Cleaned up. Part way through zym models.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@523 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2004-11-23 01:23:45 +00:00
parent bdd87a38ba
commit 7a5b5d220b
9 changed files with 471 additions and 36 deletions

View File

@ -70,6 +70,8 @@ typedef struct {
int numskins;
int ofsskins;
qboolean sharesverts; //used with models with two shaders using the same vertex.
int numverts;
@ -81,12 +83,20 @@ typedef struct {
int nextsurf;
int numbones;
int ofsbones;
int numtransforms;
int ofstransforms;
//these exist only in the root mesh.
int numtags;
int ofstags;
} galiasinfo_t;
//frame is an index into this
typedef struct {
qboolean isskeletal;
int numposes;
float rate;
int poseofs;
@ -100,6 +110,18 @@ typedef struct {
vec3_t scale_origin;
} galiaspose_t;
typedef struct {
int parent;
} galiasbone_t;
typedef struct {
//skeletal poses refer to this.
int vertexindex;
int boneindex;
vec4_t org;
} galisskeletaltransforms_t;
//we can't be bothered with animating skins.
//We'll load up to four of them but after that you're on your own
typedef struct {
@ -255,6 +277,70 @@ static void R_LerpFrames(mesh_t *mesh, galiaspose_t *p1, galiaspose_t *p2, float
}
}
static void R_BuildSkeletalMesh(mesh_t *mesh, float *plerp, float **pose, int poses, galiasbone_t *bones, int bonecount, galisskeletaltransforms_t *weights, int numweights)
{
float bonepose[256][12];
float *outhead;
galisskeletaltransforms_t *v;
int i, k, b;
float *out, *matrix, m[12];
// vertex weighted skeletal
// interpolate matrices and concatenate them to their parents
for (i = 0;i < bonecount;i++)
{
for (k = 0;k < 12;k++)
m[k] = 0;
for (b = 0;b < poses;b++)
{
matrix = pose[b] + i*12;
for (k = 0;k < 12;k++)
m[k] += matrix[k] * plerp[b];
}
if (bones[i].parent >= 0)
R_ConcatTransforms((void*)bonepose[bones[i].parent], (void*)m, (void*)bonepose[i]);
else
for (k = 0;k < 12;k++) //parentless
bonepose[i][k] = m[k];
}
outhead = (float*)mesh->xyz_array;
// blend the vertex bone weights
memset(outhead, 0, mesh->numvertexes * sizeof(mesh->xyz_array[0]));
for (i = 0; i < mesh->numvertexes; i++)
{
mesh->normals_array[i][0] = 0;
mesh->normals_array[i][1] = 0;
mesh->normals_array[i][2] = 1;
mesh->colors_array[i][0] = ambientlight[0];
mesh->colors_array[i][1] = ambientlight[1];
mesh->colors_array[i][2] = ambientlight[2];
mesh->colors_array[i][3] = 255;//alpha;
/*
mesh->xyz_array[i][0] = 0;
mesh->xyz_array[i][1] = 0;
mesh->xyz_array[i][2] = 0;
mesh->xyz_array[i][3] = 1;
*/
}
v = weights;
for (i = 0;i < numweights;i++, v++)
{
out = outhead + v->vertexindex * 4;
matrix = bonepose[v->boneindex];
// FIXME: this can very easily be optimized with SSE or 3DNow
out[0] += v->org[0] * matrix[0] + v->org[1] * matrix[1] + v->org[2] * matrix[ 2] + v->org[3] * matrix[ 3];
out[1] += v->org[0] * matrix[4] + v->org[1] * matrix[5] + v->org[2] * matrix[ 6] + v->org[3] * matrix[ 7];
out[2] += v->org[0] * matrix[8] + v->org[1] * matrix[9] + v->org[2] * matrix[10] + v->org[3] * matrix[11];
}
}
static void R_GAliasAddDlights(mesh_t *mesh, vec3_t org, vec3_t angles)
{
int l, v;
@ -324,13 +410,13 @@ static void R_GAliasAddDlights(mesh_t *mesh, vec3_t org, vec3_t angles)
}
}
static void R_GAliasBuildMesh(mesh_t *mesh, galiasinfo_t *inf, int frame1, int frame2, float lerp, float alpha)
static qboolean R_GAliasBuildMesh(mesh_t *mesh, galiasinfo_t *inf, int frame1, int frame2, float lerp, float alpha)
{
galiasgroup_t *g1, *g2;
if (!inf->groups)
{
Con_DPrintf("Model with no frames (%s)\n", currententity->model->name);
return;
