4 cvar_t gl_transform = {"gl_transform", "1"};
5 cvar_t gl_lockarrays = {"gl_lockarrays", "1"};
12 // LordHavoc: vertex array
16 byte *aliasvertcolor2;
17 zymbonematrix *zymbonepose;
20 rtexture_t *chrometexture;
22 int arraylocked = false;
23 void GL_LockArray(int first, int count)
25 if (gl_supportslockarrays && gl_lockarrays.value)
27 qglLockArraysEXT(first, count);
32 void GL_UnlockArray(void)
41 void GL_SetupModelTransform (vec3_t origin, vec3_t angles, vec_t scale)
43 glTranslatef (origin[0], origin[1], origin[2]);
46 glScalef (scale, scale, scale);
48 glRotatef (angles[1], 0, 0, 1);
50 glRotatef (-angles[0], 0, 1, 0);
52 glRotatef (angles[2], 1, 0, 0);
55 void makechrometexture(void)
61 fractalnoise(noise, 64, 8);
63 // convert to RGBA data
64 for (i = 0;i < 64*64;i++)
66 data[i][0] = data[i][1] = data[i][2] = noise[i];
70 chrometexture = R_LoadTexture ("chrometexture", 64, 64, &data[0][0], TEXF_MIPMAP | TEXF_RGBA | TEXF_PRECACHE);
73 void gl_models_start(void)
75 // allocate vertex processing arrays
76 aliasvert = qmalloc(sizeof(float[MD2MAX_VERTS][3]));
77 aliasvertnorm = qmalloc(sizeof(float[MD2MAX_VERTS][3]));
78 aliasvertcolor = qmalloc(sizeof(byte[MD2MAX_VERTS][4]));
79 aliasvertcolor2 = qmalloc(sizeof(byte[MD2MAX_VERTS][4])); // used temporarily for tinted coloring
80 zymbonepose = qmalloc(sizeof(zymbonematrix[256]));
81 aliasvertusage = qmalloc(sizeof(int[MD2MAX_VERTS]));
85 void gl_models_shutdown(void)
89 qfree(aliasvertcolor);
90 qfree(aliasvertcolor2);
92 qfree(aliasvertusage);
95 void gl_models_newmap(void)
99 void GL_Models_Init(void)
101 Cvar_RegisterVariable(&gl_transform);
102 Cvar_RegisterVariable(&gl_lockarrays);
104 R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap);
107 void R_AliasTransformVerts(int vertcount)
110 vec3_t point, matrix_x, matrix_y, matrix_z;
114 matrix_x[0] = softwaretransform_x[0] * softwaretransform_scale;
115 matrix_x[1] = softwaretransform_y[0] * softwaretransform_scale;
116 matrix_x[2] = softwaretransform_z[0] * softwaretransform_scale;
117 matrix_y[0] = softwaretransform_x[1] * softwaretransform_scale;
118 matrix_y[1] = softwaretransform_y[1] * softwaretransform_scale;
119 matrix_y[2] = softwaretransform_z[1] * softwaretransform_scale;
120 matrix_z[0] = softwaretransform_x[2] * softwaretransform_scale;
121 matrix_z[1] = softwaretransform_y[2] * softwaretransform_scale;
122 matrix_z[2] = softwaretransform_z[2] * softwaretransform_scale;
123 for (i = 0;i < vertcount;i++)
125 // rotate, scale, and translate the vertex locations
126 VectorCopy(av, point);
127 av[0] = DotProduct(point, matrix_x) + softwaretransform_offset[0];
128 av[1] = DotProduct(point, matrix_y) + softwaretransform_offset[1];
129 av[2] = DotProduct(point, matrix_z) + softwaretransform_offset[2];
130 // rotate the normals
131 VectorCopy(avn, point);
132 avn[0] = point[0] * softwaretransform_x[0] + point[1] * softwaretransform_y[0] + point[2] * softwaretransform_z[0];
133 avn[1] = point[0] * softwaretransform_x[1] + point[1] * softwaretransform_y[1] + point[2] * softwaretransform_z[1];
134 avn[2] = point[0] * softwaretransform_x[2] + point[1] * softwaretransform_y[2] + point[2] * softwaretransform_z[2];
140 void R_AliasLerpVerts(int vertcount,
141 float lerp1, trivertx_t *verts1, vec3_t fscale1, vec3_t translate1,
142 float lerp2, trivertx_t *verts2, vec3_t fscale2, vec3_t translate2,
