FloodFillSkin
Fill background pixels so mipmapping doesn't have haloes - Ed
=================
*/
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void Mod_FloodFillSkin( byte *skin, int skinwidth, int skinheight )
{
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byte fillcolor = *skin; // assume this is the pixel to fill
floodfill_t fifo[FLOODFILL_FIFO_SIZE];
int inpt = 0, outpt = 0;
int filledcolor = 0; // g-cont. opaque black is probably always 0-th index
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// can't fill to filled color or to transparent color (used as visited marker)
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if(( fillcolor == filledcolor ) || ( fillcolor == 255 ))
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return;
fifo[inpt].x = 0, fifo[inpt].y = 0;
inpt = (inpt + 1) & FLOODFILL_FIFO_MASK;
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while( outpt != inpt )
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{
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int x = fifo[outpt].x, y = fifo[outpt].y;
byte *pos = &skin[x + skinwidth * y];
int fdc = filledcolor;
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outpt = (outpt + 1) & FLOODFILL_FIFO_MASK;
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if( x > 0 ) FLOODFILL_STEP( -1, -1, 0 );
if( x < skinwidth - 1 ) FLOODFILL_STEP( 1, 1, 0 );
if( y > 0 ) FLOODFILL_STEP( -skinwidth, 0, -1 );
if( y < skinheight - 1 ) FLOODFILL_STEP( skinwidth, 0, 1 );
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skin[x + skinwidth * y] = fdc;
}
}
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/*
===============
Mod_CreateSkinData
===============
*/
rgbdata_t *Mod_CreateSkinData( byte *data, int width, int height )
{
static rgbdata_t skin;
skin.width = width;
skin.height = height;
skin.depth = 1;
skin.type = PF_INDEXED_24;
SetBits( skin.flags, IMAGE_HAS_COLOR );
skin.encode = DXT_ENCODE_DEFAULT;
skin.numMips = 1;
skin.buffer = data;
skin.palette = (byte *)&clgame.palette;
skin.size = width * height;
// make an copy
return FS_CopyImage( &skin );
}
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/*
===============
Mod_LoadAllSkins
===============
*/
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void *Mod_LoadAllSkins( int numskins, daliasskintype_t *pskintype )
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{
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char name[32];
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daliasskingroup_t *pinskingroup;
daliasskininterval_t *pinskinintervals;
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int size, groupskins;
int i, j, k;
byte *skin;
rgbdata_t *pic;
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skin = (byte *)(pskintype + 1);
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if( numskins < 1 || numskins > MAX_SKINS )
Host_Error( "Mod_LoadAliasModel: Invalid # of skins: %d\n", numskins );
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size = pheader->skinwidth * pheader->skinheight;
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for( i = 0; i < numskins; i++ )
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{
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if( pskintype->type == ALIAS_SKIN_SINGLE )
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{
Mod_FloodFillSkin( skin, pheader->skinwidth, pheader->skinheight );
// save 8 bit texels for the player model to remap
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pheader->texels[i] = Mem_Alloc( loadmodel->mempool, size );
memcpy( pheader->texels[i], (byte *)(pskintype + 1), size );
Q_snprintf( name, sizeof( name ), "%s:frame%i", loadmodel->name, i );
pic = Mod_CreateSkinData( (byte *)(pskintype + 1), pheader->skinwidth, pheader->skinheight );
pheader->gl_texturenum[i][0] =
pheader->gl_texturenum[i][1] =
pheader->gl_texturenum[i][2] =
pheader->gl_texturenum[i][3] = GL_LoadTextureInternal( name, pic, 0, false );
FS_FreeImage( pic );
pskintype = (daliasskintype_t *)((byte *)(pskintype + 1) + size);
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}
else
{
// animating skin group. yuck.