return false;
}
if (frame1 < 0)
{
@ -355,7 +441,7 @@ static void R_GAliasBuildMesh(mesh_t *mesh, galiasinfo_t *inf, int frame1, int f
if (lerp <= 0)
frame2 = frame1;
if (lerp >= 1)
else if (lerp >= 1)
frame1 = frame2;
if (numTempColours < inf->numverts)
@ -385,14 +471,69 @@ static void R_GAliasBuildMesh(mesh_t *mesh, galiasinfo_t *inf, int frame1, int f
mesh->st_array = (vec2_t*)((char *)inf + inf->ofs_st_array);
mesh->lmst_array = NULL;
mesh->colors_array = tempColours;
mesh->normals_array = tempNormals;
mesh->xyz_array = tempVertexCoords;
mesh->numvertexes = inf->numverts;
mesh->trneighbors = (int *)((char *)inf + inf->ofs_trineighbours);
if (inf->sharesverts)
return false; //don't generate the new vertex positions. We still have them all.
mesh->normals_array = tempNormals;
frame1=frame2=0;
g1 = (galiasgroup_t*)((char *)inf + inf->groupofs + sizeof(galiasgroup_t)*frame1);
g2 = (galiasgroup_t*)((char *)inf + inf->groupofs + sizeof(galiasgroup_t)*frame2);
//we don't support meshes with one pose skeletal and annother not.
//we don't support meshes with one group skeletal and annother not.
if (g1->isskeletal)
{
int l=0;
float plerp[4];
float *pose[4];
float mlerp; //minor lerp, poses within a group.
mlerp = cl.time*g1->rate;
frame1=mlerp;
frame2=frame1+1;
mlerp-=frame1;
frame1=frame1%g1->numposes;
frame2=frame2%g1->numposes;
plerp[l] = (1-mlerp)*lerp;
if (plerp[l]>0)
pose[l++] = (float *)((char *)g1 + g1->poseofs + sizeof(float)*inf->numbones*12*frame1);
plerp[l] = (mlerp)*lerp;
if (plerp[l]>0)
pose[l++] = (float *)((char *)g1 + g1->poseofs + sizeof(float)*inf->numbones*12*frame2);
mlerp = cl.time*g2->rate;
frame1=mlerp;
frame2=frame1+1;
mlerp-=frame1;
frame1=frame1%g2->numposes;
frame2=frame2%g2->numposes;
plerp[l] = (1-mlerp)*(1-lerp);
if (plerp[l]>0)
pose[l++] = (float *)((char *)g2 + g2->poseofs + sizeof(float)*inf->numbones*12*frame1);
plerp[l] = (mlerp)*(1-lerp);
if (plerp[l]>0)
pose[l++] = (float *)((char *)g2 + g2->poseofs + sizeof(float)*inf->numbones*12*frame2);
/* pose[0] = (float *)((char *)g1 + g1->poseofs);
plerp[0] = 1;
plerp[1] = 0;
plerp[3] = 0;
plerp[4] = 0;
l = 1;
*/
R_BuildSkeletalMesh(mesh, plerp, pose, l, (galiasbone_t *)((char*)inf+inf->ofsbones), inf->numbones, (galisskeletaltransforms_t *)((char*)inf+inf->ofstransforms), inf->numtransforms);
return false;
}
if (g1 == g2) //lerping within group is only done if not changing group
{
lerp = cl.time*g1->rate;
@ -403,7 +544,7 @@ static void R_GAliasBuildMesh(mesh_t *mesh, galiasinfo_t *inf, int frame1, int f
frame2=frame2%g1->numposes;
}
else //don't bother with a four way lerp
else //don't bother with a four way lerp. Yeah, this will produce jerkyness with models with just framegroups.
{
frame1=0;
frame2=0;
@ -412,6 +553,8 @@ static void R_GAliasBuildMesh(mesh_t *mesh, galiasinfo_t *inf, int frame1, int f
R_LerpFrames(mesh, (galiaspose_t *)((char *)g1 + g1->poseofs + sizeof(galiaspose_t)*frame1),
(galiaspose_t *)((char *)g2 + g2->poseofs + sizeof(galiaspose_t)*frame2),
1-lerp, (qbyte)(alpha*255), currententity->fatness);//20*sin(cl.time));
return true; //to allow the mesh to be dlighted.
}
void GL_GAliasFlushSkinCache(void)
@ -1137,8 +1280,7 @@ void R_DrawGAliasModel (entity_t *e)
memset(&mesh, 0, sizeof(mesh));
while(inf)
{
R_GAliasBuildMesh(&mesh, inf, e->frame, e->oldframe, e->lerptime, e->alpha);
if (r_vertexdlights.value)
if (R_GAliasBuildMesh(&mesh, inf, e->frame, e->oldframe, e->lerptime, e->alpha) && r_vertexdlights.value)
R_GAliasAddDlights(&mesh, e->origin, e->angles);
skin = GL_ChooseSkin(inf, clmodel->name, e);
