コード例 #1
0
ファイル: r_mesh.c プロジェクト: Nekrofage/Quake2RPi
/*
 * Interpolates between two frames and origins
 */
void
R_DrawAliasFrameLerp ( dmdl_t *paliashdr, float backlerp )
{
#if defined(VERTEX_ARRAYS)
    uint16_t total;
    GLenum type;
#endif
	float l;
	daliasframe_t   *frame, *oldframe;
	dtrivertx_t *v, *ov, *verts;
	int     *order;
	int count;
	float frontlerp;
	float alpha;
	vec3_t move, delta, vectors [ 3 ];
	vec3_t frontv, backv;
	int i;
	int index_xyz;
	float   *lerp;

	frame = (daliasframe_t *) ( (byte *) paliashdr + paliashdr->ofs_frames
								+ currententity->frame * paliashdr->framesize );
	verts = v = frame->verts;

	oldframe = (daliasframe_t *) ( (byte *) paliashdr + paliashdr->ofs_frames
								   + currententity->oldframe * paliashdr->framesize );
	ov = oldframe->verts;

	order = (int *) ( (byte *) paliashdr + paliashdr->ofs_glcmds );

	if ( currententity->flags & RF_TRANSLUCENT )
	{
		alpha = currententity->alpha;
	}
	else
	{
		alpha = 1.0;
	}

	if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE | RF_SHELL_DOUBLE | RF_SHELL_HALF_DAM ) )
	{
		qglDisable( GL_TEXTURE_2D );
	}

	frontlerp = 1.0 - backlerp;

	/* move should be the delta back to the previous frame * backlerp */
	VectorSubtract( currententity->oldorigin, currententity->origin, delta );
	AngleVectors( currententity->angles, vectors [ 0 ], vectors [ 1 ], vectors [ 2 ] );

	move [ 0 ] = DotProduct( delta, vectors [ 0 ] );   /* forward */
	move [ 1 ] = -DotProduct( delta, vectors [ 1 ] );  /* left */
	move [ 2 ] = DotProduct( delta, vectors [ 2 ] );   /* up */

	VectorAdd( move, oldframe->translate, move );

	for ( i = 0; i < 3; i++ )
	{
		move [ i ] = backlerp * move [ i ] + frontlerp * frame->translate [ i ];
	}

	for ( i = 0; i < 3; i++ )
	{
		frontv [ i ] = frontlerp * frame->scale [ i ];
		backv [ i ] = backlerp * oldframe->scale [ i ];
	}

	lerp = s_lerped [ 0 ];

	R_LerpVerts( paliashdr->num_xyz, v, ov, verts, lerp, move, frontv, backv );

	if ( gl_vertex_arrays->value )
	{
		float colorArray [ MAX_VERTS * 4 ];

		qglEnableClientState( GL_VERTEX_ARRAY );
		qglVertexPointer( 3, GL_FLOAT, 16, s_lerped );

		if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE | RF_SHELL_DOUBLE | RF_SHELL_HALF_DAM ) )
		{
			qglColor4f( shadelight [ 0 ], shadelight [ 1 ], shadelight [ 2 ], alpha );
		}
		else
		{
			qglEnableClientState( GL_COLOR_ARRAY );
			qglColorPointer( 3, GL_FLOAT, 0, colorArray );

			/* pre light everything */
			for ( i = 0; i < paliashdr->num_xyz; i++ )
			{
				float l = shadedots [ verts [ i ].lightnormalindex ];

				colorArray [ i * 3 + 0 ] = l * shadelight [ 0 ];
				colorArray [ i * 3 + 1 ] = l * shadelight [ 1 ];
				colorArray [ i * 3 + 2 ] = l * shadelight [ 2 ];
			}
		}

#if !defined(VERTEX_ARRAYS)
		if ( qglLockArraysEXT != 0 )
		{
			qglLockArraysEXT( 0, paliashdr->num_xyz );
		}
#endif

		while ( 1 )
		{
			/* get the vertex count and primitive type */
			count = *order++;

			if ( !count )
			{
				break; /* done */
			}

			if ( count < 0 )
			{
				count = -count;
#if defined(VERTEX_ARRAYS)
                type = GL_TRIANGLE_FAN;
#else
				qglBegin( GL_TRIANGLE_FAN );
#endif
			}
			else
			{
#if defined(VERTEX_ARRAYS)
                type = GL_TRIANGLE_STRIP;
#else
				qglBegin( GL_TRIANGLE_STRIP );
#endif
			}