pskintype++;
pinskingroup = (daliasskingroup_t *)pskintype;
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groupskins = pinskingroup->numskins;
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pinskinintervals = (daliasskininterval_t *)(pinskingroup + 1);
pskintype = (void *)(pinskinintervals + groupskins);
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for( j = 0; j < groupskins; j++ )
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{
Mod_FloodFillSkin( skin, pheader->skinwidth, pheader->skinheight );
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if( j == 0 )
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{
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pheader->texels[i] = Mem_Alloc( loadmodel->mempool, size );
memcpy( pheader->texels[i], (byte *)(pskintype), size );
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}
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Q_snprintf( name, sizeof( name ), "%s_%i_%i", loadmodel->name, i, j );
pic = Mod_CreateSkinData( (byte *)(pskintype), pheader->skinwidth, pheader->skinheight );
pheader->gl_texturenum[i][j & 3] = GL_LoadTextureInternal( name, pic, 0, false );
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pskintype = (daliasskintype_t *)((byte *)(pskintype) + size);
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FS_FreeImage( pic );
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}
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for( k = j; j < 4; j++ )
pheader->gl_texturenum[i][j & 3] = pheader->gl_texturenum[i][j - k];
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}
}
return (void *)pskintype;
}
//=========================================================================
/*
=================
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Mod_CalcAliasBounds
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=================
*/
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void Mod_CalcAliasBounds( aliashdr_t *a )
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{
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int i, j, k;
float radius;
float dist;
vec3_t v;
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ClearBounds( loadmodel->mins, loadmodel->maxs );
radius = 0.0f;
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// process verts
for( i = 0; i < a->numposes; i++ )
{
for( j = 0; j < a->numverts; j++ )
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{
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for( k = 0; k < 3; k++ )
v[k] = g_poseverts[i][j].v[k] * pheader->scale[k] + pheader->scale_origin[k];
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AddPointToBounds( v, loadmodel->mins, loadmodel->maxs );
dist = DotProduct( v, v );
if( radius < dist )
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radius = dist;
}
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}
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loadmodel->radius = sqrt( radius );
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}
/*
=================
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Mod_LoadAliasModel
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=================
*/
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void Mod_LoadAliasModel( model_t *mod, const void *buffer, qboolean *loaded )
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{
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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;
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if( i != ALIAS_VERSION )
{
MsgDev( D_ERROR, "%s has wrong version number (%i should be %i)\n", mod->name, i, ALIAS_VERSION );
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return;
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}
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mod->mempool = Mem_AllocPool( va( "^2%s^7", mod->name ));
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// 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( pheader->frames[0] );
pheader = Mem_Alloc( mod->mempool, size );
mod->flags = pinmodel->flags; // share effects flags
// endian-adjust and copy the data, starting with the alias model header
pheader->boundingradius = pinmodel->boundingradius;
pheader->numskins = pinmodel->numskins;
pheader->skinwidth = pinmodel->skinwidth;
pheader->skinheight = pinmodel->skinheight;
pheader->numverts = pinmodel->numverts;
if( pheader->numverts <= 0 )
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{
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MsgDev( D_ERROR, "model %s has no vertices\n", mod->name );
return;
}
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if( pheader->numverts > MAXALIASVERTS )
{
MsgDev( D_ERROR, "model %s has too many vertices\n", mod->name );
return;
}
pheader->numtris = pinmodel->numtris;
if( pheader->numtris <= 0 )
{
MsgDev( D_ERROR, "model %s has no triangles\n", mod->name );
return;
}
pheader->numframes = pinmodel->numframes;
numframes = pheader->numframes;
if( numframes < 1 )
{
MsgDev( D_ERROR, "Mod_LoadAliasModel: Invalid # of frames: %d\n", numframes );
return;
}
pheader->size = pinmodel->size;
// mod->synctype = pinmodel->synctype;
mod->numframes = pheader->numframes;
for( i = 0; i < 3; i++ )
{
pheader->scale[i] = pinmodel->scale[i];
pheader->scale_origin[i] = pinmodel->scale_origin[i];
pheader->eyeposition[i] = pinmodel->eyeposition[i];
}
// load the skins
pskintype = (daliasskintype_t *)&pinmodel[1];
pskintype = Mod_LoadAllSkins( pheader->numskins, pskintype );
// load base s and t vertices
pinstverts = (stvert_t *)pskintype;
for( i = 0; i < pheader->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[pheader->numverts];
for( i = 0; i < pheader->numtris; i++ )
{
g_triangles[i].facesfront = pintriangles[i].facesfront;
for( j = 0; j < 3; j++ )
g_triangles[i].vertindex[j] = pintriangles[i].vertindex[j];
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}
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// load the frames
pframetype = (daliasframetype_t *)&pintriangles[pheader->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, &pheader->frames[i] );
else pframetype = (daliasframetype_t *)Mod_LoadAliasGroup( pframetype + 1, &pheader->frames[i] );
}
pheader->numposes = g_posenum;
Mod_CalcAliasBounds( pheader );
mod->type = mod_alias;
// build the draw lists
GL_MakeAliasModelDisplayLists( mod, pheader );
// move the complete, relocatable alias model to the cache
loadmodel->cache.data = pheader;
if( loaded ) *loaded = true; // done
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}
/*
=================
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Mod_UnloadAliasModel
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=================
*/
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void Mod_UnloadAliasModel( model_t *mod )
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{
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aliashdr_t *palias;
int i;
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ASSERT( mod != NULL );
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if( mod->type != mod_alias )
return; // not an alias
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palias = mod->cache.data;
if( !palias ) return; // already freed
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// FIXME: check animating groups too?
