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gl_rmain.c
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gl_rmain.c
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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_main.c
#include "quakedef.h"
entity_t r_worldentity;
qboolean r_cache_thrash; // compatability
vec3_t modelorg, r_entorigin;
entity_t *currententity;
int r_visframecount; // bumped when going to a new PVS
int r_framecount; // used for dlight push checking
int r_lightTimestamp; // PENTA: incresed when next light is started
mplane_t frustum[4];
int c_brush_polys, c_alias_polys;
qboolean envmap; // true during envmap command capture
int currenttexture = -1; // to avoid unnecessary texture sets
int cnttextures[16] = {-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }; // cached
int particletexture; // little dot for particles
int particletexture_smoke;
int particletexture_glow;
int particletexture_glow2;
int particletexture_tele;
int particletexture_blood;
int particletexture_dirblood;
int playertextures; // up to 16 color translated skins
int mirrortexturenum; // quake texturenum, not gltexturenum
qboolean mirror;
qboolean glare;
mplane_t *mirror_plane;
mplane_t mirror_far_plane; //far plane of the view frustum for mirrors
int mirror_clipside;
msurface_t *causticschain;
int caustics_textures[8];
qboolean busy_caustics = false;
//
// view origin
//
vec3_t vup;
vec3_t vpn;
vec3_t vright;
vec3_t r_origin;
float r_projection_matrix[16];
float r_world_matrix[16];
float r_base_world_matrix[16];
double r_Dproject_matrix[16];//PENTA
double r_Dworld_matrix[16];//PENTA
int r_Iviewport[4];//PENTA
int numClearsSaved;//PENTA
float color_black[4] = {0.0, 0.0, 0.0, 0.0};
//
// screen size info
//
refdef_t r_refdef;
mleaf_t *r_viewleaf, *r_oldviewleaf;
texture_t *r_notexture_mip;
int d_lightstylevalue[256]; // 8.8 fraction of base light value
void R_MarkLeaves (void);
void R_Clear (void);
cvar_t r_norefresh = {"r_norefresh","0"};
cvar_t r_drawentities = {"r_drawentities","1"};
cvar_t r_drawviewmodel = {"r_drawviewmodel","1"};
cvar_t r_fullbright = {"r_fullbright","0"};
cvar_t r_lightmap = {"r_lightmap","0"};
cvar_t r_shadows = {"r_shadows","0"};
//cvar_t r_mirroralpha = {"r_mirroralpha","1"};
cvar_t r_wateralpha = {"r_wateralpha","0.5"};//PENTA: different default
cvar_t r_dynamic = {"r_dynamic","1"};
cvar_t r_novis = {"r_novis","0"};
cvar_t gl_finish = {"gl_finish","0"};
cvar_t gl_clear = {"gl_clear","0"};
cvar_t gl_cull = {"gl_cull","1"};
//cvar_t gl_texsort = {"gl_texsort","1"};
cvar_t gl_smoothmodels = {"gl_smoothmodels","1"};
cvar_t gl_affinemodels = {"gl_affinemodels","0"};
cvar_t gl_polyblend = {"gl_polyblend","1"};
cvar_t gl_flashblend = {"gl_flashblend","1"};
cvar_t gl_playermip = {"gl_playermip","0"};
cvar_t gl_nocolors = {"gl_nocolors","0"};
//cvar_t gl_keeptjunctions = {"gl_keeptjunctions","0"}; PENTA: Don't remove t-junctions
cvar_t gl_reporttjunctions = {"gl_reporttjunctions","0"};
cvar_t gl_doubleeyes = {"gl_doubleeys", "1"};
cvar_t gl_watershader = {"gl_watershader","1"};//PENTA: water shaders ON/OFF
cvar_t gl_calcdepth = {"gl_calcdepth","0"};
cvar_t sh_lightmapbright = {"sh_lightmapbright","0.5"};//PENTA: brightness of lightmaps
cvar_t sh_radiusscale = {"sh_radiusscale","0.5"};//PENTA: brightness of lightmaps
