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-rw-r--r--src/jake2/render/common/Mesh.java707
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diff --git a/src/jake2/render/common/Mesh.java b/src/jake2/render/common/Mesh.java
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+/*
+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.
+
+*/
+
+// Created on 25.08.2006 by RST.
+// $Id: Mesh.java,v 1.1 2006-10-31 13:06:32 salomo Exp $
+
+package jake2.render.common;
+
+
+import jake2.Defines;
+import jake2.client.VID;
+import jake2.client.entity_t;
+import jake2.qcommon.qfiles;
+import jake2.render.image_t;
+import jake2.util.Math3D;
+import jake2.util.Vec3Cache;
+
+import java.nio.FloatBuffer;
+import java.nio.IntBuffer;
+
+import net.java.games.joal.util.BufferUtils;
+
+
+public abstract class Mesh extends Light {
+
+
+ protected static final int NUMVERTEXNORMALS = 162;
+
+ protected float[][] r_avertexnormals = Anorms.VERTEXNORMALS;
+
+ protected float[] shadevector = { 0, 0, 0 };
+
+ protected float[] shadelight = { 0, 0, 0 };
+
+ // precalculated dot products for quantized angles
+ protected static final int SHADEDOT_QUANT = 16;
+
+ protected float[][] r_avertexnormal_dots = Anorms.VERTEXNORMAL_DOTS;
+
+ protected float[] shadedots = r_avertexnormal_dots[0];
+
+ // bounding box
+ protected 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 } };
+
+
+ /*
+ * ================== R_InitParticleTexture ==================
+ */
+ protected byte[][] dottexture = { { 0, 0, 0, 0, 0, 0, 0, 0 },
+ { 0, 0, 1, 1, 0, 0, 0, 0 }, { 0, 1, 1, 1, 1, 0, 0, 0 },
+ { 0, 1, 1, 1, 1, 0, 0, 0 }, { 0, 0, 1, 1, 0, 0, 0, 0 },
+ { 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0 },
+ { 0, 0, 0, 0, 0, 0, 0, 0 }, };
+
+ protected void R_InitParticleTexture() {
+ int x, y;
+ byte[] data = new byte[8 * 8 * 4];
+
+ //
+ // particle texture
+ //
+ for (x = 0; x < 8; x++) {
+ for (y = 0; y < 8; y++) {
+ data[y * 32 + x * 4 + 0] = (byte) 255;
+ data[y * 32 + x * 4 + 1] = (byte) 255;
+ data[y * 32 + x * 4 + 2] = (byte) 255;
+ data[y * 32 + x * 4 + 3] = (byte) (dottexture[x][y] * 255);
+
+ }
+ }
+ r_particletexture = GL_LoadPic("***particle***", data, 8, 8, Base.it_sprite, 32);
+
+ //
+ // also use this for bad textures, but without alpha
+ //
+ for (x = 0; x < 8; x++) {
+ for (y = 0; y < 8; y++) {
+ data[y * 32 + x * 4 + 0] = (byte) (dottexture[x & 3][y & 3] * 255);
+ data[y * 32 + x * 4 + 1] = 0; // dottexture[x&3][y&3]*255;
+ data[y * 32 + x * 4 + 2] = 0; // dottexture[x&3][y&3]*255;
+ data[y * 32 + x * 4 + 3] = (byte) 255;
+ }
+ }
+ r_notexture = GL_LoadPic("***r_notexture***", data, 8, 8, Base.it_wall, 32);
+ }
+
+ /**
+ * GL_LerpVerts
+ */
+ protected void GL_LerpVerts(int nverts, int[] ov, int[] v, float[] move,
+ float[] frontv, float[] backv) {
+ FloatBuffer lerp = vertexArrayBuf;
+ lerp.limit((nverts << 2) - nverts); // nverts * 3
+
+ 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;
