} zymbonematrix;
// LordHavoc: vertex arrays
-
-float *aliasvertcolorbuf;
-float *aliasvertcolor; // this may point at aliasvertcolorbuf or at vertex arrays in the mesh backend
-float *aliasvert_svectors;
-float *aliasvert_tvectors;
-float *aliasvert_normals;
-
-float *aliasvertcolor2;
+int aliasvertmax = 0;
+void *aliasvertarrays = NULL;
+float *aliasvertcolor4fbuf = NULL;
+float *aliasvertcolor4f = NULL; // this may point at aliasvertcolorbuf or at vertex arrays in the mesh backend
+float *aliasvert_svector3f = NULL;
+float *aliasvert_tvector3f = NULL;
+float *aliasvert_normal3f = NULL;
+
+float *aliasvertcolor2_4f = NULL;
int *aliasvertusage;
zymbonematrix *zymbonepose;
mempool_t *gl_models_mempool;
+#define expandaliasvert(newmax) if ((newmax) > aliasvertmax) gl_models_allocarrays(newmax)
+
+void gl_models_allocarrays(int newmax)
+{
+ qbyte *data;
+ aliasvertmax = newmax;
+ if (aliasvertarrays != NULL)
+ Mem_Free(aliasvertarrays);
+ aliasvertarrays = Mem_Alloc(gl_models_mempool, aliasvertmax * (sizeof(float[4+4+3+3+3]) + sizeof(int[3])));
+ data = aliasvertarrays;
+ aliasvertcolor4f = aliasvertcolor4fbuf = (void *)data;data += aliasvertmax * sizeof(float[4]);
+ aliasvertcolor2_4f = (void *)data;data += aliasvertmax * sizeof(float[4]); // used temporarily for tinted coloring
+ aliasvert_svector3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
+ aliasvert_tvector3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
+ aliasvert_normal3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
+ aliasvertusage = (void *)data;data += aliasvertmax * sizeof(int[3]);
+}
+
+void gl_models_freearrays(void)
+{
+ aliasvertmax = 0;
+ if (aliasvertarrays != NULL)
+ Mem_Free(aliasvertarrays);
+ aliasvertarrays = NULL;
+ aliasvertcolor4f = aliasvertcolor4fbuf = NULL;
+ aliasvertcolor2_4f = NULL;
+ aliasvert_svector3f = NULL;
+ aliasvert_tvector3f = NULL;
+ aliasvert_normal3f = NULL;
+ aliasvertusage = NULL;
+}
+
void gl_models_start(void)
{
// allocate vertex processing arrays
gl_models_mempool = Mem_AllocPool("GL_Models");
- aliasvertcolor = aliasvertcolorbuf = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
- aliasvert_svectors = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
- aliasvert_tvectors = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
- aliasvert_normals = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
- aliasvertcolor2 = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4])); // used temporarily for tinted coloring
zymbonepose = Mem_Alloc(gl_models_mempool, sizeof(zymbonematrix[256]));
- aliasvertusage = Mem_Alloc(gl_models_mempool, sizeof(int[MD2MAX_VERTS]));
+ gl_models_allocarrays(4096);
}
void gl_models_shutdown(void)
{
+ gl_models_freearrays();
Mem_FreePool(&gl_models_mempool);
}
R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap);
}
-void R_Model_Alias_GetVerts(const entity_render_t *ent, float *vertices, float *normals, float *svectors, float *tvectors)
+void R_Model_Alias_GetMesh_Vertex3f(const entity_render_t *ent, aliasmesh_t *mesh, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f)
{
int i, vertcount;
float lerp1, lerp2, lerp3, lerp4;
const aliasvertex_t *verts1, *verts2, *verts3, *verts4;
- if (vertices == NULL)
- Host_Error("R_Model_Alias_GetVerts: vertices == NULL.\n");
- if (svectors != NULL && (tvectors == NULL || normals == NULL))
- Host_Error("R_Model_Alias_GetVerts: svectors requires tvectors and normals.\n");
- if (tvectors != NULL && (svectors == NULL || normals == NULL))
- Host_Error("R_Model_Alias_GetVerts: tvectors requires svectors and normals.\n");
+ if (vertex3f == NULL)
+ Host_Error("R_Model_Alias_GetMesh_Vertex3f: vertices == NULL.\n");