cvar_t sh_visiblevolumes = {"sh_visiblevolumes","0"};//PENTA: draw shadow volumes on/off
cvar_t sh_entityshadows = {"sh_entityshadows","1"};//PENTA: entities cast shadows on/off
cvar_t sh_worldshadows = {"sh_worldshadows","1"};//PENTA: brushes cast shadows on/off
cvar_t sh_showlightnum = {"sh_showlightnum","0"};//PENTA: draw numer of lights used this frame
cvar_t sh_glows = {"sh_glows","1"};//PENTA: draw glows around some light sources
cvar_t sh_fps = {"sh_fps","0", true}; // set for running times - muff
cvar_t sh_debuginfo = {"sh_debuginfo","0"};
cvar_t sh_norevis = {"sh_norevis","0"};//PENTA: no recalculating the vis for light positions
cvar_t sh_nosvbsp = {"sh_nosvbsp","0"};//PENTA: no shadow bsp
cvar_t sh_noeclip = {"sh_noeclip","0"};//PENTA: no entity/leaf clipping for shadows
cvar_t sh_infinitevolumes = {"sh_infinitevolumes","0", true};//PENTA: Nvidia infinite volumes
cvar_t sh_noscissor = {"sh_noscissor","0"};//PENTA: no scissoring
cvar_t sh_nocleversave = {"sh_nocleversave","0"};//PENTA: don't change light drawing order to reduce stencil clears
cvar_t sh_bumpmaps = {"sh_bumpmaps","1"};//PENTA: enable disable bump mapping
cvar_t sh_colormaps = {"sh_colormaps","1"};//PENTA: enable disable textures on the world (light will remain)
cvar_t sh_playershadow = {"sh_playershadow","1"};//PENTA: the player casts a shadow (the one YOU are playing with, others always cast shadows)
cvar_t sh_nocache = {"sh_nocache","0"};
cvar_t sh_glares = {"sh_glares","0",true};
cvar_t sh_noefrags = {"sh_noefrags","0",true};
cvar_t sh_showtangent = {"sh_showtangent","0"};
cvar_t sh_noshadowpopping = {"sh_noshadowpopping","1"};
cvar_t mir_detail = {"mir_detail","1",true};
cvar_t mir_frameskip = {"mir_frameskip","1",true};
cvar_t mir_forcewater = {"mir_forcewater","0"};
cvar_t mir_distance = {"mir_distance","400",true};
cvar_t gl_wireframe = {"gl_wireframe","0"};
cvar_t gl_caustics = {"gl_caustics","1"};
cvar_t gl_truform = {"gl_truform","0"};
cvar_t gl_truform_tesselation = {"gl_truform_tesselation","4"};
cvar_t gl_transformlerp = {"gl_transformlerp","0",true};//Erad - transform interpolation cvar (off by default due to bugs)
cvar_t fog_r = {"fog_r","0.2"};
cvar_t fog_g = {"fog_g","0.1"};
cvar_t fog_b = {"fog_b","0.0"};
cvar_t fog_start = {"fog_start","256"};
cvar_t fog_end = {"fog_end","700"};
cvar_t fog_enabled = {"fog_enabled","1"};
cvar_t fog_waterfog = {"fog_waterfog","1"};
float fog_color[4];
mirrorplane_t mirrorplanes[NUM_MIRROR_PLANES];
int mirror_contents;
#ifndef GL_ATI_pn_triangles
#define GL_PN_TRIANGLES_ATI 0x87F0
#define GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F1
#define GL_PN_TRIANGLES_POINT_MODE_ATI 0x87F2
#define GL_PN_TRIANGLES_NORMAL_MODE_ATI 0x87F3
#define GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F4
#define GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI 0x87F5
#define GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI 0x87F6
#define GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI 0x87F7
#define GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI 0x87F8
typedef void (APIENTRY *PFNGLPNTRIANGLESIATIPROC)(GLenum pname, GLint param);
typedef void (APIENTRY *PFNGLPNTRIANGLESFATIPROC)(GLenum pname, GLfloat param);
#endif
// actually in gl_bumpradeon (duh...)
