示例#1
0
/*
=================
R_SetShellBlend
=================
*/
void R_SetShellBlend (qboolean toggle)
{
	// shells only
	if ( !(currententity->flags & RF_MASK_SHELL) )
		return;

	if (toggle) //turn on
	{
		// Psychospaz's envmapping
		if (EnvMapShell())
		{
			glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
			glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);

			GL_Bind(glMedia.spheremappic->texnum);

			glEnable(GL_TEXTURE_GEN_S);
			glEnable(GL_TEXTURE_GEN_T);
		}
		else if (FlowingShell())
			GL_Bind(glMedia.shelltexture->texnum);
		else
			GL_DisableTexture(0);
        
        GL_ClearStencil(0);
        glClear(GL_STENCIL_BUFFER_BIT);
        GL_StencilFunc(GL_EQUAL, 1, 2);
        glStencilOp(GL_KEEP,GL_KEEP,GL_INCR);
        GL_Enable(GL_STENCIL_TEST);
        
		shellFlowH =  0.25 * sin(r_newrefdef.time * 0.5 * M_PI);
		shellFlowV = -(r_newrefdef.time / 2.0); 
	}
	else // turn off
	{
		// Psychospaz's envmapping
		if (EnvMapShell())
		{
			glDisable(GL_TEXTURE_GEN_S);
			glDisable(GL_TEXTURE_GEN_T);
		}
		else if (FlowingShell())
		{ /*nothing*/ }
		else
			GL_EnableTexture(0);

        GL_Disable(GL_STENCIL_TEST);
	}
}
示例#2
0
/*
=================
R_DrawAliasFrameLerp
=================
*/
void R_DrawAliasFrameLerp (maliasmodel_t *paliashdr, entity_t *e)
{
	int			i, j, k, meshnum;
	maliasframe_t	*frame, *oldframe;
	maliasmesh_t	mesh;
	maliasvertex_t	*v, *ov;
	vec3_t		move, delta, vectors[3];
	vec3_t		curScale, oldScale, curNormal, oldNormal;
	vec3_t		tempNormalsArray[MD3_MAX_VERTS];
	vec2_t		tempSkinCoord;
	vec3_t		meshlight, lightcolor;
	float		alpha, meshalpha, thisalpha, shellscale, frontlerp, backlerp = e->backlerp;
	image_t		*skin;
	renderparms_t	skinParms;
	qboolean	shellModel = e->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE | RF_SHELL_DOUBLE | RF_SHELL_HALF_DAM);

	frontlerp = 1.0 - backlerp;

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

	frame = paliashdr->frames + e->frame;
	oldframe = paliashdr->frames + e->oldframe;

	VectorScale(frame->scale, frontlerp, curScale);
	VectorScale(oldframe->scale, backlerp, oldScale);

	// move should be the delta back to the previous frame * backlerp
	VectorSubtract (e->oldorigin, e->origin, delta);
	AngleVectors (e->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];

	R_SetVertexOverbrights(true);
	R_SetShellBlend (true);

	// new outer loop for whole model
	for (k=0, meshnum=0; k < paliashdr->num_meshes; k++, meshnum++)
	{
		mesh = paliashdr->meshes[k];
		skinParms = mesh.skins[e->skinnum].renderparms;

		// select skin
		if (e->skin)
			skin = e->skin;	// custom player skin
		else
			skin = currentmodel->skins[k][e->skinnum];
		if (!skin)
			skin = r_notexture;
		if ( !shellModel )
			GL_Bind(skin->texnum);
		else if (FlowingShell())
			alpha = 0.7;

		// md3 skin scripting
		if (skinParms.nodraw) 
			continue; // skip this mesh for this skin

		if (skinParms.twosided)
			GL_Disable(GL_CULL_FACE);

		if (skinParms.alphatest && !shellModel)
			GL_Enable(GL_ALPHA_TEST);

		if (skinParms.fullbright)
			VectorSet(meshlight, 1.0f, 1.0f, 1.0f);
		else
			VectorCopy(shadelight, meshlight);

		meshalpha = alpha * skinParms.basealpha;

		if (meshalpha < 1.0f || skinParms.blend)
			GL_Enable (GL_BLEND);
		else
			GL_Disable (GL_BLEND);

		if (skinParms.blend && !shellModel)
			GL_BlendFunc (skinParms.blendfunc_src, skinParms.blendfunc_dst);
		else
			GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
		// md3 skin scripting

		v = mesh.vertexes + e->frame*mesh.num_verts;
		ov = mesh.vertexes + e->oldframe*mesh.num_verts;
		rb_vertex = 0;

		for (i=0; i<mesh.num_verts; i++, v++, ov++)
		{
			// lerp verts
			curNormal[0] = r_sinTable[v->normal[0]] * r_cosTable[v->normal[1]];
			curNormal[1] = r_sinTable[v->normal[0]] * r_sinTable[v->normal[1]];
			curNormal[2] = r_cosTable[v->normal[0]];

			oldNormal[0] = r_sinTable[ov->normal[0]] * r_cosTable[ov->normal[1]];
			oldNormal[1] = r_sinTable[ov->normal[0]] * r_sinTable[ov->normal[1]];
			oldNormal[2] = r_cosTable[ov->normal[0]];