+ if (svector3f != NULL && (tvector3f == NULL || normal3f == NULL))
+ Host_Error("R_Model_Alias_GetMesh_Vertex3f: svectors requires tvectors and normals.\n");
+ if (tvector3f != NULL && (svector3f == NULL || normal3f == NULL))
+ Host_Error("R_Model_Alias_GetMesh_Vertex3f: tvectors requires svectors and normals.\n");
- vertcount = ent->model->numverts;
- verts1 = ent->model->mdlmd2data_pose + ent->frameblend[0].frame * vertcount;
+ vertcount = mesh->num_vertices;
+ verts1 = mesh->data_aliasvertex + ent->frameblend[0].frame * vertcount;
lerp1 = ent->frameblend[0].lerp;
if (ent->frameblend[1].lerp)
{
- verts2 = ent->model->mdlmd2data_pose + ent->frameblend[1].frame * vertcount;
+ verts2 = mesh->data_aliasvertex + ent->frameblend[1].frame * vertcount;
lerp2 = ent->frameblend[1].lerp;
if (ent->frameblend[2].lerp)
{
- verts3 = ent->model->mdlmd2data_pose + ent->frameblend[2].frame * vertcount;
+ verts3 = mesh->data_aliasvertex + ent->frameblend[2].frame * vertcount;
lerp3 = ent->frameblend[2].lerp;
if (ent->frameblend[3].lerp)
{
- verts4 = ent->model->mdlmd2data_pose + ent->frameblend[3].frame * vertcount;
+ verts4 = mesh->data_aliasvertex + ent->frameblend[3].frame * vertcount;
lerp4 = ent->frameblend[3].lerp;
// generate vertices
- if (svectors != NULL)
+ if (svector3f != NULL)
{
- for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, svectors += 4, tvectors += 4, verts1++, verts2++, verts3++, verts4++)
+ for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3, verts1++, verts2++, verts3++, verts4++)
{
- VectorMAMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, lerp4, verts4->origin, vertices);
- VectorMAMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, lerp4, verts4->normal, normals);
- VectorMAMAMAM(lerp1, verts1->svector, lerp2, verts2->svector, lerp3, verts3->svector, lerp4, verts4->svector, svectors);
- CrossProduct(svectors, normals, tvectors);
+ VectorMAMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, lerp4, verts4->origin, vertex3f);
+ VectorMAMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, lerp4, verts4->normal, normal3f);
+ VectorMAMAMAM(lerp1, verts1->svector, lerp2, verts2->svector, lerp3, verts3->svector, lerp4, verts4->svector, svector3f);
+ CrossProduct(svector3f, normal3f, tvector3f);
}
}
- else if (normals != NULL)
+ else if (normal3f != NULL)
{
- for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, verts1++, verts2++, verts3++, verts4++)
+ for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, verts1++, verts2++, verts3++, verts4++)
{
- VectorMAMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, lerp4, verts4->origin, vertices);
- VectorMAMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, lerp4, verts4->normal, normals);
+ VectorMAMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, lerp4, verts4->origin, vertex3f);
+ VectorMAMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, lerp4, verts4->normal, normal3f);
}
}
else
- for (i = 0;i < vertcount;i++, vertices += 4, verts1++, verts2++, verts3++, verts4++)
- VectorMAMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, lerp4, verts4->origin, vertices);
+ for (i = 0;i < vertcount;i++, vertex3f += 3, verts1++, verts2++, verts3++, verts4++)
+ VectorMAMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, lerp4, verts4->origin, vertex3f);
}
else
{
// generate vertices
- if (svectors != NULL)
+ if (svector3f != NULL)
{
- for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, svectors += 4, tvectors += 4, verts1++, verts2++, verts3++)
+ for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3, verts1++, verts2++, verts3++)
{
- VectorMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, vertices);
- VectorMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, normals);
- VectorMAMAM(lerp1, verts1->svector, lerp2, verts2->svector, lerp3, verts3->svector, svectors);
- CrossProduct(svectors, normals, tvectors);
+ VectorMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, vertex3f);
+ VectorMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, normal3f);
+ VectorMAMAM(lerp1, verts1->svector, lerp2, verts2->svector, lerp3, verts3->svector, svector3f);
+ CrossProduct(svector3f, normal3f, tvector3f);
}
}
- else if (normals != NULL)
+ else if (normal3f != NULL)
{
- for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, verts1++, verts2++, verts3++)
+ for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, verts1++, verts2++, verts3++)
{
- VectorMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, vertices);
- VectorMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, normals);
+ VectorMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, vertex3f);
+ VectorMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, normal3f);
}
}
else
- for (i = 0;i < vertcount;i++, vertices += 4, verts1++, verts2++, verts3++)
- VectorMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, vertices);
+ for (i = 0;i < vertcount;i++, vertex3f += 3, verts1++, verts2++, verts3++)
+ VectorMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, vertex3f);
}
}
else
{
// generate vertices
- if (svectors != NULL)
+ if (svector3f != NULL)
{
- for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, svectors += 4, tvectors += 4, verts1++, verts2++)
+ for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3, verts1++, verts2++)
{
- VectorMAM(lerp1, verts1->origin, lerp2, verts2->origin, vertices);
- VectorMAM(lerp1, verts1->normal, lerp2, verts2->normal, normals);
- VectorMAM(lerp1, verts1->svector, lerp2, verts2->svector, svectors);
- CrossProduct(svectors, normals, tvectors);
+ VectorMAM(lerp1, verts1->origin, lerp2, verts2->origin, vertex3f);
+ VectorMAM(lerp1, verts1->normal, lerp2, verts2->normal, normal3f);
+ VectorMAM(lerp1, verts1->svector, lerp2, verts2->svector, svector3f);
+ CrossProduct(svector3f, normal3f, tvector3f);
}
}
- else if (normals != NULL)
+ else if (normal3f != NULL)
{
- for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, verts1++, verts2++)
+ for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, verts1++, verts2++)
{
- VectorMAM(lerp1, verts1->origin, lerp2, verts2->origin, vertices);
- VectorMAM(lerp1, verts1->normal, lerp2, verts2->normal, normals);
+ VectorMAM(lerp1, verts1->origin, lerp2, verts2->origin, vertex3f);
+ VectorMAM(lerp1, verts1->normal, lerp2, verts2->normal, normal3f);
}
}
else
- for (i = 0;i < vertcount;i++, vertices += 4, verts1++, verts2++)
- VectorMAM(lerp1, verts1->origin, lerp2, verts2->origin, vertices);
+ for (i = 0;i < vertcount;i++, vertex3f += 3, verts1++, verts2++)
+ VectorMAM(lerp1, verts1->origin, lerp2, verts2->origin, vertex3f);
}
}
else
{
// generate vertices
- if (svectors != NULL)
+ if (svector3f != NULL)
{
- for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, svectors += 4, tvectors += 4, verts1++)
+ for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3, verts1++)
{
- VectorM(lerp1, verts1->origin, vertices);
- VectorM(lerp1, verts1->normal, normals);
- VectorM(lerp1, verts1->svector, svectors);
- CrossProduct(svectors, normals, tvectors);
+ VectorCopy(verts1->origin, vertex3f);
+ VectorCopy(verts1->normal, normal3f);
+ VectorCopy(verts1->svector, svector3f);
+ CrossProduct(svector3f, normal3f, tvector3f);
}
}
- else if (normals != NULL)
+ else if (normal3f != NULL)
{
- for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, verts1++)