143 float lerp3, trivertx_t *verts3, vec3_t fscale3, vec3_t translate3,
144 float lerp4, trivertx_t *verts4, vec3_t fscale4, vec3_t translate4)
147 vec3_t scale1, scale2, scale3, scale4, translate;
148 float *n1, *n2, *n3, *n4;
152 VectorScaleQuick(fscale1, lerp1, scale1);
155 VectorScaleQuick(fscale2, lerp2, scale2);
158 VectorScaleQuick(fscale3, lerp3, scale3);
161 VectorScaleQuick(fscale4, lerp4, scale4);
162 translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2 + translate3[0] * lerp3 + translate4[0] * lerp4;
163 translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2 + translate3[1] * lerp3 + translate4[1] * lerp4;
164 translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2 + translate3[2] * lerp3 + translate4[2] * lerp4;
166 for (i = 0;i < vertcount;i++)
168 av[0] = verts1->v[0] * scale1[0] + verts2->v[0] * scale2[0] + verts3->v[0] * scale3[0] + verts4->v[0] * scale4[0] + translate[0];
169 av[1] = verts1->v[1] * scale1[1] + verts2->v[1] * scale2[1] + verts3->v[1] * scale3[1] + verts4->v[1] * scale4[1] + translate[1];
170 av[2] = verts1->v[2] * scale1[2] + verts2->v[2] * scale2[2] + verts3->v[2] * scale3[2] + verts4->v[2] * scale4[2] + translate[2];
171 n1 = m_bytenormals[verts1->lightnormalindex];
172 n2 = m_bytenormals[verts2->lightnormalindex];
173 n3 = m_bytenormals[verts3->lightnormalindex];
174 n4 = m_bytenormals[verts4->lightnormalindex];
175 avn[0] = n1[0] * lerp1 + n2[0] * lerp2 + n3[0] * lerp3 + n4[0] * lerp4;
176 avn[1] = n1[1] * lerp1 + n2[1] * lerp2 + n3[1] * lerp3 + n4[1] * lerp4;
177 avn[2] = n1[2] * lerp1 + n2[2] * lerp2 + n3[2] * lerp3 + n4[2] * lerp4;
180 verts1++;verts2++;verts3++;verts4++;
185 translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2 + translate3[0] * lerp3;
186 translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2 + translate3[1] * lerp3;
187 translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2 + translate3[2] * lerp3;
189 for (i = 0;i < vertcount;i++)
191 av[0] = verts1->v[0] * scale1[0] + verts2->v[0] * scale2[0] + verts3->v[0] * scale3[0] + translate[0];
192 av[1] = verts1->v[1] * scale1[1] + verts2->v[1] * scale2[1] + verts3->v[1] * scale3[1] + translate[1];
193 av[2] = verts1->v[2] * scale1[2] + verts2->v[2] * scale2[2] + verts3->v[2] * scale3[2] + translate[2];
194 n1 = m_bytenormals[verts1->lightnormalindex];
195 n2 = m_bytenormals[verts2->lightnormalindex];
196 n3 = m_bytenormals[verts3->lightnormalindex];
197 avn[0] = n1[0] * lerp1 + n2[0] * lerp2 + n3[0] * lerp3;
198 avn[1] = n1[1] * lerp1 + n2[1] * lerp2 + n3[1] * lerp3;
199 avn[2] = n1[2] * lerp1 + n2[2] * lerp2 + n3[2] * lerp3;
202 verts1++;verts2++;verts3++;
208 translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2;
209 translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2;
210 translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2;
212 for (i = 0;i < vertcount;i++)
214 av[0] = verts1->v[0] * scale1[0] + verts2->v[0] * scale2[0] + translate[0];
215 av[1] = verts1->v[1] * scale1[1] + verts2->v[1] * scale2[1] + translate[1];
216 av[2] = verts1->v[2] * scale1[2] + verts2->v[2] * scale2[2] + translate[2];
217 n1 = m_bytenormals[verts1->lightnormalindex];
218 n2 = m_bytenormals[verts2->lightnormalindex];
219 avn[0] = n1[0] * lerp1 + n2[0] * lerp2;
220 avn[1] = n1[1] * lerp1 + n2[1] * lerp2;
221 avn[2] = n1[2] * lerp1 + n2[2] * lerp2;
230 translate[0] = translate1[0] * lerp1;
231 translate[1] = translate1[1] * lerp1;