+ int j = 0;
+ for (int i = 0; i < nverts; i++/* , v++, ov++, lerp+=4 */) {
+ vv = v[i];
+ normal = r_avertexnormals[(vv >>> 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;
+ }
+ }
+ }
+
+ protected FloatBuffer colorArrayBuf = BufferUtils.newFloatBuffer(qfiles.MAX_VERTS * 4);
+ protected FloatBuffer vertexArrayBuf = BufferUtils.newFloatBuffer(qfiles.MAX_VERTS * 3);
+ protected FloatBuffer textureArrayBuf = BufferUtils.newFloatBuffer(qfiles.MAX_VERTS * 2);
+
+ protected boolean isFilled = false;
+
+ protected float[] tmpVec = { 0, 0, 0 };
+
+ protected float[][] vectors = { { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 } // 3 mal vec3_t
+ };
+
+ /**
+ * R_CullAliasModel
+ */
+ // TODO sync with jogl renderer. hoz
+ protected boolean R_CullAliasModel(entity_t e) {
+ qfiles.dmdl_t 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;
+ }
+
+ qfiles.daliasframe_t pframe = paliashdr.aliasFrames[e.frame];
+ qfiles.daliasframe_t poldframe = paliashdr.aliasFrames[e.oldframe];
+
+ /*
+ * * compute axially aligned mins and maxs
+ */
+ float[] mins = Vec3Cache.get();
+ float[] maxs = Vec3Cache.get();
+
+ if (pframe == poldframe) {
+ for (int i = 0; i < 3; i++) {
+ mins[i] = pframe.translate[i];
+ maxs[i] = mins[i] + pframe.scale[i] * 255;
+ }
+ } else {
+ float thismaxs, oldmaxs;
+ for (int i = 0; i < 3; i++) {
+ thismaxs = pframe.translate[i] + pframe.scale[i] * 255;
+
+ oldmaxs = poldframe.translate[i] + poldframe.scale[i] * 255;
+
+ if (pframe.translate[i] < poldframe.translate[i])
+ mins[i] = pframe.translate[i];
+ else
+ mins[i] = poldframe.translate[i];
+
+ if (thismaxs > oldmaxs)
+ maxs[i] = thismaxs;
+ else
+ maxs[i] = oldmaxs;
+ }
+ }
+
+ /*
+ * * compute a full bounding box
+ */
+ float[] tmp;
+ for (int i = 0; i < 8; i++) {
+ tmp = bbox[i];
+ 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];
+ }
+
+ /*
+ * * rotate the bounding box
+ */
+ tmp = mins;
+ Math3D.VectorCopy(e.angles, tmp);
+ tmp[Base.YAW] = -tmp[Base.YAW];
+ Math3D.AngleVectors(tmp, vectors[0], vectors[1], vectors[2]);
+
+ for (int i = 0; i < 8; i++) {
+ 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]);
+ }
+
+ Vec3Cache.release(2); // mins, maxs
+
+ int f, mask;
+ int aggregatemask = ~0; // 0xFFFFFFFF
+
+ for (int p = 0; p < 8; p++) {
+ 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;
+ }
+
+ /*
+ * =============================================================
+ *
+ * ALIAS MODELS
+ *
+ * =============================================================
+ */
+
+ protected void GL_DrawAliasFrameLerp(qfiles.dmdl_t paliashdr, float backlerp) {
+ int count;
+ float alpha;
+
+
+ qfiles.daliasframe_t frame = paliashdr.aliasFrames[currententity.frame];
+
+ int[] verts = frame.verts;
+
+ qfiles.daliasframe_t oldframe = paliashdr.aliasFrames[currententity.oldframe];
+
+ int[] ov = oldframe.verts;
+
+ 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)
+ ggl.glDisable(ggl.GL_TEXTURE_2D);
+