extern PFNGLPNTRIANGLESIATIPROC qglPNTrianglesiATI;
extern PFNGLPNTRIANGLESFATIPROC qglPNTrianglesfATI;
#define GL_INCR_WRAP_EXT 0x8507
#define GL_DECR_WRAP_EXT 0x8508
#define MIN_PLAYER_MIRROR 48 //max size of player bounding box
//extern cvar_t gl_ztrick; PENTA: Removed
/*
=================
R_CullBox
Returns true if the box is completely outside the frustom
=================
*/
qboolean R_CullBox (vec3_t mins, vec3_t maxs)
{
int i;
for (i=0 ; i<4 ; i++)
if (BoxOnPlaneSide (mins, maxs, &frustum[i]) == 2)
return true;
return false;
}
/*
=============
R_RotateForEntity
Erad - transform interpolation
=============
*/
void R_RotateForEntity (entity_t *e)
{
float timepassed;
float blend;
vec3_t d;
int i;
//Hack to stop t lerping view models and player - Eradicator
if ((!strcmp (e->model->name, "progs/v_shot.mdl")) || (!strcmp (e->model->name, "progs/v_shot2.mdl"))
|| (!strcmp (e->model->name, "progs/v_nail.mdl")) || (!strcmp (e->model->name, "progs/v_nail2.mdl"))
|| (!strcmp (e->model->name, "progs/v_rock.mdl")) || (!strcmp (e->model->name, "progs/v_rock2.mdl"))
|| (!strcmp (e->model->name, "progs/v_axe.mdl")) || (!strcmp (e->model->name, "progs/v_light.mdl"))
|| (!strcmp (e->model->name, "progs/players.mdl")) || (!gl_transformlerp.value))
{
R_UnlerpedRotateForEntity(e);
return;
}
timepassed = realtime - e->translate_start_time;
if (e->translate_start_time == 0 || timepassed > 1)
{
e->translate_start_time = realtime;
VectorCopy (e->origin, e->origin1);
VectorCopy (e->origin, e->origin2);
}
if (!VectorCompare (e->origin, e->origin2))
{
e->translate_start_time = realtime;
VectorCopy (e->origin2, e->origin1);
VectorCopy (e->origin, e->origin2);
blend = 0;
}
else
{
blend = timepassed / 0.1;
if (cl.paused || blend > 1) blend = 1;
}
VectorSubtract (e->origin2, e->origin1, d);
glTranslatef (
e->origin1[0] + (blend * d[0]),
e->origin1[1] + (blend * d[1]),
e->origin1[2] + (blend * d[2]));
timepassed = realtime - e->rotate_start_time;
if (e->rotate_start_time == 0 || timepassed > 1)
{
e->rotate_start_time = realtime;
VectorCopy (e->angles, e->angles1);
VectorCopy (e->angles, e->angles2);
}
if (!VectorCompare (e->angles, e->angles2))
{
e->rotate_start_time = realtime;
VectorCopy (e->angles2, e->angles1);
VectorCopy (e->angles, e->angles2);
blend = 0;
}
else
{
blend = timepassed / 0.1;
if (cl.paused || blend > 1) blend = 1;
}
VectorSubtract (e->angles2, e->angles1, d);
for (i = 0; i < 3; i++)
{
if (d[i] > 180)
{
d[i] -= 360;
}
else if (d[i] < -180)
{
d[i] += 360;
}
}
glRotatef ( e->angles1[1] + ( blend * d[1]), 0, 0, 1);
glRotatef (-e->angles1[0] + (-blend * d[0]), 0, 1, 0);
glRotatef ( e->angles1[2] + ( blend * d[2]), 1, 0, 0);
}
void R_UnlerpedRotateForEntity (entity_t *e)
{
glTranslatef (e->origin[0], e->origin[1], e->origin[2]);
glRotatef (e->angles[1], 0, 0, 1);
glRotatef (-e->angles[0], 0, 1, 0);
glRotatef (e->angles[2], 1, 0, 0);
}
int CL_PointContents (vec3_t p)
