📄 gl_mesh.pas
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maxs[i] := mins[i] + pframe^.scale[i] * 255;
end;
end
else
for i := 0 to 3 - 1 do
begin
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]) then
mins[i] := thismins[i]
else
mins[i] := oldmins[i];
if (thismaxs[i] > oldmaxs[i]) then
maxs[i] := thismaxs[i]
else
maxs[i] := oldmaxs[i];
end;
(*
** compute a full bounding box
*)
for i := 0 to 7 do
begin
if (i and 1 <> 0) then
tmp[0] := mins[0]
else
tmp[0] := maxs[0];
if (i and 2 <> 0) then
tmp[1] := mins[1]
else
tmp[1] := maxs[1];
if (i and 4 <> 0) then
tmp[2] := mins[2]
else
tmp[2] := maxs[2];
VectorCopy(tmp, bbox[i]);
end;
(*
** rotate the bounding box
*)
VectorCopy(vec3_t(e^.angles), angles);
angles[YAW] := -angles[YAW];
AngleVectors(angles, @vectors[0], @vectors[1], @vectors[2]);
for i := 0 to 7 do
begin
VectorCopy(bbox[i], tmp);
bbox[i][0] := DotProduct(vectors[0], tmp);
bbox[i][1] := -DotProduct(vectors[1], tmp);
bbox[i][2] := DotProduct(vectors[2], tmp);
VectorAdd(vec3_t(e^.origin), bbox[i], bbox[i]);
end;
aggregatemask := not 0;
for p := 0 to 7 do
begin
mask := 0;
for f := 0 to 3 do
begin
dp := DotProduct(frustum[f].normal, bbox[p]);
if ((dp - frustum[f].dist) < 0) then
mask := mask or (1 shl f);
end;
aggregatemask := aggregatemask and mask;
end;
if (aggregatemask <> 0) then
begin
result := true;
exit;
end;
result := false;
end;
(*
=================
R_DrawAliasModel
=================
*)
procedure R_DrawAliasModel(e: entity_p);
var
i: integer;
paliashdr: dmdl_p;
an, s, scale, min: Single;
bbox: array[0..7] of vec3_t;
skin: image_p;
begin
if (e^.flags and RF_WEAPONMODEL = 0) then
begin
if (R_CullAliasModel(bbox, e)) then
exit; //return;
end;
if (e^.flags and RF_WEAPONMODEL <> 0) then
begin
if (r_lefthand^.value = 2) then
exit;
end;
paliashdr := 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 and (RF_SHELL_HALF_DAM or RF_SHELL_GREEN or RF_SHELL_RED or RF_SHELL_BLUE or RF_SHELL_DOUBLE) <> 0) then
begin
VectorClear(vec3_t(shadelight));
if (currententity^.flags and RF_SHELL_HALF_DAM <> 0) then
begin
shadelight[0] := 0.56;
shadelight[1] := 0.59;
shadelight[2] := 0.45;
end;
if (currententity^.flags and RF_SHELL_DOUBLE <> 0) then
begin
shadelight[0] := 0.9;
shadelight[1] := 0.7;
end;
if (currententity.flags and RF_SHELL_RED <> 0) then
shadelight[0] := 1.0;
if (currententity.flags and RF_SHELL_GREEN <> 0) then
shadelight[1] := 1.0;
if (currententity.flags and RF_SHELL_BLUE <> 0) then
shadelight[2] := 1.0;
end
(*
// PMM -special case for godmode
if ( (currententity->flags & RF_SHELL_RED) &&
(currententity->flags & RF_SHELL_BLUE) &&
(currententity->flags & RF_SHELL_GREEN) )
{
for (i=0 ; i<3 ; i++)
shadelight[i] = 1.0;
}
else if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_BLUE | RF_SHELL_DOUBLE ) )
{
VectorClear (shadelight);
if ( currententity->flags & RF_SHELL_RED )
{
shadelight[0] = 1.0;
if (currententity->flags & (RF_SHELL_BLUE|RF_SHELL_DOUBLE) )
shadelight[2] = 1.0;
}
else if ( currententity->flags & RF_SHELL_BLUE )
{
if ( currententity->flags & RF_SHELL_DOUBLE )
{
shadelight[1] = 1.0;
shadelight[2] = 1.0;
}
else
{
shadelight[2] = 1.0;
}
}
else if ( currententity->flags & RF_SHELL_DOUBLE )
{
shadelight[0] = 0.9;
shadelight[1] = 0.7;
}
}
else if ( currententity->flags & ( RF_SHELL_HALF_DAM | RF_SHELL_GREEN ) )
{
VectorClear (shadelight);
// PMM - new colors
if ( currententity->flags & RF_SHELL_HALF_DAM )
{
shadelight[0] = 0.56;
shadelight[1] = 0.59;
shadelight[2] = 0.45;
}
if ( currententity->flags & RF_SHELL_GREEN )
{
shadelight[1] = 1.0;
}
}
}
//PMM - ok, now flatten these down to range from 0 to 1.0.