+ float frontlerp = 1.0f - backlerp;
+
+ float[] frontv = Vec3Cache.get(); // vec3_t
+ // 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]);
+
+ float[] move = Vec3Cache.get(); // vec3_t
+ 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);
+
+ float[] backv = Vec3Cache.get(); // vec3_t
+ for (int 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];
+ }
+
+ // ab hier wird optimiert
+
+ GL_LerpVerts(paliashdr.num_xyz, ov, verts, move, frontv, backv);
+
+ Vec3Cache.release(3); // frontv, move, backv
+
+ //ggl.glEnableClientState( ggl.GL_VERTEX_ARRAY );
+ ggl.glVertexPointer(3, ggl.GL_FLOAT, 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) {
+ ggl.glColor4f(shadelight[0], shadelight[1], shadelight[2], alpha);
+ } else {
+ ggl.glEnableClientState(ggl.GL_COLOR_ARRAY);
+ ggl.glColorPointer(4, ggl.GL_FLOAT, 0, colorArrayBuf);
+
+ //
+ // pre light everything
+ //
+ FloatBuffer color = colorArrayBuf;
+ int j = 0;
+ float l;
+ for (int i = 0; i < paliashdr.num_xyz; i++) {
+ l = shadedots[(verts[i] >>> 24 ) & 0xFF];
+ color.put(j, l * shadelight[0]);
+ color.put(j + 1, l * shadelight[1]);
+ color.put(j + 2, l * shadelight[2]);
+ color.put(j + 3, alpha);
+ j += 4;
+ }
+ }
+
+ ggl.glClientActiveTextureARB(GL_TEXTURE0);
+ ggl.glTexCoordPointer(2, ggl.GL_FLOAT, 0, textureArrayBuf);
+ //ggl.glEnableClientState( ggl.GL_TEXTURE_COORD_ARRAY);
+
+ int pos = 0;
+ int[] counts = paliashdr.counts;
+
+ IntBuffer srcIndexBuf = null;
+
+ FloatBuffer dstTextureCoords = textureArrayBuf;
+ FloatBuffer srcTextureCoords = paliashdr.textureCoordBuf;
+
+ int dstIndex = 0;
+ int srcIndex = 0;
+
+ for (int j = 0; j < counts.length; j++) {
+
+ // get the vertex count and primitive type
+ count = counts[j];
+ if (count == 0)
+ break; // done
+
+ srcIndexBuf = paliashdr.indexElements[j];
+
+ int mode = ggl.GL_TRIANGLE_STRIP;
+ if (count < 0) {
+ mode = ggl.GL_TRIANGLE_FAN;
+ count = -count;
+ }
+ srcIndex = pos << 1;
+ for (int k = 0; k < count; k++) {
+ dstIndex = srcIndexBuf.get(k) << 1;
+ dstTextureCoords.put(dstIndex++, srcTextureCoords.get(srcIndex++));
+ dstTextureCoords.put(dstIndex, srcTextureCoords.get(srcIndex++));
+ }
+
+ ggl.glDrawElements(mode, count, ggl.GL_UNSIGNED_INT, srcIndexBuf);
+
+ pos += count;
+ }
+
+ // 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)
+ ggl.glEnable(ggl.GL_TEXTURE_2D);
+
+ ggl.glDisableClientState(ggl.GL_COLOR_ARRAY);
+ }
+
+ /**
+ * ============= GL_DrawAliasShadow =============
+ */
+ protected void GL_DrawAliasShadow(qfiles.dmdl_t paliashdr, int posenum) {
+ int[] order;
+ float height, lheight;
+ int count;
+
+ lheight = currententity.origin[2] - lightspot[2];
+
+ height = 0;
+
+ order = paliashdr.glCmds;
+
+ height = -lheight + 1.0f;
+
+ int orderIndex = 0;
+ int index = 0;
+
+ // TODO shadow drawing with vertex arrays
+
+ float[] point = Vec3Cache.get();
+ while (true) {
+ // get the vertex count and primitive type
+ count = order[orderIndex++];