{
int cont;
cont = SV_HullPointContents (&cl.worldmodel->hulls[0], 0, p);
if (cont <= CONTENTS_CURRENT_0 && cont >= CONTENTS_CURRENT_DOWN)
cont = CONTENTS_WATER;
return cont;
}
/*
=============================================================
SPRITE MODELS
=============================================================
*/
/*
================
R_GetSpriteFrame
================
*/
mspriteframe_t *R_GetSpriteFrame (entity_t *currententity)
{
msprite_t *psprite;
mspritegroup_t *pspritegroup;
mspriteframe_t *pspriteframe;
int i, numframes, frame;
float *pintervals, fullinterval, targettime, time;
psprite = currententity->model->cache.data;
frame = currententity->frame;
if ((frame >= psprite->numframes) || (frame < 0))
{
Con_Printf ("R_DrawSprite: no such frame %d\n", frame);
frame = 0;
}
if (psprite->frames[frame].type == SPR_SINGLE)
{
pspriteframe = psprite->frames[frame].frameptr;
}
else
{
pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
pintervals = pspritegroup->intervals;
numframes = pspritegroup->numframes;
fullinterval = pintervals[numframes-1];
time = cl.time + currententity->syncbase;
// when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
// are positive, so we don't have to worry about division by 0
targettime = time - ((int)(time / fullinterval)) * fullinterval;
for (i=0 ; i<(numframes-1) ; i++)
{
if (pintervals[i] > targettime)
break;
}
pspriteframe = pspritegroup->frames[i];
}
return pspriteframe;
}
/*
=================
R_DrawSpriteModel
=================
*/
#define VectorScalarMult(a,b,c) {c[0]=a[0]*b;c[1]=a[1]*b;c[2]=a[2]*b;}
void R_DrawSpriteModel (entity_t *e) //Oriented Sprite Fix - Eradicator
{
vec3_t point;
mspriteframe_t *frame;
float *up, *right;
vec3_t v_forward, v_right, v_up;
msprite_t *psprite;
vec3_t fixed_origin;
vec3_t temp;
// don't even bother culling, because it's just a single
// polygon without a surface cache
frame = R_GetSpriteFrame (e);
psprite = currententity->model->cache.data;
VectorCopy(e->origin,fixed_origin);
if (psprite->type == SPR_ORIENTED)
{ // bullet marks on walls
AngleVectors (currententity->angles, v_forward, v_right, v_up);
VectorScalarMult(v_forward,-2,temp);
VectorAdd(temp,fixed_origin,fixed_origin);
up = v_up;
right = v_right;
}
else
{ // normal sprite
up = vup;
right = vright;
}
GL_DisableMultitexture();
GL_Bind(frame->gl_texturenum);
glEnable (GL_ALPHA_TEST);
glBegin (GL_QUADS);
glTexCoord2f (0, 1);
//VectorMA (e->origin, frame->down, up, point); //Old
VectorMA (fixed_origin, frame->down, up, point); //Fixed Origin
VectorMA (point, frame->left, right, point);
glVertex3fv (point);
glTexCoord2f (0, 0);
VectorMA (fixed_origin, frame->up, up, point);
VectorMA (point, frame->left, right, point);
glVertex3fv (point);
glTexCoord2f (1, 0);
VectorMA (fixed_origin, frame->up, up, point);
VectorMA (point, frame->right, right, point);
glVertex3fv (point);
glTexCoord2f (1, 1);
VectorMA (fixed_origin, frame->down, up, point);