#if defined(VERTEX_ARRAYS)
            total = count;
            GLfloat vtx[3*total];
            GLfloat tex[2*total];
            uint32_t index_vtx = 0;
            uint32_t index_tex = 0;
#endif

			if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE | RF_SHELL_DOUBLE | RF_SHELL_HALF_DAM ) )
			{
				do
				{
					index_xyz = order [ 2 ];
					order += 3;

#if defined(VERTEX_ARRAYS)
                    vtx[index_vtx++] = s_lerped [ index_xyz ][0];
                    vtx[index_vtx++] = s_lerped [ index_xyz ][1];
                    vtx[index_vtx++] = s_lerped [ index_xyz ][2];
#else
					qglVertex3fv( s_lerped [ index_xyz ] );
#endif
				}
				while ( --count );
			}
			else
			{
				do
				{
#if defined(VERTEX_ARRAYS)
                    tex[index_tex++] = ( (float *) order ) [ 0 ];
                    tex[index_tex++] = ( (float *) order ) [ 1 ];
					index_xyz = order [ 2 ];

					order += 3;
#else
					/* texture coordinates come from the draw list */
					qglTexCoord2f( ( (float *) order ) [ 0 ], ( (float *) order ) [ 1 ] );
					index_xyz = order [ 2 ];

					order += 3;

					qglArrayElement( index_xyz );
#endif
				}
				while ( --count );
			}

#if defined(VERTEX_ARRAYS)
            qglEnableClientState( GL_VERTEX_ARRAY );

            qglVertexPointer( 3, GL_FLOAT, 0, vtx );
            qglDrawArrays( type, 0, total );

            qglDisableClientState( GL_VERTEX_ARRAY );
#else
			qglEnd();
#endif
		}
#if !defined(VERTEX_ARRAYS)
		if ( qglUnlockArraysEXT != 0 )
		{
			qglUnlockArraysEXT();
		}
#endif
	}
	else
	{
		while ( 1 )
		{
			/* get the vertex count and primitive type */
			count = *order++;

			if ( !count )
			{
				break; /* done */
			}

			if ( count < 0 )
			{
				count = -count;
#if defined(VERTEX_ARRAYS)
                type = GL_TRIANGLE_FAN;
#else
				qglBegin( GL_TRIANGLE_FAN );
#endif
			}
			else
			{
#if defined(VERTEX_ARRAYS)
                type = GL_TRIANGLE_STRIP;
#else
				qglBegin( GL_TRIANGLE_STRIP );
#endif
			}

#if defined(VERTEX_ARRAYS)
            total = count;
            GLfloat vtx[3*total];
            GLfloat tex[2*total];
            GLfloat clr[4*total];
            uint32_t index_vtx = 0;
            uint32_t index_tex = 0;
            uint32_t index_clr = 0;
#endif

			if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE ) )
			{
				do
				{
					index_xyz = order [ 2 ];
					order += 3;

#if defined(VERTEX_ARRAYS)
                    clr[index_clr++] = shadelight [ 0 ];
                    clr[index_clr++] = shadelight [ 1 ];
                    clr[index_clr++] = shadelight [ 2 ];
                    clr[index_clr++] = alpha;

                    vtx[index_vtx++] = s_lerped [ index_xyz ][ 0 ];
                    vtx[index_vtx++] = s_lerped [ index_xyz ][ 1 ];
                    vtx[index_vtx++] = s_lerped [ index_xyz ][ 2 ];
#else
					qglColor4f( shadelight [ 0 ], shadelight [ 1 ], shadelight [ 2 ], alpha );
					qglVertex3fv( s_lerped [ index_xyz ] );
#endif
				}
				while ( --count );
			}
			else
			{
				do
				{
					/* texture coordinates come from the draw list */
#if defined(VERTEX_ARRAYS)
                    tex[index_tex++] = ( (float *) order ) [ 0 ];
                    tex[index_tex++] = ( (float *) order ) [ 1 ];
#else
					qglTexCoord2f( ( (float *) order ) [ 0 ], ( (float *) order ) [ 1 ] );
#endif
					index_xyz = order [ 2 ];
					order += 3;