+ for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, verts1++)
{
- VectorM(lerp1, verts1->origin, vertices);
- VectorM(lerp1, verts1->normal, normals);
+ VectorCopy(verts1->origin, vertex3f);
+ VectorCopy(verts1->normal, normal3f);
}
}
else
- for (i = 0;i < vertcount;i++, vertices += 4, verts1++)
- VectorM(lerp1, verts1->origin, vertices);
+ for (i = 0;i < vertcount;i++, vertex3f += 3, verts1++)
+ VectorCopy(verts1->origin, vertex3f);
}
}
-skinframe_t *R_FetchSkinFrame(const entity_render_t *ent)
-{
- model_t *model = ent->model;
- int s = ent->skinnum;
- if ((unsigned int)s >= (unsigned int)model->numskins)
- s = 0;
- if (model->skinscenes[s].framecount > 1)
- return &model->skinframes[model->skinscenes[s].firstframe + (int) (cl.time * 10) % model->skinscenes[s].framecount];
- else
- return &model->skinframes[model->skinscenes[s].firstframe];
-}
-
aliasskin_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mesh)
{
model_t *model = ent->model;
s = model->skinscenes[s].firstframe + (int) (cl.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
else
s = model->skinscenes[s].firstframe;
- if (s > mesh->num_skins)
- return mesh->data_skins;
+ if (s >= mesh->num_skins)
+ s = 0;
return mesh->data_skins + s;
}
qbyte *bcolor;
rmeshstate_t m;
const entity_render_t *ent = calldata1;
- aliasmesh_t *mesh = ent->model->mdlmd2data_meshes + calldata2;
+ aliasmesh_t *mesh = ent->model->aliasdata_meshes + calldata2;
aliaslayer_t *layer;
aliasskin_t *skin;
memset(&m, 0, sizeof(m));
skin = R_FetchAliasSkin(ent, mesh);
- R_Mesh_ResizeCheck(mesh->num_vertices);
- R_Model_Alias_GetVerts(ent, varray_vertex, aliasvert_normals, NULL, NULL);
- memcpy(varray_texcoord[0], mesh->data_texcoords, mesh->num_vertices * sizeof(float[4]));
for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
{
if (((layer->flags & ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED) && ent->colormap < 0)
|| ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0)
|| (layer->flags & ALIASLAYER_DRAW_PER_LIGHT))
continue;
+ expandaliasvert(mesh->num_vertices);
if (layer->flags & ALIASLAYER_FOG)
{
m.blendfunc1 = GL_SRC_ALPHA;
R_Mesh_State(&m);
GL_Color(fogcolor[0] * fog * colorscale, fogcolor[1] * fog * colorscale, fogcolor[2] * fog * colorscale, ent->alpha);
c_alias_polys += mesh->num_triangles;
- R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_elements);
+ R_Mesh_GetSpace(mesh->num_vertices);
+ R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f, aliasvert_normal3f, NULL, NULL);
+ if (layer->texture != NULL)
+ R_Mesh_CopyTexCoord2f(0, mesh->data_texcoord2f, mesh->num_vertices);
+ R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
continue;
}
if ((layer->flags & ALIASLAYER_ADD) || ((layer->flags & ALIASLAYER_ALPHA) && (ent->effects & EF_ADDITIVE)))
fullbright = true;
if (ent->effects & EF_FULLBRIGHT)
fullbright = true;
+ c_alias_polys += mesh->num_triangles;
+ R_Mesh_GetSpace(mesh->num_vertices);
+ R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f, aliasvert_normal3f, NULL, NULL);
+ R_Mesh_CopyTexCoord2f(0, mesh->data_texcoord2f, mesh->num_vertices);
if (fullbright)
GL_Color(tint[0], tint[1], tint[2], ent->alpha);
else
- R_LightModel(ent, mesh->num_vertices, varray_vertex, aliasvert_normals, varray_color, tint[0], tint[1], tint[2], false);
- c_alias_polys += mesh->num_triangles;
- R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_elements);
+ R_LightModel(ent, mesh->num_vertices, varray_vertex3f, aliasvert_normal3f, varray_color4f, tint[0], tint[1], tint[2], false);
+ R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
}
}
c_models++;
- for (meshnum = 0, mesh = ent->model->mdlmd2data_meshes;meshnum < ent->model->mdlmd2num_meshes;meshnum++, mesh++)
