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Diffstat (limited to 'src/jake2/render/common/Mesh.java')
-rw-r--r-- | src/jake2/render/common/Mesh.java | 707 |
1 files changed, 707 insertions, 0 deletions
diff --git a/src/jake2/render/common/Mesh.java b/src/jake2/render/common/Mesh.java new file mode 100644 index 0000000..182dfc8 --- /dev/null +++ b/src/jake2/render/common/Mesh.java @@ -0,0 +1,707 @@ +/* +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); + } +} + |