diff options
author | Carsten Weisse <[email protected]> | 2006-11-21 00:52:51 +0000 |
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committer | Carsten Weisse <[email protected]> | 2006-11-21 00:52:51 +0000 |
commit | 17b95195843d63063d989d6a99893ae6300f5ba5 (patch) | |
tree | 4ccd4fa9039724687039209c039344f285ef0b16 /src/jake2/render/basic/Mesh.java | |
parent | 6cfce25cd7b75c03ee2fc6b238e68f7e4cabb058 (diff) |
merge render-refactoring branch into the HEAD
Diffstat (limited to 'src/jake2/render/basic/Mesh.java')
-rw-r--r-- | src/jake2/render/basic/Mesh.java | 822 |
1 files changed, 822 insertions, 0 deletions
diff --git a/src/jake2/render/basic/Mesh.java b/src/jake2/render/basic/Mesh.java new file mode 100644 index 0000000..724d536 --- /dev/null +++ b/src/jake2/render/basic/Mesh.java @@ -0,0 +1,822 @@ +/* + * Mesh.java + * Copyright (C) 2003 + * + * $Id: Mesh.java,v 1.2 2006-11-21 00:50:46 cawe Exp $ + */ +/* + Copyright (C) 1997-2001 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. + + */ +package jake2.render.basic; + +import jake2.Defines; +import jake2.client.VID; +import jake2.client.entity_t; +import jake2.qcommon.qfiles; +import jake2.render.image_t; +import jake2.util.Lib; +import jake2.util.Math3D; + +import java.nio.FloatBuffer; + +/** + * Mesh + * + * @author cwei + */ +public abstract class Mesh extends Light { + + // g_mesh.c: triangle model functions + + /* + * ============================================================= + * + * ALIAS MODELS + * + * ============================================================= + */ + + static final int NUMVERTEXNORMALS = 162; + + float[][] r_avertexnormals = Anorms.VERTEXNORMALS; + + float[][] s_lerped = new float[qfiles.MAX_VERTS][4]; + + float[] shadevector = { 0, 0, 0 }; + + float[] shadelight = { 0, 0, 0 }; + + // precalculated dot products for quantized angles + static final int SHADEDOT_QUANT = 16; + + float[][] r_avertexnormal_dots = Anorms.VERTEXNORMAL_DOTS; + + float[] shadedots = r_avertexnormal_dots[0]; + + void GL_LerpVerts(int nverts, int[] ov, int[] v, + float[][] lerp, float[] move, float[] frontv, float[] backv) { + int i; + int lerpIndex = 0; + + int ovv, vv; + + //PMM -- added RF_SHELL_DOUBLE, RF_SHELL_HALF_DAM + if ((currententity.flags & (Defines.RF_SHELL_RED + | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE + | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0) { + float[] normal; + for (i = 0; i < nverts; i++ /* , v++, ov++, lerp+=4 */ + ) { + vv = v[i]; + normal = r_avertexnormals[(vv >>> 24) & 0xFF]; + ovv = ov[i]; + + lerp[i][0] = move[0] + (ovv & 0xFF) * backv[0] + (vv & 0xFF) + * frontv[0] + normal[0] * Defines.POWERSUIT_SCALE; + lerp[i][1] = move[1] + ((ovv >>> 8) & 0xFF) * backv[1] + ((vv >>> 8) & 0xFF) + * frontv[1] + normal[1] * Defines.POWERSUIT_SCALE; + lerp[i][2] = move[2] + ((ovv >>> 16) & 0xFF) * backv[2] + ((vv >>> 16) & 0xFF) + * frontv[2] + normal[2] * Defines.POWERSUIT_SCALE; + } + } else { + for (i = 0; i < nverts; i++ /* , v++, ov++, lerp+=4 */ + ) { + vv = v[i]; + ovv = ov[i]; + lerp[i][0] = move[0] + (ovv & 