#include "quakedef.h" #include "r_shadow.h" void GL_Models_Init(void) { } aliaslayer_t r_aliasnoskinlayers[2] = {{ALIASLAYER_DIFFUSE, NULL, NULL}, {ALIASLAYER_FOG | ALIASLAYER_FORCEDRAW_IF_FIRSTPASS, NULL, NULL}}; aliasskin_t r_aliasnoskin = {0, 2, r_aliasnoskinlayers}; aliasskin_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mesh) { model_t *model = ent->model; if (model->numskins) { int s = ent->skinnum; if ((unsigned int)s >= (unsigned int)model->numskins) s = 0; if (model->skinscenes[s].framecount > 1) s = model->skinscenes[s].firstframe + (int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount; else s = model->skinscenes[s].firstframe; if (s >= mesh->num_skins) s = 0; return mesh->data_skins + s; } else { r_aliasnoskinlayers[0].texture = r_notexture; return &r_aliasnoskin; } } void R_DrawAliasModelCallback (const void *calldata1, int calldata2) { int c, fullbright, layernum, firstpass; float tint[3], fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3]; float *vertex3f, *normal3f; vec3_t diff; qbyte *bcolor; rmeshstate_t m; const entity_render_t *ent = calldata1; aliasmesh_t *mesh = ent->model->alias.aliasdata_meshes + calldata2; aliaslayer_t *layer; aliasskin_t *skin; R_Mesh_Matrix(&ent->matrix); fog = 0; if (fogenabled) { VectorSubtract(ent->origin, r_vieworigin, diff); fog = DotProduct(diff,diff); if (fog < 0.01f) fog = 0.01f; fog = exp(fogdensity/fog); if (fog > 1) fog = 1; if (fog < 0.01f) fog = 0; // fog method: darken, additive fog // 1. render model as normal, scaled by inverse of fog alpha (darkens it) // 2. render fog as additive } ifog = 1 - fog; firstpass = true; skin = R_FetchAliasSkin(ent, mesh); if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1) { vertex3f = mesh->data_basevertex3f; normal3f = mesh->data_basenormal3f; } else { vertex3f = varray_vertex3f; Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f); normal3f = NULL; } for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++) { if (!(layer->flags & ALIASLAYER_FORCEDRAW_IF_FIRSTPASS) || !firstpass) { if (((layer->flags & ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED) && ent->colormap < 0) || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0) || ((layer->flags & ALIASLAYER_FOG) && !fogenabled) || (layer->flags & ALIASLAYER_SPECULAR) || ((layer->flags & ALIASLAYER_DIFFUSE) && (ent->flags & RENDER_LIGHT) && r_lightmapintensity <= 0 && !(ent->flags & RENDER_TRANSPARENT) && r_ambient.integer <= 0)) continue; } if (!firstpass || (ent->effects & EF_ADDITIVE)) { GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); } else if ((skin->flags & ALIASSKIN_TRANSPARENT) || ent->alpha != 1.0) { GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); } else { GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); } GL_DepthTest(!(ent->effects & EF_NODEPTHTEST)); firstpass = false; colorscale = 1.0f; memset(&m, 0, sizeof(m)); if (layer->texture != NULL) { m.tex[0] = R_GetTexture(layer->texture); m.pointer_texcoord[0] = mesh->data_texcoord2f; if (gl_combine.integer && layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR)) { colorscale *= 0.25f; m.texrgbscale[0] = 4; } } m.pointer_vertex = vertex3f; c_alias_polys += mesh->num_triangles; if (layer->flags & ALIASLAYER_FOG) { colorscale *= fog; GL_Color(fogcolor[0] * colorscale, fogcolor[1] * colorscale, fogcolor[2] * colorscale, ent->alpha); } else { fullbright = !(layer->flags & ALIASLAYER_DIFFUSE) || !(ent->flags & RENDER_LIGHT); if (layer->flags & (ALIASLAYER_COLORMAP_PANTS | ALIASLAYER_COLORMAP_SHIRT)) { // 128-224 are backwards ranges if (layer->flags & ALIASLAYER_COLORMAP_PANTS) c = (ent->colormap & 0xF) << 4; else //if (layer->flags & ALIASLAYER_COLORMAP_SHIRT) c = (ent->colormap & 0xF0); c += (c >= 128 && c < 224) ? 4 : 12; bcolor = (qbyte *) (&palette_complete[c]); fullbright = fullbright || c >= 224; VectorScale(bcolor, (1.0f / 255.0f), tint); } else tint[0] = tint[1] = tint[2] = 1; tint[0] *= ent->colormod[0]; tint[1] *= ent->colormod[1]; tint[2] *= ent->colormod[2]; if (!fullbright && !(ent->flags & RENDER_TRANSPARENT)) colorscale *= r_lightmapintensity; colorscale *= ifog; if (fullbright) GL_Color(tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha); else if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false)) { m.pointer_color = varray_color4f; if (normal3f == NULL) { normal3f = varray_normal3f; Mod_BuildNormals(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, normal3f); } R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, vertex3f, normal3f, varray_color4f); } else GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]); } R_Mesh_State(&m); GL_LockArrays(0, mesh->num_vertices); R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i); GL_LockArrays(0, 0); } } void R_Model_Alias_Draw(entity_render_t *ent) { int meshnum; aliasmesh_t *mesh; if (ent->alpha < (1.0f / 64.0f)) return; // basically completely transparent c_models++; for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++) { if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchAliasSkin(ent, mesh)->flags & ALIASSKIN_TRANSPARENT) R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawAliasModelCallback, ent, meshnum); else R_DrawAliasModelCallback(ent, meshnum); } } void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius) { int meshnum; vec3_t lightmins, lightmaxs; aliasmesh_t *mesh; aliasskin_t *skin; float projectdistance, *vertex3f; if (!