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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.
+
+*/
+// r_alias.c: routines for setting up to draw alias models
+
+/*
+** use a real variable to control lerping
+*/
+#include "sw_local.h"
+
+#define LIGHT_MIN 5 // lowest light value we'll allow, to avoid the
+ // need for inner-loop light clamping
+
+//PGM
+extern byte iractive;
+//PGM
+
+int r_amodels_drawn;
+
+affinetridesc_t r_affinetridesc;
+
+vec3_t r_plightvec;
+vec3_t r_lerped[1024];
+vec3_t r_lerp_frontv, r_lerp_backv, r_lerp_move;
+
+int r_ambientlight;
+int r_aliasblendcolor;
+float r_shadelight;
+
+
+maliasframe_t *r_thisframe, *r_lastframe;
+
+float aliastransform[3][4];
+float aliasworldtransform[3][4];
+float aliasoldworldtransform[3][4];
+
+static float s_ziscale;
+static vec3_t s_alias_forward, s_alias_right, s_alias_up;
+
+#define BBOX_TRIVIAL_ACCEPT 0
+#define BBOX_MUST_CLIP_XY 1
+#define BBOX_MUST_CLIP_Z 2
+#define BBOX_TRIVIAL_REJECT 8
+
+/*
+================
+R_AliasTransformVector
+================
+*/
+void R_AliasTransformVector(vec3_t in, vec3_t out, float xf[3][4] )
+{
+ out[0] = DotProduct(in, xf[0]) + xf[0][3];
+ out[1] = DotProduct(in, xf[1]) + xf[1][3];
+ out[2] = DotProduct(in, xf[2]) + xf[2][3];
+}
+
+
+/*
+** R_AliasCheckFrameBBox
+**
+** Checks a specific alias frame bounding box
+*/
+unsigned long R_AliasCheckFrameBBox( maliasframe_t *frame, float worldxf[3][4] )
+{
+ unsigned long aggregate_and_clipcode = ~0U,
+ aggregate_or_clipcode = 0;
+ int i;
+ vec3_t mins, maxs;
+ vec3_t transformed_min, transformed_max;
+ qboolean zclipped = qfalse, zfullyclipped = qtrue;
+
+ /*
+ ** get the exact frame bounding box
+ */
+ for (i=0 ; i<3 ; i++)
+ {
+ mins[i] = frame->translate[i];
+ maxs[i] = mins[i] + frame->scale[i]*255;
+ }
+
+ /*
+ ** transform the min and max values into view space
+ */
+ R_AliasTransformVector( mins, transformed_min, aliastransform );
+ R_AliasTransformVector( maxs, transformed_max, aliastransform );
+
+ if ( transformed_min[2] >= ALIAS_Z_CLIP_PLANE )
+ zfullyclipped = qfalse;
+ if ( transformed_max[2] >= ALIAS_Z_CLIP_PLANE )
+ zfullyclipped = qfalse;
+
+ if ( zfullyclipped )
+ {
+ return BBOX_TRIVIAL_REJECT;
+ }
+ if ( zclipped )
+ {
+ return ( BBOX_MUST_CLIP_XY | BBOX_MUST_CLIP_Z );
+ }
+
+ /*
+ ** build a transformed bounding box from the given min and max
+ */
+ for ( i = 0; i < 8; i++ )
+ {
+ int j;
+ vec3_t tmp, transformed;
+ unsigned long clipcode = 0;
+
+ if ( i & 1 )
+ tmp[0] = mins[0];
+ else
+ tmp[0] = maxs[0];
+
+ if ( i & 2 )
+ tmp[1] = mins[1];
+ else
+ tmp[1] = maxs[1];
+
+ if ( i & 4 )
+ tmp[2] = mins[2];
+ else
+ tmp[2] = maxs[2];
+
+ R_AliasTransformVector( tmp, transformed, worldxf );
+
+ for ( j = 0; j < 4; j++ )
+ {
+ float dp = DotProduct( transformed, view_clipplanes[j].normal );
