Esempio n. 1
0
/*
=================
R_DrawAliasModelShadow
=================
*/
void R_DrawAliasModelShadow(entity_t *e)
{
	int			i;
	dmdl_t		*hdr;
	float		an;
	vec3_t		bbox[8];
	image_t		*skin;
	float		lightspot[3];
	glmatrix	shadowmatrix;
	float		lheight;

	if (gl_shadows->value && (e->flags & (RF_TRANSLUCENT | RF_WEAPONMODEL | RF_NOSHADOW)))
		return;

	if (!(e->flags & RF_WEAPONMODEL))
	{
		if (R_CullAliasModel(bbox, e))
			return;
	}

	if (e->flags & RF_WEAPONMODEL)
	{
		if (r_lefthand->value == 2)
			return;
	}

	hdr = (dmdl_t *)e->model->extradata;

	if (e->flags & (RF_SHELL_GREEN | RF_SHELL_RED | RF_SHELL_BLUE))
	{
		VectorClear(gl_meshuboupdate.shadelight);

		if (e->flags & RF_SHELL_RED) gl_meshuboupdate.shadelight[0] = 1.0;
		if (e->flags & RF_SHELL_GREEN) gl_meshuboupdate.shadelight[1] = 1.0;
		if (e->flags & RF_SHELL_BLUE) gl_meshuboupdate.shadelight[2] = 1.0;
	}
	else if (e->flags & RF_FULLBRIGHT)
	{
		gl_meshuboupdate.shadelight[0] = 1.0;
		gl_meshuboupdate.shadelight[1] = 1.0;
		gl_meshuboupdate.shadelight[2] = 1.0;
	}
	else
	{
		R_LightPoint(e->currorigin, gl_meshuboupdate.shadelight, lightspot);

		// player lighting hack for communication back to server
		// big hack!
		if (e->flags & RF_WEAPONMODEL)
		{
			// pick the greatest component, which should be the same
			// as the mono value returned by software
			if (gl_meshuboupdate.shadelight[0] > gl_meshuboupdate.shadelight[1])
			{
				if (gl_meshuboupdate.shadelight[0] > gl_meshuboupdate.shadelight[2])
					r_lightlevel->value = 150 * gl_meshuboupdate.shadelight[0];
				else r_lightlevel->value = 150 * gl_meshuboupdate.shadelight[2];
			}
			else
			{
				if (gl_meshuboupdate.shadelight[1] > gl_meshuboupdate.shadelight[2])
					r_lightlevel->value = 150 * gl_meshuboupdate.shadelight[1];
				else r_lightlevel->value = 150 * gl_meshuboupdate.shadelight[2];
			}
		}
	}

	if (e->flags & RF_MINLIGHT)
	{
		for (i = 0; i < 3; i++)
			if (gl_meshuboupdate.shadelight[i] > 0.1)
				break;

		if (i == 3)
		{
			gl_meshuboupdate.shadelight[0] = 0.1;
			gl_meshuboupdate.shadelight[1] = 0.1;
			gl_meshuboupdate.shadelight[2] = 0.1;
		}
	}

	if (e->flags & RF_GLOW)
	{
		// bonus items will pulse with time
		float	scale;
		float	min;

		scale = 0.1 * sin(r_newrefdef.time * 7);

		for (i = 0; i < 3; i++)
		{
			min = gl_meshuboupdate.shadelight[i] * 0.8;
			gl_meshuboupdate.shadelight[i] += scale;

			if (gl_meshuboupdate.shadelight[i] < min)
				gl_meshuboupdate.shadelight[i] = min;
		}
	}

	an = e->angles[1] / 180 * M_PI;
	Q_sincos(-an, &gl_meshuboupdate.shadevector[1], &gl_meshuboupdate.shadevector[0]);
	gl_meshuboupdate.shadevector[2] = 1;
	VectorNormalize(gl_meshuboupdate.shadevector);

	// locate the proper data
	c_alias_polys += hdr->num_tris;

	// draw all the triangles
	GL_LoadMatrix(&gl_meshuboupdate.localMatrix, &r_mvpmatrix);

	GL_TranslateMatrix(&gl_meshuboupdate.localMatrix, e->currorigin[0], e->currorigin[1], e->currorigin[2]);
	GL_RotateMatrix(&gl_meshuboupdate.localMatrix, e->angles[1], 0, 0, 1);
	GL_RotateMatrix(&gl_meshuboupdate.localMatrix, e->angles[0], 0, 1, 0);
	GL_RotateMatrix(&gl_meshuboupdate.localMatrix, -e->angles[2], 1, 0, 0);

	// select skin
	if (e->skin)
		skin = e->skin;	// custom player skin
	else
	{
		if (e->skinnum >= MAX_MD2SKINS)
			skin = e->model->skins[0];
		else
		{
			skin = e->model->skins[e->skinnum];

			if (!skin)
				skin = e->model->skins[0];
		}
	}

	if (!skin)
		skin = r_notexture;	// fallback...