			VectorSet ( tempNormalsArray[i],
					curNormal[0] + (oldNormal[0] - curNormal[0])*backlerp,
					curNormal[1] + (oldNormal[1] - curNormal[1])*backlerp,
					curNormal[2] + (oldNormal[2] - curNormal[2])*backlerp );

			if (shellModel) 
				shellscale = (e->flags & RF_WEAPONMODEL) ? WEAPON_SHELL_SCALE: POWERSUIT_SCALE;
			else
				shellscale = 0.0;

			VectorSet ( tempVertexArray[meshnum][i], 
					move[0] + ov->point[0]*oldScale[0] + v->point[0]*curScale[0] + tempNormalsArray[i][0]*shellscale,
					move[1] + ov->point[1]*oldScale[1] + v->point[1]*curScale[1] + tempNormalsArray[i][1]*shellscale,
					move[2] + ov->point[2]*oldScale[2] + v->point[2]*curScale[2] + tempNormalsArray[i][2]*shellscale );

			// calc lighting and alpha
			if (shellModel)
				VectorCopy(meshlight, lightcolor);
			else
				R_LightAliasModel(meshlight, tempNormalsArray[i], lightcolor, v->lightnormalindex, !skinParms.nodiffuse);
			//thisalpha = R_CalcEntAlpha(meshalpha, tempVertexArray[meshnum][i]);
			thisalpha = meshalpha;

			// get tex coords
			if (shellModel && FlowingShell()) {
				tempSkinCoord[0] = (tempVertexArray[meshnum][i][0] + tempVertexArray[meshnum][i][1]) / 40.0 + shellFlowH;
				tempSkinCoord[1] = tempVertexArray[meshnum][i][2] / 40.0 + shellFlowV;
			} else {
				tempSkinCoord[0] = mesh.stcoords[i].st[0];
				tempSkinCoord[1] = mesh.stcoords[i].st[1];
			}

			// add to arrays
			VA_SetElem2(texCoordArray[0][rb_vertex], tempSkinCoord[0], tempSkinCoord[1]);
			VA_SetElem3(vertexArray[rb_vertex], tempVertexArray[meshnum][i][0], tempVertexArray[meshnum][i][1], tempVertexArray[meshnum][i][2]);
			VA_SetElem4(colorArray[rb_vertex], lightcolor[0], lightcolor[1], lightcolor[2], thisalpha);
			rb_vertex++;
		}
		if (!shellModel)
			RB_ModifyTextureCoords (&texCoordArray[0][0][0], &vertexArray[0][0], rb_vertex, skinParms);

		// set indices for each triangle and draw
		rb_index = 0;
		for (j=0; j < mesh.num_tris; j++)
		{
			indexArray[rb_index++] = mesh.indexes[3*j+0];
			indexArray[rb_index++] = mesh.indexes[3*j+1];
			indexArray[rb_index++] = mesh.indexes[3*j+2];
		}
		RB_DrawArrays (GL_TRIANGLES);

		// glow pass
		if (mesh.skins[e->skinnum].glowimage && !shellModel)
		{
			float	glowcolor;
			if (skinParms.glow.type > -1)
				glowcolor = RB_CalcGlowColor (skinParms);
			else
				glowcolor = 1.0;
			qglDisableClientState (GL_COLOR_ARRAY);
			qglColor4f(glowcolor, glowcolor, glowcolor, 1.0);

			GL_Enable (GL_BLEND);
			GL_BlendFunc (GL_ONE, GL_ONE);

			GL_Bind(mesh.skins[e->skinnum].glowimage->texnum);

			RB_DrawArrays (GL_TRIANGLES);

			qglEnableClientState (GL_COLOR_ARRAY);
			qglColor4f(1.0, 1.0, 1.0, 1.0);
		}

		// envmap pass
		if (skinParms.envmap > 0.0f && !shellModel)
		{
			GL_Enable (GL_BLEND);
			GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

			qglTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
			qglTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
			// apply alpha to array
			for (i=0; i<mesh.num_verts; i++) 
				//colorArray[i][3] = R_CalcEntAlpha(meshalpha*skinParms.envmap, tempVertexArray[meshnum][i]);
				colorArray[i][3] = meshalpha*skinParms.envmap;

			GL_Bind(r_envmappic->texnum);

			qglEnable(GL_TEXTURE_GEN_S);
			qglEnable(GL_TEXTURE_GEN_T);

			RB_DrawArrays (GL_TRIANGLES);

			qglDisable(GL_TEXTURE_GEN_S);
			qglDisable(GL_TEXTURE_GEN_T);
		}

		RB_DrawMeshTris (GL_TRIANGLES, 1);

		// md3 skin scripting
		if (skinParms.twosided)
			GL_Enable(GL_CULL_FACE);
		if (skinParms.alphatest && !shellModel)
			GL_Disable(GL_ALPHA_TEST);
		GL_Disable (GL_BLEND);
		// md3 skin scripting

	} // end new outer loop
	
	R_SetShellBlend (false);
	R_SetVertexOverbrights(false);
}