c_alias_polys += mesh.numindexes/3;
@ -2328,7 +2470,7 @@ typedef struct {
void Mod_GetTag(model_t *model, int tagnum, int frame, float **org, float **axis)
void GLMod_GetTag(model_t *model, int tagnum, int frame, float **org, float **axis)
{
galiasinfo_t *inf;
md3tag_t *t;
@ -2691,3 +2833,231 @@ void GL_LoadQ3Model(model_t *mod, void *buffer)
Hunk_FreeToLowMark (hunkstart);
}
#endif
typedef struct zymlump_s
{
int start;
int length;
} zymlump_t;
typedef struct zymtype1header_s
{
char id[12]; // "ZYMOTICMODEL", length 12, no termination
int type; // 0 (vertex morph) 1 (skeletal pose) or 2 (skeletal scripted)
int filesize; // size of entire model file
float mins[3], maxs[3], radius; // for clipping uses
int numverts;
int numtris;
int numshaders;
int numbones; // this may be zero in the vertex morph format (undecided)
int numscenes; // 0 in skeletal scripted models
// skeletal pose header
// lump offsets are relative to the file
zymlump_t lump_scenes; // zymscene_t scene[numscenes]; // name and other information for each scene (see zymscene struct)
zymlump_t lump_poses; // float pose[numposes][numbones][6]; // animation data
zymlump_t lump_bones; // zymbone_t bone[numbones];
zymlump_t lump_vertbonecounts; // int vertbonecounts[numvertices]; // how many bones influence each vertex (separate mainly to make this compress better)
zymlump_t lump_verts; // zymvertex_t vert[numvertices]; // see vertex struct
zymlump_t lump_texcoords; // float texcoords[numvertices][2];
zymlump_t lump_render; // int renderlist[rendersize]; // sorted by shader with run lengths (int count), shaders are sequentially used, each run can be used with glDrawElements (each triangle is 3 int indices)
zymlump_t lump_shaders; // char shadername[numshaders][32]; // shaders used on this model
zymlump_t lump_trizone; // byte trizone[numtris]; // see trizone explanation
} zymtype1header_t;
typedef struct zymbone_s
{
char name[32];
int flags;
int parent; // parent bone number
} zymbone_t;
typedef struct zymscene_s
{
char name[32];
float mins[3], maxs[3], radius; // for clipping
float framerate; // the scene will animate at this framerate (in frames per second)
int flags;
int start, length; // range of poses
} zymscene_t;
typedef struct zymvertex_s
{
int bonenum;
float origin[3];
} zymvertex_t;
//this can generate multiple meshes (one for each shader).
//but only one set of transforms are ever generated.
void GLMod_LoadZymoticModel(model_t *mod, void *buffer)
{
int i;
int hunkstart, hunkend, hunktotal;
zymtype1header_t *header;
galiasinfo_t *root;
galisskeletaltransforms_t *transforms;
zymvertex_t *intrans;
galiasbone_t *bone;
zymbone_t *inbone;
int v;
float multiplier;
float *matrix, *inmatrix;
int *vertbonecounts;
galiasgroup_t *grp;
zymscene_t *inscene;
int *renderlist, count;
index_t *indexes;
loadmodel=mod;
hunkstart = Hunk_LowMark ();
header = buffer;
if (memcmp(header->id, "ZYMOTICMODEL", 12))
Sys_Error("GLMod_LoadZymoticModel: doesn't appear to BE a zymotic!\n");
if (BigLong(header->type) != 1)
Sys_Error("GLMod_LoadZymoticModel: only type 1 is supported\n");
for (i = 0; i < sizeof(zymtype1header_t)/4; i++)
((int*)header)[i] = BigLong(((int*)header)[i]);
if (!header->numverts)
Sys_Error("GLMod_LoadZymoticModel: no vertexes\n");
if (!header->numshaders)
Sys_Error("GLMod_LoadZymoticModel: no textures\n");
root = Hunk_AllocName(sizeof(galiasinfo_t)*header->numshaders, loadname);
root->numtransforms = header->lump_verts.length/sizeof(zymvertex_t);
transforms = Hunk_Alloc(root->numtransforms*sizeof(*transforms));
