]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_models.c
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[xonotic/darkplaces.git] / gl_models.c
index 886cb85985865d37a558e11c3a790a7c4c73e1ca..8b137891791fe96927ad78e64b0aad7bded08bdc 100644 (file)
@@ -1,389 +1 @@
 
-#include "quakedef.h"
-#include "r_shadow.h"
-
-void GL_Models_Init(void)
-{
-}
-
-static texture_t r_aliasnotexture;
-static texture_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 + (unsigned 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
-       {
-               memset(&r_aliasnotexture, 0, sizeof(r_aliasnotexture));
-               r_aliasnotexture.skin.base = r_texture_notexture;
-               return &r_aliasnotexture;
-       }
-}
-
-static void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
-{
-       int c, fbbase, fbpants, fbshirt, doglow;
-       float tint[3], fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3], colorbase[3], colorpants[3], colorshirt[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;
-       texture_t *texture;
-
-       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;
-
-       VectorScale(ent->colormod, ifog, colorbase);
-       VectorClear(colorpants);
-       VectorClear(colorshirt);
-       fbbase = ent->effects & EF_FULLBRIGHT;
-       fbpants = fbbase;
-       fbshirt = fbbase;
-       if (ent->colormap >= 0)
-       {
-               // 128-224 are backwards ranges
-               c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
-               if (c >= 224)
-                       fbpants = true;
-               bcolor = (qbyte *) (&palette_complete[c]);
-               colorpants[0] = colorbase[0] * bcolor[0] * (1.0f / 255.0f);
-               colorpants[1] = colorbase[1] * bcolor[1] * (1.0f / 255.0f);
-               colorpants[2] = colorbase[2] * bcolor[2] * (1.0f / 255.0f);
-               // 128-224 are backwards ranges
-               c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
-               if (c >= 224)
-                       fbshirt = true;
-               bcolor = (qbyte *) (&palette_complete[c]);
-               colorshirt[0] = colorbase[0] * bcolor[0] * (1.0f / 255.0f);
-               colorshirt[1] = colorbase[1] * bcolor[1] * (1.0f / 255.0f);
-               colorshirt[2] = colorbase[2] * bcolor[2] * (1.0f / 255.0f);
-       }
-
-       texture = R_FetchAliasSkin(ent, mesh);
-
-       if ((ent->effects & EF_ADDITIVE))
-       {
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-               GL_DepthMask(false);
-       }
-       else if (texture->skin.fog || 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));
-       colorscale = 1.0f;
-       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;
-       }
-
-       doglow = texture->skin.glow != NULL;
-
-       memset(&m, 0, sizeof(m));
-       m.pointer_vertex = vertex3f;
-       m.pointer_texcoord[0] = mesh->data_texcoord2f;
-       if (gl_combine.integer)
-       {
-               colorscale *= 0.25f;
-               m.texrgbscale[0] = 4;
-       }
-
-       m.tex[0] = R_GetTexture((ent->colormap >= 0 || !texture->skin.merged) ? texture->skin.base : texture->skin.merged);
-       VectorScale(colorbase, colorscale, tint);
-       m.pointer_color = NULL;
-       if (fbbase)
-               GL_Color(tint[0], tint[1], tint[2], ent->alpha);
-       else if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0], tint[1], tint[2], ent->alpha, false))
-       {
-               m.pointer_color = varray_color4f;
-               if (normal3f == NULL)
-               {
-                       normal3f = varray_normal3f;
-                       Mod_BuildNormals(0, 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]);
-       if (gl_combine.integer && doglow)
-       {
-               doglow = false;
-               m.tex[1] = R_GetTexture(texture->skin.glow);
-               m.pointer_texcoord[1] = mesh->data_texcoord2f;
-               m.texcombinergb[1] = GL_ADD;
-       }
-       R_Mesh_State(&m);
-       c_alias_polys += mesh->num_triangles;
-       GL_LockArrays(0, mesh->num_vertices);
-       R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
-       GL_LockArrays(0, 0);
-       m.tex[1] = 0;
-       m.pointer_texcoord[1] = NULL;
-       m.texcombinergb[1] = 0;
-
-       VectorScale(colorpants, colorscale, tint);
-       if (ent->colormap >= 0 && texture->skin.pants && VectorLength2(tint) >= 0.001)
-       {
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-               GL_DepthMask(false);
-               m.tex[0] = R_GetTexture(texture->skin.pants);
-               m.pointer_color = NULL;
-               if (fbpants)
-                       GL_Color(tint[0], tint[1], tint[2], ent->alpha);
-               else if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0], tint[1], tint[2], ent->alpha, false))
-               {
-                       m.pointer_color = varray_color4f;
-                       if (normal3f == NULL)
-                       {
-                               normal3f = varray_normal3f;
-                               Mod_BuildNormals(0, 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);
-               c_alias_polys += mesh->num_triangles;
-               GL_LockArrays(0, mesh->num_vertices);
-               R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
-               GL_LockArrays(0, 0);
-       }
-