232 translate[2] = translate1[2] * lerp1;
236 // general but almost never used case
237 for (i = 0;i < vertcount;i++)
239 av[0] = verts1->v[0] * scale1[0] + translate[0];
240 av[1] = verts1->v[1] * scale1[1] + translate[1];
241 av[2] = verts1->v[2] * scale1[2] + translate[2];
242 n1 = m_bytenormals[verts1->lightnormalindex];
243 avn[0] = n1[0] * lerp1;
244 avn[1] = n1[1] * lerp1;
245 avn[2] = n1[2] * lerp1;
254 for (i = 0;i < vertcount;i++)
256 av[0] = verts1->v[0] * scale1[0] + translate[0];
257 av[1] = verts1->v[1] * scale1[1] + translate[1];
258 av[2] = verts1->v[2] * scale1[2] + translate[2];
259 VectorCopy(m_bytenormals[verts1->lightnormalindex], avn);
268 void GL_DrawModelMesh(rtexture_t *skin, byte *colors, maliashdr_t *maliashdr)
272 glBindTexture(GL_TEXTURE_2D, R_GetTexture(skin));
276 glColor3f(0.5f, 0.5f, 0.5f);
278 glColor3f(1.0f, 1.0f, 1.0f);
282 glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
283 glEnableClientState(GL_COLOR_ARRAY);
286 glDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata));
289 glDisableClientState(GL_COLOR_ARRAY);
290 // leave it in a state for additional passes
293 glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive
296 void R_TintModel(byte *in, byte *out, int verts, byte *color)
302 for (i = 0;i < verts;i++)
304 out[0] = (byte) ((in[0] * r) >> 8);
305 out[1] = (byte) ((in[1] * g) >> 8);
306 out[2] = (byte) ((in[2] * b) >> 8);
319 void R_LightModel(entity_t *ent, int numverts, vec3_t center, vec3_t basecolor);
320 void R_DrawAliasFrame (maliashdr_t *maliashdr, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, vec3_t angles, vec_t scale, frameblend_t *blend, rtexture_t **skin, int colormap, int effects, int flags)
322 if (gl_transform.value)
327 GL_SetupModelTransform(org, angles, scale);
330 // always needed, for model lighting
331 softwaretransformforentity(ent);
333 R_AliasLerpVerts(maliashdr->numverts,
334 blend[0].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[0].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin,
335 blend[1].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[1].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin,
336 blend[2].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[2].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin,
337 blend[3].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[3].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin);
338 if (!gl_transform.value)
339 R_AliasTransformVerts(maliashdr->numverts);
341 // prep the vertex array as early as possible
344 glVertexPointer(3, GL_FLOAT, 0, aliasvert);
345 glEnableClientState(GL_VERTEX_ARRAY);
346 glTexCoordPointer(2, GL_FLOAT, 0, (void *)((int) maliashdr->texdata + (int) maliashdr));
347 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
348 GL_LockArray(0, maliashdr->numverts);
351 R_LightModel(ent, maliashdr->numverts, org, color);
355 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
356 glShadeModel(GL_SMOOTH);
357 if (effects & EF_ADDITIVE)
359 glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
363 else if (alpha != 1.0)
365 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
375 if (skin[0] || skin[1] || skin[2] || skin[3] || skin[4])
377 if (colormap >= 0 && (skin[0] || skin[1] || skin[2]))
381 GL_DrawModelMesh(skin[0], aliasvertcolor, maliashdr);
384 c = (colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