root->ofstransforms = (char*)transforms - (char*)root;
vertbonecounts = (int *)((char*)header + header->lump_vertbonecounts.start);
intrans = (zymvertex_t *)((char*)header + header->lump_verts.start);
vertbonecounts[0] = BigLong(vertbonecounts[0]);
multiplier = 1.0f / vertbonecounts[0];
for (i = 0, v=0; i < root->numtransforms; i++)
{
while(!vertbonecounts[v])
{
v++;
if (v == header->numverts)
Sys_Error("GLMod_LoadZymoticModel: Too many transformations\n");
vertbonecounts[v] = BigLong(vertbonecounts[v]);
multiplier = 1.0f / vertbonecounts[v];
}
transforms[i].vertexindex = v;
transforms[i].boneindex = BigLong(intrans[i].bonenum);
transforms[i].org[0] = multiplier*BigFloat(intrans[i].origin[0]);
transforms[i].org[1] = multiplier*BigFloat(intrans[i].origin[1]);
transforms[i].org[2] = multiplier*BigFloat(intrans[i].origin[2]);
transforms[i].org[3] = multiplier*1;
vertbonecounts[v]--;
}
if (intrans != (zymvertex_t *)((char*)header + header->lump_verts.start))
Sys_Error("Vertex transforms list appears corrupt.");
root->numverts = v+1;
root->numbones = header->numbones;
bone = Hunk_Alloc(root->numtransforms*sizeof(*transforms));
inbone = (zymbone_t*)((char*)header + header->lump_bones.start);
for (i = 0; i < root->numbones; i++)
bone[i].parent = BigLong(inbone[i].parent);
root->ofsbones = (char *)bone - (char *)root;
renderlist = (int*)((char*)header + header->lump_render.start);
for (i = 0;i < header->numshaders; i++)
{
count = BigLong(*renderlist++);
count *= 3;
indexes = Hunk_Alloc(count*sizeof(*indexes));
root[i].ofs_indexes = (char *)indexes - (char*)&root[i];
root[i].numindexes = count;
while(count--)
{
indexes[count] = BigLong(renderlist[count]);
}
renderlist += root[i].numindexes;
}
if (renderlist != (int*)((char*)header + header->lump_render.start + header->lump_render.length))
Sys_Error("Render list appears corrupt.");
grp = Hunk_Alloc(sizeof(*grp)*header->numscenes*header->numshaders);
matrix = Hunk_Alloc(header->lump_poses.length);
inmatrix = (float*)((float*)header + header->lump_poses.start);
for (i = 0; i < header->lump_poses.length/4; i++)
matrix[i] = BigFloat(inmatrix[i]);
inscene = (zymscene_t*)((char*)header + header->lump_scenes.start);
for (v = 0; v < header->numshaders; v++)
{
root[v].groups = header->numscenes;
root[v].groupofs = (char*)grp - (char*)&root[0];
}
for (i = 0; i < header->numscenes; i++, grp++, inscene++)
{
grp->isskeletal = 1;
grp->rate = BigFloat(inscene->framerate);
grp->numposes = BigLong(inscene->length);
grp->poseofs = (char*)matrix - (char*)grp;
grp->poseofs += BigLong(inscene->start)*sizeof(float[4][3]);
}
if (inscene != (zymscene_t*)((char*)header + header->lump_scenes.start+header->lump_scenes.length))
Sys_Error("scene list appears corrupt.");
for (i = 0; i < header->numshaders-1; i++)
root[i].nextsurf = sizeof(galiasinfo_t);
for (i = 1; i < header->numshaders; i++)
{
root[i].sharesverts = true;
root[i].numbones = root[0].numbones;
root[i].numindexes = root[0].numindexes;
root[i].numskins = 1;
root[i].numverts = root[0].numverts;
root[i].ofsbones = root[0].ofsbones;
}
root[0].numskins = 1;
//
// move the complete, relocatable alias model to the cache
//
hunkend = Hunk_LowMark ();
mod->flags = Mod_ReadFlagsFromMD1(mod->name, 0); //file replacement - inherit flags from any defunc mdl files.
Hunk_Alloc(0);
hunktotal = hunkend - hunkstart;
Cache_Alloc (&mod->cache, hunktotal, loadname);
mod->type = mod_alias;
if (!mod->cache.data)
{
Hunk_FreeToLowMark (hunkstart);
return;
}
memcpy (mod->cache.data, root, hunktotal);
Hunk_FreeToLowMark (hunkstart);
}

