예제 #1
0
/*
=============
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 ();
}
예제 #2
0
/*
=================
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 ();
}
예제 #3
0
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);
				}
			}
		}
	}
}
예제 #4
0
/*
=================
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 ();
}