(ent->flags & RENDER_SHADOW)) return; lightmins[0] = relativelightorigin[0] - lightradius; lightmins[1] = relativelightorigin[1] - lightradius; lightmins[2] = relativelightorigin[2] - lightradius; lightmaxs[0] = relativelightorigin[0] + lightradius; lightmaxs[1] = relativelightorigin[1] + lightradius; lightmaxs[2] = relativelightorigin[2] + lightradius; // check the box in modelspace, it was already checked in worldspace if (!BoxesOverlap(ent->model->normalmins, ent->model->normalmaxs, lightmins, lightmaxs)) return; projectdistance = lightradius + ent->model->radius;// - sqrt(DotProduct(relativelightorigin, relativelightorigin)); if (projectdistance > 0.1) { R_Mesh_Matrix(&ent->matrix); for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++) { skin = R_FetchAliasSkin(ent, mesh); if (skin->flags & ALIASSKIN_TRANSPARENT) continue; if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1) vertex3f = mesh->data_basevertex3f; else { vertex3f = varray_vertex3f; Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f); } // identify lit faces within the bounding box R_Shadow_PrepareShadowMark(mesh->num_triangles); R_Shadow_MarkVolumeFromBox(0, mesh->num_triangles, vertex3f, mesh->data_element3i, relativelightorigin, lightmins, lightmaxs, ent->model->normalmins, ent->model->normalmaxs); R_Shadow_VolumeFromList(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, mesh->data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist); } } } void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist) { int c, meshnum, layernum; float fog, ifog, lightcolor2[3]; float *vertex3f, *svector3f, *tvector3f, *normal3f; vec3_t diff; qbyte *bcolor; aliasmesh_t *mesh; aliaslayer_t *layer; aliasskin_t *skin; R_Mesh_Matrix(&ent->matrix); fog = 0; if (fogenabled) { VectorSubtract(ent->origin, r_vieworigin, diff); fog = DotProduct(diff,diff); if (fog < 0.01f) fog = 0.01f; fog = exp(fogdensity/fog); if (fog > 1) fog = 1; if (fog < 0.01f) fog = 0; // fog method: darken, additive fog // 1. render model as normal, scaled by inverse of fog alpha (darkens it) // 2. render fog as additive } ifog = 1 - fog; for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++) { skin = R_FetchAliasSkin(ent, mesh); // FIXME: transparent skins need to be lit during the transparent render if (skin->flags & ALIASSKIN_TRANSPARENT) continue; if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1) { vertex3f = mesh->data_basevertex3f; svector3f = mesh->data_basesvector3f; tvector3f = mesh->data_basetvector3f; normal3f = mesh->data_basenormal3f; } else { vertex3f = varray_vertex3f; svector3f = varray_svector3f; tvector3f = varray_tvector3f; normal3f = varray_normal3f; Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f); Mod_BuildTextureVectorsAndNormals(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_texcoord2f, mesh->data_element3i, svector3f, tvector3f, normal3f); } for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++) { if (!(layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR)) || ((layer->flags & ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED) && ent->colormap < 0) || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0)) continue; lightcolor2[0] = lightcolor[0] * ifog; lightcolor2[1] = lightcolor[1] * ifog; lightcolor2[2] = lightcolor[2] * ifog; if (layer->flags & ALIASLAYER_SPECULAR) { c_alias_polys += mesh->num_triangles; R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertex3f, svector3f, tvector3f, normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, 0, 0, specularscale); } else if (layer->flags & ALIASLAYER_DIFFUSE) { if (layer->flags & ALIASLAYER_COLORMAP_PANTS) { // 128-224 are backwards ranges c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12; // fullbright passes were already taken care of, so skip them in realtime lighting passes if (c >= 224) continue; bcolor = (qbyte *) (&palette_complete[c]); lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f); lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f); lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f); } else if (layer->flags & ALIASLAYER_COLORMAP_SHIRT) { // 128-224 are backwards ranges c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12; // fullbright passes were already taken care of, so skip them in realtime lighting passes if (c >= 224) continue; bcolor = (qbyte *) (&palette_complete[c]); lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f); lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f); lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f); } c_alias_polys += mesh->num_triangles; R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertex3f, svector3f, tvector3f, normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, ambientscale, diffusescale, 0); } } } }