+
+ if ( ( dp - view_clipplanes[j].dist ) < 0.0F )
+ clipcode |= 1 << j;
+ }
+
+ aggregate_and_clipcode &= clipcode;
+ aggregate_or_clipcode |= clipcode;
+ }
+
+ if ( aggregate_and_clipcode )
+ {
+ return BBOX_TRIVIAL_REJECT;
+ }
+ if ( !aggregate_or_clipcode )
+ {
+ return BBOX_TRIVIAL_ACCEPT;
+ }
+
+ return BBOX_MUST_CLIP_XY;
+}
+
+/*
+================
+R_AliasCheckBBox
+================
+*/
+qboolean R_AliasCheckBBox (void)
+{
+ unsigned long ccodes[2] = { 0, 0 };
+
+ ccodes[0] = R_AliasCheckFrameBBox( r_thisframe, aliasworldtransform );
+
+ /*
+ ** non-lerping model
+ */
+ if ( currententity->backlerp == 0 )
+ {
+ if ( ccodes[0] == BBOX_TRIVIAL_ACCEPT )
+ return BBOX_TRIVIAL_ACCEPT;
+ else if ( ccodes[0] & BBOX_TRIVIAL_REJECT )
+ return BBOX_TRIVIAL_REJECT;
+ else
+ return ( ccodes[0] & ~BBOX_TRIVIAL_REJECT );
+ }
+
+ ccodes[1] = R_AliasCheckFrameBBox( r_lastframe, aliasoldworldtransform );
+
+ if ( ( ccodes[0] | ccodes[1] ) == BBOX_TRIVIAL_ACCEPT )
+ return BBOX_TRIVIAL_ACCEPT;
+ else if ( ( ccodes[0] & ccodes[1] ) & BBOX_TRIVIAL_REJECT )
+ return BBOX_TRIVIAL_REJECT;
+ else
+ return ( ccodes[0] | ccodes[1] ) & ~BBOX_TRIVIAL_REJECT;
+}
+
+
+/*
+================
+R_AliasProjectAndClipTestFinalVert
+================
+*/
+void R_AliasProjectAndClipTestFinalVert( finalvert_t *fv )
+{
+ float zi;
+ float x, y, z;
+
+ // project points
+ x = fv->xyz[0];
+ y = fv->xyz[1];
+ z = fv->xyz[2];
+ zi = 1.0 / z;
+
+ fv->zi = zi * s_ziscale;
+
+ fv->u = (x * aliasxscale * zi) + aliasxcenter;
+ fv->v = (y * aliasyscale * zi) + aliasycenter;
+
+ if (fv->u < r_refdef.aliasvrect.x)
+ fv->flags |= ALIAS_LEFT_CLIP;
+ if (fv->v < r_refdef.aliasvrect.y)
+ fv->flags |= ALIAS_TOP_CLIP;
+ if (fv->u > r_refdef.aliasvrectright)
+ fv->flags |= ALIAS_RIGHT_CLIP;
+ if (fv->v > r_refdef.aliasvrectbottom)
+ fv->flags |= ALIAS_BOTTOM_CLIP;
+}
+
+/*
+================
+R_AliasTransformFinalVerts
+================
+*/
+static void R_AliasTransformFinalVerts( int numpoints, finalvert_t *fv, maliasvert_t *oldv, maliasvert_t *newv )
+{
+ int i;
+
+ for ( i = 0; i < numpoints; i++, fv++, oldv++, newv++ )
+ {
+ int temp;
+ float lightcos;
+ const vec_t *plightnormal;
+ vec3_t lerped_vert;
+
+ lerped_vert[0] = r_lerp_move[0] + oldv->v[0]*r_lerp_backv[0] + newv->v[0]*r_lerp_frontv[0];
+ lerped_vert[1] = r_lerp_move[1] + oldv->v[1]*r_lerp_backv[1] + newv->v[1]*r_lerp_frontv[1];
+ lerped_vert[2] = r_lerp_move[2] + oldv->v[2]*r_lerp_backv[2] + newv->v[2]*r_lerp_frontv[2];
+
+ plightnormal = bytedirs[newv->lightnormalindex];
+
+ // PMM - added double damage shell
+ if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE | RF_SHELL_DOUBLE | RF_SHELL_HALF_DAM) )
+ {
+ lerped_vert[0] += plightnormal[0] * POWERSUIT_SCALE;
+ lerped_vert[1] += plightnormal[1] * POWERSUIT_SCALE;
+ lerped_vert[2] += plightnormal[2] * POWERSUIT_SCALE;
