示例#1
0
/* virtual */
MStatus	pnTriangles::bind(const MDrawRequest& request, M3dView& view)
//
// Description:
//		This bind demonstrates the usage of internal material
//		and texture properties. This shader must be connected
//		to the "hardwareShader" attribute of a lambert derived
//		shader.
//
{
	// Setup the view
	view.beginGL();
	glPushAttrib( GL_ALL_ATTRIB_BITS );
	glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);

	MColor diffuse(1.0F, 1.0F, 0.0F, 1.0F);
	MColor specular(1.0F, 1.0F, 1.0F, 1.0F);
	MColor emission(0.0F, 0.0F, 0.0F, 1.0F);
	MColor ambient(0.2F, 0.2F, 0.2F, 1.0F);

	// Get the diffuse and specular colors
	//
	float shininess;
	bool hasTransparency = false;

	MMaterial material = request.material();
	fInTexturedMode = material.materialIsTextured();

	// Setting this to true will get the default "green" material back
	// since it will try and evaluate this shader, which internally
	// Maya does not understand -> thus giving the "green" material back
	bool useInternalMaterialSetting = false;
	
	if (!useInternalMaterialSetting)
	{
		material.getEmission( emission );
		material.getSpecular( specular );
		shininess = 13.0;
	}
	material.getHasTransparency( hasTransparency );	

	if (!fInTexturedMode)
	{
		if (!fTestVertexProgram && !useInternalMaterialSetting)
			material.getDiffuse( diffuse );
	}
	// In textured mode. Diffuse material is always white
	// for texture blends
	else
	{
		if (!useInternalMaterialSetting)
			diffuse.r = diffuse.g = diffuse.b = diffuse.a = 1.0;
	}

	// Use a vertex program to set up shading
	//
	if (fTestVertexProgram)
	{
		bindVertexProgram(diffuse, specular, emission, ambient);
	}
	else if (fTestFragmentProgram)
	{
		bindFragmentProgram();
	}

	// Don't use a vertex program to set up shading
	//
	else
	{
		// Set up the material state
		//
		glEnable(GL_COLOR_MATERIAL);
		glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT);
		glColor4fv(&ambient.r);

		if (fInTexturedMode)
		{
			glEnable( GL_TEXTURE_2D );
			MDrawData drawData = request.drawData();
			material.applyTexture( view, drawData );

			float scaleS, scaleT, translateS, translateT, rotate;

			material.getTextureTransformation(scaleS, scaleT, translateS,
											  translateT, rotate);

			rotate = DEG_TO_RAD(-rotate);
			float c = cosf(rotate);
			float s = sinf(rotate);
			translateS += ((c+s)/2.0F);
			translateT += ((c-s)/2.0F);

			glMatrixMode(GL_TEXTURE);
			glPushMatrix();
			glLoadIdentity();

			if(scaleS != 1.0f || scaleT != 1.0f)
				glScalef(1.0f/scaleS, 1.0f/scaleT, 1.0f);
			if(translateS != 0.0f || translateT != 0.0f)
				glTranslatef(0.5f-translateS, 0.5f-translateT, 0.0f);
			else
				glTranslatef(0.5f, 0.5f, 0.0f);

			if(rotate != 0.0f)
				glRotatef(-rotate, 0.0f, 0.0f, 1.0f);

			glMatrixMode(GL_MODELVIEW);
		}

		if (!useInternalMaterialSetting)
		{
			glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
			glColor4fv(&diffuse.r);
			glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
			glColor4fv(&specular.r);
			glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION);
			glColor4fv(&emission.r);
			glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess);
		}
		else
		{
			const MDagPath dagPath =  request.multiPath();
			material.evaluateMaterial( view, dagPath );
			material.setMaterial(dagPath, hasTransparency);
		}
	}

	// Do PN triangles in hardware, or do nothing
	// if LOD = 0
	if (fExtensionSupported[kPNTriangesEXT] || (fSubdivisions == 0))
	{
		if (fSubdivisions != 0)
		{
			glEnable( GL_PN_TRIANGLES_ATI );

			// Set point mode
			//
			if (fPointMode == kPointLinear)
				glPNTrianglesiATI( GL_PN_TRIANGLES_POINT_MODE_ATI, 
								   GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI);
			else
				glPNTrianglesiATI( GL_PN_TRIANGLES_POINT_MODE_ATI, 
								   GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI);

			// Set normal mode
			//
			if (fNormalMode == kNormalLinear)
				glPNTrianglesiATI( GL_PN_TRIANGLES_NORMAL_MODE_ATI, 
								   GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI);
			else
				glPNTrianglesiATI( GL_PN_TRIANGLES_NORMAL_MODE_ATI, 
								   GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI);

			// Set tessellation level
			//
			glPNTrianglesiATI( GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI,
							  fSubdivisions );
		}
	}

	view.endGL();

	return MS::kSuccess;
}
示例#2
0
文件: gl_mesh.cpp 项目: DrLabman/QMB
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);
}