/* Copyright (C) 1997-2001 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // gl_mesh.c: triangle model functions #include "gl_local.h" /* ============================================================= ALIAS MODELS ============================================================= */ #define NUMVERTEXNORMALS 162 //used only for GLOWING SHELL float r_avertexnormals[NUMVERTEXNORMALS][3] = { #include "anorms.h" }; static vec4_t s_lerped[MAX_VERTS]; //static vec3_t lerped[MAX_VERTS]; vec3_t shadevector; float shadelight[3]; // precalculated dot products for quantized angles #define SHADEDOT_QUANT 16 float r_avertexnormal_dots[SHADEDOT_QUANT][256] = #include "anormtab.h" ; float *shadedots = r_avertexnormal_dots[0]; void GL_LerpVerts( int nverts, dtrivertx_t *v, dtrivertx_t *ov, dtrivertx_t *verts, float *lerp, float move[3], float frontv[3], float backv[3] ) { int i; //PMM -- added RF_SHELL_DOUBLE, RF_SHELL_HALF_DAM if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE | RF_SHELL_DOUBLE | RF_SHELL_HALF_DAM) ) { for (i=0 ; i < nverts; i++, v++, ov++, lerp+=4 ) { float *normal = r_avertexnormals[verts[i].lightnormalindex]; lerp[0] = move[0] + ov->v[0]*backv[0] + v->v[0]*frontv[0] + normal[0] * POWERSUIT_SCALE; lerp[1] = move[1] + ov->v[1]*backv[1] + v->v[1]*frontv[1] + normal[1] * POWERSUIT_SCALE; lerp[2] = move[2] + ov->v[2]*backv[2] + v->v[2]*frontv[2] + normal[2] * POWERSUIT_SCALE; } } else { for (i=0 ; i < nverts; i++, v++, ov++, lerp+=4) { lerp[0] = move[0] + ov->v[0]*backv[0] + v->v[0]*frontv[0]; lerp[1] = move[1] + ov->v[1]*backv[1] + v->v[1]*frontv[1]; lerp[2] = move[2] + ov->v[2]*backv[2] + v->v[2]*frontv[2]; } } } /* ============= GL_DrawAliasFrameLerp interpolates between two frames and origins FIXME: batch lerp all vertexes ============= */ void GL_DrawAliasFrameLerp (dmdl_t *paliashdr, float backlerp) { float l; daliasframe_t *frame, *oldframe; dtrivertx_t *v, *ov, *verts; int *order; int count; float frontlerp; float alpha; vec3_t move, delta, vectors[3]; vec3_t frontv, backv; int i; int index_xyz; float *lerp; frame = (daliasframe_t *)((byte *)paliashdr + paliashdr->ofs_frames + (int)currententity->frame * paliashdr->framesize); verts = v = frame->verts; oldframe = (daliasframe_t *)((byte *)paliashdr + paliashdr->ofs_frames + (int)currententity->prev.frame * paliashdr->framesize); ov = oldframe->verts; order = (int *)((byte *)paliashdr + paliashdr->ofs_glcmds); // glTranslatef (frame->translate[0], frame->translate[1], frame->translate[2]); // glScalef (frame->scale[0], frame->scale[1], frame->scale[2]); if (currententity->flags & RF_TRANSLUCENT) alpha = currententity->alpha; else alpha = 1.0; // PMM - added double shell if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE | RF_SHELL_DOUBLE | RF_SHELL_HALF_DAM) ) qglDisable( GL_TEXTURE_2D ); frontlerp = 1.0 - backlerp; // move should be the delta back to the previous frame * backlerp VectorSubtract (currententity->oldorigin, currententity->origin, delta); AngleVectors(currententity->angles, vectors[0], vectors[1], vectors[2]); move[0] = DotProduct (delta, vectors[0]); // forward move[1] = -DotProduct (delta, vectors[1]); // left move[2] = DotProduct (delta, vectors[2]); // up VectorAdd (move, oldframe->translate, move); for (i=0 ; i<3 ; i++) { move[i] = backlerp*move[i] + frontlerp*frame->translate[i]; } for (i=0 ; i<3 ; i++) { frontv[i] = frontlerp*frame->scale[i]; backv[i] = backlerp*oldframe->scale[i]; } lerp = s_lerped[0]; GL_LerpVerts( paliashdr->num_xyz, v, ov, verts, lerp, move, frontv, backv ); if ( gl_vertex_arrays->value ) { float colorArray[MAX_VERTS*4]; qglEnableClientState( GL_VERTEX_ARRAY ); qglVertexPointer( 3, GL_FLOAT, 16, s_lerped ); // padded for SIMD // if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE ) ) // PMM - added double damage shell if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE | RF_SHELL_DOUBLE | RF_SHELL_HALF_DAM) ) { qglColor4f( shadelight[0], shadelight[1], shadelight[2], alpha ); } else { qglEnableClientState( GL_COLOR_ARRAY ); qglColorPointer( 3, GL_FLOAT, 0, colorArray ); // // pre light everything // for ( i = 0; i < paliashdr->num_xyz; i++ ) { float l = shadedots[verts[i].lightnormalindex]; colorArray[i*3+0] = l * shadelight[0]; colorArray[i*3+1] = l * shadelight[1]; colorArray[i*3+2] = l * shadelight[2]; } } if ( qglLockArraysEXT != 0 ) qglLockArraysEXT( 0, paliashdr->num_xyz ); while (1) { // get the vertex count and primitive type count = *order++; if (!count) break; // done if (count < 0) { count = -count; qglBegin (GL_TRIANGLE_FAN); } else { qglBegin (GL_TRIANGLE_STRIP); } // PMM - added double damage shell if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE | RF_SHELL_DOUBLE | RF_SHELL_HALF_DAM) ) { do { index_xyz = order[2]; order += 3; qglVertex3fv( s_lerped[index_xyz] ); } while (--count); } else { do { // texture coordinates come from the draw list qglTexCoord2f (((float *)order)[0], ((float *)order)[1]); index_xyz = order[2]; order += 3; // normals and vertexes come from the frame list // l = shadedots[verts[index_xyz].lightnormalindex]; // qglColor4f (l* shadelight[0], l*shadelight[1], l*shadelight[2], alpha); qglArrayElement( index_xyz ); } while (--count); } qglEnd (); } if ( qglUnlockArraysEXT != 0 ) qglUnlockArraysEXT(); } else { while (1) { // get the vertex count and primitive type count = *order++; if (!count) break; // done if (count < 0) { count = -count; qglBegin (GL_TRIANGLE_FAN); } else { qglBegin (GL_TRIANGLE_STRIP); } if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE ) ) { do { index_xyz = order[2]; order += 3; qglColor4f( shadelight[0], shadelight[1], shadelight[2], alpha); qglVertex3fv (s_lerped[index_xyz]); } while (--count); } else { do { // texture coordinates come from the draw list qglTexCoord2f (((float *)order)[0], ((float *)order)[1]); index_xyz = order[2]; order += 3; // normals and vertexes come from the frame list l = shadedots[verts[index_xyz].lightnormalindex]; qglColor4f (l* shadelight[0], l*shadelight[1], l*shadelight[2], alpha); qglVertex3fv (s_lerped[index_xyz]); } while (--count); } qglEnd (); } } // if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE ) ) // PMM - added double damage shell if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE | RF_SHELL_DOUBLE | RF_SHELL_HALF_DAM) ) qglEnable( GL_TEXTURE_2D ); } #if 1 /* ============= GL_DrawAliasShadow ============= */ extern vec3_t lightspot; void GL_DrawAliasShadow (dmdl_t *paliashdr, int posenum) { dtrivertx_t *verts; int *order; vec3_t point; float height, lheight; int count; daliasframe_t *frame; lheight = currententity->origin[2] - lightspot[2]; frame = (daliasframe_t *)((byte *)paliashdr + paliashdr->ofs_frames + (int)currententity->frame * paliashdr->framesize); verts = frame->verts; height = 0; order = (int *)((byte *)paliashdr + paliashdr->ofs_glcmds); height = -lheight + 1.0; while (1) { // get the vertex count and primitive type count = *order++; if (!count) break; // done if (count < 0) { count = -count; qglBegin (GL_TRIANGLE_FAN); } else qglBegin (GL_TRIANGLE_STRIP); do { // normals and vertexes come from the frame list /* point[0] = verts[order[2]].v[0] * frame->scale[0] + frame->translate[0]; point[1] = verts[order[2]].v[1] * frame->scale[1] + frame->translate[1]; point[2] = verts[order[2]].v[2] * frame->scale[2] + frame->translate[2]; */ memcpy( point, s_lerped[order[2]], sizeof( point ) ); point[0] -= shadevector[0]*(point[2]+lheight); point[1] -= shadevector[1]*(point[2]+lheight); point[2] = height; // height -= 0.001; qglVertex3fv (point); order += 3; // verts++; } while (--count); qglEnd (); } } #endif /* ** R_CullAliasModel */ static bool R_CullAliasModel( vec3_t bbox[8], entity_t *e ) { int i; vec3_t mins, maxs; dmdl_t *paliashdr; vec3_t vectors[3]; vec3_t thismins, oldmins, thismaxs, oldmaxs; daliasframe_t *pframe, *poldframe; vec3_t angles; paliashdr = (dmdl_t *)currentmodel->extradata; if ( ( e->frame >= paliashdr->num_frames ) || ( e->frame < 0 ) ) { Msg("R_CullAliasModel %s: no such frame %d\n", currentmodel->name, e->frame); e->frame = 0; } if ( ( e->prev.frame >= paliashdr->num_frames ) || ( e->prev.frame < 0 ) ) { Msg("R_CullAliasModel %s: no such oldframe %d\n", currentmodel->name, e->prev.frame); e->prev.frame = 0; } pframe = (daliasframe_t *)((byte *)paliashdr + paliashdr->ofs_frames + (int)e->frame * paliashdr->framesize); poldframe = (daliasframe_t *)((byte *)paliashdr + paliashdr->ofs_frames + (int)e->prev.frame * paliashdr->framesize); // compute axially aligned mins and maxs if ( pframe == poldframe ) { for ( i = 0; i < 3; i++ ) { mins[i] = pframe->translate[i]; maxs[i] = mins[i] + pframe->scale[i]*255; } } else { for ( i = 0; i < 3; i++ ) { thismins[i] = pframe->translate[i]; thismaxs[i] = thismins[i] + pframe->scale[i]*255; oldmins[i] = poldframe->translate[i]; oldmaxs[i] = oldmins[i] + poldframe->scale[i]*255; if ( thismins[i] < oldmins[i] ) mins[i] = thismins[i]; else mins[i] = oldmins[i]; if ( thismaxs[i] > oldmaxs[i] ) maxs[i] = thismaxs[i]; else maxs[i] = oldmaxs[i]; } } /* ** compute a full bounding box */ for ( i = 0; i < 8; i++ ) { vec3_t tmp; if ( i & 1 ) tmp[0] = mins[0]; else tmp[0] = maxs[0]; if ( i & 2 ) tmp[1] = mins[1]; else tmp[1] = maxs[1]; if ( i & 4 ) tmp[2] = mins[2]; else tmp[2] = maxs[2]; VectorCopy( tmp, bbox[i] ); } /* ** rotate the bounding box */ VectorCopy( e->angles, angles ); angles[YAW] = -angles[YAW]; AngleVectors( angles, vectors[0], vectors[1], vectors[2] ); for ( i = 0; i < 8; i++ ) { vec3_t tmp; VectorCopy( bbox[i], tmp ); bbox[i][0] = DotProduct( vectors[0], tmp ); bbox[i][1] = -DotProduct( vectors[1], tmp ); bbox[i][2] = DotProduct( vectors[2], tmp ); VectorAdd( e->origin, bbox[i], bbox[i] ); } { int p, f, aggregatemask = ~0; for ( p = 0; p < 8; p++ ) { int mask = 0; for ( f = 0; f < 4; f++ ) { float dp = DotProduct( frustum[f].normal, bbox[p] ); if ( ( dp - frustum[f].dist ) < 0 ) { mask |= ( 1 << f ); } } aggregatemask &= mask; } if ( aggregatemask ) { return true; } return false; } } /* ================= R_DrawAliasModel ================= */ void R_DrawAliasModel ( int passnum ) { int i; dmdl_t *paliashdr; float an; vec3_t bbox[8]; image_t *skin; entity_t *e = currententity; if ( (e->flags & RF_TRANSLUCENT) && (passnum == RENDERPASS_SOLID)) return;// solid if (!(e->flags & RF_TRANSLUCENT) && (passnum == RENDERPASS_ALPHA)) return;// solid if ( !( e->flags & RF_WEAPONMODEL ) ) { if ( R_CullAliasModel( bbox, e ) ) return; } if ( e->flags & RF_WEAPONMODEL ) { if ( r_lefthand->value == 2 ) return; } paliashdr = (dmdl_t *)currentmodel->extradata; // // get lighting information // // PMM - rewrote, reordered to handle new shells & mixing // PMM - 3.20 code .. replaced with original way of doing it to keep mod authors happy // if ( currententity->flags & ( RF_SHELL_HALF_DAM | RF_SHELL_GREEN | RF_SHELL_RED | RF_SHELL_BLUE | RF_SHELL_DOUBLE ) ) { VectorClear (shadelight); if (currententity->flags & RF_SHELL_HALF_DAM) { shadelight[0] = 0.56; shadelight[1] = 0.59; shadelight[2] = 0.45; } if ( currententity->flags & RF_SHELL_DOUBLE ) { shadelight[0] = 0.9; shadelight[1] = 0.7; } if ( currententity->flags & RF_SHELL_RED ) shadelight[0] = 1.0; if ( currententity->flags & RF_SHELL_GREEN ) shadelight[1] = 1.0; if ( currententity->flags & RF_SHELL_BLUE ) shadelight[2] = 1.0; } else if ( currententity->flags & RF_FULLBRIGHT ) { for (i=0 ; i<3 ; i++) shadelight[i] = 1.0; } else { R_LightPoint (currententity->origin, shadelight); // player lighting hack for communication back to server // big hack! if ( currententity->flags & RF_WEAPONMODEL ) { // pick the greatest component, which should be the same // as the mono value returned by software if (shadelight[0] > shadelight[1]) { if (shadelight[0] > shadelight[2]) r_lightlevel->value = 150*shadelight[0]; else r_lightlevel->value = 150*shadelight[2]; } else { if (shadelight[1] > shadelight[2]) r_lightlevel->value = 150*shadelight[1]; else r_lightlevel->value = 150*shadelight[2]; } } } if ( currententity->flags & RF_MINLIGHT ) { for (i=0 ; i<3 ; i++) if (shadelight[i] > 0.1) break; if (i == 3) { shadelight[0] = 0.1; shadelight[1] = 0.1; shadelight[2] = 0.1; } } if ( currententity->flags & RF_GLOW ) { // bonus items will pulse with time float scale; float min; scale = 0.1 * sin(r_newrefdef.time * 0.7); for (i = 0; i < 3; i++) { min = shadelight[i] * 0.8; shadelight[i] += scale; if (shadelight[i] < min) shadelight[i] = min; } } // ================= // PGM ir goggles color override if ( r_newrefdef.rdflags & RDF_IRGOGGLES && currententity->flags & RF_IR_VISIBLE) { shadelight[0] = 1.0; shadelight[1] = 0.0; shadelight[2] = 0.0; } // PGM // ================= shadedots = r_avertexnormal_dots[((int)(currententity->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)]; an = currententity->angles[1]/180*M_PI; shadevector[0] = cos(-an); shadevector[1] = sin(-an); shadevector[2] = 1; VectorNormalize (shadevector); // // locate the proper data // c_alias_polys += paliashdr->num_tris; // // draw all the triangles // if (currententity->flags & RF_DEPTHHACK) // hack the depth range to prevent view model from poking into walls qglDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); if ( ( currententity->flags & RF_WEAPONMODEL ) && ( r_lefthand->value == 1.0F ) ) { qglMatrixMode( GL_PROJECTION ); qglPushMatrix(); qglLoadIdentity(); qglScalef( -1, 1, 1 ); qglPerspective( r_newrefdef.fov_y, ( float ) r_newrefdef.width / r_newrefdef.height, 4, 4096); qglMatrixMode( GL_MODELVIEW ); qglCullFace( GL_BACK ); } qglPushMatrix (); e->angles[PITCH] = -e->angles[PITCH]; // sigh. R_RotateForEntity (e); e->angles[PITCH] = -e->angles[PITCH]; // sigh. // select skin if (currententity->image) skin = currententity->image; // custom player skin else { if (currententity->skinnum >= MAX_MD2SKINS) skin = currentmodel->skins[0]; else { skin = currentmodel->skins[currententity->skinnum]; if (!skin) skin = currentmodel->skins[0]; } } if (!skin) skin = r_notexture; // fallback... GL_Bind(skin->texnum[0]); // draw it qglShadeModel (GL_SMOOTH); GL_TexEnv( GL_MODULATE ); if ( currententity->flags & RF_TRANSLUCENT ) { qglEnable (GL_BLEND); } if ( (currententity->frame >= paliashdr->num_frames) || (currententity->frame < 0) ) { Msg("R_DrawAliasModel %s: no such frame %d\n", currentmodel->name, currententity->frame); currententity->frame = 0; currententity->prev.frame = 0; } if ( (currententity->prev.frame >= paliashdr->num_frames) || (currententity->prev.frame < 0)) { Msg("R_DrawAliasModel %s: no such oldframe %d\n", currentmodel->name, currententity->prev.frame); currententity->frame = 0; currententity->prev.frame = 0; } if ( !r_lerpmodels->value ) currententity->backlerp = 0; GL_DrawAliasFrameLerp (paliashdr, currententity->backlerp); GL_TexEnv( GL_REPLACE ); qglShadeModel (GL_FLAT); qglPopMatrix (); #if 0 qglDisable( GL_CULL_FACE ); qglPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); qglDisable( GL_TEXTURE_2D ); qglBegin( GL_TRIANGLE_STRIP ); for ( i = 0; i < 8; i++ ) { qglVertex3fv( bbox[i] ); } qglEnd(); qglEnable( GL_TEXTURE_2D ); qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); qglEnable( GL_CULL_FACE ); #endif if ( ( currententity->flags & RF_WEAPONMODEL ) && ( r_lefthand->value == 1.0F ) ) { qglMatrixMode( GL_PROJECTION ); qglPopMatrix(); qglMatrixMode( GL_MODELVIEW ); qglCullFace( GL_FRONT ); } if ( currententity->flags & RF_TRANSLUCENT ) { qglDisable (GL_BLEND); } if (currententity->flags & RF_DEPTHHACK) qglDepthRange (gldepthmin, gldepthmax); #if 1 if (gl_shadows->value && !(currententity->flags & (RF_TRANSLUCENT | RF_WEAPONMODEL))) { qglPushMatrix (); R_RotateForEntity (e); qglDisable (GL_TEXTURE_2D); qglEnable (GL_BLEND); qglColor4f (0,0,0,0.5); GL_DrawAliasShadow (paliashdr, currententity->frame ); qglEnable (GL_TEXTURE_2D); qglDisable (GL_BLEND); qglPopMatrix (); } #endif qglColor4f (1,1,1,1); }