+ }
+
+ fv->xyz[0] = DotProduct(lerped_vert, aliastransform[0]) + aliastransform[0][3];
+ fv->xyz[1] = DotProduct(lerped_vert, aliastransform[1]) + aliastransform[1][3];
+ fv->xyz[2] = DotProduct(lerped_vert, aliastransform[2]) + aliastransform[2][3];
+
+ fv->flags = 0;
+
+ // lighting
+ lightcos = DotProduct (plightnormal, r_plightvec);
+ temp = r_ambientlight;
+
+ if (lightcos < 0)
+ {
+ temp += (int)(r_shadelight * lightcos);
+
+ // clamp; because we limited the minimum ambient and shading light, we
+ // don't have to clamp low light, just bright
+ if (temp < 0)
+ temp = 0;
+ }
+
+ fv->l = temp;
+
+ if ( fv->xyz[2] < ALIAS_Z_CLIP_PLANE )
+ {
+ fv->flags |= ALIAS_Z_CLIP;
+ }
+ else
+ {
+ R_AliasProjectAndClipTestFinalVert( fv );
+ }
+ }
+}
+
+
+/*
+================
+R_AliasPreparePoints
+
+General clipped case
+================
+*/
+static void R_AliasPreparePoints (void) {
+ int i;
+ maliasst_t *pstverts;
+ maliastri_t *ptri;
+ finalvert_t *pfv[3];
+ finalvert_t finalverts[MAXALIASVERTS +
+ ((CACHE_SIZE - 1) / sizeof(finalvert_t)) + 3];
+ finalvert_t *pfinalverts;
+
+//PGM
+ iractive = (r_newrefdef.rdflags & RDF_IRGOGGLES && currententity->flags & RF_IR_VISIBLE);
+// iractive = 0;
+// if(r_newrefdef.rdflags & RDF_IRGOGGLES && currententity->flags & RF_IR_VISIBLE)
+// iractive = 1;
+//PGM
+
+ // put work vertexes on stack, cache aligned
+ pfinalverts = (finalvert_t *)
+ (((long)&finalverts[0] + CACHE_SIZE - 1) & ~(CACHE_SIZE - 1));
+
+ R_AliasTransformFinalVerts( currentmodel->numverts, pfinalverts,
+ r_lastframe->verts, r_thisframe->verts );
+
+// clip and draw all triangles
+//
+ pstverts = currentmodel->sts;
+ ptri = currentmodel->tris;
+
+ if ( ( currententity->flags & (RF_WEAPONMODEL|RF_LEFTHAND) ) == (RF_WEAPONMODEL|RF_LEFTHAND) )
+ {
+ for (i=0 ; i<currentmodel->numtris ; i++, ptri++)
+ {
+ pfv[0] = &pfinalverts[ptri->index_xyz[0]];
+ pfv[1] = &pfinalverts[ptri->index_xyz[1]];
+ pfv[2] = &pfinalverts[ptri->index_xyz[2]];
+
+ if ( pfv[0]->flags & pfv[1]->flags & pfv[2]->flags )
+ continue; // completely clipped
+
+ // insert s/t coordinates
+ pfv[0]->s = pstverts[ptri->index_st[0]].s << 16;
+ pfv[0]->t = pstverts[ptri->index_st[0]].t << 16;
+
+ pfv[1]->s = pstverts[ptri->index_st[1]].s << 16;
+ pfv[1]->t = pstverts[ptri->index_st[1]].t << 16;
+
+ pfv[2]->s = pstverts[ptri->index_st[2]].s << 16;
+ pfv[2]->t = pstverts[ptri->index_st[2]].t << 16;
+
+ if ( ! (pfv[0]->flags | pfv[1]->flags | pfv[2]->flags) )
+ { // totally unclipped
+ aliastriangleparms.a = pfv[2];
+ aliastriangleparms.b = pfv[1];
+ aliastriangleparms.c = pfv[0];
+
+ R_DrawTriangle();
+ }
+ else
+ {
+ R_AliasClipTriangle (pfv[2], pfv[1], pfv[0]);
+ }
+ }
+ }
+ else
+ {
+ for (i=0 ; i<currentmodel->numtris ; i++, ptri++)
+ {
+ pfv[0] = &pfinalverts[ptri->index_xyz[0]];
