コード例 #1
0
ファイル: gl_mesh.cpp プロジェクト: DrLabman/QMB
void R_SetupAliasBlendedFrame(int frame, aliashdr_t *paliashdr, entity_t* e, int shell, int cell) {
    float blend;

    if ((frame >= paliashdr->numframes) || (frame < 0)) {
        Con_DPrintf("R_AliasSetupFrame: no such frame %d\n", frame);
        frame = 0;
    }

    int pose = paliashdr->frames[frame].firstpose;
    int numposes = paliashdr->frames[frame].numposes;

    if (numposes > 1) {
        e->frame_interval = paliashdr->frames[frame].interval;
        pose += (int) (cl.time / e->frame_interval) % numposes;
    } else {
        /* One tenth of a second is a good for most Quake animations.
        If the nextthink is longer then the animation is usually meant to pause
        (e.g. check out the shambler magic animation in shambler.qc).  If its
        shorter then things will still be smoothed partly, and the jumps will be
        less noticable because of the shorter time.  So, this is probably a good
        assumption. */
        e->frame_interval = 0.1f;
    }

    if (e->pose2 != pose) {
        e->frame_start_time = realtime;
        e->pose1 = e->pose2;
        e->pose2 = pose;
        blend = 0;
    } else {
        blend = (realtime - e->frame_start_time) / e->frame_interval;
    }

    if (cell) {
        glCullFace(GL_BACK);
        glEnable(GL_BLEND);
        glPolygonMode(GL_FRONT, GL_LINE);
        glLineWidth(2.0f);
        glEnable(GL_LINE_SMOOTH);
    }

    // wierd things start happening if blend passes 1
    if (cl.paused || blend > 1) {
        GL_DrawAliasFrame(paliashdr, e->pose2, shell, cell);
        blend = 1;
    } else
        GL_DrawAliasBlendedFrame(paliashdr, e->pose1, e->pose2, blend, shell, cell);

    if (cell) {
        glPolygonMode(GL_FRONT, GL_FILL);
        glDisable(GL_BLEND);
        glCullFace(GL_FRONT);
    }
}
コード例 #2
0
ファイル: r_alias.c プロジェクト: ACIIL/Quakespasm-Rift
/*
=============
GL_DrawAliasShadow -- johnfitz -- rewritten

TODO: orient shadow onto "lightplane" (a global mplane_t*)
=============
*/
void GL_DrawAliasShadow (entity_t *e)
{
	float	shadowmatrix[16] = {1,				0,				0,				0,
								0,				1,				0,				0,
								SHADOW_SKEW_X,	SHADOW_SKEW_Y,	SHADOW_VSCALE,	0,
								0,				0,				SHADOW_HEIGHT,	1};
	float		lheight;
	aliashdr_t	*paliashdr;
	lerpdata_t	lerpdata;

	if (R_CullModelForEntity(e))
		return;

	if (e == &cl.viewent || e->model->flags & MOD_NOSHADOW)
		return;

	entalpha = ENTALPHA_DECODE(e->alpha);
	if (entalpha == 0) return;

	paliashdr = (aliashdr_t *)Mod_Extradata (e->model);
	R_SetupAliasFrame (paliashdr, e->frame, &lerpdata);
	R_SetupEntityTransform (e, &lerpdata);
	R_LightPoint (e->origin);
	lheight = currententity->origin[2] - lightspot[2];

// set up matrix
    glPushMatrix ();
	glTranslatef (lerpdata.origin[0],  lerpdata.origin[1],  lerpdata.origin[2]);
	glTranslatef (0,0,-lheight);
	glMultMatrixf (shadowmatrix);
	glTranslatef (0,0,lheight);
	glRotatef (lerpdata.angles[1],  0, 0, 1);
	glRotatef (-lerpdata.angles[0],  0, 1, 0);
	glRotatef (lerpdata.angles[2],  1, 0, 0);
	glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]);
	glScalef (paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2]);

// draw it
	glDepthMask(GL_FALSE);
	glEnable (GL_BLEND);
	GL_DisableMultitexture ();
	glDisable (GL_TEXTURE_2D);
	shading = false;
	glColor4f(0,0,0,entalpha * 0.5);
	GL_DrawAliasFrame (paliashdr, lerpdata);
	glEnable (GL_TEXTURE_2D);
	glDisable (GL_BLEND);
	glDepthMask(GL_TRUE);

//clean up
	glPopMatrix ();
}
コード例 #3
0
ファイル: gl_rmain.c プロジェクト: DaneTheory/quake
/*
=================
R_SetupAliasFrame

=================
*/
void R_SetupAliasFrame (int frame, aliashdr_t *paliashdr)
{
	int				pose, numposes;
	float			interval;

	if ((frame >= paliashdr->numframes) || (frame < 0))
	{
		Con_DPrintf ("R_AliasSetupFrame: no such frame %d\n", frame);
		frame = 0;
	}

	pose = paliashdr->frames[frame].firstpose;
	numposes = paliashdr->frames[frame].numposes;

	if (numposes > 1)
	{
		interval = paliashdr->frames[frame].interval;
		pose += (int)(cl.time / interval) % numposes;
	}

	GL_DrawAliasFrame (paliashdr, pose);
}
コード例 #4
0
ファイル: r_alias.c プロジェクト: ACIIL/Quakespasm-Rift
/*
=================
R_DrawAliasModel_ShowTris -- johnfitz
=================
*/
void R_DrawAliasModel_ShowTris (entity_t *e)
{
	aliashdr_t	*paliashdr;
	lerpdata_t	lerpdata;

	if (R_CullModelForEntity(e))
		return;

	paliashdr = (aliashdr_t *)Mod_Extradata (e->model);
	R_SetupAliasFrame (paliashdr, e->frame, &lerpdata);
	R_SetupEntityTransform (e, &lerpdata);

    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]);

	shading = false;
	glColor3f(1,1,1);
	GL_DrawAliasFrame (paliashdr, lerpdata);

	glPopMatrix ();
}
コード例 #5
0
ファイル: r_alias.c プロジェクト: ACIIL/Quakespasm-Rift
/*
=================
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 ();
}