VectorMA (point, frame->right, right, point);
glVertex3fv (point);
glEnd ();
glDisable (GL_ALPHA_TEST);
}
/*
=============================================================
ALIAS MODELS
=============================================================
*/
float r_avertexnormals[NUMVERTEXNORMALS][3] = {
#include "anorms.h"
};
vec3_t shadevector;
float shadelight, ambientlight;
// precalculated dot products for quantized angles
#define SHADEDOT_QUANT 16
float r_avertexnormal_dots[SHADEDOT_QUANT][256] =
#include "anorm_dots.h"
;
float *shadedots = r_avertexnormal_dots[0];
int lastposenum;
void GL_DrawPentaAliasFrame (aliashdr_t *paliashdr, int posenum);
/*
=============
GL_DrawAliasFrame
=============
*/
extern vec3_t lightspot;
int extrudeTimeStamp;
vec3_t extrudedVerts[MAXALIASVERTS]; //PENTA: Temp buffer for extruded vertices
int extrudedTimestamp[MAXALIASVERTS]; //PENTA: Temp buffer for extruded vertices
qboolean triangleVis[MAXALIASTRIS]; //PENTA: Temp buffer for light facingness of triangles
void R_CalcAliasFrameShadowVolume (aliashdr_t *paliashdr,int posenum) {
plane_t *planes;
ftrivertx_t *verts;
mtriangle_t *tris, *triangle;
float d, scale;
int i, j;
vec3_t v2, *v1;
planes = (plane_t *)((byte *)paliashdr + paliashdr->planes);
planes += posenum * paliashdr->numtris;
verts = (ftrivertx_t *)((byte *)paliashdr + paliashdr->posedata);
verts += posenum * paliashdr->poseverts;
tris = (mtriangle_t *)((byte *)paliashdr + paliashdr->triangles);
extrudeTimeStamp++;
//calculate visibility
for (i=0; i<paliashdr->numtris; i++) {
d = DotProduct(planes[i].normal, currentshadowlight->origin) - planes[i].dist;
if (d > 0)
triangleVis[i] = true;
else
triangleVis[i] = false;
}
//extude vertices
triangle = tris;
for (i=0; i<paliashdr->numtris; i++, triangle++) {
if (triangleVis[i]) {//backfacing extrude it!
for (j=0; j<3; j++) {
int index = triangle->vertindex[j];
if (extrudedTimestamp[index] == extrudeTimeStamp) continue;
extrudedTimestamp[index] = extrudeTimeStamp;
v1 = &extrudedVerts[index];
/*
for (k=0; k<3; k++)
v2[k] = (verts[index].v[k] * paliashdr->scale[k]) + paliashdr->scale_origin[k];
*/
VectorCopy(verts[index].v,v2);
VectorSubtract (v2, currentshadowlight->origin, (*v1));
scale = Length ((*v1));
if (sh_visiblevolumes.value) {
//make them short so that we see them
VectorScale ((*v1), (1/scale)* 70, (*v1));
} else {
//we don't have to be afraid they will clip with the far plane
//since we use the infinite matrix trick
VectorScale ((*v1), (1/scale)* currentshadowlight->radius*10, (*v1));
}
VectorAdd ((*v1), v2 ,(*v1));
}
}
}
}
void R_DrawAliasFrameShadowVolume2 (aliashdr_t *paliashdr,aliasframeinstant_t *instant) {
mtriangle_t *tris, *triangle;
int i, j;
aliaslightinstant_t *linstant = instant->lightinstant;
tris = (mtriangle_t *)((byte *)paliashdr + paliashdr->triangles);
//FIXME: what's faster? less begin/ends or iterating the list multiple times?