0xFF) * backv[0] + (vv & 0xFF) + * frontv[0]; + lerp[i][1] = move[1] + ((ovv >>> 8) & 0xFF) * backv[1] + ((vv >>> 8) & 0xFF) + * frontv[1]; + lerp[i][2] = move[2] + ((ovv >>> 16) & 0xFF) * backv[2] + ((vv >>> 16) & 0xFF) + * frontv[2]; + } + } + } + + void GL_LerpVerts(int nverts, int[] ov, int[] v, float[] move, + float[] frontv, float[] backv) { + int lerpIndex = 0; + + int ovv, vv; + FloatBuffer lerp = vertexArrayBuf; + + //PMM -- added RF_SHELL_DOUBLE, RF_SHELL_HALF_DAM + if ((currententity.flags & (Defines.RF_SHELL_RED + | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE + | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0) { + float[] normal; + int j = 0; + for (int i = 0; i < nverts; i++ /* , v++, ov++, lerp+=4 */ + ) { + vv = v[i]; + normal = r_avertexnormals[(v[i] >>> 24) & 0xFF]; + ovv = ov[i]; + + lerp.put(j, move[0] + (ovv & 0xFF) * backv[0] + (vv & 0xFF) * frontv[0] + + normal[0] * Defines.POWERSUIT_SCALE); + lerp.put(j + 1, move[1] + ((ovv >>> 8) & 0xFF) * backv[1] + ((vv >>> 8) & 0xFF) * frontv[1] + + normal[1] * Defines.POWERSUIT_SCALE); + lerp.put(j + 2, move[2] + ((ovv >>> 16) & 0xFF) * backv[2] + ((vv >>> 16) & 0xFF) * frontv[2] + + normal[2] * Defines.POWERSUIT_SCALE); + j += 3; + } + } else { + int j = 0; + for (int i = 0; i < nverts; i++ /* , v++, ov++, lerp+=4 */ + ) { + ovv = ov[i]; + vv = v[i]; + + lerp.put(j, move[0] + (ovv & 0xFF) * backv[0] + (vv & 0xFF) * frontv[0]); + lerp.put(j + 1, move[1] + ((ovv >>> 8) & 0xFF) * backv[1] + ((vv >>> 8) & 0xFF) * frontv[1]); + lerp.put(j + 2, move[2] + ((ovv >>> 16) & 0xFF) * backv[2] + ((vv >>> 16) & 0xFF) * frontv[2]); + j += 3; + } + } + } + + FloatBuffer colorArrayBuf = Lib.newFloatBuffer(qfiles.MAX_VERTS * 4); + + FloatBuffer vertexArrayBuf = Lib.newFloatBuffer(qfiles.MAX_VERTS * 3); + + boolean isFilled = false; + + float[] tmpVec = { 0, 0, 0 }; + + /* + * ============= GL_DrawAliasFrameLerp + * + * interpolates between two frames and origins FIXME: batch lerp all + * vertexes ============= + */ + void GL_DrawAliasFrameLerp(qfiles.dmdl_t paliashdr, float backlerp) { + float l; + qfiles.daliasframe_t frame, oldframe; + int[] v, ov; + + int[] order; + int orderIndex = 0; + int count; + + float frontlerp; + float alpha; + + float[] move = { 0, 0, 0 }; // vec3_t + float[][] vectors = { { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 } // 3 mal + // vec3_t + }; + + float[] frontv = { 0, 0, 0 }; // vec3_t + float[] backv = { 0, 0, 0 }; // vec3_t + + int i; + int index_xyz; + //float[][] lerp; + + frame = paliashdr.aliasFrames[currententity.frame]; + + v = frame.verts; + + oldframe = paliashdr.aliasFrames[currententity.oldframe]; + + ov = oldframe.verts; + + order = paliashdr.glCmds; + + if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) + alpha = currententity.alpha; + else + alpha = 1.0f; + + // PMM - added double shell + if ((currententity.flags & (Defines.RF_SHELL_RED + | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE + | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0) + gl.glDisable(GL_TEXTURE_2D); + + frontlerp = 1.0f - backlerp; + + // move should be the delta back to the previous frame * backlerp + Math3D.VectorSubtract(currententity.oldorigin, currententity.origin, + frontv); + Math3D.AngleVectors(currententity.angles, vectors[0], vectors[1], + vectors[2]); + + move[0] = Math3D.DotProduct(frontv, vectors[0]); // forward + move[1] = -Math3D.DotProduct(frontv, vectors[1]); // left + move[2] = Math3D.DotProduct(frontv, vectors[2]); // up + + Math3D.VectorAdd(move, oldframe.translate, move); + + for (i = 0; i < 3; i++) { + move[i] = backlerp * move[i] + frontlerp * frame.translate[i]; + frontv[i] = frontlerp * frame.scale[i]; + backv[i] = backlerp * oldframe.scale[i]; + } + + if (gl_vertex_arrays.value != 0.0f) { + GL_LerpVerts(paliashdr.num_xyz, ov, v, move, frontv, backv); + + gl.glEnableClientState(GL_VERTEX_ARRAY); + gl.glVertexPointer(3, 0, vertexArrayBuf); + + // PMM - added double damage shell + if ((currententity.flags & (Defines.RF_SHELL_RED + | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE + | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0) { + + gl.glDisableClientState(GL_COLOR_ARRAY); + gl.glColor4f(shadelight[0], shadelight[1], shadelight[2], alpha); + } else { + gl.glEnableClientState(GL_COLOR_ARRAY); + gl.glColorPointer(4, 0, colorArrayBuf); + + // + // pre light everything + // + FloatBuffer color = colorArrayBuf; + int j = 0; + for (i = 0; i < paliashdr.num_xyz; i++) { + // light normal index + l = shadedots[(v[i] >>> 24) & 0xFF]; + color.put(j++, l * shadelight[0]); + color.put(j++, l * shadelight[1]); + color.put(j++, l * shadelight[2]); + color.put(j++, alpha); + } + } + + if (qglLockArraysEXT) + gl.glLockArraysEXT(0, paliashdr.num_xyz); + + while (true) { + // get the vertex count and primitive type + count = order[orderIndex++]; + if (count == 0) + break; // done + if (count < 0) { + count = -count; + gl.glBegin(GL_TRIANGLE_FAN); + } else { + gl.glBegin(GL_TRIANGLE_STRIP); + } + + // PMM - added double damage shell + if ((currententity.flags & (Defines.RF_SHELL_RED + | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE + | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0) { + do { + index_xyz = order[orderIndex + 2]; + orderIndex += 3; + /* + * vertexArrayBuf.position(4 * index_xyz); + * vertexArrayBuf.get(tmpVec); gl.glVertex3fv( tmpVec ); + */ + gl.glArrayElement(index_xyz); + + } while (--count != 0); + } else { + do { + // texture coordinates come from the draw list + gl.glTexCoord2f(Float + .intBitsToFloat(order[orderIndex + 0]), Float + .intBitsToFloat(order[orderIndex + 1])); + + index_xyz = order[orderIndex + 2]; + orderIndex += 3; + + // normals and vertexes come from the frame list + gl.glArrayElement(index_xyz); + + } while (--count != 0); + } + gl.glEnd(); + } + + if (qglLockArraysEXT) + gl.glUnlockArraysEXT(); + } else { + GL_LerpVerts(paliashdr.num_xyz, ov, v, s_lerped, move, + frontv, backv); + + float[] tmp; + + while (true) { + // get the vertex count and primitive type + count = order[orderIndex++]; + if (count == 0) + break; // done + if (count < 0) { + count = -count; + gl.glBegin(GL_TRIANGLE_FAN); + } else { + gl.glBegin(GL_TRIANGLE_STRIP); + } + + if ((currententity.flags & (Defines.RF_SHELL_RED + | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE)) != 0) { + do { + index_xyz = order[orderIndex + 2]; + orderIndex += 3; + + gl.glColor4f(shadelight[0], shadelight[1], + shadelight[2], alpha); + tmp = s_lerped[index_xyz]; + gl.glVertex3f(tmp[0], tmp[1], tmp[2]); + + } while (--count != 0); + } else { + do { + // texture coordinates come from the draw list + // gl.glTexCoord2f (((float *)order)[0], ((float + // *)order)[1]); + + gl.glTexCoord2f(Float + .intBitsToFloat(order[orderIndex + 0]), Float + .intBitsToFloat(order[orderIndex + 1])); + index_xyz = order[orderIndex + 2]; + orderIndex += 3; + + // normals and vertexes come from the frame list + l = shadedots[(v[index_xyz] >>> 24) & 0xFF]; + + gl.glColor4f(l * shadelight[0], l * shadelight[1], l + * shadelight[2], alpha); + tmp = s_lerped[index_xyz]; + gl.glVertex3f(tmp[0], tmp[1], tmp[2]); + } while (--count != 0); + } + gl.glEnd(); + } + } + + // PMM - added double damage shell + if ((currententity.flags & (Defines.RF_SHELL_RED + | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE + | Defines.RF_SHELL_DOUBLE | Defines.RF_SHELL_HALF_DAM)) != 0) + gl.glEnable(GL_TEXTURE_2D); + } + + /* + * ============= GL_DrawAliasShadow ============= + */ + void GL_DrawAliasShadow(qfiles.dmdl_t paliashdr, int posenum) { + float[] point = { 0, 0, 0 }; + int count; + qfiles.daliasframe_t frame; + + float lheight = currententity.origin[2] - lightspot[2]; + + frame = paliashdr.aliasFrames[currententity.frame]; + + int[] order = paliashdr.glCmds; + + float height = -lheight + 1.0f; + + int orderIndex = 0; + int index = 0; + + while (true) { + // get the vertex count and primitive type + count = order[orderIndex++]; + if (count == 0) + break; // done + if (count < 0) { + count = -count; + gl.glBegin(GL_TRIANGLE_FAN); + } else + gl.glBegin(GL_TRIANGLE_STRIP); + + do { + // normals and vertexes come from the frame list + /* + * point[0] = verts[order[2]].v[0] * frame.scale[0] + + * frame.translate[0]; point[1] = verts[order[2]].v[1] * + * frame.scale[1] + frame.translate[1]; point[2] = + * verts[order[2]].v[2] * frame.scale[2] + frame.translate[2]; + */ + + if (gl_vertex_arrays.value != 0.0f) { + index = order[orderIndex + 2] * 3; + point[0] = vertexArrayBuf.get(index); + point[1] = vertexArrayBuf.get(index + 1); + point[2] = vertexArrayBuf.get(index + 2); + } else { + Math3D.VectorCopy(s_lerped[order[orderIndex + 2]], point); + } + + point[0] -= shadevector[0] * (point[2] + lheight); + point[1] -= shadevector[1] * (point[2] + lheight); + point[2] = height; + gl.glVertex3f(point[0], point[1], point[2]); + + orderIndex += 3; + + } while (--count != 0); + + gl.glEnd(); + } + } + + /* + * * R_CullAliasModel + */ + boolean R_CullAliasModel(float[][] bbox, entity_t e) { + int i; + float[] mins = { 0, 0, 0 }; + float[] maxs = { 0, 0, 0 }; + + qfiles.dmdl_t paliashdr; + + float[][] vectors = { { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 } }; + + float[] thismins = { 0, 