	GL_BindTexture(GL_TEXTURE0, GL_TEXTURE_2D, r_modelsampler, skin->texnum);

	if ((e->currframe >= hdr->num_frames) || (e->currframe < 0))
	{
		VID_Printf(PRINT_ALL, S_COLOR_RED "R_DrawAliasModel %s: no such frame %d\n", e->model->name, e->currframe);
		e->currframe = 0;
		e->lastframe = 0;
	}

	if ((e->lastframe >= hdr->num_frames) || (e->lastframe < 0))
	{
		VID_Printf(PRINT_ALL, S_COLOR_RED "R_DrawAliasModel %s: no such oldframe %d\n", e->model->name, e->lastframe);
		e->currframe = 0;
		e->lastframe = 0;
	}

	if (!r_lerpmodels->value)
		e->backlerp = 0;

	lheight = e->currorigin[2] - lightspot[2];
	GL_TranslateMatrix(&gl_meshuboupdate.localMatrix, 0.0f, 0.0f, -lheight);

	shadowmatrix.m[0][0] = 1;
	shadowmatrix.m[0][1] = 0;
	shadowmatrix.m[0][2] = 0;
	shadowmatrix.m[0][3] = 0;

	shadowmatrix.m[1][0] = 0;
	shadowmatrix.m[1][1] = 1;
	shadowmatrix.m[1][2] = 0;
	shadowmatrix.m[1][3] = 0;

	shadowmatrix.m[2][0] = SHADOW_SKEW_X;
	shadowmatrix.m[2][1] = SHADOW_SKEW_Y;
	shadowmatrix.m[2][2] = SHADOW_VSCALE;
	shadowmatrix.m[2][3] = 0;

	shadowmatrix.m[3][0] = 0;
	shadowmatrix.m[3][1] = 0;
	shadowmatrix.m[3][2] = SHADOW_HEIGHT;
	shadowmatrix.m[3][3] = 1;

	GL_MultMatrix(&gl_meshuboupdate.localMatrix, &gl_meshuboupdate.localMatrix, &shadowmatrix);

	GL_TranslateMatrix(&gl_meshuboupdate.localMatrix, 0.0f, 0.0f, lheight);

	// draw shadow
	GL_DrawAliasFrameLerp(e, hdr, e->backlerp);
}
Esempio n. 2
0
/*
=================
R_DrawAliasModel

=================
*/
void R_DrawAliasModel (entity_t *e)
{
	int			i;
	dmdl_t		*paliashdr;
	float		an;
	vec3_t		bbox[8];
	image_t		*skin;

	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
	//
	if ( currententity->flags & ( RF_SHELL_HALF_DAM | RF_SHELL_GREEN | RF_SHELL_RED | RF_SHELL_BLUE | RF_SHELL_DOUBLE ) )
	{
		// PMM -special case for godmode
		if ( (currententity->flags & RF_SHELL_RED) &&
			(currententity->flags & RF_SHELL_BLUE) &&
			(currententity->flags & RF_SHELL_GREEN) )
		{
			for (i=0 ; i<3 ; i++)
				shadelight[i] = 1.0;
		}
		else if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_BLUE | RF_SHELL_DOUBLE ) )
		{
			VectorClear (shadelight);

			if ( currententity->flags & RF_SHELL_RED )
			{
				shadelight[0] = 1.0;
				if (currententity->flags & (RF_SHELL_BLUE|RF_SHELL_DOUBLE) )
					shadelight[2] = 1.0;
			}
			else if ( currententity->flags & RF_SHELL_BLUE )
			{
				if ( currententity->flags & RF_SHELL_DOUBLE )
				{
					shadelight[1] = 1.0;
					shadelight[2] = 1.0;
				}
				else
				{
					shadelight[2] = 1.0;
				}
			}
			else if ( currententity->flags & RF_SHELL_DOUBLE )
			{
				shadelight[0] = 0.9;
				shadelight[1] = 0.7;
			}
		}
		else if ( currententity->flags & ( RF_SHELL_HALF_DAM | RF_SHELL_GREEN ) )
		{
			VectorClear (shadelight);
			// PMM - new colors
			if ( currententity->flags & RF_SHELL_HALF_DAM )
			{
				shadelight[0] = 0.56;
				shadelight[1] = 0.59;
				shadelight[2] = 0.45;
			}
			if ( currententity->flags & RF_SHELL_GREEN )
			{
				shadelight[1] = 1.0;
			}
		}
	}
			//PMM - ok, now flatten these down to range from 0 to 1.0.
	//		max_shell_val = max(shadelight[0], max(shadelight[1], shadelight[2]));
	//		if (max_shell_val > 0)
	//		{
	//			for (i=0; i<3; i++)
	//			{
	//				shadelight[i] = shadelight[i] / max_shell_val;
	//			}
	//		}
	// pmm
	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 ( gl_monolightmap->string[0] != '0' )
		{
			float s = shadelight[0];