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@ -71,7 +71,7 @@ void GL_TexEnv( GLenum mode )
}
//vid restarted.
void GL_FlushBinds(void)
void GL_FlushBackEnd(void)
{
int i;
for (i = 0; i < MAX_TEXTURE_UNITS; i++)
@ -82,19 +82,6 @@ void GL_FlushBinds(void)
}
typedef vec3_t mat3_t[3];
void Matrix3_Multiply (mat3_t in1, mat3_t in2, mat3_t out)
{
out[0][0] = in1[0][0]*in2[0][0] + in1[0][1]*in2[1][0] + in1[0][2]*in2[2][0];
out[0][1] = in1[0][0]*in2[0][1] + in1[0][1]*in2[1][1] + in1[0][2]*in2[2][1];
out[0][2] = in1[0][0]*in2[0][2] + in1[0][1]*in2[1][2] + in1[0][2]*in2[2][2];
out[1][0] = in1[1][0]*in2[0][0] + in1[1][1]*in2[1][0] + in1[1][2]*in2[2][0];
out[1][1] = in1[1][0]*in2[0][1] + in1[1][1]*in2[1][1] + in1[1][2]*in2[2][1];
out[1][2] = in1[1][0]*in2[0][2] + in1[1][1]*in2[1][2] + in1[1][2]*in2[2][2];
out[2][0] = in1[2][0]*in2[0][0] + in1[2][1]*in2[1][0] + in1[2][2]*in2[2][0];
out[2][1] = in1[2][0]*in2[0][1] + in1[2][1]*in2[1][1] + in1[2][2]*in2[2][1];
out[2][2] = in1[2][0]*in2[0][2] + in1[2][1]*in2[1][2] + in1[2][2]*in2[2][2];
}

