void R_SetupAliasModel (entity_t *e) { aliashdr_t *paliashdr; int anim; aliasstate_t *state = &e->aliasstate; // initially not visible e->visframe = -1; // setup pose/lerp data -- do it first so we don't miss updates due to culling paliashdr = (aliashdr_t *) Mod_Extradata (e->model); R_SetupAliasFrame (e, paliashdr, e->frame, state); R_SetupEntityTransform (e, state); R_BBoxForEnt (e); // cull it (the viewmodel is never culled) if (r_shadows.value > 0.01f) { if (!(e->renderfx & RF_WEAPONMODEL)) { if (R_CullBox (e->mins, e->maxs)) e->visframe = -1; else e->visframe = r_framecount; } } else { if (!(e->renderfx & RF_WEAPONMODEL)) { if (R_CullBox (e->mins, e->maxs)) return; } // the ent is visible now e->visframe = r_framecount; } // set up lighting overbright = gl_overbright.value; rs_aliaspolys += paliashdr->numtris; R_SetupAliasLighting (e, state->shadelight); // store out the alpha value state->shadelight[3] = ((float) e->alpha / 255.0f); // set up textures anim = (int) (cl.time * 10) & 3; state->tx = paliashdr->gltextures[e->skinnum][anim]; // ensure we have a valid texture if (!state->tx) state->tx = notexture; if (!gl_fullbrights.value) state->fb = NULL; else state->fb = paliashdr->fbtextures[e->skinnum][anim]; if (e->colormap && (e->model->modhint == MOD_PLAYER || e->renderfx & RF_PLAYERMODEL) && !gl_nocolors.value) R_GetTranslatedPlayerSkin (e->colormap, &state->tx, &state->fb); }
/* ================= R_DrawAliasModel -- johnfitz -- almost completely rewritten ================= */ void R_DrawAliasModel (entity_t *e) { aliashdr_t *paliashdr; int i, anim; gltexture_t *tx, *fb; lerpdata_t lerpdata; // // setup pose/lerp data -- do it first so we don't miss updates due to culling // paliashdr = (aliashdr_t *)Mod_Extradata (e->model); R_SetupAliasFrame (paliashdr, e->frame, &lerpdata); R_SetupEntityTransform (e, &lerpdata); // // cull it // if (R_CullModelForEntity(e)) return; // // transform it // glPushMatrix (); R_RotateForEntity (lerpdata.origin, lerpdata.angles); glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]); glScalef (paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2]); // // random stuff // if (gl_smoothmodels.value && !r_drawflat_cheatsafe) glShadeModel (GL_SMOOTH); if (gl_affinemodels.value) glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); overbright = gl_overbright_models.value; shading = true; // // set up for alpha blending // if (r_drawflat_cheatsafe || r_lightmap_cheatsafe) //no alpha in drawflat or lightmap mode entalpha = 1; else entalpha = ENTALPHA_DECODE(e->alpha); if (entalpha == 0) goto cleanup; if (entalpha < 1) { if (!gl_texture_env_combine) overbright = false; //overbright can't be done in a single pass without combiners glDepthMask(GL_FALSE); glEnable(GL_BLEND); } // // set up lighting // rs_aliaspolys += paliashdr->numtris; R_SetupAliasLighting (e); // // set up textures // GL_DisableMultitexture(); anim = (int)(cl.time*10) & 3; tx = paliashdr->gltextures[e->skinnum][anim]; fb = paliashdr->fbtextures[e->skinnum][anim]; if (e->colormap != vid.colormap && !gl_nocolors.value) { i = e - cl_entities; if (i >= 1 && i<=cl.maxclients /* && !strcmp (currententity->model->name, "progs/player.mdl") */) tx = playertextures[i - 1]; } if (!gl_fullbrights.value) fb = NULL; // // draw it // if (r_drawflat_cheatsafe) { glDisable (GL_TEXTURE_2D); GL_DrawAliasFrame (paliashdr, lerpdata); glEnable (GL_TEXTURE_2D); srand((int) (cl.time * 1000)); //restore randomness } else if (r_fullbright_cheatsafe) { GL_Bind (tx); shading = false; glColor4f(1,1,1,entalpha); GL_DrawAliasFrame (paliashdr, lerpdata); if (fb) { glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); GL_Bind(fb); glEnable(GL_BLEND); glBlendFunc (GL_ONE, GL_ONE); glDepthMask(GL_FALSE); glColor3f(entalpha,entalpha,entalpha); Fog_StartAdditive (); GL_DrawAliasFrame (paliashdr, lerpdata); Fog_StopAdditive (); glDepthMask(GL_TRUE); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); } } else if (r_lightmap_cheatsafe) { glDisable (GL_TEXTURE_2D); shading = false; glColor3f(1,1,1); GL_DrawAliasFrame (paliashdr, lerpdata); glEnable (GL_TEXTURE_2D); } else if (overbright) { if (gl_texture_env_combine && gl_mtexable && gl_texture_env_add && fb) //case 1: everything in one pass { GL_Bind (tx); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT); glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0f); GL_EnableMultitexture(); // selects TEXTURE1 GL_Bind (fb); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD); glEnable(GL_BLEND); GL_DrawAliasFrame (paliashdr, lerpdata); glDisable(GL_BLEND); GL_DisableMultitexture(); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); } else if (gl_texture_env_combine) //case 2: overbright in one pass, then fullbright pass { // first pass GL_Bind(tx); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT); glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0f); GL_DrawAliasFrame (paliashdr, lerpdata); glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 1.0f); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); // second pass if (fb) { glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); GL_Bind(fb); glEnable(GL_BLEND); glBlendFunc (GL_ONE, GL_ONE); glDepthMask(GL_FALSE); shading = false; glColor3f(entalpha,entalpha,entalpha); Fog_StartAdditive (); GL_DrawAliasFrame (paliashdr, lerpdata); Fog_StopAdditive (); glDepthMask(GL_TRUE); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); } } else //case 3: overbright in two passes, then fullbright pass { // first pass GL_Bind(tx); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); GL_DrawAliasFrame (paliashdr, lerpdata); // second pass -- additive with black fog, to double the object colors but not the fog color glEnable(GL_BLEND); glBlendFunc (GL_ONE, GL_ONE); glDepthMask(GL_FALSE); Fog_StartAdditive (); GL_DrawAliasFrame (paliashdr, lerpdata); Fog_StopAdditive (); glDepthMask(GL_TRUE); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); // third pass if (fb) { glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); GL_Bind(fb); glEnable(GL_BLEND); glBlendFunc (GL_ONE, GL_ONE); glDepthMask(GL_FALSE); shading = false; glColor3f(entalpha,entalpha,entalpha); Fog_StartAdditive (); GL_DrawAliasFrame (paliashdr, lerpdata); Fog_StopAdditive (); glDepthMask(GL_TRUE); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); } } } else { if (gl_mtexable && gl_texture_env_add && fb) //case 4: fullbright mask using multitexture { GL_DisableMultitexture(); // selects TEXTURE0 GL_Bind (tx); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); GL_EnableMultitexture(); // selects TEXTURE1 GL_Bind (fb); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD); glEnable(GL_BLEND); GL_DrawAliasFrame (paliashdr, lerpdata); glDisable(GL_BLEND); GL_DisableMultitexture(); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); } else //case 5: fullbright mask without multitexture { // first pass GL_Bind(tx); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); GL_DrawAliasFrame (paliashdr, lerpdata); // second pass if (fb) { GL_Bind(fb); glEnable(GL_BLEND); glBlendFunc (GL_ONE, GL_ONE); glDepthMask(GL_FALSE); shading = false; glColor3f(entalpha,entalpha,entalpha); Fog_StartAdditive (); GL_DrawAliasFrame (paliashdr, lerpdata); Fog_StopAdditive (); glDepthMask(GL_TRUE); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); } } } cleanup: glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glShadeModel (GL_FLAT); glDepthMask(GL_TRUE); glDisable(GL_BLEND); glColor3f(1,1,1); glPopMatrix (); }