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); } }
/* ============= 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 (); }
/* ================= 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); }
/* ================= 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 (); }
/* ================= 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 (); }