					/* normals and vertexes come from the frame list */
					l = shadedots [ verts [ index_xyz ].lightnormalindex ];

#if defined(VERTEX_ARRAYS)
                    clr[index_clr++] = l * shadelight [ 0 ];
                    clr[index_clr++] = l * shadelight [ 1 ];
                    clr[index_clr++] = l * shadelight [ 2 ];
                    clr[index_clr++] = alpha;

                    vtx[index_vtx++] = s_lerped [ index_xyz ][ 0 ];
                    vtx[index_vtx++] = s_lerped [ index_xyz ][ 1 ];
                    vtx[index_vtx++] = s_lerped [ index_xyz ][ 2 ];
#else
					qglColor4f( l * shadelight [ 0 ], l * shadelight [ 1 ], l * shadelight [ 2 ], alpha );
					qglVertex3fv( s_lerped [ index_xyz ] );
#endif
				}
				while ( --count );
			}

#if defined(VERTEX_ARRAYS)
            qglEnableClientState( GL_VERTEX_ARRAY );
            qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
            qglEnableClientState( GL_COLOR_ARRAY );

            qglVertexPointer( 3, GL_FLOAT, 0, vtx );
            qglTexCoordPointer( 2, GL_FLOAT, 0, tex );
            qglColorPointer( 4, GL_FLOAT, 0, clr );
            qglDrawArrays( type, 0, total );

            qglDisableClientState( GL_VERTEX_ARRAY );
            qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
            qglDisableClientState( GL_COLOR_ARRAY );
#else
			qglEnd();
#endif
		}
	}

	if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE | RF_SHELL_DOUBLE | RF_SHELL_HALF_DAM ) )
	{
		qglEnable( GL_TEXTURE_2D );
	}
}
コード例 #2
0
ファイル: gl_mesh.c プロジェクト: AkBKukU/Quake-2
/*
=============
GL_DrawAliasFrameLerp

interpolates between two frames and origins
FIXME: batch lerp all vertexes
=============
*/
void GL_DrawAliasFrameLerp (dmdl_t *paliashdr, float backlerp)
{
	float 	l;
	daliasframe_t	*frame, *oldframe;
	dtrivertx_t	*v, *ov, *verts;
	int		*order;
	int		count;
	float	frontlerp;
	float	alpha;
	vec3_t	move, delta, vectors[3];
	vec3_t	frontv, backv;
	int		i;
	int		index_xyz;
	float	*lerp;

	frame = (daliasframe_t *)((byte *)paliashdr + paliashdr->ofs_frames 
		+ currententity->frame * paliashdr->framesize);
	verts = v = frame->verts;

	oldframe = (daliasframe_t *)((byte *)paliashdr + paliashdr->ofs_frames 
		+ currententity->oldframe * paliashdr->framesize);
	ov = oldframe->verts;

	order = (int *)((byte *)paliashdr + paliashdr->ofs_glcmds);

//	glTranslatef (frame->translate[0], frame->translate[1], frame->translate[2]);
//	glScalef (frame->scale[0], frame->scale[1], frame->scale[2]);

	if (currententity->flags & RF_TRANSLUCENT)
		alpha = currententity->alpha;
	else
		alpha = 1.0;

	// PMM - added double shell
	if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE | RF_SHELL_DOUBLE | RF_SHELL_HALF_DAM) )
		qglDisable( GL_TEXTURE_2D );

	frontlerp = 1.0 - backlerp;

	// move should be the delta back to the previous frame * backlerp
	VectorSubtract (currententity->oldorigin, currententity->origin, delta);
	AngleVectors (currententity->angles, vectors[0], vectors[1], vectors[2]);

	move[0] = DotProduct (delta, vectors[0]);	// forward
	move[1] = -DotProduct (delta, vectors[1]);	// left
	move[2] = DotProduct (delta, vectors[2]);	// up

	VectorAdd (move, oldframe->translate, move);

	for (i=0 ; i<3 ; i++)
	{
		move[i] = backlerp*move[i] + frontlerp*frame->translate[i];
	}

	for (i=0 ; i<3 ; i++)
	{
		frontv[i] = frontlerp*frame->scale[i];
		backv[i] = backlerp*oldframe->scale[i];
	}

	lerp = s_lerped[0];