385 R_TintModel(aliasvertcolor, aliasvertcolor2, maliashdr->numverts, (byte *) (&d_8to24table[c]));
386 GL_DrawModelMesh(skin[1], aliasvertcolor2, maliashdr);
390 c = colormap & 0xF0 ;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
391 R_TintModel(aliasvertcolor, aliasvertcolor2, maliashdr->numverts, (byte *) (&d_8to24table[c]));
392 GL_DrawModelMesh(skin[2], aliasvertcolor2, maliashdr);
397 if (skin[4]) GL_DrawModelMesh(skin[4], aliasvertcolor, maliashdr);
400 if (skin[0]) GL_DrawModelMesh(skin[0], aliasvertcolor, maliashdr);
401 if (skin[1]) GL_DrawModelMesh(skin[1], aliasvertcolor, maliashdr);
402 if (skin[2]) GL_DrawModelMesh(skin[2], aliasvertcolor, maliashdr);
405 if (skin[3]) GL_DrawModelMesh(skin[3], NULL, maliashdr);
408 GL_DrawModelMesh(0, NULL, maliashdr);
413 glDisable (GL_TEXTURE_2D);
414 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
416 glDepthMask(0); // disable zbuffer updates
418 VectorSubtract(org, r_origin, diff);
419 glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
421 glDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata));
423 glEnable (GL_TEXTURE_2D);
427 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
428 glDisableClientState(GL_VERTEX_ARRAY);
430 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
443 void R_DrawQ2AliasFrame (md2mem_t *pheader, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, vec3_t angles, vec_t scale, frameblend_t *blend, rtexture_t *skin, int effects, int flags)
446 md2frame_t *frame1, *frame2, *frame3, *frame4;
449 glBindTexture(GL_TEXTURE_2D, R_GetTexture(skin));
451 if (gl_transform.value)
456 GL_SetupModelTransform(org, angles, scale);
459 // always needed, for model lighting
460 softwaretransformforentity(ent);
462 frame1 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[0].frame));
463 frame2 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[1].frame));
464 frame3 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[2].frame));
465 frame4 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[3].frame));
466 R_AliasLerpVerts(pheader->num_xyz,
467 blend[0].lerp, frame1->verts, frame1->scale, frame1->translate,
468 blend[1].lerp, frame2->verts, frame2->scale, frame2->translate,
469 blend[2].lerp, frame3->verts, frame3->scale, frame3->translate,
470 blend[3].lerp, frame4->verts, frame4->scale, frame4->translate);
471 if (!gl_transform.value)
472 R_AliasTransformVerts(pheader->num_xyz);
474 R_LightModel(ent, pheader->num_xyz, org, color);
478 // LordHavoc: big mess...
479 // using vertex arrays only slightly, although it is enough to prevent duplicates
480 // (saving half the transforms)
481 glVertexPointer(3, GL_FLOAT, 0, aliasvert);
482 glColorPointer(4, GL_UNSIGNED_BYTE, 0, aliasvertcolor);
483 glEnableClientState(GL_VERTEX_ARRAY);
484 glEnableClientState(GL_COLOR_ARRAY);
486 order = (int *)((int)pheader + pheader->ofs_glcmds);
489 if (!(count = *order++))
492 glBegin(GL_TRIANGLE_STRIP);
495 glBegin(GL_TRIANGLE_FAN);
500 glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
501 glArrayElement(order[2]);
507 glDisableClientState(GL_COLOR_ARRAY);
508 glDisableClientState(GL_VERTEX_ARRAY);
512 glDisable (GL_TEXTURE_2D);
513 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
515 glDepthMask(0); // disable zbuffer updates
518 VectorSubtract(org, r_origin, diff);
519 glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
522 // LordHavoc: big mess...