for( i = 0; i < MAX_SKINS; i++ )
{
if( !palias->gl_texturenum[i][0] )
continue;
GL_FreeTexture( palias->gl_texturenum[i][0] );
}
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Mem_FreePool( &mod->mempool );
memset( mod, 0, sizeof( *mod ));
}
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/*
=============================================================
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ALIAS MODELS
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=============================================================
*/
vec3_t shadevector;
float shadelight, ambientlight;
float *shadedots = r_avertexnormal_dots[0];
colorVec lightColor;
vec3_t lightspot;
int lastposenum;
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/*
=============
GL_DrawAliasFrame
=============
*/
void GL_DrawAliasFrame( aliashdr_t *paliashdr, int posenum )
{
float l;
mtrivertex_t *verts;
int *order;
int count;
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lastposenum = posenum;
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verts = paliashdr->posedata;
verts += posenum * paliashdr->poseverts;
order = paliashdr->commands;
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while( 1 )
{
// get the vertex count and primitive type
count = *order++;
if( !count ) break; // done
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if( count < 0 )
{
pglBegin( GL_TRIANGLE_FAN );
count = -count;
}
else
{
pglBegin( GL_TRIANGLE_STRIP );
}
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do
{
// texture coordinates come from the draw list
pglTexCoord2f (((float *)order)[0], ((float *)order)[1]);
order += 2;
// normals and vertexes come from the frame list
l = shadedots[verts->lightnormalindex] * shadelight;
pglColor3f( l, l, l );
pglVertex3f( verts->v[0], verts->v[1], verts->v[2] );
verts++;
} while( --count );
pglEnd();
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}
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}
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/*
=============
GL_DrawAliasShadow
=============
*/
void GL_DrawAliasShadow( aliashdr_t *paliashdr, int posenum )
{
mtrivertex_t *verts;
int *order;
vec3_t point;
float height, lheight;
int count;
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lheight = RI.currententity->origin[2] - lightspot[2];
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height = 0;
verts = paliashdr->posedata;
verts += posenum * paliashdr->poseverts;
order = paliashdr->commands;
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height = -lheight + 1.0;
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while( 1 )
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{
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// get the vertex count and primitive type
count = *order++;
if( !count ) break; // done
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if( count < 0 )
{
pglBegin( GL_TRIANGLE_FAN );
count = -count;
}
else
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{
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pglBegin( GL_TRIANGLE_STRIP );
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}
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do
{
// texture coordinates come from the draw list
// (skipped for shadows) pglTexCoord2fv ((float *)order);
order += 2;
// normals and vertexes come from the frame list
point[0] = verts->v[0] * paliashdr->scale[0] + paliashdr->scale_origin[0];
point[1] = verts->v[1] * paliashdr->scale[1] + paliashdr->scale_origin[1];
point[2] = verts->v[2] * paliashdr->scale[2] + paliashdr->scale_origin[2];
point[0] -= shadevector[0] * (point[2] + lheight);
point[1] -= shadevector[1] * (point[2] + lheight);
point[2] = height;
// height -= 0.001f;
pglVertex3fv( point );
verts++;
} while( --count );
pglEnd();
}
}
/*
=================
R_SetupAliasFrame
=================
*/
void R_SetupAliasFrame( int frame, aliashdr_t *paliashdr )
{
int pose, numposes;
float interval;
if(( frame >= paliashdr->numframes ) || ( frame < 0 ))
{
MsgDev( D_ERROR, "R_AliasSetupFrame: no such frame %d\n", frame );
frame = 0;
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}
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pose = paliashdr->frames[frame].firstpose;
numposes = paliashdr->frames[frame].numposes;