+ if (count == 0)
+ break; // done
+ if (count < 0) {
+ count = -count;
+ ggl.glBegin(ggl.GL_TRIANGLE_FAN);
+ }
+ else
+ ggl.glBegin(ggl.GL_TRIANGLE_STRIP);
+
+ do {
+ index = order[orderIndex + 2] * 3;
+ point[0] = vertexArrayBuf.get(index);
+ point[1] = vertexArrayBuf.get(index + 1);
+ point[2] = vertexArrayBuf.get(index + 2);
+
+ point[0] -= shadevector[0] * (point[2] + lheight);
+ point[1] -= shadevector[1] * (point[2] + lheight);
+ point[2] = height;
+ ggl.glVertex3f(point[0], point[1], point[2]);
+
+ orderIndex += 3;
+
+ } while (--count != 0);
+
+ ggl.glEnd();
+ }
+ Vec3Cache.release(); // point
+ }
+
+ /*
+ * ================= R_DrawAliasModel
+ *
+ * =================
+ */
+ // TODO sync with jogl renderer. hoz
+ protected void R_DrawAliasModel(entity_t e) {
+ int i;
+
+ image_t skin;
+
+ if ((e.flags & Defines.RF_WEAPONMODEL) == 0) {
+ if (R_CullAliasModel(e))
+ return;
+ }
+
+ if ((e.flags & Defines.RF_WEAPONMODEL) != 0) {
+ if (r_lefthand.value == 2.0f)
+ return;
+ }
+
+ qfiles.dmdl_t 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)];
+
+ float 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
+ ggl.glDepthRange(gldepthmin, gldepthmin + 0.3
+ * (gldepthmax - gldepthmin));
+
+ if ((currententity.flags & Defines.RF_WEAPONMODEL) != 0
+ && (r_lefthand.value == 1.0f)) {
+ ggl.glMatrixMode(ggl.GL_PROJECTION);
+ ggl.glPushMatrix();
+ ggl.glLoadIdentity();
+ ggl.glScalef(-1, 1, 1);
+ MYgluPerspective(r_newrefdef.fov_y, (float) r_newrefdef.width
+ / r_newrefdef.height, 4, 4096);
+ ggl.glMatrixMode(ggl.GL_MODELVIEW);
+
+ ggl.glCullFace(ggl.GL_BACK);
+ }
+
+ ggl.glPushMatrix();
+ e.angles[Base.PITCH] = -e.angles[Base.PITCH]; // sigh.
+ R_RotateForEntity(e);
+ e.angles[Base.PITCH] = -e.angles[Base.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
+
+ ggl.glShadeModel(ggl.GL_SMOOTH);
+
+ GL_TexEnv(ggl.GL_MODULATE);
+ if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) {
+ ggl.glEnable(ggl.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(ggl.GL_REPLACE);
+ ggl.glShadeModel(ggl.GL_FLAT);
+
+ ggl.glPopMatrix();
+
+ if ((currententity.flags & Defines.RF_WEAPONMODEL) != 0
+ && (r_lefthand.value == 1.0F)) {
+ ggl.glMatrixMode(ggl.GL_PROJECTION);
+ ggl.glPopMatrix();
+ ggl.glMatrixMode(ggl.GL_MODELVIEW);
+ ggl.glCullFace(ggl.GL_FRONT);
+ }
+
+ if ((currententity.flags & Defines.RF_TRANSLUCENT) != 0) {
+ ggl.glDisable(ggl.GL_BLEND);
+ }
+
+ if ((currententity.flags & Defines.RF_DEPTHHACK) != 0)
+ ggl.glDepthRange(gldepthmin, gldepthmax);
+
+ if (gl_shadows.value != 0.0f
+ && (currententity.flags & (Defines.RF_TRANSLUCENT | Defines.RF_WEAPONMODEL)) == 0) {
+ ggl.glPushMatrix();
+ R_RotateForEntity(e);
+ ggl.glDisable(ggl.GL_TEXTURE_2D);
+ ggl.glEnable(ggl.GL_BLEND);
+ ggl.glColor4f(0, 0, 0, 0.5f);
+ GL_DrawAliasShadow(paliashdr, currententity.frame);
+ ggl.glEnable(ggl.GL_TEXTURE_2D);
+ ggl.glDisable(ggl.GL_BLEND);
+ ggl.glPopMatrix();
+ }
+ ggl.glColor4f(1, 1, 1, 1);
+ }
+}
+