-#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) (cl.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;
- 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;
- aliasmesh_t *mesh;
- aliasskin_t *skin;
- float projectdistance, *vertex3f;
- if (!(ent->flags & RENDER_SHADOW))
- 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);
- }
- R_Shadow_VolumeFromSphere(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, mesh->data_neighbor3i, relativelightorigin, projectdistance, lightradius);
- }
- }
-}
-
-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)
-{
- 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, LIGHTING_SPECULAR);
- }
- 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, LIGHTING_DIFFUSE);
- }
- }
- }
-}
-