2
0
mirror of https://github.com/FWGS/xash3d-fwgs synced 2024-11-22 18:07:09 +01:00
xash3d-fwgs/ref/gl/gl_alias.c

1307 lines
32 KiB
C

/*
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 "gl_local.h"
#include "xash3d_mathlib.h"
#include "const.h"
#include "r_studioint.h"
#include "triangleapi.h"
#include "alias.h"
#include "pm_local.h"
#include "pmtrace.h"
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 dtriangle_t g_triangles[MAXALIASTRIS];
static stvert_t g_stverts[MAXALIASVERTS];
static int g_used[8192];
// 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
================
*/
static void BuildTris( void )
{
int len, bestlen, besttype = 0;
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...
g_commands[g_numcommands++] = FloatAsInt( s );
g_commands[g_numcommands++] = FloatAsInt( t );
}
}
g_commands[g_numcommands++] = 0; // end of list marker
}
/*
================
GL_MakeAliasModelDisplayLists
================
*/
static 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++ = m_pAliasHeader->pposeverts[i][g_vertexorder[j]];
}
}
/*
==============================================================================
ALIAS MODELS
==============================================================================
*/
/*
===============
Mod_CreateSkinData
===============
*/
static rgbdata_t *Mod_CreateSkinData( model_t *mod, const 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 = (byte *)data;
skin.palette = (byte *)tr.palette;
skin.size = width * height;
if( !gEngfuncs.Image_CustomPalette() )
{
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( mod->name, name, sizeof( 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 gEngfuncs.FS_CopyImage( &skin );
}
static const void *Mod_LoadSingleSkin( model_t *loadmodel, const daliasskintype_t *pskintype, int skinnum, int size )
{
const byte *ptexture = (const byte *)&pskintype[1];
rgbdata_t *pic;
string name, lumaname, checkname;
Q_snprintf( name, sizeof( name ), "%s:frame%i", loadmodel->name, skinnum );
Q_snprintf( checkname, sizeof( checkname ), "%s_%i.tga", loadmodel->name, skinnum );
if( !gEngfuncs.fsapi->FileExists( checkname, false ) || ( pic = gEngfuncs.FS_LoadImage( checkname, NULL, 0 )) == NULL )
pic = Mod_CreateSkinData( loadmodel, ptexture, 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 );
gEngfuncs.FS_FreeImage( pic );
if( FBitSet( R_GetTexture( m_pAliasHeader->gl_texturenum[skinnum][0] )->flags, TF_HAS_LUMA ))
{
Q_snprintf( lumaname, sizeof( lumaname ), "%s:luma%i", loadmodel->name, skinnum );
pic = Mod_CreateSkinData( NULL, ptexture, 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 );
gEngfuncs.FS_FreeImage( pic );
}
return ptexture + size;
}
static const void *Mod_LoadGroupSkin( model_t *loadmodel, const daliasskintype_t *pskintype, int skinnum, int size )
{
const daliasskininterval_t *pinskinintervals;
const daliasskingroup_t *pinskingroup;
const byte *ptexture;
rgbdata_t *pic;
string name, lumaname;
int i, j;
// animating skin group. yuck.
pinskingroup = (const daliasskingroup_t *)&pskintype[1];
pinskinintervals = (const daliasskininterval_t *)(&pinskingroup[1]);
ptexture = (const byte *)&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, ptexture, m_pAliasHeader->skinwidth, m_pAliasHeader->skinheight );
m_pAliasHeader->gl_texturenum[skinnum][i & 3] = GL_LoadTextureInternal( name, pic, 0 );
gEngfuncs.FS_FreeImage( pic );
if( FBitSet( 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, ptexture, m_pAliasHeader->skinwidth, m_pAliasHeader->skinheight );
m_pAliasHeader->fb_texturenum[skinnum][i & 3] = GL_LoadTextureInternal( lumaname, pic, TF_MAKELUMA );
gEngfuncs.FS_FreeImage( pic );
}
ptexture += 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 ptexture;
}
/*
===============
Mod_LoadAllSkins
===============
*/
static const void *Mod_LoadAllSkins( model_t *mod, int numskins, const daliasskintype_t *pskintype )
{
int i, size;
size = m_pAliasHeader->skinwidth * m_pAliasHeader->skinheight;
// TODO: texture replacement support here
for( i = 0; i < numskins; i++ )
{
if( pskintype->type == ALIAS_SKIN_SINGLE )
pskintype = Mod_LoadSingleSkin( mod, pskintype, i, size );
else
pskintype = Mod_LoadGroupSkin( mod, pskintype, i, size );
}
return pskintype;
}
//=========================================================================
/*
=================
Mod_LoadAliasModel
=================
*/
void Mod_LoadAliasModel( model_t *mod, const void *buffer, qboolean *loaded )
{
const daliasskintype_t *pskintype;
const dtriangle_t *pintriangles;
const daliashdr_t *pinmodel;
const stvert_t *pinstverts;
if( loaded ) *loaded = false;
pinmodel = (const daliashdr_t *)buffer;
m_pAliasHeader = mod->cache.data;
if( !m_pAliasHeader ) return;
// load the skins
pskintype = (const daliasskintype_t *)&pinmodel[1];
pskintype = Mod_LoadAllSkins( mod, m_pAliasHeader->numskins, pskintype );