0, 0 }; + float[] oldmins = { 0, 0, 0 }; + float[] thismaxs = { 0, 0, 0 }; + float[] oldmaxs = { 0, 0, 0 }; + qfiles.daliasframe_t pframe, poldframe; + float[] angles = { 0, 0, 0 }; + + paliashdr = (qfiles.dmdl_t) currentmodel.extradata; + + if ((e.frame >= paliashdr.num_frames) || (e.frame < 0)) { + VID.Printf(Defines.PRINT_ALL, "R_CullAliasModel " + + currentmodel.name + ": no such frame " + e.frame + '\n'); + e.frame = 0; + } + if ((e.oldframe >= paliashdr.num_frames) || (e.oldframe < 0)) { + VID.Printf(Defines.PRINT_ALL, "R_CullAliasModel " + + currentmodel.name + ": no such oldframe " + e.oldframe + + '\n'); + e.oldframe = 0; + } + + pframe = paliashdr.aliasFrames[e.frame]; + poldframe = paliashdr.aliasFrames[e.oldframe]; + + /* + * * compute axially aligned mins and maxs + */ + if (pframe == poldframe) { + for (i = 0; i < 3; i++) { + mins[i] = pframe.translate[i]; + maxs[i] = mins[i] + pframe.scale[i] * 255; + } + } else { + for (i = 0; i < 3; i++) { + thismins[i] = pframe.translate[i]; + thismaxs[i] = thismins[i] + pframe.scale[i] * 255; + + oldmins[i] = poldframe.translate[i]; + oldmaxs[i] = oldmins[i] + poldframe.scale[i] * 255; + + if (thismins[i] < oldmins[i]) + mins[i] = thismins[i]; + else + mins[i] = oldmins[i]; + + if (thismaxs[i] > oldmaxs[i]) + maxs[i] = thismaxs[i]; + else + maxs[i] = oldmaxs[i]; + } + } + + /* + * * compute a full bounding box + */ + for (i = 0; i < 8; i++) { + float[] tmp = { 0, 0, 0 }; + + if ((i & 1) != 0) + tmp[0] = mins[0]; + else + tmp[0] = maxs[0]; + + if ((i & 2) != 0) + tmp[1] = mins[1]; + else + tmp[1] = maxs[1]; + + if ((i & 4) != 0) + tmp[2] = mins[2]; + else + tmp[2] = maxs[2]; + + Math3D.VectorCopy(tmp, bbox[i]); + } + + /* + * * rotate the bounding box + */ + Math3D.VectorCopy(e.angles, angles); + angles[YAW] = -angles[YAW]; + Math3D.AngleVectors(angles, vectors[0], vectors[1], vectors[2]); + + for (i = 0; i < 8; i++) { + float[] tmp = { 0, 0, 0 }; + + Math3D.VectorCopy(bbox[i], tmp); + + bbox[i][0] = Math3D.DotProduct(vectors[0], tmp); + bbox[i][1] = -Math3D.DotProduct(vectors[1], tmp); + bbox[i][2] = Math3D.DotProduct(vectors[2], tmp); + + Math3D.VectorAdd(e.origin, bbox[i], bbox[i]); + } + + { + int p, f; + int aggregatemask = ~0; // 0xFFFFFFFF + + for (p = 0; p < 8; p++) { + int mask = 0; + + for (f = 0; f < 4; f++) { + float dp = Math3D.DotProduct(frustum[f].normal, bbox[p]); + + if ((dp - frustum[f].dist) < 0) { + mask |= (1 << f); + } + } + + aggregatemask &= mask; + } + + if (aggregatemask != 0) { + return true; + } + + return false; + } + } + + /* + * ================= R_DrawAliasModel + * + * ================= + */ + void R_DrawAliasModel(entity_t e) { + int i; + qfiles.dmdl_t paliashdr; + float an; + + // bounding box + float[][] bbox = { { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 }, + { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 } }; + image_t skin; + + if ((e.flags & Defines.RF_WEAPONMODEL) == 0) { + if (R_CullAliasModel(bbox, e)) + return; + } + + if ((e.flags & Defines.RF_WEAPONMODEL) != 0) { + if (r_lefthand.value == 2.0f) + return; + } + + paliashdr = (qfiles.dmdl_t) currentmodel.extradata; + + // + // get lighting information + // + // PMM - rewrote, reordered to handle new shells & mixing + // PMM - 3.20 code .. replaced with original way of doing it to keep mod + // authors happy + // + if ((currententity.flags & (Defines.RF_SHELL_HALF_DAM + | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_RED + | Defines.RF_SHELL_BLUE | Defines.RF_SHELL_DOUBLE)) != 0) { + Math3D.VectorClear(shadelight); + if ((currententity.flags & Defines.RF_SHELL_HALF_DAM) != 0) { + shadelight[0] = 0.56f; + shadelight[1] = 0.59f; + shadelight[2] = 0.45f; + } + if ((currententity.flags & Defines.RF_SHELL_DOUBLE) != 0) { + shadelight[0] = 0.9f; + shadelight[1] = 0.7f; + } + if ((currententity.flags & Defines.RF_SHELL_RED) != 0) + shadelight[0] = 1.0f; + if ((currententity.flags & Defines.RF_SHELL_GREEN) != 0) + shadelight[1] = 1.0f; + if ((currententity.flags & Defines.RF_SHELL_BLUE) != 0) + shadelight[2] = 1.0f; + } + + else if ((currententity.flags & Defines.RF_FULLBRIGHT) != 0) { + for (i = 0; i < 3; i++) + shadelight[i] = 1.0f; + } else { + R_LightPoint(currententity.origin, shadelight); + + // player lighting hack for communication back to server + // big hack! + if ((currententity.flags & Defines.RF_WEAPONMODEL) != 0) { + // pick the greatest component, which should be the same + // as the mono value returned by software + if (shadelight[0] > shadelight[1]) { + if (shadelight[0] > shadelight[2]) + r_lightlevel.value = 150 * shadelight[0]; + else + r_lightlevel.value = 150 * shadelight[2]; + } else { + if (shadelight[1] > shadelight[2]) + r_lightlevel.value = 150 * shadelight[1]; + else + r_lightlevel.value = 150 * shadelight[2]; + } + } + + if (gl_monolightmap.string.charAt(0) != '0') { + float s = shadelight[0]; + + if (s < shadelight[1]) + s = shadelight[1]; + if (s < shadelight[2]) + s = shadelight[2]; + + shadelight[0] = s; + shadelight[1] = s; + shadelight[2] = s; + } + } + + if ((currententity.flags & Defines.RF_MINLIGHT) != 0) { + for (i = 0; i < 3; i++) + if (shadelight[i] > 0.1f) + break; + if (i == 3) { + shadelight[0] = 0.1f; + shadelight[1] = 0.1f; + shadelight[2] = 0.1f; + } + } + + if ((currententity.flags & Defines.RF_GLOW) != 0) { // bonus items will + // pulse with time + float scale; + float min; + + scale = (float) (0.1f * Math.sin(r_newrefdef.time * 7)); + for (i = 0; i < 3; i++) { + min = shadelight[i] * 0.8f; + shadelight[i] += scale; + if (shadelight[i] < min) + shadelight[i] = min; + } + } + + // ================= + // PGM ir goggles color override + if ((r_newrefdef.rdflags & Defines.RDF_IRGOGGLES) != 0 + && (currententity.flags & Defines.RF_IR_VISIBLE) != 0) { + shadelight[0] = 1.0f; + shadelight[1] = 0.0f; + shadelight[2] = 0.0f; + } + // PGM + // ================= + + shadedots = r_avertexnormal_dots[((int) (currententity.angles[1] * (SHADEDOT_QUANT / 360.0))) + & (SHADEDOT_QUANT - 1)]; + + an = (float) (currententity.angles[1] / 180 * Math.PI); + shadevector[0] = (float) Math.cos(-an); + shadevector[1] = (float) Math.sin(-an); + shadevector[2] = 