void R_DrawAliasModel ( entity_t *e ) { int i; dmdl_t *paliashdr; float an; vec3_t bbox [ 8 ]; image_t *skin; if ( !( e->flags & RF_WEAPONMODEL ) ) { if ( R_CullAliasModel( bbox, e ) ) { return; } } if ( e->flags & RF_WEAPONMODEL ) { if ( gl_lefthand->value == 2 ) { return; } } paliashdr = (dmdl_t *) currentmodel->extradata; /* get lighting information */ if ( currententity->flags & ( RF_SHELL_HALF_DAM | RF_SHELL_GREEN | RF_SHELL_RED | RF_SHELL_BLUE | RF_SHELL_DOUBLE ) ) { VectorClear( shadelight ); if ( currententity->flags & RF_SHELL_HALF_DAM ) { shadelight [ 0 ] = 0.56; shadelight [ 1 ] = 0.59; shadelight [ 2 ] = 0.45; } if ( currententity->flags & RF_SHELL_DOUBLE ) { shadelight [ 0 ] = 0.9; shadelight [ 1 ] = 0.7; } if ( currententity->flags & RF_SHELL_RED ) { shadelight [ 0 ] = 1.0; } if ( currententity->flags & RF_SHELL_GREEN ) { shadelight [ 1 ] = 1.0; } if ( currententity->flags & RF_SHELL_BLUE ) { shadelight [ 2 ] = 1.0; } } else if ( currententity->flags & RF_FULLBRIGHT ) { for ( i = 0; i < 3; i++ ) { shadelight [ i ] = 1.0; } } else { R_LightPoint( currententity->origin, shadelight ); /* player lighting hack for communication back to server */ if ( currententity->flags & RF_WEAPONMODEL ) { /* pick the greatest component, which should be the same as the mono value returned by software */ if ( shadelight [ 0 ] > shadelight [ 1 ] ) { if ( shadelight [ 0 ] > shadelight [ 2 ] ) { gl_lightlevel->value = 150 * shadelight [ 0 ]; } else { gl_lightlevel->value = 150 * shadelight [ 2 ]; } } else { if ( shadelight [ 1 ] > shadelight [ 2 ] ) { gl_lightlevel->value = 150 * shadelight [ 1 ]; } else { gl_lightlevel->value = 150 * shadelight [ 2 ]; } } } } if ( currententity->flags & RF_MINLIGHT ) { for ( i = 0; i < 3; i++ ) { if ( shadelight [ i ] > 0.1 ) { break; } } if ( i == 3 ) { shadelight [ 0 ] = 0.1; shadelight [ 1 ] = 0.1; shadelight [ 2 ] = 0.1; } } if ( currententity->flags & RF_GLOW ) { /* bonus items will pulse with time */ float scale; float min; scale = 0.1 * sin( r_newrefdef.time * 7 ); for ( i = 0; i < 3; i++ ) { min = shadelight [ i ] * 0.8; shadelight [ i ] += scale; if ( shadelight [ i ] < min ) { shadelight [ i ] = min; } } } /* ir goggles color override */ if ( r_newrefdef.rdflags & RDF_IRGOGGLES && currententity->flags & RF_IR_VISIBLE ) { shadelight [ 0 ] = 1.0; shadelight [ 1 ] = 0.0; shadelight [ 2 ] = 0.0; } shadedots = r_avertexnormal_dots [ ( (int) ( currententity->angles [ 1 ] * ( SHADEDOT_QUANT / 360.0 ) ) ) & ( SHADEDOT_QUANT - 1 ) ]; an = currententity->angles [ 1 ] / 180 * M_PI; shadevector [ 0 ] = cos( -an ); shadevector [ 1 ] = sin( -an ); shadevector [ 2 ] = 1; VectorNormalize( shadevector ); /* locate the proper data */ c_alias_polys += paliashdr->num_tris; /* draw all the triangles */ if ( currententity->flags & RF_DEPTHHACK ) /* hack the depth range to prevent view model from poking into walls */ { qglDepthRange( gldepthmin, gldepthmin + 0.3 * ( gldepthmax - gldepthmin ) ); } if ( ( currententity->flags & RF_WEAPONMODEL ) && ( gl_lefthand->value == 1.0F ) ) { extern void R_MYgluPerspective ( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar ); qglMatrixMode( GL_PROJECTION ); qglPushMatrix(); qglLoadIdentity(); qglScalef( -1, 1, 1 ); R_MYgluPerspective( r_newrefdef.fov_y, (float) r_newrefdef.width / r_newrefdef.height, 4, 4096 ); qglMatrixMode( GL_MODELVIEW ); qglCullFace( GL_BACK ); } qglPushMatrix(); e->angles [ PITCH ] = -e->angles [ PITCH ]; R_RotateForEntity( e ); e->angles [ PITCH ] = -e->angles [ PITCH ]; /* select skin */ if ( currententity->skin ) { skin = currententity->skin; /* custom player skin */ } else { if ( currententity->skinnum >= MAX_MD2SKINS ) { skin = currentmodel->skins [ 0 ]; } else { skin = currentmodel->skins [ currententity->skinnum ]; if ( !skin ) { skin = currentmodel->skins [ 0 ]; } } } if ( !skin ) { skin = r_notexture; /* fallback... */ } R_Bind( skin->texnum ); /* draw it */ qglShadeModel( GL_SMOOTH ); R_TexEnv( GL_MODULATE ); if ( currententity->flags & RF_TRANSLUCENT ) { qglEnable( GL_BLEND ); } if ( ( currententity->frame >= paliashdr->num_frames ) || ( currententity->frame < 0 ) ) { ri.Con_Printf( PRINT_ALL, "R_DrawAliasModel %s: no such frame %d\n", currentmodel->name, currententity->frame ); currententity->frame = 0; currententity->oldframe = 0; } if ( ( currententity->oldframe >= paliashdr->num_frames ) || ( currententity->oldframe < 0 ) ) { ri.Con_Printf( PRINT_ALL, "R_DrawAliasModel %s: no such oldframe %d\n", currentmodel->name, currententity->oldframe ); currententity->frame = 0; currententity->oldframe = 0; } if ( !gl_lerpmodels->value ) { currententity->backlerp = 0; } R_DrawAliasFrameLerp( paliashdr, currententity->backlerp ); R_TexEnv( GL_REPLACE ); qglShadeModel( GL_FLAT ); qglPopMatrix(); if ( ( currententity->flags & RF_WEAPONMODEL ) && ( gl_lefthand->value == 1.0F ) ) { qglMatrixMode( GL_PROJECTION ); qglPopMatrix(); qglMatrixMode( GL_MODELVIEW ); qglCullFace( GL_FRONT ); } if ( currententity->flags & RF_TRANSLUCENT ) { qglDisable( GL_BLEND ); } if ( currententity->flags & RF_DEPTHHACK ) { qglDepthRange( gldepthmin, gldepthmax ); } if ( gl_shadows->value && !( currententity->flags & ( RF_TRANSLUCENT | RF_WEAPONMODEL | RF_NOSHADOW ) ) ) { qglPushMatrix(); /* don't rotate shadows on ungodly axes */ qglTranslatef( e->origin [ 0 ], e->origin [ 1 ], e->origin [ 2 ] ); qglRotatef( e->angles [ 1 ], 0, 0, 1 ); qglDisable( GL_TEXTURE_2D ); qglEnable( GL_BLEND ); qglColor4f( 0, 0, 0, 0.5f ); R_DrawAliasShadow( paliashdr, currententity->frame ); qglEnable( GL_TEXTURE_2D ); qglDisable( GL_BLEND ); qglPopMatrix(); } qglColor4f( 1, 1, 1, 1 ); }
/* * This is also used as an entry point for the generated r_notexture */ gl3image_t * GL3_LoadPic(char *name, byte *pic, int width, int realwidth, int height, int realheight, imagetype_t type, int bits) { gl3image_t *image = NULL; GLuint texNum=0; int i; qboolean nolerp = false; if (gl_nolerp_list != NULL && gl_nolerp_list->string != NULL) { nolerp = strstr(gl_nolerp_list->string, name) != NULL; } /* find a free gl3image_t */ for (i = 0, image = gl3textures; i < numgl3textures; i++, image++) { if (image->texnum == 0) { break; } } if (i == numgl3textures) { if (numgl3textures == MAX_GL3TEXTURES) { ri.Sys_Error(ERR_DROP, "MAX_GLTEXTURES"); } numgl3textures++; } image = &gl3textures[i]; if (strlen(name) >= sizeof(image->name)) { ri.Sys_Error(ERR_DROP, "GL3_LoadPic: \"%s\" is too long", name); } strcpy(image->name, name); image->registration_sequence = registration_sequence; image->width = width; image->height = height; image->type = type; if ((type == it_skin) && (bits == 8)) { FloodFillSkin(pic, width, height); } // image->scrap = false; // TODO: reintroduce scrap? would allow optimizations in 2D rendering.. glGenTextures(1, &texNum); image->texnum = texNum; GL3_SelectTMU(GL_TEXTURE0); GL3_Bind(texNum); if (bits == 8) { image->has_alpha = GL3_Upload8(pic, width, height, (image->type != it_pic && image->type != it_sky), image->type == it_sky); } else { image->has_alpha = GL3_Upload32((unsigned *)pic, width, height, (image->type != it_pic && image->type != it_sky)); } if (realwidth && realheight) { if ((realwidth <= image->width) && (realheight <= image->height)) { image->width = realwidth; image->height = realheight; } else { R_Printf(PRINT_DEVELOPER, "Warning, image '%s' has hi-res replacement smaller than the original! (%d x %d) < (%d x %d)\n", name, image->width, image->height, realwidth, realheight); } } image->sl = 0; image->sh = 1; image->tl = 0; image->th = 1; if (nolerp) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } #if 0 // TODO: the scrap could allow batch rendering 2D stuff? not sure it's worth the hassle.. /* load little pics into the scrap */ if (!nolerp && (image->type == it_pic) && (bits == 8) && (image->width < 64) && (image->height < 64)) { int x, y; int i, j, k; int texnum; texnum = Scrap_AllocBlock(image->width, image->height, &x, &y); if (texnum == -1) { goto nonscrap; } scrap_dirty = true; /* copy the texels into the scrap block */ k = 0; for (i = 0; i < image->height; i++) { for (j = 0; j < image->width; j++, k++) { scrap_texels[texnum][(y + i) * BLOCK_WIDTH + x + j] = pic[k]; } } image->texnum = TEXNUM_SCRAPS + texnum; image->scrap = true; image->has_alpha = true; image->sl = (x + 0.01) / (float)BLOCK_WIDTH; image->sh = (x + image->width - 0.01) / (float)BLOCK_WIDTH; image->tl = (y + 0.01) / (float)BLOCK_WIDTH; image->th = (y + image->height - 0.01) / (float)BLOCK_WIDTH; } else { nonscrap: image->scrap = false; image->texnum = TEXNUM_IMAGES + (image - gltextures); R_Bind(image->texnum); if (bits == 8) { image->has_alpha = R_Upload8(pic, width, height, (image->type != it_pic && image->type != it_sky), image->type == it_sky); } else { image->has_alpha = R_Upload32((unsigned *)pic, width, height, (image->type != it_pic && image->type != it_sky)); } image->upload_width = upload_width; /* after power of 2 and scales */ image->upload_height = upload_height; image->paletted = uploaded_paletted; if (realwidth && realheight) { if ((realwidth <= image->width) && (realheight <= image->height)) { image->width = realwidth; image->height = realheight; } else { R_Printf(PRINT_DEVELOPER, "Warning, image '%s' has hi-res replacement smaller than the original! (%d x %d) < (%d x %d)\n", name, image->width, image->height, realwidth, realheight); } } image->sl = 0; image->sh = 1; image->tl = 0; image->th = 1; if (nolerp) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } } #endif // 0 return image; }