// max_shell_val = max(shadelight[0], max(shadelight[1], shadelight[2]));
// if (max_shell_val > 0)
// {
// for (i=0; i<3; i++)
// {
// shadelight[i] = shadelight[i] / max_shell_val;
// }
// }
// pmm
*)
else
if (currententity.flags and RF_FULLBRIGHT <> 0) then
begin
for i := 0 to 2 do
begin
shadelight[i] := 1.0;
end;
end
else
begin
R_LightPoint(vec3_t(currententity^.origin), vec3_t(shadelight));
// player lighting hack for communication back to server
// big hack!
if (currententity^.flags and RF_WEAPONMODEL <> 0) then
begin
// pick the greatest component, which should be the same
// as the mono value returned by software
if (shadelight[0] > shadelight[1]) then
begin
if (shadelight[0] > shadelight[2]) then
r_lightlevel^.value := 150 * shadelight[0]
else
r_lightlevel^.value := 150 * shadelight[2];
end
else
begin
if (shadelight[1] > shadelight[2]) then
r_lightlevel^.value := 150 * shadelight[1]
else
r_lightlevel^.value := 150 * shadelight[2];
end;
end;
if (gl_monolightmap^.string_[0] <> '0') then
begin
s := shadelight[0];
if (s < shadelight[1]) then
s := shadelight[1];
if (s < shadelight[2]) then
s := shadelight[2];
shadelight[0] := s;
shadelight[1] := s;
shadelight[2] := s;
end;
end;
if (currententity^.flags and RF_MINLIGHT <> 0) then
begin
i := 0;
while (i < 3) do
begin
if (shadelight[i] > 0.1) then
break;
inc(i);
end;
if (i = 3) then
begin
shadelight[0] := 0.1;
shadelight[1] := 0.1;
shadelight[2] := 0.1;
end;
end;
if (currententity^.flags and RF_GLOW <> 0) then
// bonus items will pulse with time
begin
scale := 0.1 * sin(r_newrefdef.time * 7);
for i := 0 to 2 do
begin
min := shadelight[i] * 0.8;
shadelight[i] := shadelight[i] + scale;
if (shadelight[i] < min) then
shadelight[i] := min;
end;
end;
// =================
// PGM ir goggles color override
if (r_newrefdef.rdflags and RDF_IRGOGGLES <> 0) and (currententity^.flags and RF_IR_VISIBLE <> 0) then
begin
shadelight[0] := 1.0;
shadelight[1] := 0.0;
shadelight[2] := 0.0;
end;
// PGM
// =================
shadedots := @r_avertexnormal_dots[Trunc(currententity^.angles[1] * (SHADEDOT_QUANT / 360.0)) and (SHADEDOT_QUANT - 1)];
an := currententity^.angles[1] / 180 * M_PI;
shadevector[0] := cos(-an);
shadevector[1] := sin(-an);
shadevector[2] := 1;
VectorNormalize(shadevector);
//
// locate the proper data
//
c_alias_polys := c_alias_polys + paliashdr^.num_tris;
//
// draw all the triangles
//
if (currententity^.flags and RF_DEPTHHACK <> 0) then // hack the depth range to prevent view model from poking into walls
qglDepthRange(gldepthmin, gldepthmin + 0.3 * (gldepthmax - gldepthmin));
if ((currententity^.flags and RF_WEAPONMODEL <> 0) and (r_lefthand^.value = 1.0)) then
begin
qglMatrixMode(GL_PROJECTION);
qglPushMatrix();
qglLoadIdentity();
qglScalef(-1, 1, 1);
MYgluPerspective(r_newrefdef.fov_y, r_newrefdef.width / r_newrefdef.height, 4, 4096);
qglMatrixMode(GL_MODELVIEW);
qglCullFace(GL_BACK);
end;
qglPushMatrix();
e^.angles[PITCH] := -e^.angles[PITCH]; // sigh.