1; + Math3D.VectorNormalize(shadevector); + + // + // locate the proper data + // + + c_alias_polys += paliashdr.num_tris; + + // + // draw all the triangles + // + if ((currententity.flags & Defines.RF_DEPTHHACK) != 0) + // hack the depth range to prevent view model from poking into walls + gl.glDepthRange(gldepthmin, gldepthmin + 0.3 + * (gldepthmax - gldepthmin)); + + if ((currententity.flags & Defines.RF_WEAPONMODEL) != 0 + && (r_lefthand.value == 1.0f)) { + gl.glMatrixMode(GL_PROJECTION); + gl.glPushMatrix(); + gl.glLoadIdentity(); + gl.glScalef(-1, 1, 1); + MYgluPerspective(r_newrefdef.fov_y, (float) r_newrefdef.width + / r_newrefdef.height, 4, 4096); + gl.glMatrixMode(GL_MODELVIEW); + + gl.glCullFace(GL_BACK); + } + + gl.glPushMatrix(); + e.angles[PITCH] = -e.angles[PITCH]; // sigh. + R_RotateForEntity(e); + e.angles[PITCH] = -e.angles[PITCH]; // sigh. + + // select skin + if (currententity.skin != null) + skin = currententity.skin; // custom player skin + else { + if (currententity.skinnum >= qfiles.MAX_MD2SKINS) + skin = currentmodel.skins[0]; + else { + skin = currentmodel.skins[currententity.skinnum]; + if (skin == null) + skin = currentmodel.skins[0]; + } + } + if (skin == null) + skin = r_notexture; // fallback... + GL_Bind(skin.texnum); + + // draw it + + gl.glShadeModel(GL_SMOOTH); + + GL_TexEnv(GL_MODULATE); + if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) { + gl.glEnable(GL_BLEND); + } + + if ((currententity.frame >= paliashdr.num_frames) + || (currententity.frame < 0)) { + VID.Printf(Defines.PRINT_ALL, "R_DrawAliasModel " + + currentmodel.name + ": no such frame " + + currententity.frame + '\n'); + currententity.frame = 0; + currententity.oldframe = 0; + } + + if ((currententity.oldframe >= paliashdr.num_frames) + || (currententity.oldframe < 0)) { + VID.Printf(Defines.PRINT_ALL, "R_DrawAliasModel " + + currentmodel.name + ": no such oldframe " + + currententity.oldframe + '\n'); + currententity.frame = 0; + currententity.oldframe = 0; + } + + if (r_lerpmodels.value == 0.0f) + currententity.backlerp = 0; + GL_DrawAliasFrameLerp(paliashdr, currententity.backlerp); + + GL_TexEnv(GL_REPLACE); + gl.glShadeModel(GL_FLAT); + + gl.glPopMatrix(); + + if ((currententity.flags & Defines.RF_WEAPONMODEL) != 0 + && (r_lefthand.value == 1.0F)) { + gl.glMatrixMode(GL_PROJECTION); + gl.glPopMatrix(); + gl.glMatrixMode(GL_MODELVIEW); + gl.glCullFace(GL_FRONT); + } + + if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) { + gl.glDisable(GL_BLEND); + } + + if ((currententity.flags & Defines.RF_DEPTHHACK) != 0) + gl.glDepthRange(gldepthmin, gldepthmax); + + if (gl_shadows.value != 0.0f + && (currententity.flags & (Defines.RF_TRANSLUCENT | Defines.RF_WEAPONMODEL)) == 0) { + gl.glPushMatrix(); + R_RotateForEntity(e); + gl.glDisable(GL_TEXTURE_2D); + gl.glEnable(GL_BLEND); + gl.glColor4f(0, 0, 0, 0.5f); + GL_DrawAliasShadow(paliashdr, currententity.frame); + gl.glEnable(GL_TEXTURE_2D); + gl.glDisable(GL_BLEND); + gl.glPopMatrix(); + } + gl.glColor4f(1, 1, 1, 1); + } + +}
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