			if ( s < shadelight[1] )
				s = shadelight[1];
			if ( s < shadelight[2] )
				s = shadelight[2];

			shadelight[0] = s;
			shadelight[1] = s;
			shadelight[2] = s;
		}
	}

	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*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 ) )
	{
		extern void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar );

		qglMatrixMode( GL_PROJECTION );
		qglPushMatrix();
		qglLoadIdentity();
		qglScalef( -1, 1, 1 );
	    MYgluPerspective( 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->skin)
		skin = currententity->skin;	// 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);

	// 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) )
	{
		ri.Con_Printf (PRINT_ALL, "R_DrawAliasModel %s: no such frame %d\n",
			currentmodel->name, currententity->frame);
		currententity->frame = 0;
		currententity->oldframe = 0;
	}

	if ( (currententity->oldframe >= paliashdr->num_frames)
		|| (currententity->oldframe < 0))
	{
		ri.Con_Printf (PRINT_ALL, "R_DrawAliasModel %s: no such oldframe %d\n",
			currentmodel->name, currententity->oldframe);
		currententity->frame = 0;
		currententity->oldframe = 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);
}
Esempio n. 3
0
/*
=================
R_DrawAliasModel
=================
*/
void R_DrawAliasModel (entity_t *e)
{
	int			i;
	dmdl_t		*hdr;
	float		an;
	vec3_t		bbox[8];
	image_t		*skin;
	float		lightspot[3];

	if (!(e->flags & RF_WEAPONMODEL))
	{
		if (R_CullAliasModel (bbox, e))
			return;
	}

	if (e->flags & RF_WEAPONMODEL)
	{
		if (r_lefthand->value == 2)
			return;
	}

	hdr = (dmdl_t *) e->model->extradata;

	if (e->flags & (RF_SHELL_GREEN | RF_SHELL_RED | RF_SHELL_BLUE))
	{
		VectorClear (gl_meshuboupdate.shadelight);

		if (e->flags & RF_SHELL_RED) gl_meshuboupdate.shadelight[0] = 1.0;
		if (e->flags & RF_SHELL_GREEN) gl_meshuboupdate.shadelight[1] = 1.0;
		if (e->flags & RF_SHELL_BLUE) gl_meshuboupdate.shadelight[2] = 1.0;
	}
	else if (e->flags & RF_FULLBRIGHT)
	{
		gl_meshuboupdate.shadelight[0] = 1.0;
		gl_meshuboupdate.shadelight[1] = 1.0;
		gl_meshuboupdate.shadelight[2] = 1.0;
	}
	else
	{
		dlight_t *l;
		int i;

		// grab static lighting from lightmap
		R_LightPoint (e->currorigin, gl_meshuboupdate.shadelight, lightspot);

		// grab dynamic lighting
		glProgramUniform1i (gl_meshprog, u_meshMaxLights, r_newrefdef.num_dlights);
		glProgramUniform3fv (gl_meshprog, u_meshEntOrig, 1, e->currorigin);
		for (i = 0, l = r_newrefdef.dlights; i < r_newrefdef.num_dlights; i++, l++)
		{
			glProgramUniform3fv (gl_meshprog, u_meshLightPos[i], 1, l->origin);
			glProgramUniform3fv (gl_meshprog, u_meshLightColor[i], 1, l->color);
			glProgramUniform1f (gl_meshprog, u_meshLightAtten[i], l->radius);
		}

		// player lighting hack for communication back to server
		// big hack!
		if (e->flags & RF_WEAPONMODEL)
		{
			// pick the greatest component, which should be the same
			// as the mono value returned by software
			if (gl_meshuboupdate.shadelight[0] > gl_meshuboupdate.shadelight[1])
			{
				if (gl_meshuboupdate.shadelight[0] > gl_meshuboupdate.shadelight[2])
					r_lightlevel->value = 150 * gl_meshuboupdate.shadelight[0];
				else r_lightlevel->value = 150 * gl_meshuboupdate.shadelight[2];
			}
			else
			{
				if (gl_meshuboupdate.shadelight[1] > gl_meshuboupdate.shadelight[2])
					r_lightlevel->value = 150 * gl_meshuboupdate.shadelight[1];
				else r_lightlevel->value = 150 * gl_meshuboupdate.shadelight[2];
			}
		}
	}