View File

@ -200,6 +200,18 @@ qbyte menuplyr_pixels[4096];
int pic_texels;
int pic_count;
qpic_t *GLDraw_IsCached(char *name)
{
glcachepic_t *pic;
int i;
for (pic=glmenu_cachepics, i=0 ; i<glmenu_numcachepics ; pic++, i++)
if (!strcmp (name, pic->name))
return &pic->pic;
return NULL;
}
qboolean Draw_RealPicFromWad (qpic_t *out, char *name)
{
qpic_t *in;
@ -682,7 +694,7 @@ void GLDraw_ReInit (void)
#ifdef Q3SHADERS
r_fogtexture=0;
#endif
GL_FlushBinds();
GL_FlushBackEnd();
// GL_FlushSkinCache();
TRACE(("dbg: GLDraw_ReInit: GL_GAliasFlushSkinCache\n"));
GL_GAliasFlushSkinCache();
@ -1174,8 +1186,16 @@ Draw_String
*/
void GLDraw_String (int x, int y, const qbyte *str)
{
float xstart = x;
while (*str)
{
if (*str == '\n')
{
x = xstart;
y += 8;
str++;
continue;
}
Draw_Character (x, y, *str);
str++;
x += 8;
@ -1359,7 +1379,7 @@ void GLDraw_ScalePic (int x, int y, int width, int height, qpic_t *pic)
if (scrap_dirty)
Scrap_Upload ();
gl = (glpic_t *)pic->data;
glColor4f (1,1,1,1);
// glColor4f (1,1,1,1);
GL_Bind (gl->texnum);
glBegin (GL_QUADS);
glTexCoord2f (gl->sl, gl->tl);
@ -1425,7 +1445,19 @@ void GLDraw_SubPic(int x, int y, qpic_t *pic, int srcx, int srcy, int width, int
newtl = gl->tl + (srcy*oldglheight)/pic->height;
newth = newtl + (height*oldglheight)/pic->height;
#ifdef Q3SHADERS
GL_Bind (gl->texnum);
glBegin (GL_QUADS);
glTexCoord2f (newsl, newtl);
glVertex2f (x, y);
glTexCoord2f (newsh, newtl);
glVertex2f (x+width, y);
glTexCoord2f (newsh, newth);
glVertex2f (x+width, y+height);
glTexCoord2f (newsl, newth);
glVertex2f (x, y+height);
glEnd ();
#else
draw_mesh_xyz[0][0] = x;
draw_mesh_xyz[0][1] = y;
draw_mesh_st[0][0] = newsl;
@ -1446,9 +1478,6 @@ void GLDraw_SubPic(int x, int y, qpic_t *pic, int srcx, int srcy, int width, int
draw_mesh_st[3][0] = newsl;
draw_mesh_st[3][1] = newth;
#ifdef Q3SHADERS
GL_DrawAliasMesh(&draw_mesh, gl->texnum);
#else
GL_DrawMesh(&draw_mesh, NULL, gl->texnum, 0);
#endif
}
@ -1660,6 +1689,11 @@ void GLDraw_FadeScreen (void)
Sbar_Changed();
}
void GLDraw_ImageColours(float r, float g, float b, float a)
{
glColor4f(r, g, b, a);
}
void GLDraw_Image(float x, float y, float w, float h, float s1, float t1, float s2, float t2, qpic_t *pic)
{
glpic_t *gl;
@ -1690,6 +1724,19 @@ void GLDraw_Image(float x, float y, float w, float h, float s1, float t1, float
t2 = t1 + (t2-t1)*gl->th;
t1 += gl->tl;
#ifdef Q3SHADERS
GL_Bind (gl->texnum);
glBegin (GL_QUADS);
glTexCoord2f (s1, t1);
glVertex2f (x, y);
glTexCoord2f (s2, t1);
glVertex2f (x+w, y);
glTexCoord2f (s2, t2);
glVertex2f (x+w, y+h);
glTexCoord2f (s1, t2);
glVertex2f (x, y+h);
glEnd ();
#else
draw_mesh_xyz[0][0] = x;
draw_mesh_xyz[0][1] = y;
draw_mesh_st[0][0] = s1;
@ -1710,9 +1757,6 @@ void GLDraw_Image(float x, float y, float w, float h, float s1, float t1, float
draw_mesh_st[3][0] = s1;
draw_mesh_st[3][1] = t2;
#ifdef Q3SHADERS
GL_DrawAliasMesh(&draw_mesh, gl->texnum);
#else
GL_DrawMesh(&draw_mesh, NULL, gl->texnum, 0);
#endif
}