//extude vertices
triangle = tris;
for (i=0; i<paliashdr->numtris; i++, triangle++) {
if (linstant->triangleVis[i]) {
for (j=0; j<3; j++) {
qboolean shadow = false;
if (triangle->neighbours[j] == -1) {
shadow = true;
} else if (!linstant->triangleVis[triangle->neighbours[j]]) {
shadow = true;
}
if (shadow) {
int index = triangle->vertindex[j];
glBegin(GL_QUAD_STRIP);
/*
glVertex3f(verts[index].v[0] * paliashdr->scale[0] + paliashdr->scale_origin[0],
verts[index].v[1] * paliashdr->scale[1] + paliashdr->scale_origin[1],
verts[index].v[2] * paliashdr->scale[2] + paliashdr->scale_origin[2]
);
*/
glVertex3fv(&instant->vertices[index][0]);
glVertex3fv(&linstant->extvertices[index][0]);
index = triangle->vertindex[(j+1)%3];
/*glVertex3f(verts[index].v[0] * paliashdr->scale[0] + paliashdr->scale_origin[0],
verts[index].v[1] * paliashdr->scale[1] + paliashdr->scale_origin[1],
verts[index].v[2] * paliashdr->scale[2] + paliashdr->scale_origin[2]
);
*/
glVertex3fv(&instant->vertices[index][0]);
glVertex3fv(&linstant->extvertices[index][0]);
glEnd();
}
}
glBegin(GL_TRIANGLES);
for (j=0; j<3; j++) {
int index = triangle->vertindex[j];
/*
glVertex3f(verts[index].v[0] * paliashdr->scale[0] + paliashdr->scale_origin[0],
verts[index].v[1] * paliashdr->scale[1] + paliashdr->scale_origin[1],
verts[index].v[2] * paliashdr->scale[2] + paliashdr->scale_origin[2]
);
*/
glVertex3fv(&instant->vertices[index][0]);
}
glEnd();
glBegin(GL_TRIANGLES);
for (j=2; j>=0; j--) {
glVertex3fv(&linstant->extvertices[triangle->vertindex[j]][0]);
}
glEnd();
}
/*
glBegin(GL_LINES);
for (j=0; j<3; j++) {
v2[j] = verts[ triangle->vertindex[0]].v[j] * paliashdr->scale[j] + paliashdr->scale_origin[j];
}
glVertex3fv(&v2[0]);
VectorMA(v2, 5, planes[i].normal, v2);
glVertex3fv(&v2[0]);
glEnd();
*/
}
}
/*
=============
R_DrawAliasFrameShadowVolume
=============
*/
extern vec3_t lightspot;
/*
void R_DrawAliasFrameShadowVolume (aliashdr_t *paliashdr, int posenum)
{
float s, t, l;
int i, j;
int index;
ftrivertx_t *v, *verts;
int list;
int *order;
vec3_t point,dir;
vec3_t *normal;
int count;
vec3_t fnormal;
verts = (ftrivertx_t *)((byte *)paliashdr + paliashdr->posedata);
verts += posenum * paliashdr->poseverts;
order = (int *)((byte *)paliashdr + paliashdr->commands);
while (1)
{
// get the vertex count and primitive type
count = *order++;
if (!count)
break; // done
if (count < 0)
{
count = -count;
glBegin (GL_TRIANGLE_FAN);
}
else
glBegin (GL_TRIANGLE_STRIP);
do
{
// texture coordinates come from the draw list
// (skipped for shadow volumes) glTexCoord2fv ((float *)order);
order += 2;
// normals and vertexes come from the frame list
//point[0] = verts->v[0] * paliashdr->scale[0] + paliashdr->scale_origin[0];
//point[1] = verts->v[1] * paliashdr->scale[1] + paliashdr->scale_origin[1];
//point[2] = verts->v[2] * paliashdr->scale[2] + paliashdr->scale_origin[2];
normal = &r_avertexnormals[verts->lightnormalindex];
//VectorSubtract(point,currentshadowlight->origin,dir);
VectorSubtract(verts->v,currentshadowlight->origin,dir);
VectorNormalize(dir);
if (DotProduct(dir,(*normal)) <= 0) {
//etrude to "infinity"
if (sh_visiblevolumes.value) {
VectorScale(dir,50,dir);
} else {
VectorScale(dir,currentshadowlight->radius*10,dir);
}