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if( numposes > 1 )
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{
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interval = paliashdr->frames[frame].interval;
pose += (int)(cl.time / interval) % numposes;
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}
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GL_DrawAliasFrame( paliashdr, pose );
}
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/*
=================
R_DrawAliasModel
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2017-06-23 23:00:00 +02:00
=================
*/
void R_DrawAliasModel( cl_entity_t *e )
{
int i;
int lnum;
vec3_t dist, p1;
float add;
model_t *clmodel;
vec3_t absmin, absmax;
aliashdr_t *paliashdr;
float an;
int anim;
clmodel = RI.currententity->model;
VectorAdd( RI.currententity->origin, clmodel->mins, absmin );
VectorAdd( RI.currententity->origin, clmodel->maxs, absmax );
if( R_CullModel( e, absmin, absmax ))
return;
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//
// get lighting information
//
VectorSet( p1, RI.currententity->origin[0], RI.currententity->origin[1], RI.currententity->origin[2] - 2048.0f );
lightColor = R_LightVec( RI.currententity->origin, p1, lightspot );
ambientlight = shadelight = 0; // FIXME: compute light
// allways give the gun some light
if (e == &clgame.viewent && ambientlight < 24)
ambientlight = shadelight = 24;
for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
{
if (cl_dlights[lnum].die >= cl.time)
{
VectorSubtract (e->origin,
cl_dlights[lnum].origin,
dist);
add = cl_dlights[lnum].radius - VectorLength(dist);
if (add > 0) {
ambientlight += add;
//ZOID models should be affected by dlights as well
shadelight += add;
}
}
}
// clamp lighting so it doesn't overbright as much
if (ambientlight > 128)
ambientlight = 128;
if (ambientlight + shadelight > 192)
shadelight = 192 - ambientlight;
// ZOID: never allow players to go totally black
i = e - clgame.entities;
if (i >= 1 && i<=cl.maxclients /* && !strcmp (currententity->model->name, "progs/player.mdl") */)
if (ambientlight < 8)
ambientlight = shadelight = 8;
if( FBitSet( e->curstate.effects, EF_FULLBRIGHT ))
ambientlight = shadelight = 256;
shadedots = r_avertexnormal_dots[((int)(e->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)];
shadelight = shadelight / 200.0;
an = e->angles[1]/180*M_PI;
shadevector[0] = cos(-an);
shadevector[1] = sin(-an);
shadevector[2] = 1;
VectorNormalize (shadevector);
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//
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// locate the proper data
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//
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paliashdr = (aliashdr_t *)Mod_Extradata( RI.currententity->model );
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r_stats.c_alias_polys += paliashdr->numtris;
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//
// draw all the triangles
//
R_RotateForEntity( e );
pglTranslatef( paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2] );
pglScalef( paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2] );
anim = (int)(cl.time*10) & 3;
GL_Bind( GL_TEXTURE0, paliashdr->gl_texturenum[RI.currententity->curstate.skin][anim]);
#if 0
// we can't dynamically colormap textures, so they are cached
// seperately for the players. Heads are just uncolored.
if (RI.currententity->colormap != vid.colormap && !gl_nocolors.value)
{
i = currententity - cl_entities;
if (i >= 1 && i<=cl.maxclients /* && !strcmp (currententity->model->name, "progs/player.mdl") */)
GL_Bind(playertextures - 1 + i);
}
#endif
pglShadeModel( GL_SMOOTH );
pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
R_SetupAliasFrame( RI.currententity->curstate.frame, paliashdr );
pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
pglShadeModel( GL_FLAT );
R_LoadIdentity();
if( r_shadows.value )
{
pglPushMatrix ();
R_RotateForEntity (e);
pglDisable (GL_TEXTURE_2D);
pglEnable (GL_BLEND);
pglColor4f (0,0,0,0.5);
GL_DrawAliasShadow (paliashdr, lastposenum);
pglEnable (GL_TEXTURE_2D);
pglDisable (GL_BLEND);
pglColor4f (1,1,1,1);
pglPopMatrix ();
}
}
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//==================================================================================