523 // using vertex arrays only slightly, although it is enough to prevent duplicates
524 // (saving half the transforms)
525 glVertexPointer(3, GL_FLOAT, 0, aliasvert);
526 glEnableClientState(GL_VERTEX_ARRAY);
528 order = (int *)((int)pheader + pheader->ofs_glcmds);
531 if (!(count = *order++))
534 glBegin(GL_TRIANGLE_STRIP);
537 glBegin(GL_TRIANGLE_FAN);
542 glArrayElement(order[2]);
548 glDisableClientState(GL_VERTEX_ARRAY);
550 glEnable (GL_TEXTURE_2D);
554 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
558 if (gl_transform.value)
562 void ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, zymbone_t *bone, float rootorigin[3], float rootangles[3], float rootscale)
564 float lerp1, lerp2, lerp3, lerp4;
565 zymbonematrix *out, rootmatrix, m, *bone1, *bone2, *bone3, *bone4;
568 AngleVectors(rootangles, rootmatrix.m[0], rootmatrix.m[1], rootmatrix.m[2]);
569 VectorScale(rootmatrix.m[0], rootscale, rootmatrix.m[0]);
570 VectorScale(rootmatrix.m[1], rootscale, rootmatrix.m[1]);
571 VectorScale(rootmatrix.m[2], rootscale, rootmatrix.m[2]);
572 rootmatrix.m[0][3] = rootorigin[0];
573 rootmatrix.m[1][3] = rootorigin[1];
574 rootmatrix.m[2][3] = rootorigin[2];
575 bone1 = bonebase + blend[0].frame * count;
576 lerp1 = blend[0].lerp;
579 bone2 = bonebase + blend[1].frame * count;
580 lerp2 = blend[1].lerp;
583 bone3 = bonebase + blend[2].frame * count;
584 lerp3 = blend[2].lerp;
588 bone4 = bonebase + blend[3].frame * count;
589 lerp4 = blend[3].lerp;
592 // interpolate matrices
593 m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3 + bone4->m[0][0] * lerp4;
594 m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3 + bone4->m[0][1] * lerp4;
595 m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3 + bone4->m[0][2] * lerp4;
596 m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3 + bone4->m[0][3] * lerp4;
597 m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3 + bone4->m[1][0] * lerp4;
598 m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3 + bone4->m[1][1] * lerp4;
599 m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3 + bone4->m[1][2] * lerp4;
600 m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3 + bone4->m[1][3] * lerp4;
601 m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3 + bone4->m[2][0] * lerp4;
602 m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3 + bone4->m[2][1] * lerp4;
603 m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3 + bone4->m[2][2] * lerp4;
604 m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3 + bone4->m[2][3] * lerp4;
605 if (bone->parent >= 0)
606 R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
608 R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
622 // interpolate matrices
623 m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3;
624 m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3;
625 m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3;
626 m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3;
627 m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3;
628 m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3;
629 m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3;
630 m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3;
631 m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3;
632 m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3;
633 m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3;
634 m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3;
635 if (bone->parent >= 0)
636 R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
638 R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
652 // interpolate matrices
653 m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2;
654 m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2;
655 m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2;
656 m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2;