-       VectorScale(colorshirt, colorscale, tint);
-       if (ent->colormap >= 0 && texture->skin.shirt && VectorLength2(tint) >= 0.001)
-       {
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-               GL_DepthMask(false);
-               m.tex[0] = R_GetTexture(texture->skin.shirt);
-               m.pointer_color = NULL;
-               if (fbshirt)
-                       GL_Color(tint[0], tint[1], tint[2], ent->alpha);
-               else if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0], tint[1], tint[2], ent->alpha, false))
-               {
-                       m.pointer_color = varray_color4f;
-                       if (normal3f == NULL)
-                       {
-                               normal3f = varray_normal3f;
-                               Mod_BuildNormals(0, 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);
-               c_alias_polys += mesh->num_triangles;
-               GL_LockArrays(0, mesh->num_vertices);
-               R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
-               GL_LockArrays(0, 0);
-       }
-
-       colorscale = 1;
-       m.texrgbscale[0] = 0;
-       m.pointer_color = NULL;
-
-       if (doglow)
-       {
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-               GL_DepthMask(false);
-               m.tex[0] = R_GetTexture(texture->skin.glow);
-               GL_Color(1, 1, 1, ent->alpha);
-               R_Mesh_State(&m);
-               c_alias_polys += mesh->num_triangles;
-               GL_LockArrays(0, mesh->num_vertices);
-               R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
-               GL_LockArrays(0, 0);
-       }
-
-       if (fog > 0)
-       {
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-               GL_DepthMask(false);
-               m.tex[0] = R_GetTexture(texture->skin.fog);
-               GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], fog * ent->alpha);
-               R_Mesh_State(&m);
-               c_alias_polys += mesh->num_triangles;
-               GL_LockArrays(0, mesh->num_vertices);
-               R_Mesh_Draw(0, 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)->skin.fog)
-                       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 numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
-{
-       int meshnum;
-       aliasmesh_t *mesh;
-       texture_t *texture;
-       float projectdistance, *vertex3f;
-       if (!(ent->flags & RENDER_SHADOW))
-               return;
-       // 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)
-       {
-               for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
-               {
-                       texture = R_FetchAliasSkin(ent, mesh);
-                       if (texture->skin.fog)
-                               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, float *lightcolor, int numsurfaces, const int *surfacelist)
-{
-       int c, meshnum;
-       float fog, ifog, lightcolorbase[3], lightcolorpants[3], lightcolorshirt[3];
-       float *vertex3f, *svector3f, *tvector3f, *normal3f;
-       vec3_t diff;
-       qbyte *bcolor;
-       aliasmesh_t *mesh;
-       texture_t *texture;
-
-       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;
-
-       VectorScale(lightcolor, ifog, lightcolorbase);
-       if (VectorLength2(lightcolorbase) < 0.001)
-               return;
-       VectorClear(lightcolorpants);
-       VectorClear(lightcolorshirt);
-       if (ent->colormap >= 0)
-       {
-               // 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)
-               {
-                       bcolor = (qbyte *) (&palette_complete[c]);
-                       lightcolorpants[0] = lightcolorbase[0] * bcolor[0] * (1.0f / 255.0f);
-                       lightcolorpants[1] = lightcolorbase[1] * bcolor[1] * (1.0f / 255.0f);
-                       lightcolorpants[2] = lightcolorbase[2] * bcolor[2] * (1.0f / 255.0f);
-               }
-               // 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)
-               {
-                       bcolor = (qbyte *) (&palette_complete[c]);
-                       lightcolorshirt[0] = lightcolorbase[0] * bcolor[0] * (1.0f / 255.0f);
-                       lightcolorshirt[1] = lightcolorbase[1] * bcolor[1] * (1.0f / 255.0f);
-                       lightcolorshirt[2] = lightcolorbase[2] * bcolor[2] * (1.0f / 255.0f);
-               }
-       }
-
-       for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
-       {
-               texture = R_FetchAliasSkin(ent, mesh);
-               // FIXME: transparent skins need to be lit during the transparent render
-               if (texture->skin.fog)
-                       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(0, mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_texcoord2f, mesh->data_element3i, svector3f, tvector3f, normal3f);
-               }
-               c_alias_polys += mesh->num_triangles;
-               R_Shadow_RenderLighting(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertex3f, svector3f, tvector3f, normal3f, mesh->data_texcoord2f, lightcolorbase, lightcolorpants, lightcolorshirt, (ent->colormap >= 0 || !texture->skin.merged) ? texture->skin.base : texture->skin.merged, ent->colormap >= 0 ? texture->skin.pants : 0, ent->colormap >= 0 ? texture->skin.shirt : 0, texture->skin.nmap, texture->skin.gloss);
-       }
-}
-