void R_DrawAliasModel(entity_t *e) { extern void AddFire(vec3_t org, float size); int lnum; vec3_t dist; float add; model_t *clmodel; vec3_t mins, maxs; aliashdr_t *paliashdr; float an; //s, t, int anim; md2_t *pheader; // LH / muff int shell; //QMB :model shells //not implemented yet // byte c, *color; //QMB :color map //does the model need a shell? if (cl.items & IT_QUAD && e == &cl.viewent) shell = true; else shell = false; //set get the model from the e clmodel = e->model; //work out its max and mins VectorAdd(e->origin, clmodel->mins, mins); VectorAdd(e->origin, clmodel->maxs, maxs); //make sure its in screen if (R_CullBox(mins, maxs) && e != &cl.viewent) return; //QMB: FIXME //should use a particle emitter linked to the model for its org //needs to be linked when the model is created and distroyed when //the entity is distroyed //check if its a fire and add the particle effect if (!strcmp(clmodel->name, "progs/flame.mdl")) AddFire(e->origin, 4); if (!strcmp(clmodel->name, "progs/flame2.mdl")) { AddFire(e->origin, 10); return; //do not draw the big fire model, its just a place holder for the particles } // get lighting information //QMB: FIXME //SHOULD CHANGE TO A PASSED VAR //get vertex normals (for lighting and shells) shadedots = r_avertexnormal_dots[((int) (e->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)]; //make a default lighting direction an = e->angles[1] / 180 * M_PI; shadevector[0] = cos(-an); shadevector[1] = sin(-an); shadevector[2] = 1; //e->angles[0]; VectorNormalize(shadevector); //get the light for the model R_LightPoint(e->origin); // LordHavoc: lightcolor is all that matters from this //work out lighting from the dynamic lights for (lnum = 0; lnum < MAX_DLIGHTS; lnum++) { //if the light is alive if (cl_dlights[lnum].die >= cl.time) { //work out the distance to the light VectorSubtract(e->origin, cl_dlights[lnum].origin, dist); add = cl_dlights[lnum].radius - VectorLength(dist); //if its close enough add light from it if (add > 0) { lightcolor[0] += add * cl_dlights[lnum].colour[0]; lightcolor[1] += add * cl_dlights[lnum].colour[1]; lightcolor[2] += add * cl_dlights[lnum].colour[2]; } } } //scale lighting to floating point VectorScale(lightcolor, 1.0f / 200.0f, lightcolor); // locate the proper data glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); if (gl_n_patches && gl_npatches.getBool()) { glEnable(GL_PN_TRIANGLES_ATI); glPNTrianglesiATI(GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI, gl_npatches.getInt()); if (true) glPNTrianglesiATI(GL_PN_TRIANGLES_POINT_MODE_ATI, GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI); else glPNTrianglesiATI(GL_PN_TRIANGLES_POINT_MODE_ATI, GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI); if (true) glPNTrianglesiATI(GL_PN_TRIANGLES_NORMAL_MODE_ATI, GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI); else glPNTrianglesiATI(GL_PN_TRIANGLES_NORMAL_MODE_ATI, GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI); } if (clmodel->aliastype == MD3IDHEADER) { //do nothing for testing if (!r_modeltexture.getBool()) { GL_DisableTMU(GL_TEXTURE0_ARB); }//disable texture if needed R_DrawQ3Model(e, false, false); if (!r_modeltexture.getBool()) { GL_EnableTMU(GL_TEXTURE0_ARB); }//enable texture if needed if (r_celshading.getBool() || r_outline.getBool()) { glCullFace(GL_BACK); glEnable(GL_BLEND); glPolygonMode(GL_FRONT, GL_LINE); if (e == &cl.viewent) { glLineWidth(1.0f); } else { glLineWidth(5.0f); } glEnable(GL_LINE_SMOOTH); GL_DisableTMU(GL_TEXTURE0_ARB); glColor3f(0.0, 0.0, 0.0); R_DrawQ3Model(e, false, true); glColor3f(1.0, 1.0, 1.0); GL_EnableTMU(GL_TEXTURE0_ARB); glPolygonMode(GL_FRONT, GL_FILL); glDisable(GL_BLEND); glCullFace(GL_FRONT); } if (shell) { glBindTexture(GL_TEXTURE_2D, quadtexture); glColor4f(1.0, 1.0, 1.0, 0.5); glEnable(GL_BLEND); R_DrawQ3Model(e, true, false); glDisable(GL_BLEND); glColor3f(1.0, 1.0, 1.0); } } else if (clmodel->aliastype != ALIASTYPE_MD2) { paliashdr = (aliashdr_t *) Mod_Extradata(e->model); c_alias_polys += paliashdr->numtris; glPushMatrix(); //interpolate unless its the viewmodel if (e != &cl.viewent) R_BlendedRotateForEntity(e); else R_RotateForEntity(e); 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; glBindTexture(GL_TEXTURE_2D, paliashdr->gl_texturenum[e->skinnum][anim]); // draw all the triangles if (!r_modeltexture.getBool()) { GL_DisableTMU(GL_TEXTURE0_ARB); } else { //highlighting test code if (0 && gl_textureunits > 2) { GL_EnableTMU(GL_TEXTURE1_ARB); glBindTexture(GL_TEXTURE_2D, TextureManager::highlighttexture); glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); //need correct mode glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_ADD); glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 1.0); //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD); } } glColor3fv(lightcolor); R_SetupAliasBlendedFrame(e->frame, paliashdr, e, false, false); glDisable(GL_TEXTURE_1D); if (r_celshading.getBool() || r_outline.getBool()) { glColor3f(0.0, 0.0, 0.0); R_SetupAliasBlendedFrame(e->frame, paliashdr, e, false, true); glColor3f(1.0, 1.0, 1.0); } if (!r_modeltexture.getBool()) { GL_EnableTMU(GL_TEXTURE0_ARB); } else { if (0 && gl_textureunits > 2) { //highlighting test code glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); GL_DisableTMU(GL_TEXTURE1_ARB); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } } glActiveTexture(GL_TEXTURE0_ARB); //colour map code... not working yet... /* if (e->colormap != vid.colormap && !gl_nocolors.value) { if (paliashdr->gl_texturenumColorMap&&paliashdr->gl_texturenumColorMap){ glBindTexture(GL_TEXTURE_2D,paliashdr->gl_texturenumColorMap); c = (byte)e->colormap & 0xF0; c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges color = (byte *) (&d_8to24table[c]); //glColor3fv(color); glColor3f(1.0,1.0,1.0); } }*/ if (shell) { glBindTexture(GL_TEXTURE_2D, quadtexture); glColor4f(1.0, 1.0, 1.0, 0.5); glEnable(GL_BLEND); R_SetupAliasBlendedFrame(e->frame, paliashdr, e, true, false); glDisable(GL_BLEND); glColor3f(1.0, 1.0, 1.0); } glPopMatrix(); } else { pheader = (md2_t *) Mod_Extradata(e->model); c_alias_polys += pheader->num_tris; glBindTexture(GL_TEXTURE_2D, pheader->gl_texturenum[e->skinnum]); R_SetupQ2AliasFrame(e, pheader); } if (gl_n_patches && gl_npatches.getBool()) { glDisable(GL_PN_TRIANGLES_ATI); } glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); }
/* ================= R_DrawQ3Model Modified Dr Labmans md3 code splitting it up to make it easier to add dynamic lighting code ================= */ void R_DrawQ3Model (entity_t *e) { md3header_t *header; //md3shader_t *shader; md3surface_t *surf; /* if (!gl_notrans.value) // always true if not -nehahra { r_modelalpha = e->transparency; if (r_modelalpha == 0) r_modelalpha = 1.0; } else { r_modelalpha = 1.0; } */ /*************** FIXME: combine with alias model code! ***************/ R_CalcMD3Lighting (e, e->model); // Get the model data header = (md3header_t *)Mod_Extradata (e->model); // locate the proper data "huh surface related"! surf = (md3surface_t *)((byte *)header + header->surface_offs); c_alias_polys += surf->num_surf_tris; /*******JDH******* //get pointer to shaders shader = (md3shader_t *)((byte *)surf + surf->shader_offs); //shaders = shader[(currententity->skinnum%surf->num_surf_shaders)].texnum; shaders = shader[ e->skinnum % surf->num_surf_shaders ].index; if (shaders) { GL_Bind(shaders); } else { GL_Bind(0); } *******JDH*******/ glPushMatrix(); //interpolate unless its the viewmodel if (gl_interpolate_animation.value && (e != &cl.viewent)) { R_BlendedRotateForEntity (e); } else { R_RotateForEntity (e); } if (gl_smoothmodels.value) glShadeModel (GL_SMOOTH); if (gl_affinemodels.value) glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); R_SetupQ3AliasFrame (e->frame, header, e, gl_mtexable); glShadeModel (GL_FLAT); if (gl_affinemodels.value) glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glPopMatrix(); }