+ pfv[1] = &pfinalverts[ptri->index_xyz[1]];
+ pfv[2] = &pfinalverts[ptri->index_xyz[2]];
+
+ if ( pfv[0]->flags & pfv[1]->flags & pfv[2]->flags )
+ continue; // completely clipped
+
+ // insert s/t coordinates
+ pfv[0]->s = pstverts[ptri->index_st[0]].s << 16;
+ pfv[0]->t = pstverts[ptri->index_st[0]].t << 16;
+
+ pfv[1]->s = pstverts[ptri->index_st[1]].s << 16;
+ pfv[1]->t = pstverts[ptri->index_st[1]].t << 16;
+
+ pfv[2]->s = pstverts[ptri->index_st[2]].s << 16;
+ pfv[2]->t = pstverts[ptri->index_st[2]].t << 16;
+
+ if ( ! (pfv[0]->flags | pfv[1]->flags | pfv[2]->flags) )
+ { // totally unclipped
+ aliastriangleparms.a = pfv[0];
+ aliastriangleparms.b = pfv[1];
+ aliastriangleparms.c = pfv[2];
+
+ R_DrawTriangle();
+ }
+ else
+ { // partially clipped
+ R_AliasClipTriangle (pfv[0], pfv[1], pfv[2]);
+ }
+ }
+ }
+}
+
+
+/*
+================
+R_AliasSetUpTransform
+================
+*/
+static void R_AliasSetUpTransform (void)
+{
+ int i;
+ static float viewmatrix[3][4];
+ vec3_t angles;
+
+// TODO: should really be stored with the entity instead of being reconstructed
+// TODO: should use a look-up table
+// TODO: could cache lazily, stored in the entity
+//
+ angles[ROLL] = currententity->angles[ROLL];
+ angles[PITCH] = currententity->angles[PITCH];
+ angles[YAW] = currententity->angles[YAW];
+ AngleVectors( angles, s_alias_forward, s_alias_right, s_alias_up );
+
+// TODO: can do this with simple matrix rearrangement
+
+ memset( aliasworldtransform, 0, sizeof( aliasworldtransform ) );
+ memset( aliasoldworldtransform, 0, sizeof( aliasworldtransform ) );
+
+ for (i=0 ; i<3 ; i++)
+ {
+ aliasoldworldtransform[i][0] = aliasworldtransform[i][0] = s_alias_forward[i];
+ aliasoldworldtransform[i][0] = aliasworldtransform[i][1] = -s_alias_right[i];
+ aliasoldworldtransform[i][0] = aliasworldtransform[i][2] = s_alias_up[i];
+ }
+
+ aliasworldtransform[0][3] = currententity->origin[0]-r_origin[0];
+ aliasworldtransform[1][3] = currententity->origin[1]-r_origin[1];
+ aliasworldtransform[2][3] = currententity->origin[2]-r_origin[2];
+
+ aliasoldworldtransform[0][3] = currententity->oldorigin[0]-r_origin[0];
+ aliasoldworldtransform[1][3] = currententity->oldorigin[1]-r_origin[1];
+ aliasoldworldtransform[2][3] = currententity->oldorigin[2]-r_origin[2];
+
+// FIXME: can do more efficiently than full concatenation
+// memcpy( rotationmatrix, t2matrix, sizeof( rotationmatrix ) );
+
+// R_ConcatTransforms (t2matrix, tmatrix, rotationmatrix);
+
+// TODO: should be global, set when vright, etc., set
+ VectorCopy (vright, viewmatrix[0]);
+ VectorCopy (vup, viewmatrix[1]);
+ VectorNegate (viewmatrix[1], viewmatrix[1]);
+ VectorCopy (vpn, viewmatrix[2]);
+
+ viewmatrix[0][3] = 0;
+ viewmatrix[1][3] = 0;
+ viewmatrix[2][3] = 0;
+
+// memcpy( aliasworldtransform, rotationmatrix, sizeof( aliastransform ) );
