/* ================ R_DrawShadows ================ */ void R_DrawShadows (void) { int i; if (!r_shadows.value || !r_drawentities.value || r_drawflat_cheatsafe || r_lightmap_cheatsafe) return; // Use stencil buffer to prevent self-intersecting shadows, from Baker (MarkV) if (gl_stencilbits) { glClear(GL_STENCIL_BUFFER_BIT); glStencilFunc(GL_EQUAL, 0, ~0); glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); glEnable(GL_STENCIL_TEST); } for (i=0 ; i<cl_numvisedicts ; i++) { currententity = cl_visedicts[i]; if (currententity->model->type != mod_alias) continue; if (currententity == &cl.viewent) return; GL_DrawAliasShadow (currententity); } if (gl_stencilbits) { glDisable(GL_STENCIL_TEST); } }
/* ================ R_DrawShadows ================ */ void R_DrawShadows (void) { int i; if (!r_shadows.value || !r_drawentities.value || r_drawflat_cheatsafe || r_lightmap_cheatsafe) return; for (i=0 ; i<cl_numvisedicts ; i++) { currententity = cl_visedicts[i]; if (currententity->model->type != mod_alias) continue; if (currententity == &cl.viewent) return; GL_DrawAliasShadow (currententity); } }
/* ================= 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); }
/* ================= R_DrawAliasModel ================= */ void R_DrawAliasModel (entity_t *e) { int i, j; int lnum; vec3_t dist; float add; model_t *clmodel; vec3_t mins, maxs; aliashdr_t *paliashdr; trivertx_t *verts, *v; int index; float s, t, an; int anim; clmodel = currententity->model; VectorAdd (currententity->origin, clmodel->mins, mins); VectorAdd (currententity->origin, clmodel->maxs, maxs); if (R_CullBox (mins, maxs)) return; VectorCopy (currententity->origin, r_entorigin); VectorSubtract (r_origin, r_entorigin, modelorg); // // get lighting information // ambientlight = shadelight = R_LightPoint (currententity->origin); // allways give the gun some light if (e == &cl.viewent && ambientlight < 24) ambientlight = shadelight = 24; for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++) { if (cl_dlights[lnum].die >= cl.time) { VectorSubtract (currententity->origin, cl_dlights[lnum].origin, dist); add = cl_dlights[lnum].radius - Length(dist); if (add > 0) { ambientlight += add; //ZOID models should be affected by dlights as well shadelight += add; } } } // clamp lighting so it doesn't overbright as much if (ambientlight > 128) ambientlight = 128; if (ambientlight + shadelight > 192) shadelight = 192 - ambientlight; // ZOID: never allow players to go totally black i = currententity - cl_entities; if (i >= 1 && i<=cl.maxclients /* && !strcmp (currententity->model->name, "progs/player.mdl") */) if (ambientlight < 8) ambientlight = shadelight = 8; // HACK HACK HACK -- no fullbright colors, so make torches full light if (!strcmp (clmodel->name, "progs/flame2.mdl") || !strcmp (clmodel->name, "progs/flame.mdl") ) ambientlight = shadelight = 256; shadedots = r_avertexnormal_dots[((int)(e->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)]; shadelight = shadelight / 200.0; an = e->angles[1]/180*M_PI; shadevector[0] = cos(-an); shadevector[1] = sin(-an); shadevector[2] = 1; VectorNormalize (shadevector); // // locate the proper data // paliashdr = (aliashdr_t *)Mod_Extradata (currententity->model); c_alias_polys += paliashdr->numtris; // // draw all the triangles // GL_DisableMultitexture(); glPushMatrix (); R_RotateForEntity (e); if (!strcmp (clmodel->name, "progs/eyes.mdl") && gl_doubleeyes.value) { glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2] - (22 + 8)); // double size of eyes, since they are really hard to see in gl glScalef (paliashdr->scale[0]*2, paliashdr->scale[1]*2, paliashdr->scale[2]*2); } else { glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]); glScalef (paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2]); } anim = (int)(cl.time*10) & 3; GL_Bind(paliashdr->gl_texturenum[currententity->skinnum][anim]); // we can't dynamically colormap textures, so they are cached // seperately for the players. Heads are just uncolored. if (currententity->colormap != vid.colormap && !gl_nocolors.value) { i = currententity - cl_entities; if (i >= 1 && i<=cl.maxclients /* && !strcmp (currententity->model->name, "progs/player.mdl") */) GL_Bind(playertextures - 1 + i); } if (gl_smoothmodels.value) glShadeModel (GL_SMOOTH); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); if (gl_affinemodels.value) glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); R_SetupAliasFrame (currententity->frame, paliashdr); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glShadeModel (GL_FLAT); if (gl_affinemodels.value) glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glPopMatrix (); if (r_shadows.value) { glPushMatrix (); R_RotateForEntity (e); glDisable (GL_TEXTURE_2D); glEnable (GL_BLEND); glColor4f (0,0,0,0.5); GL_DrawAliasShadow (paliashdr, lastposenum); glEnable (GL_TEXTURE_2D); glDisable (GL_BLEND); glColor4f (1,1,1,1); glPopMatrix (); } }