//VectorAdd(point,dir,point);
VectorAdd(verts->v,dir,point);
} else
VectorCopy(verts->v,point);
glVertex3fv (point);
verts++;
} while (--count);
glEnd ();
}
}
*/
/*
=================
R_DrawAliasShadowVolume
=================
*/
void R_DrawAliasSurfaceShadowVolume (aliashdr_t *paliashdr, aliasframeinstant_t *aliasframeinstant)
{
switch(gl_twosidedstencil)
{
case 0:
//
//Pass 1 increase
//
glCullFace(GL_FRONT);
glStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
R_DrawAliasFrameShadowVolume2 (paliashdr, aliasframeinstant);
//
// Second Pass. Decrease Stencil Value In The Shadow
//
glCullFace(GL_BACK);
glStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
R_DrawAliasFrameShadowVolume2 (paliashdr, aliasframeinstant);
break;
case 1:
// EXT_stencil_two_side
glDisable(GL_CULL_FACE);
glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
qglActiveStencilFaceEXT(GL_BACK);
glStencilOp(GL_KEEP, GL_DECR_WRAP_EXT, GL_KEEP);
glStencilFunc(GL_ALWAYS, 0, ~0);
qglActiveStencilFaceEXT(GL_FRONT);
glStencilOp(GL_KEEP, GL_INCR_WRAP_EXT, GL_KEEP);
glStencilFunc(GL_ALWAYS, 0, ~0);
R_DrawAliasFrameShadowVolume2 (paliashdr, aliasframeinstant);
glEnable(GL_CULL_FACE);
glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
break;
case 2:
// ATI_separate_stencil
glDisable(GL_CULL_FACE);
qglStencilFuncSeparateATI(GL_ALWAYS, GL_ALWAYS, 0, ~0);
qglStencilOpSeparateATI(GL_FRONT, GL_KEEP, GL_INCR_WRAP_EXT, GL_KEEP);
qglStencilOpSeparateATI(GL_BACK, GL_KEEP, GL_DECR_WRAP_EXT, GL_KEEP);
R_DrawAliasFrameShadowVolume2 (paliashdr, aliasframeinstant);
glEnable(GL_CULL_FACE);
break;
}
}
void R_DrawAliasShadowVolume (entity_t *e)
{
model_t *clmodel;
aliashdr_t *paliashdr;
alias3data_t *data;
aliasframeinstant_t *aliasframeinstant;
int i,maxnumsurf;
//vec3_t oldlightpos;
currententity = e;
clmodel = currententity->model;
/* no shadows casting for these */
if (clmodel->flags & EF_NOSHADOW)
return;
//
// locate the proper data
//
if (!e->aliasframeinstant) {
Con_Printf("no instant for ent %s\n", clmodel->name);
return;
}
/*
Don't cull to frustum models behind you may still cast shadows
if (R_CullBox (mins, maxs))
return;
*/
VectorCopy (currententity->origin, r_entorigin);
VectorSubtract (r_origin, r_entorigin, modelorg);
//
// locate the proper data
//
// data = (alias3data_t *)Mod_Extradata (e->model);
aliasframeinstant = e->aliasframeinstant;
data = (alias3data_t *)Mod_Extradata (e->model);
maxnumsurf = data->numSurfaces;
glPushMatrix ();
R_RotateForEntity (e);
for (i=0;i<maxnumsurf;++i)
{
paliashdr = (aliashdr_t *)((char*)data + data->ofsSurfaces[i]);
if (!aliasframeinstant) {
glPopMatrix ();
Con_Printf("R_DrawAliasShadowVolume: missing instant for ent %s\n", e->model->name);
return;
}
/* doesn't fit with new structs
if (paliashdr != ((aliasframeinstant_t *)e->model->aliasframeinstant)->paliashdr) {
//Sys_Error("Cache trashed");
r_cache_thrash = true;
((aliasframeinstant_t *)e->model->aliasframeinstant)->paliashdr = paliashdr;
}
*/
if ((e->frame >= paliashdr->numframes) || (e->frame < 0))
{
glPopMatrix ();
return;
}
//
// draw all the triangles
//
R_DrawAliasSurfaceShadowVolume(paliashdr,aliasframeinstant);
aliasframeinstant = aliasframeinstant->_next;
//VectorCopy(oldlightpos,currentshadowlight->origin);
} /* for paliashdr */