657 m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2;
658 m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2;
659 m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2;
660 m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2;
661 m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2;
662 m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2;
663 m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2;
664 m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2;
665 if (bone->parent >= 0)
666 R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
668 R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
684 // interpolate matrices
685 m.m[0][0] = bone1->m[0][0] * lerp1;
686 m.m[0][1] = bone1->m[0][1] * lerp1;
687 m.m[0][2] = bone1->m[0][2] * lerp1;
688 m.m[0][3] = bone1->m[0][3] * lerp1;
689 m.m[1][0] = bone1->m[1][0] * lerp1;
690 m.m[1][1] = bone1->m[1][1] * lerp1;
691 m.m[1][2] = bone1->m[1][2] * lerp1;
692 m.m[1][3] = bone1->m[1][3] * lerp1;
693 m.m[2][0] = bone1->m[2][0] * lerp1;
694 m.m[2][1] = bone1->m[2][1] * lerp1;
695 m.m[2][2] = bone1->m[2][2] * lerp1;
696 m.m[2][3] = bone1->m[2][3] * lerp1;
697 if (bone->parent >= 0)
698 R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
700 R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
711 if (bone->parent >= 0)
712 R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &bone1->m[0], &out->m[0]);
714 R_ConcatTransforms(&rootmatrix.m[0], &bone1->m[0], &out->m[0]);
723 void ZymoticTransformVerts(int vertcount, int *bonecounts, zymvertex_t *vert)
726 float *out = aliasvert;
727 zymbonematrix *matrix;
731 // FIXME: validate bonecounts at load time (must be >= 1)
734 matrix = &zymbonepose[vert->bonenum];
735 out[0] = vert->origin[0] * matrix->m[0][0] + vert->origin[1] * matrix->m[0][1] + vert->origin[2] * matrix->m[0][2] + matrix->m[0][3];
736 out[1] = vert->origin[0] * matrix->m[1][0] + vert->origin[1] * matrix->m[1][1] + vert->origin[2] * matrix->m[1][2] + matrix->m[1][3];
737 out[2] = vert->origin[0] * matrix->m[2][0] + vert->origin[1] * matrix->m[2][1] + vert->origin[2] * matrix->m[2][2] + matrix->m[2][3];
745 matrix = &zymbonepose[vert->bonenum];
746 out[0] += vert->origin[0] * matrix->m[0][0] + vert->origin[1] * matrix->m[0][1] + vert->origin[2] * matrix->m[0][2] + matrix->m[0][3];
747 out[1] += vert->origin[0] * matrix->m[1][0] + vert->origin[1] * matrix->m[1][1] + vert->origin[2] * matrix->m[1][2] + matrix->m[1][3];
748 out[2] += vert->origin[0] * matrix->m[2][0] + vert->origin[1] * matrix->m[2][1] + vert->origin[2] * matrix->m[2][2] + matrix->m[2][3];
758 void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist)
761 float *out, v1[3], v2[3], normal[3];
766 for (a = 1;a < 4096;a++)
767 ixtable[a] = 1.0f / a;
770 memset(aliasvertnorm, 0, sizeof(float[3]) * vertcount);
771 memset(aliasvertusage, 0, sizeof(int) * vertcount);
772 // parse render list and accumulate surface normals
781 v1[0] = aliasvert[a+0] - aliasvert[b+0];
782 v1[1] = aliasvert[a+1] - aliasvert[b+1];
783 v1[2] = aliasvert[a+2] - aliasvert[b+2];
784 v2[0] = aliasvert[c+0] - aliasvert[b+0];
785 v2[1] = aliasvert[c+1] - aliasvert[b+1];
786 v2[2] = aliasvert[c+2] - aliasvert[b+2];
787 CrossProduct(v1, v2, normal);
788 VectorNormalize(normal);
789 // add surface normal to vertices
790 aliasvertnorm[a+0] += normal[0];
791 aliasvertnorm[a+1] += normal[1];
792 aliasvertnorm[a+2] += normal[2];
794 aliasvertnorm[b+0] += normal[0];
795 aliasvertnorm[b+1] += normal[1];
796 aliasvertnorm[b+2] += normal[2];
798 aliasvertnorm[c+0] += normal[0];
799 aliasvertnorm[c+1] += normal[1];
800 aliasvertnorm[c+2] += normal[2];
805 // average surface normals
822 void GL_DrawZymoticModelMesh(byte *colors, zymtype1header_t *m)
824 int i, c, *renderlist;
825 rtexture_t **texture;
828 renderlist = (int *)(m->lump_render.start + (int) m);
829 texture = (rtexture_t **)(m->lump_shaders.start + (int) m);