	if (e->flags & RF_MINLIGHT)
	{
		for (i = 0; i < 3; i++)
		{
			if (gl_meshuboupdate.shadelight[i] > 0.1)
				break;
		}

		if (i == 3)
		{
			gl_meshuboupdate.shadelight[0] = 0.1;
			gl_meshuboupdate.shadelight[1] = 0.1;
			gl_meshuboupdate.shadelight[2] = 0.1;
		}
	}

	if (e->flags & RF_GLOW)
	{
		// bonus items will pulse with time
		float	scale;
		float	min;

		scale = 0.1 * sin (r_newrefdef.time * 7);

		for (i = 0; i < 3; i++)
		{
			min = gl_meshuboupdate.shadelight[i] * 0.8;
			gl_meshuboupdate.shadelight[i] += scale;

			if (gl_meshuboupdate.shadelight[i] < min)
				gl_meshuboupdate.shadelight[i] = min;
		}
	}

	an = e->angles[1] / 180 * M_PI;
	Q_sincos (-an, &gl_meshuboupdate.shadevector[1], &gl_meshuboupdate.shadevector[0]);
	gl_meshuboupdate.shadevector[2] = 1;
	VectorNormalize (gl_meshuboupdate.shadevector);

	// locate the proper data
	c_alias_polys += hdr->num_tris;

	// draw all the triangles
	if (e->flags & RF_DEPTHHACK) // hack the depth range to prevent view model from poking into walls
		glDepthRange (gldepthmin, gldepthmin + 0.3 * (gldepthmax - gldepthmin));

	if ((e->flags & RF_WEAPONMODEL) && (r_lefthand->value == 1.0F))
	{
		glmatrix gunmatrix;

		GL_LoadIdentity (&gunmatrix);
		GL_ScaleMatrix (&gunmatrix, -1, 1, 1);
		GL_PerspectiveMatrix (&gunmatrix, r_newrefdef.fov_y, (float) r_newrefdef.width / r_newrefdef.height);

		// eval a new mvp for left-handedness
		GL_LoadMatrix (&gl_meshuboupdate.localMatrix, &r_worldmatrix);
		GL_MultMatrix (&gl_meshuboupdate.localMatrix, &gl_meshuboupdate.localMatrix, &gunmatrix);

		glCullFace (GL_BACK);
	}
	else
		GL_LoadMatrix (&gl_meshuboupdate.localMatrix, &r_mvpmatrix);

	GL_TranslateMatrix (&gl_meshuboupdate.localMatrix, e->currorigin[0], e->currorigin[1], e->currorigin[2]);
	GL_RotateMatrix (&gl_meshuboupdate.localMatrix, e->angles[1], 0, 0, 1);
	GL_RotateMatrix (&gl_meshuboupdate.localMatrix, e->angles[0], 0, 1, 0);
	GL_RotateMatrix (&gl_meshuboupdate.localMatrix, -e->angles[2], 1, 0, 0);

	// select skin
	if (e->skin)
		skin = e->skin;	// custom player skin
	else
	{
		if (e->skinnum >= MAX_MD2SKINS)
			skin = e->model->skins[0];
		else
		{
			skin = e->model->skins[e->skinnum];

			if (!skin)
				skin = e->model->skins[0];
		}
	}

	if (!skin)
		skin = r_notexture;	// fallback...

	GL_BindTexture (GL_TEXTURE0, GL_TEXTURE_2D, r_modelsampler, skin->texnum);

	if ((e->currframe >= hdr->num_frames) || (e->currframe < 0))
	{
		VID_Printf (PRINT_ALL, S_COLOR_RED "R_DrawAliasModel %s: no such frame %d\n", e->model->name, e->currframe);
		e->currframe = 0;
		e->lastframe = 0;
	}

	if ((e->lastframe >= hdr->num_frames) || (e->lastframe < 0))
	{
		VID_Printf (PRINT_ALL, S_COLOR_RED "R_DrawAliasModel %s: no such oldframe %d\n", e->model->name, e->lastframe);
		e->currframe = 0;
		e->lastframe = 0;
	}

	if (!r_lerpmodels->value)
		e->backlerp = 0;

	GL_DrawAliasFrameLerp (e, hdr, e->backlerp);

	if ((e->flags & RF_WEAPONMODEL) && (r_lefthand->value == 1.0F))
	{
		glCullFace (GL_FRONT);
	}

	if (e->flags & RF_DEPTHHACK)
		glDepthRange (gldepthmin, gldepthmax);
}