+
+ R_ConcatTransforms (viewmatrix, aliasworldtransform, aliastransform);
+
+ aliasworldtransform[0][3] = currententity->origin[0];
+ aliasworldtransform[1][3] = currententity->origin[1];
+ aliasworldtransform[2][3] = currententity->origin[2];
+
+ aliasoldworldtransform[0][3] = currententity->oldorigin[0];
+ aliasoldworldtransform[1][3] = currententity->oldorigin[1];
+ aliasoldworldtransform[2][3] = currententity->oldorigin[2];
+}
+
+/*
+===============
+R_AliasSetupSkin
+===============
+*/
+static qboolean R_AliasSetupSkin (void)
+{
+ int skinnum;
+ image_t *pskindesc;
+
+ if (currententity->skin)
+ pskindesc = IMG_ForHandle( currententity->skin );
+ else
+ {
+ skinnum = currententity->skinnum;
+ if ((skinnum >= currentmodel->numskins) || (skinnum < 0))
+ {
+ Com_DPrintf( "R_AliasSetupSkin %s: no such skin # %d\n",
+ currentmodel->name, skinnum);
+ skinnum = 0;
+ }
+
+ pskindesc = currentmodel->skins[skinnum];
+ }
+
+ if ( !pskindesc )
+ return qfalse;
+
+ r_affinetridesc.pskin = pskindesc->pixels[0];
+ r_affinetridesc.skinwidth = pskindesc->width;
+ r_affinetridesc.skinheight = pskindesc->height;
+
+ R_PolysetUpdateTables (); // FIXME: precalc edge lookups
+
+ return qtrue;
+}
+
+
+/*
+================
+R_AliasSetupLighting
+
+ FIXME: put lighting into tables
+================
+*/
+static void R_AliasSetupLighting (void)
+{
+ alight_t lighting;
+ float lightvec[3] = {-1, 0, 0};
+ vec3_t light;
+ int i, j;
+
+ // all components of light should be identical in software
+ if ( currententity->flags & RF_FULLBRIGHT )
+ {
+ for (i=0 ; i<3 ; i++)
+ light[i] = 1.0;
+ }
+ else
+ {
+ R_LightPoint (currententity->origin, light);
+ }
+
+
+ if ( currententity->flags & RF_MINLIGHT )
+ {
+ for (i=0 ; i<3 ; i++)
+ if (light[i] < 0.1)
+ light[i] = 0.1;
+ }
+
+ if ( currententity->flags & RF_GLOW )
+ { // bonus items will pulse with time
+ float scale;
+ float min;
+
+ scale = 0.1 * sin(r_newrefdef.time*7);
+ for (i=0 ; i<3 ; i++)
+ {
+ min = light[i] * 0.8;
+ light[i] += scale;
+ if (light[i] < min)
+ light[i] = min;
+ }
+ }
+
+ j = (light[0] + light[1] + light[2])*0.3333*255;
+
+ lighting.ambientlight = j;
+ lighting.shadelight = j;
+
+ lighting.plightvec = lightvec;
+
+// clamp lighting so it doesn't overbright as much
+ if (lighting.ambientlight > 128)
+ lighting.ambientlight = 128;
+ if (lighting.ambientlight + lighting.shadelight > 192)
+ lighting.shadelight = 192 - lighting.ambientlight;
+
+// guarantee that no vertex will ever be lit below LIGHT_MIN, so we don't have
+// to clamp off the bottom
+ r_ambientlight = lighting.ambientlight;
+
+ if (r_ambientlight < LIGHT_MIN)
+ r_ambientlight = LIGHT_MIN;
+
+ r_ambientlight = (255 - r_ambientlight) << VID_CBITS;
+
+ if (r_ambientlight < LIGHT_MIN)
+ r_ambientlight = LIGHT_MIN;
+
+ r_shadelight = lighting.shadelight;