+ for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++, mesh++)
{
if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchAliasSkin(ent, mesh)->flags & ALIASSKIN_TRANSPARENT)
R_MeshQueue_AddTransparent(ent->origin, R_DrawAliasModelCallback, ent, meshnum);
dist = -1.0f / DotProduct(projection, planenormal);
VectorScale(projection, dist, projection);
- for (meshnum = 0, mesh = ent->model->mdlmd2data_meshes;meshnum < ent->model->mdlmd2num_meshes;meshnum++)
+ for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++)
{
skin = R_FetchAliasSkin(ent, mesh);
if (skin->flags & ALIASSKIN_TRANSPARENT)
continue;
- R_Mesh_ResizeCheck(mesh->num_vertices);
- R_Model_Alias_GetVerts(ent, varray_vertex, NULL, NULL, NULL);
- for (i = 0, v = varray_vertex;i < mesh->num_vertices;i++, v += 4)
+ R_Mesh_GetSpace(mesh->num_vertices);
+ R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f, NULL, NULL, NULL);
+ for (i = 0, v = varray_vertex3f;i < mesh->num_vertices;i++, v += 3)
{
dist = DotProduct(v, planenormal) - planedist;
if (dist > 0)
VectorMA(v, dist, projection, v);
}
c_alias_polys += mesh->num_triangles;
- R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_elements);
+ R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
}
}
if (projectdistance > 0.1)
{
R_Mesh_Matrix(&ent->matrix);
- for (meshnum = 0, mesh = ent->model->mdlmd2data_meshes;meshnum < ent->model->mdlmd2num_meshes;meshnum++)
+ for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++, mesh++)
{
skin = R_FetchAliasSkin(ent, mesh);
if (skin->flags & ALIASSKIN_TRANSPARENT)
continue;
- R_Mesh_ResizeCheck(mesh->num_vertices * 2);
- R_Model_Alias_GetVerts(ent, varray_vertex, NULL, NULL, NULL);
- R_Shadow_Volume(mesh->num_vertices, mesh->num_triangles, mesh->data_elements, mesh->data_neighbors, relativelightorigin, lightradius, projectdistance);
+ R_Mesh_GetSpace(mesh->num_vertices * 2);
+ R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f, NULL, NULL, NULL);
+ R_Shadow_Volume(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, mesh->data_neighbor3i, relativelightorigin, lightradius, projectdistance);
}
}
}
-void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor)
+void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
{
int c, meshnum, layernum;
- float fog, ifog, lightcolor2[3];
+ float fog, ifog, lightcolor2[3], *vertices;
vec3_t diff;
qbyte *bcolor;
aliasmesh_t *mesh;
}
ifog = 1 - fog;
- for (meshnum = 0, mesh = ent->model->mdlmd2data_meshes;meshnum < ent->model->mdlmd2num_meshes;meshnum++, mesh++)
+ for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++, mesh++)
{
skin = R_FetchAliasSkin(ent, mesh);
if (skin->flags & ALIASSKIN_TRANSPARENT)
continue;
- R_Mesh_ResizeCheck(mesh->num_vertices);
- R_Model_Alias_GetVerts(ent, varray_vertex, aliasvert_normals, aliasvert_svectors, aliasvert_tvectors);
+ expandaliasvert(mesh->num_vertices);
+ vertices = R_Shadow_VertexBuffer(mesh->num_vertices);
+ R_Model_Alias_GetMesh_Vertex3f(ent, mesh, vertices, aliasvert_normal3f, aliasvert_svector3f, aliasvert_tvector3f);
for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
{
if (!(layer->flags & ALIASLAYER_DRAW_PER_LIGHT)
if (layer->flags & ALIASLAYER_SPECULAR)
{
c_alias_polys += mesh->num_triangles;
- R_Shadow_SpecularLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_elements, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, mesh->data_texcoords, relativelightorigin, relativeeyeorigin, lightradius, lightcolor2, layer->texture, layer->nmap, NULL);
+ R_Shadow_SpecularLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertices, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor2, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, NULL);