// load base s and t vertices
pinstverts = (const stvert_t *)pskintype;
memset( g_stverts, 0, sizeof( g_stverts ));
memcpy( g_stverts, pinstverts, sizeof( g_stverts[0] ) * m_pAliasHeader->numverts );
// load triangle lists
pintriangles = (const dtriangle_t *)&pinstverts[m_pAliasHeader->numverts];
memset( g_triangles, 0, sizeof( g_triangles ));
memcpy( g_triangles, pintriangles, sizeof( g_triangles[0] ) * m_pAliasHeader->numtris );
// build the draw lists
GL_MakeAliasModelDisplayLists( mod );
m_pAliasHeader = NULL;
if( loaded ) *loaded = true; // done
}
void Mod_AliasUnloadTextures( void *data )
{
aliashdr_t *palias;
int i, j;
palias = 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] );
}
}
}
/*
=============================================================
ALIAS MODELS
=============================================================
*/
/*
===============
R_AliasDynamicLight
similar to R_StudioDynamicLight
===============
*/
static void R_AliasDynamicLight( cl_entity_t *ent, alight_t *plight )
{
movevars_t *mv = tr.movevars;
vec3_t lightDir, vecSrc, vecEnd;
vec3_t origin, dist, finalLight;
float add, radius, total;
colorVec light;
uint lnum;
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( gp_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 = gEngfuncs.CL_TraceLine( vecSrc, vecEnd, PM_STUDIO_IGNORE );
if( trace.ent > 0 ) psurf = gEngfuncs.EV_TraceSurface( trace.ent, vecSrc, vecEnd );
else psurf = gEngfuncs.EV_TraceSurface( 0, vecSrc, vecEnd );
if( psurf && FBitSet( psurf->flags, SURF_DRAWSKY ))
{
VectorSet( lightDir, mv->skyvec_x, mv->skyvec_y, mv->skyvec_z );
light.r = mv->skycolor_r;
light.g = mv->skycolor_g;
light.b = mv->skycolor_b;
}
}
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; lnum < MAX_DLIGHTS; lnum++ )
{
const dlight_t *dl = &tr.dlights[lnum];
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] += dl->color.r * ( add / 256.0f );
finalLight[1] += dl->color.g * ( add / 256.0f );
finalLight[2] += dl->color.b * ( add / 256.0f );
}
}
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
===============
*/
static 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
===============
*/
static 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 = bound( 0.0f, illum, 255.0f );
*lv = LightToTexGamma( illum * 4 ) / 1023.0f;
}
/*
===============
R_AliasSetRemapColors
===============
*/
static void R_AliasSetRemapColors( int newTop, int newBottom )
{
if( gEngfuncs.CL_EntitySetRemapColors( RI.currententity, RI.currentmodel, newTop, newBottom ))
m_fDoRemap = true;
}
/*
=============
GL_DrawAliasFrame
=============
*/
static 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( XASH_TEXTURE0, ((float *)order)[0], ((float *)order)[1] );
GL_MultiTexCoord2f( XASH_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
=============
*/
static 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
====================
*/
static 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 );
if( ENGINE_GET_PARM( PARM_PLAYING_DEMO ) == DEMO_QUAKE1 )
f = f + 1.0f;
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_alias.time );
VectorLerp( e->latched.prevorigin, f, e->curstate.origin, e->origin );
if( !VectorCompareEpsilon( e->curstate.angles, e->latched.prevangles, ON_EPSILON ))
{
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
=================
*/
static 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 )
gEngfuncs.Con_Reportf( S_WARN "%s: no such frame %d (%s)\n", __func__, 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 == tr.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( XASH_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 = gp_cl->time;
}
else
{
// menu stuff
g_alias.time = gp_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 *)gEngfuncs.Mod_Extradata( mod_alias, 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( gp_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 = gEngfuncs.CL_GetRemapInfoForEntity( e );
if( r_lightmap->value && !r_fullbright->value )
GL_Bind( XASH_TEXTURE0, tr.whiteTexture );
else if( pinfo != NULL && pinfo->textures[skin] != 0 )
GL_Bind( XASH_TEXTURE0, pinfo->textures[skin] ); // FIXME: allow remapping for skingroups someday
else
{
GL_Bind( XASH_TEXTURE0, m_pAliasHeader->gl_texturenum[skin][anim] );
if( FBitSet( R_GetTexture( m_pAliasHeader->gl_texturenum[skin][anim] )->flags, TF_HAS_ALPHA ))
{
pglEnable( GL_ALPHA_TEST );
pglAlphaFunc( GL_GREATER, 0.0f );
tr.blend = 1.0f;
}
}
pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
if( GL_Support( GL_ARB_MULTITEXTURE ) && m_pAliasHeader->fb_texturenum[skin][anim] )
{
GL_Bind( XASH_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 );
pglAlphaFunc( GL_GREATER, DEFAULT_ALPHATEST );
pglDisable( GL_ALPHA_TEST );
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 );
}
//==================================================================================