+
+ if (r_shadelight < 0)
+ r_shadelight = 0;
+
+ r_shadelight *= VID_GRADES;
+
+// rotate the lighting vector into the model's frame of reference
+ r_plightvec[0] = DotProduct( lighting.plightvec, s_alias_forward );
+ r_plightvec[1] = -DotProduct( lighting.plightvec, s_alias_right );
+ r_plightvec[2] = DotProduct( lighting.plightvec, s_alias_up );
+}
+
+
+/*
+=================
+R_AliasSetupFrames
+
+=================
+*/
+static void R_AliasSetupFrames( void ) {
+ int thisframe = currententity->frame;
+ int lastframe = currententity->oldframe;
+
+ if( thisframe >= currentmodel->numframes || thisframe < 0 ) {
+ Com_DPrintf( "%s: %s: no such thisframe %d\n",
+ __func__, currentmodel->name, thisframe);
+ thisframe = 0;
+ }
+ if( lastframe >= currentmodel->numframes || lastframe < 0 ) {
+ Com_DPrintf( "%s: %s: no such lastframe %d\n",
+ __func__, currentmodel->name, lastframe);
+ lastframe = 0;
+ }
+
+ r_thisframe = &currentmodel->frames[thisframe];
+ r_lastframe = &currentmodel->frames[lastframe];
+}
+
+/*
+** R_AliasSetUpLerpData
+**
+** Precomputes lerp coefficients used for the whole frame.
+*/
+static void R_AliasSetUpLerpData( float backlerp )
+{
+ float frontlerp;
+ vec3_t translation, vectors[3];
+ int i;
+
+ frontlerp = 1.0F - backlerp;
+
+ /*
+ ** convert entity's angles into discrete vectors for R, U, and F
+ */
+ AngleVectors (currententity->angles, vectors[0], vectors[1], vectors[2]);
+
+ /*
+ ** translation is the vector from last position to this position
+ */
+ VectorSubtract (currententity->oldorigin, currententity->origin, translation);
+
+ /*
+ ** move should be the delta back to the previous frame * backlerp
+ */
+ r_lerp_move[0] = DotProduct(translation, vectors[0]); // forward
+ r_lerp_move[1] = -DotProduct(translation, vectors[1]); // left
+ r_lerp_move[2] = DotProduct(translation, vectors[2]); // up
+
+ VectorAdd( r_lerp_move, r_lastframe->translate, r_lerp_move );
+
+ for (i=0 ; i<3 ; i++)
+ {
+ r_lerp_move[i] = backlerp*r_lerp_move[i] + frontlerp * r_thisframe->translate[i];
+ }
+
+ for (i=0 ; i<3 ; i++)
+ {
+ r_lerp_frontv[i] = frontlerp * r_thisframe->scale[i];
+ r_lerp_backv[i] = backlerp * r_lastframe->scale[i];
+ }
+}
+
+static void R_AliasSetupBlend( void ) {
+ extern void (*d_pdrawspans)( void * );
+ extern void R_PolysetDrawSpans8_Opaque( void * );
+ extern void R_PolysetDrawSpans8_33( void * );
+ extern void R_PolysetDrawSpans8_66( void * );
+ extern void R_PolysetDrawSpansConstant8_33( void * );
+ extern void R_PolysetDrawSpansConstant8_66( void * );
+
+ int color;
+
+ /*
+ ** select the proper span routine based on translucency
+ */
+ // PMM - added double damage shell
+ // PMM - reordered to handle blending
+ color = currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE | RF_SHELL_DOUBLE | RF_SHELL_HALF_DAM);