}
else if (layer->flags & ALIASLAYER_DIFFUSE)
{
lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
}
c_alias_polys += mesh->num_triangles;
- R_Shadow_DiffuseLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_elements, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, mesh->data_texcoords, relativelightorigin, lightradius, lightcolor2, layer->texture, layer->nmap, NULL);
+ R_Shadow_DiffuseLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertices, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, lightradius, lightcolor2, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, NULL);
}
}
}
-/*
- int c;
- float lightcolor2[3];
- qbyte *bcolor;
- skinframe_t *skinframe;
- R_Mesh_Matrix(&ent->matrix);
- R_Mesh_ResizeCheck(ent->model->numverts);
- R_Model_Alias_GetVerts(ent, varray_vertex, aliasvert_normals, aliasvert_svectors, aliasvert_tvectors);
- skinframe = R_FetchSkinFrame(ent);
-
- // note: to properly handle fog this should scale the lightcolor into lightcolor2 according to 1-fog scaling
-
- R_Shadow_SpecularLighting(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, ent->model->mdlmd2data_texcoords, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, NULL, NULL, NULL);
-
- if (!skinframe->base && !skinframe->pants && !skinframe->shirt && !skinframe->glow)
- {
- R_Shadow_DiffuseLighting(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, ent->model->mdlmd2data_texcoords, relativelightorigin, lightradius, lightcolor, r_notexture, NULL, NULL);
- return;
- }
-
- if (!skinframe->merged || (ent->colormap >= 0 && skinframe->base && (skinframe->pants || skinframe->shirt)))
- {
- // 128-224 are backwards ranges
- // we only render non-fullbright ranges here
- if (skinframe->pants && (ent->colormap & 0xF) < 0xE)
- {
- c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
- bcolor = (qbyte *) (&palette_complete[c]);
- lightcolor2[0] = lightcolor[0] * bcolor[0] * (1.0f / 255.0f);
- lightcolor2[1] = lightcolor[1] * bcolor[1] * (1.0f / 255.0f);
- lightcolor2[2] = lightcolor[2] * bcolor[2] * (1.0f / 255.0f);
- R_Shadow_DiffuseLighting(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, ent->model->mdlmd2data_texcoords, relativelightorigin, lightradius, lightcolor2, skinframe->pants, skinframe->nmap, NULL);
- }
-
- // we only render non-fullbright ranges here
- if (skinframe->shirt && (ent->colormap & 0xF0) < 0xE0)
- {
- c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
- bcolor = (qbyte *) (&palette_complete[c]);
- lightcolor2[0] = lightcolor[0] * bcolor[0] * (1.0f / 255.0f);
- lightcolor2[1] = lightcolor[1] * bcolor[1] * (1.0f / 255.0f);
- lightcolor2[2] = lightcolor[2] * bcolor[2] * (1.0f / 255.0f);
- R_Shadow_DiffuseLighting(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, ent->model->mdlmd2data_texcoords, relativelightorigin, lightradius, lightcolor2, skinframe->shirt, skinframe->nmap, NULL);
- }
-
- if (skinframe->base)
- R_Shadow_DiffuseLighting(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, ent->model->mdlmd2data_texcoords, relativelightorigin, lightradius, lightcolor, skinframe->base, skinframe->nmap, NULL);
- }
- else
- if (skinframe->merged)
- R_Shadow_DiffuseLighting(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, ent->model->mdlmd2data_texcoords, relativelightorigin, lightradius, lightcolor, skinframe->merged, skinframe->nmap, NULL);
-*/
}
int ZymoticLerpBones(int count, const zymbonematrix *bonebase, const frameblend_t *blend, const zymbone_t *bone)
}
}
-void ZymoticCalcNormals(int vertcount, float *vertex, float *normals, int shadercount, int *renderlist)
