/* ============= 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_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 (); }
void Sky_ProcessEntities(void) { int i,k,mark; unsigned int j; float dot; bool bRotated; ClientEntity_t *e; msurface_t *s; glpoly_t *p; MathVector3f_t vTemp, forward, right, up; if (!r_drawentities.value) return; for (i=0 ; i<cl_numvisedicts ; i++) { e = cl_visedicts[i]; if (e->model->type != MODEL_TYPE_LEVEL) continue; if(R_CullModelForEntity(e)) continue; if(e->alpha == ENTALPHA_ZERO) continue; Math_VectorSubtract (r_refdef.vieworg, e->origin, modelorg); if(e->angles[0] || e->angles[1] || e->angles[2]) { bRotated = true; Math_AngleVectors(e->angles, forward, right, up); Math_VectorCopy(modelorg,vTemp); modelorg[0] = Math_DotProduct(vTemp,forward); modelorg[1] = -Math_DotProduct(vTemp,right); modelorg[2] = Math_DotProduct(vTemp,up); } else bRotated = false; s = &e->model->surfaces[e->model->firstmodelsurface]; for (j=0 ; j<e->model->nummodelsurfaces ; j++, s++) { if (s->flags & SURF_DRAWSKY) { dot = Math_DotProduct (modelorg, s->plane->normal) - s->plane->dist; if (((s->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) || (!(s->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON))) { //copy the polygon and translate manually, since Sky_ProcessPoly needs it to be in world space mark = Hunk_LowMark(); p = (glpoly_t*)Hunk_Alloc (sizeof(*s->polys)); //FIXME: don't allocate for each poly p->numverts = s->polys->numverts; for (k=0; k<p->numverts; k++) { if(bRotated) { p->verts[k][0] = e->origin[0] + s->polys->verts[k][0] * forward[0] - s->polys->verts[k][1] * right[0] + s->polys->verts[k][2] * up[0]; p->verts[k][1] = e->origin[1] + s->polys->verts[k][0] * forward[1] - s->polys->verts[k][1] * right[1] + s->polys->verts[k][2] * up[1]; p->verts[k][2] = e->origin[2] + s->polys->verts[k][0] * forward[2] - s->polys->verts[k][1] * right[2] + s->polys->verts[k][2] * up[2]; } else Math_VectorAdd(s->polys->verts[k], e->origin, p->verts[k]); } Sky_ProcessPoly (p); Hunk_FreeToLowMark (mark); } } } } }
/* ================= 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 (); }