+ if ( color )
+ {
+ // PMM - added double
+ // PMM - reordered, new shells after old shells (so they get overriden)
+ if ( color == RF_SHELL_RED )
+ r_aliasblendcolor = SHELL_RED_COLOR;
+ else if ( color == RF_SHELL_GREEN )
+ r_aliasblendcolor = SHELL_GREEN_COLOR;
+ else if ( color == RF_SHELL_BLUE )
+ r_aliasblendcolor = SHELL_BLUE_COLOR;
+ else if ( color == (RF_SHELL_RED | RF_SHELL_GREEN) )
+ r_aliasblendcolor = SHELL_RG_COLOR;
+ else if ( color == (RF_SHELL_RED | RF_SHELL_BLUE) )
+ r_aliasblendcolor = SHELL_RB_COLOR;
+ else if ( color == (RF_SHELL_BLUE | RF_SHELL_GREEN) )
+ r_aliasblendcolor = SHELL_BG_COLOR;
+
+ // PMM - added this .. it's yellowish
+ else if ( color == (RF_SHELL_DOUBLE) )
+ r_aliasblendcolor = SHELL_DOUBLE_COLOR;
+ else if ( color == (RF_SHELL_HALF_DAM) )
+ r_aliasblendcolor = SHELL_HALF_DAM_COLOR;
+ // pmm
+ else
+ r_aliasblendcolor = SHELL_WHITE_COLOR;
+
+ if ( currententity->alpha > 0.33 )
+ d_pdrawspans = R_PolysetDrawSpansConstant8_66;
+ else
+ d_pdrawspans = R_PolysetDrawSpansConstant8_33;
+
+ }
+ else if ( currententity->flags & RF_TRANSLUCENT )
+ {
+ if ( currententity->alpha > 0.66 )
+ d_pdrawspans = R_PolysetDrawSpans8_Opaque;
+ else if ( currententity->alpha > 0.33 )
+ d_pdrawspans = R_PolysetDrawSpans8_66;
+ else
+ d_pdrawspans = R_PolysetDrawSpans8_33;
+ }
+ else
+ {
+ d_pdrawspans = R_PolysetDrawSpans8_Opaque;
+ }
+}
+
+/*
+================
+R_AliasDrawModel
+================
+*/
+void R_AliasDrawModel (void)
+{
+ if ( r_lerpmodels->value == 0 )
+ currententity->backlerp = 0;
+
+ if ( ( currententity->flags & (RF_WEAPONMODEL|RF_LEFTHAND) ) == (RF_WEAPONMODEL|RF_LEFTHAND) )
+ {
+ aliasxscale = -aliasxscale;
+ }
+
+ /*
+ ** we have to set our frame pointers and transformations before
+ ** doing any real work
+ */
+ R_AliasSetupFrames();
+ R_AliasSetUpTransform();
+
+ // see if the bounding box lets us trivially reject, also sets
+ // trivial accept status
+ if ( R_AliasCheckBBox() == BBOX_TRIVIAL_REJECT )
+ {
+ if ( ( currententity->flags & (RF_WEAPONMODEL|RF_LEFTHAND) ) == (RF_WEAPONMODEL|RF_LEFTHAND) )
+ {
+ aliasxscale = -aliasxscale;
+ }
+ return;
+ }
+
+ // set up the skin and verify it exists
+ if ( !R_AliasSetupSkin () )
+ {
+ Com_DPrintf( "R_AliasDrawModel %s: NULL skin found\n",
+ currentmodel->name);
+ return;
+ }
+
+ r_amodels_drawn++;
+ R_AliasSetupLighting ();
+
+ R_AliasSetupBlend();
+
+ /*
+ ** compute this_frame and old_frame addresses
+ */
+ R_AliasSetUpLerpData( currententity->backlerp );
+
+ if (currententity->flags & RF_DEPTHHACK)
+ s_ziscale = (float)0x8000 * (float)0x10000 * 3.0;
+ else
+ s_ziscale = (float)0x8000 * (float)0x10000;
+
+ R_AliasPreparePoints ();
+
+ if ( ( currententity->flags & (RF_WEAPONMODEL|RF_LEFTHAND) ) == (RF_WEAPONMODEL|RF_LEFTHAND) )
+ {
+ aliasxscale = -aliasxscale;
+ }
+}
+
+
+