+void ZymoticCalcNormal3f(int vertcount, float *vertex3f, float *normal3f, int shadercount, int *renderlist)
{
int a, b, c, d;
float *out, v1[3], v2[3], normal[3], s;
int *u;
// clear normals
- memset(normals, 0, sizeof(float) * vertcount * 3);
+ memset(normal3f, 0, sizeof(float) * vertcount * 3);
memset(aliasvertusage, 0, sizeof(int) * vertcount);
// parse render list and accumulate surface normals
while(shadercount--)
a = renderlist[0]*4;
b = renderlist[1]*4;
c = renderlist[2]*4;
- v1[0] = vertex[a+0] - vertex[b+0];
- v1[1] = vertex[a+1] - vertex[b+1];
- v1[2] = vertex[a+2] - vertex[b+2];
- v2[0] = vertex[c+0] - vertex[b+0];
- v2[1] = vertex[c+1] - vertex[b+1];
- v2[2] = vertex[c+2] - vertex[b+2];
+ v1[0] = vertex3f[a+0] - vertex3f[b+0];
+ v1[1] = vertex3f[a+1] - vertex3f[b+1];
+ v1[2] = vertex3f[a+2] - vertex3f[b+2];
+ v2[0] = vertex3f[c+0] - vertex3f[b+0];
+ v2[1] = vertex3f[c+1] - vertex3f[b+1];
+ v2[2] = vertex3f[c+2] - vertex3f[b+2];
CrossProduct(v1, v2, normal);
VectorNormalizeFast(normal);
// add surface normal to vertices
a = renderlist[0] * 3;
- normals[a+0] += normal[0];
- normals[a+1] += normal[1];
- normals[a+2] += normal[2];
+ normal3f[a+0] += normal[0];
+ normal3f[a+1] += normal[1];
+ normal3f[a+2] += normal[2];
aliasvertusage[renderlist[0]]++;
a = renderlist[1] * 3;
- normals[a+0] += normal[0];
- normals[a+1] += normal[1];
- normals[a+2] += normal[2];
+ normal3f[a+0] += normal[0];
+ normal3f[a+1] += normal[1];
+ normal3f[a+2] += normal[2];
aliasvertusage[renderlist[1]]++;
a = renderlist[2] * 3;
- normals[a+0] += normal[0];
- normals[a+1] += normal[1];
- normals[a+2] += normal[2];
+ normal3f[a+0] += normal[0];
+ normal3f[a+1] += normal[1];
+ normal3f[a+2] += normal[2];
aliasvertusage[renderlist[2]]++;
renderlist += 3;
}
}
// FIXME: precalc this
// average surface normals
- out = normals;
+ out = normal3f;
u = aliasvertusage;
while(vertcount--)
{
numverts = ent->model->zymnum_verts;
numtriangles = *renderlist++;
elements = renderlist;
- R_Mesh_ResizeCheck(numverts);
+
+ expandaliasvert(numverts);
fog = 0;
if (fogenabled)
mstate.tex[0] = R_GetTexture(texture);
R_Mesh_State(&mstate);
ZymoticLerpBones(ent->model->zymnum_bones, (zymbonematrix *) ent->model->zymdata_poses, ent->frameblend, ent->model->zymdata_bones);
- ZymoticTransformVerts(numverts, varray_vertex, ent->model->zymdata_vertbonecounts, ent->model->zymdata_verts);
- ZymoticCalcNormals(numverts, varray_vertex, aliasvert_normals, ent->model->zymnum_shaders, ent->model->zymdata_renderlist);
- memcpy(varray_texcoord[0], ent->model->zymdata_texcoords, ent->model->zymnum_verts * sizeof(float[4]));
- GL_UseColorArray();
- R_LightModel(ent, numverts, varray_vertex, aliasvert_normals, varray_color, ifog * colorscale, ifog * colorscale, ifog * colorscale, false);
+
+ R_Mesh_GetSpace(numverts);
+ ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->zymdata_vertbonecounts, ent->model->zymdata_verts);
+ R_Mesh_CopyTexCoord2f(0, ent->model->zymdata_texcoords, ent->model->zymnum_verts);
+ ZymoticCalcNormal3f(numverts, varray_vertex3f, aliasvert_normal3f, ent->model->zymnum_shaders, ent->model->zymdata_renderlist);
+ R_LightModel(ent, numverts, varray_vertex3f, aliasvert_normal3f, varray_color4f, ifog * colorscale, ifog * colorscale, ifog * colorscale, false);
R_Mesh_Draw(numverts, numtriangles, elements);
c_alias_polys += numtriangles;
//mstate.tex[0] = R_GetTexture(texture);
R_Mesh_State(&mstate);
GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, ent->alpha * fog);
+ R_Mesh_GetSpace(numverts);
+ ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->zymdata_vertbonecounts, ent->model->zymdata_verts);
R_Mesh_Draw(numverts, numtriangles, elements);
c_alias_polys += numtriangles;
}
{
// FIXME
}
+