R_RotateForEntity(e);
e^.angles[PITCH] := -e^.angles[PITCH]; // sigh.
// select skin
if assigned(currententity^.skin) then
skin := currententity^.skin // custom player skin
else
begin
if (currententity^.skinnum >= MAX_MD2SKINS) then
skin := currentmodel^.skins[0]
else
begin
skin := currentmodel^.skins[currententity^.skinnum];
if (skin = nil) then
skin := currentmodel^.skins[0];
end;
end;
if (skin = nil) then
skin := r_notexture; // fallback...
GL_Bind(skin^.texnum);
// draw it
qglShadeModel(GL_SMOOTH);
GL_TexEnv(GL_MODULATE);
if (currententity^.flags and RF_TRANSLUCENT <> 0) then
qglEnable(GL_BLEND);
if ((currententity^.frame >= paliashdr^.num_frames) or (currententity^.frame < 0)) then
begin
ri.Con_Printf(PRINT_ALL, 'R_DrawAliasModel %s: no such frame %d'#10,
currentmodel^.name, currententity^.frame);
currententity^.frame := 0;
currententity^.oldframe := 0;
end;
if ((currententity^.oldframe >= paliashdr^.num_frames) or (currententity^.oldframe < 0)) then
begin
ri.Con_Printf(PRINT_ALL, 'R_DrawAliasModel %s: no such oldframe %d'#10,
currentmodel^.name, currententity^.oldframe);
currententity^.frame := 0;
currententity^.oldframe := 0;
end;
if (r_lerpmodels^.value = 0) then
currententity^.backlerp := 0;
GL_DrawAliasFrameLerp(paliashdr, currententity^.backlerp);
GL_TexEnv(GL_REPLACE);
qglShadeModel(GL_FLAT);
qglPopMatrix();
(*
qglDisable( GL_CULL_FACE );
qglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
qglDisable( GL_TEXTURE_2D );
qglBegin( GL_TRIANGLE_STRIP );
for i := 0 to 8 do
begin
qglVertex3fv( bbox[i] );
end;
qglEnd();
qglEnable( GL_TEXTURE_2D );
qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
qglEnable( GL_CULL_FACE );
*)
if ((currententity^.flags and RF_WEAPONMODEL <> 0) and (r_lefthand^.value = 1.0)) then
begin
qglMatrixMode(GL_PROJECTION);
qglPopMatrix();
qglMatrixMode(GL_MODELVIEW);
qglCullFace(GL_FRONT);
end;
if (currententity^.flags and RF_TRANSLUCENT <> 0) then
qglDisable(GL_BLEND);
if (currententity^.flags and RF_DEPTHHACK <> 0) then
qglDepthRange(gldepthmin, gldepthmax);
if (gl_shadows^.value <> 0) and (currententity^.flags and (RF_TRANSLUCENT or RF_WEAPONMODEL) = 0) then
begin
qglPushMatrix();
R_RotateForEntity(e);
qglDisable(GL_TEXTURE_2D);
qglEnable(GL_BLEND);
qglColor4f(0, 0, 0, 0.5);
GL_DrawAliasShadow(paliashdr, currententity^.frame);
qglEnable(GL_TEXTURE_2D);
qglDisable(GL_BLEND);
qglPopMatrix();
end;
qglColor4f(1, 1, 1, 1);
end;
end.
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