	GL_LerpVerts( paliashdr->num_xyz, v, ov, verts, lerp, move, frontv, backv );

	if ( gl_vertex_arrays->value )
	{
		float colorArray[MAX_VERTS*4];

		qglEnableClientState( GL_VERTEX_ARRAY );
		qglVertexPointer( 3, GL_FLOAT, 16, s_lerped );	// padded for SIMD

//		if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE ) )
		// PMM - added double damage shell
		if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE | RF_SHELL_DOUBLE | RF_SHELL_HALF_DAM) )
		{
			qglColor4f( shadelight[0], shadelight[1], shadelight[2], alpha );
		}
		else
		{
			qglEnableClientState( GL_COLOR_ARRAY );
			qglColorPointer( 3, GL_FLOAT, 0, colorArray );

			//
			// pre light everything
			//
			for ( i = 0; i < paliashdr->num_xyz; i++ )
			{
				float l = shadedots[verts[i].lightnormalindex];

				colorArray[i*3+0] = l * shadelight[0];
				colorArray[i*3+1] = l * shadelight[1];
				colorArray[i*3+2] = l * shadelight[2];
			}
		}

		if ( qglLockArraysEXT != 0 )
			qglLockArraysEXT( 0, paliashdr->num_xyz );

		while (1)
		{
			// get the vertex count and primitive type
			count = *order++;
			if (!count)
				break;		// done
			if (count < 0)
			{
				count = -count;
				qglBegin (GL_TRIANGLE_FAN);
			}
			else
			{
				qglBegin (GL_TRIANGLE_STRIP);
			}

			// PMM - added double damage shell
			if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE | RF_SHELL_DOUBLE | RF_SHELL_HALF_DAM) )
			{
				do
				{
					index_xyz = order[2];
					order += 3;

					qglVertex3fv( s_lerped[index_xyz] );

				} while (--count);
			}
			else
			{
				do
				{
					// texture coordinates come from the draw list
					qglTexCoord2f (((float *)order)[0], ((float *)order)[1]);
					index_xyz = order[2];

					order += 3;

					// normals and vertexes come from the frame list
//					l = shadedots[verts[index_xyz].lightnormalindex];
					
//					qglColor4f (l* shadelight[0], l*shadelight[1], l*shadelight[2], alpha);
					qglArrayElement( index_xyz );

				} while (--count);
			}
			qglEnd ();
		}

		if ( qglUnlockArraysEXT != 0 )
			qglUnlockArraysEXT();
	}
	else
	{
		while (1)
		{
			// get the vertex count and primitive type
			count = *order++;
			if (!count)
				break;		// done
			if (count < 0)
			{
				count = -count;
				qglBegin (GL_TRIANGLE_FAN);
			}
			else
			{
				qglBegin (GL_TRIANGLE_STRIP);
			}

			if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE ) )
			{
				do
				{
					index_xyz = order[2];
					order += 3;

					qglColor4f( shadelight[0], shadelight[1], shadelight[2], alpha);
					qglVertex3fv (s_lerped[index_xyz]);

				} while (--count);
			}
			else
			{
				do
				{
					// texture coordinates come from the draw list
					qglTexCoord2f (((float *)order)[0], ((float *)order)[1]);
					index_xyz = order[2];
					order += 3;

					// normals and vertexes come from the frame list
					l = shadedots[verts[index_xyz].lightnormalindex];
					
					qglColor4f (l* shadelight[0], l*shadelight[1], l*shadelight[2], alpha);
					qglVertex3fv (s_lerped[index_xyz]);
				} while (--count);
			}

			qglEnd ();
		}
	}

//	if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE ) )
	// PMM - added double damage shell
	if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE | RF_SHELL_DOUBLE | RF_SHELL_HALF_DAM) )
		qglEnable( GL_TEXTURE_2D );
}
コード例 #3
0
ファイル: tr_shade.c プロジェクト: ptitSeb/etlegacy
/*
================
R_ArrayElement

This is just because of the GLEW and Windows idiocy. Straight call to glArrayElement brakes the build on function type mismatch.
================
*/
static void GLAPIENTRY R_ArrayElement(GLint index)
{
	qglArrayElement(index);
}