View File

@ -49,6 +49,7 @@ void Mod_LoadQ2BrushModel (model_t *mod, void *buffer);
void Mod_LoadHLModel (model_t *mod, void *buffer);
void Mod_LoadAlias3Model (model_t *mod, void *buffer);
void Mod_LoadGroupModel (model_t *mod, void *buffer);
void GLMod_LoadZymoticModel(model_t *mod, void *buffer);
model_t *GLMod_LoadModel (model_t *mod, qboolean crash);
#ifdef DOOMWADS
@ -651,6 +652,11 @@ couldntload:
case 29: //q1
GLMod_LoadBrushModel (mod, buf);
break;
case (('O'<<24)+('M'<<16)+('Y'<<8)+'Z'):
GLMod_LoadZymoticModel(mod, buf);
break;
default:
Con_Printf("Unrecognised model format %i\n", LittleLong(*(unsigned *)buf));
goto couldntload;

View File

@ -24,6 +24,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "glquake.h"
#include "shader.h"
#include "hash.h"
//Spike: Marked code removal areas with FIZME
//readd as porting progresses

View File

@ -177,6 +177,15 @@ void GL_CheckExtensions (void *(*getglfunction) (char *name))
gl_config.arb_texture_non_power_of_two = false;
gl_config.sgis_generate_mipmap = false;
gl_config.tex_env_combine = false;
gl_config.env_add = false;
gl_config.nv_tex_env_combine4 = false;
gl_config.arb_texture_env_combine = false;
gl_config.arb_texture_env_dot3 = false;
gl_config.arb_texture_cube_map = false;
if (strstr(gl_extensions, "GL_ARB_texture_non_power_of_two"))
gl_config.arb_texture_non_power_of_two = true;
if (strstr(gl_extensions, "GL_SGIS_generate_mipmap"))

View File

@ -806,6 +806,7 @@ void GL_BeginRendering (int *x, int *y, int *width, int *height)
qboolean screenflush;
void GL_DoSwap (void)
{
extern int mouseusedforgui;
if (!screenflush)
return;
screenflush = 0;
@ -830,10 +831,10 @@ void GL_DoSwap (void)
}
} else {
windowed_mouse = true;
if (key_dest == key_game && !mouseactive && ActiveApp) {
if ((key_dest == key_game||mouseusedforgui) && !mouseactive && ActiveApp) {
IN_ActivateMouse ();
IN_HideMouse ();
} else if (mouseactive && key_dest != key_game) {
} else if (mouseactive && !(key_dest == key_game || mouseusedforgui)) {
IN_DeactivateMouse ();
IN_ShowMouse ();
}

View File

@ -322,6 +322,8 @@ void EmitSkyPolys (msurface_t *fa)
if (fa->mesh)
{
extern void GL_DrawAliasMesh (mesh_t *mesh, int texnum);
fa->mesh->colors_array = NULL;
glDisable(GL_TEXTURE_2D);
glColor3f(0,0,0);

View File

@ -214,11 +214,20 @@ extern const char *gl_renderer;
extern const char *gl_version;
extern const char *gl_extensions;
void R_TranslatePlayerSkin (int playernum);
void GL_Bind (int texnum);
void GL_BindType (int type, int texnum);
#ifdef Q3SHADERS
void R_UnlockArrays (void);
void R_IBrokeTheArrays(void);
#endif
#if defined(RGLQUAKE)
void R_TranslatePlayerSkin (int playernum);
void GL_Bind (int texnum);
void GL_MBind( GLenum target, int texnum );
void GL_TexEnv( GLenum mode );
void GL_BindType (int type, int texnum);
void GL_FlushBackEnd (void);
// Multitexture
#define GL_TEXTURE0_SGIS 0x835E
#define GL_TEXTURE1_SGIS 0x835F
@ -246,6 +255,11 @@ extern qboolean gl_mtexable;
void GL_DisableMultitexture(void);
void GL_EnableMultitexture(void);
//
// vid_gl*.c
//
void GL_DoSwap (void);
//
// gl_warp.c
//