830 glVertexPointer(3, GL_FLOAT, 0, aliasvert);
831 glEnableClientState(GL_VERTEX_ARRAY);
833 glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
834 glEnableClientState(GL_COLOR_ARRAY);
836 glTexCoordPointer(2, GL_FLOAT, 0, (float *)(m->lump_texcoords.start + (int) m));
837 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
839 for (i = 0;i < m->numshaders;i++)
841 c = (*renderlist++) * 3;
842 glBindTexture(GL_TEXTURE_2D, R_GetTexture(*texture));
844 glDrawElements(GL_TRIANGLES, c, GL_UNSIGNED_INT, renderlist);
848 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
850 glDisableClientState(GL_COLOR_ARRAY);
852 glDisableClientState(GL_VERTEX_ARRAY);
855 void GL_DrawZymoticModelMeshFog(vec3_t org, zymtype1header_t *m)
858 int i, c, *renderlist;
861 renderlist = (int *)(m->lump_render.start + (int) m);
862 glDisable(GL_TEXTURE_2D);
863 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
865 glDepthMask(0); // disable zbuffer updates
867 VectorSubtract(org, r_origin, diff);
868 glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
870 glVertexPointer(3, GL_FLOAT, 0, aliasvert);
871 glEnableClientState(GL_VERTEX_ARRAY);
873 for (i = 0;i < m->numshaders;i++)
875 c = (*renderlist++) * 3;
876 glDrawElements(GL_TRIANGLES, c, GL_UNSIGNED_INT, renderlist);
880 glDisableClientState(GL_VERTEX_ARRAY);
882 glEnable(GL_TEXTURE_2D);
891 void R_DrawZymoticFrame (zymtype1header_t *m, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, vec3_t angles, vec_t scale, frameblend_t *blend, int skinblah, int effects, int flags)
893 ZymoticLerpBones(m->numbones, (zymbonematrix *)(m->lump_poses.start + (int) m), blend, (zymbone_t *)(m->lump_bones.start + (int) m), org, angles, scale);
894 ZymoticTransformVerts(m->numverts, (int *)(m->lump_vertbonecounts.start + (int) m), (zymvertex_t *)(m->lump_verts.start + (int) m));
895 ZymoticCalcNormals(m->numverts, m->numshaders, (int *)(m->lump_render.start + (int) m));
897 R_LightModel(ent, m->numverts, org, color);
901 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
902 glShadeModel(GL_SMOOTH);
903 if (effects & EF_ADDITIVE)
905 glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
909 else if (alpha != 1.0)
911 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
921 GL_DrawZymoticModelMesh(aliasvertcolor, m);
924 GL_DrawZymoticModelMeshFog(org, m);
926 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
937 void R_DrawAliasModel (entity_t *ent, int cull, float alpha, model_t *clmodel, frameblend_t *blend, int skin, vec3_t org, vec3_t angles, vec_t scale, int effects, int flags, int colormap)
940 vec3_t mins, maxs, color;
942 rtexture_t **skinset;
944 if (alpha < (1.0 / 64.0))
945 return; // basically completely transparent
947 VectorAdd (org, clmodel->mins, mins);
948 VectorAdd (org, clmodel->maxs, maxs);
950 if (cull && R_VisibleCullBox (mins, maxs))
955 if (skin < 0 || skin >= clmodel->numskins)
958 Con_DPrintf("invalid skin number %d for model %s\n", skin, clmodel->name);
961 modelheader = Mod_Extradata (clmodel);
964 // int *skinanimrange = (int *) (clmodel->skinanimrange + (int) modelheader) + skin * 2;
965 // int *skinanim = (int *) (clmodel->skinanim + (int) modelheader);
966 int *skinanimrange = clmodel->skinanimrange + skin * 2;
967 rtexture_t **skinanim = clmodel->skinanim;
968 i = skinanimrange[0];
969 if (skinanimrange[1] > 1) // animated
970 i += ((int) (cl.time * 10) % skinanimrange[1]);
971 skinset = skinanim + i*5;
975 glEnable (GL_TEXTURE_2D);
977 c_alias_polys += clmodel->numtris;
978 if (clmodel->aliastype == ALIASTYPE_ZYM)
979 R_DrawZymoticFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, 0 , effects, flags);
980 else if (clmodel->aliastype == ALIASTYPE_MD2)
981 R_DrawQ2AliasFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, skinset[0] , effects, flags);
983 R_DrawAliasFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, skinset , colormap, effects, flags);