glPopMatrix();
}
/*
=================
R_SetupAliasFrame
=================
*/
void R_SetupAliasFrame (aliashdr_t *paliashdr, aliasframeinstant_t *instant)
{
float* texcoos;
int* indecies;
/*
if ((frame >= paliashdr->numframes) || (frame < 0))
{
Con_DPrintf ("R_AliasSetupFrame: no such frame %d\n", frame);
frame = 0;
}
pose = paliashdr->frames[frame].firstpose;
numposes = paliashdr->frames[frame].numposes;
apverts = (ftrivertx_t *)((byte *)paliashdr + paliashdr->frames[frame].frame);
if (numposes > 1)
{
interval = paliashdr->frames[frame].interval;
pose += (int)(cl.time / interval) % numposes;
}
*/
texcoos = (float *)((byte *)paliashdr + paliashdr->texcoords);
indecies = (int *)((byte *)paliashdr + paliashdr->indecies);
//GL_DrawAliasFrame (paliashdr, pose);
glVertexPointer(3, GL_FLOAT, 0, instant->vertices);
glEnableClientState(GL_VERTEX_ARRAY);
glNormalPointer(GL_FLOAT, 0, instant->normals);
glEnableClientState(GL_NORMAL_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, texcoos);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDrawElements(GL_TRIANGLES,paliashdr->numtris*3,GL_UNSIGNED_INT,indecies);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
/*
Draws the tangent space of the model
*/
void R_DrawAliasTangent (aliashdr_t *paliashdr, aliasframeinstant_t *instant)
{
float* texcoos;
int* indecies;
vec3_t extr;
int i;
texcoos = (float *)((byte *)paliashdr + paliashdr->texcoords);
indecies = (int *)((byte *)paliashdr + paliashdr->indecies);
//GL_DrawAliasFrame (paliashdr, pose);
for (i=0; i<paliashdr->poseverts; i++) {
glColor3ub(255,0,0);
glBegin(GL_LINES);
glVertex3fv(&instant->vertices[i][0]);
VectorMA(instant->vertices[i],1,instant->normals[i],extr);
glVertex3fv(&extr[0]);
glEnd();
glColor3ub(0,255,0);
glBegin(GL_LINES);
glVertex3fv(&instant->vertices[i][0]);
VectorMA(instant->vertices[i],1,instant->tangents[i],extr);
glVertex3fv(&extr[0]);
glEnd();
glColor3ub(0,0,255);
glBegin(GL_LINES);
glVertex3fv(&instant->vertices[i][0]);
VectorMA(instant->vertices[i],1,instant->binomials[i],extr);
glVertex3fv(&extr[0]);
glEnd();
}
}
/*
=================
R_DrawAliasSurface
DC : draw one surface from a model
=================
*/
void R_DrawAliasSurface (aliashdr_t *paliashdr, float bright, aliasframeinstant_t *instant)
{
int i;
int anim;
//
// draw all the triangles
//
if (!busy_caustics) {
anim = (int)(cl.time*10) & 3;
GL_Bind(paliashdr->gl_texturenum[currententity->skinnum][anim]);
// we can't dynamically colormap textures, so they are cached
// seperately for the players. Heads are just uncolored.
if (currententity->colormap != vid.colormap && !gl_nocolors.value)
{
i = currententity - cl_entities;
if (i >= 1 && i<=cl.maxclients /* && !strcmp (currententity->model->name, "progs/player.mdl") */)
GL_Bind(playertextures - 1 + i);
}
}
//XYZ
if (gl_wireframe.value) {
glDisable(GL_TEXTURE_2D);
}
if ( gl_truform.value )
{
glEnable(GL_PN_TRIANGLES_ATI);
qglPNTrianglesiATI(GL_PN_TRIANGLES_POINT_MODE_ATI, GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI);
qglPNTrianglesiATI(GL_PN_TRIANGLES_NORMAL_MODE_ATI, GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI);
qglPNTrianglesiATI(GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI, gl_truform_tesselation.value);
}