#include "quakedef.h"
-
-cvar_t gl_transform = {0, "gl_transform", "1"};
-cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
+#include "cl_collision.h"
+#include "r_shadow.h"
typedef struct
{
float m[3][4];
} zymbonematrix;
-// LordHavoc: vertex array
-float *aliasvert;
-float *aliasvertnorm;
-byte *aliasvertcolor;
-byte *aliasvertcolor2;
-zymbonematrix *zymbonepose;
-int *aliasvertusage;
-
-rtexture_t *chrometexture;
-
-int arraylocked = false;
-void GL_LockArray(int first, int count)
-{
- if (gl_supportslockarrays && gl_lockarrays.value)
- {
- qglLockArraysEXT(first, count);
- arraylocked = true;
- }
-}
-
-void GL_UnlockArray(void)
-{
- if (arraylocked)
- {
- qglUnlockArraysEXT();
- arraylocked = false;
- }
-}
-
-void GL_SetupModelTransform (vec3_t origin, vec3_t angles, vec_t scale)
-{
- glTranslatef (origin[0], origin[1], origin[2]);
-
- if (scale != 1)
- glScalef (scale, scale, scale);
- if (angles[1])
- glRotatef (angles[1], 0, 0, 1);
- if (angles[0])
- glRotatef (-angles[0], 0, 1, 0);
- if (angles[2])
- glRotatef (angles[2], 1, 0, 0);
-}
-
-void makechrometexture(void)
-{
- int i;
- byte noise[64*64];
- byte data[64*64][4];
+// LordHavoc: vertex arrays
- fractalnoise(noise, 64, 8);
+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;
- // convert to RGBA data
- for (i = 0;i < 64*64;i++)
- {
- data[i][0] = data[i][1] = data[i][2] = noise[i];
- data[i][3] = 255;
- }
+float *aliasvertcolor2;
+int *aliasvertusage;
+zymbonematrix *zymbonepose;
- chrometexture = R_LoadTexture ("chrometexture", 64, 64, &data[0][0], TEXF_MIPMAP | TEXF_RGBA | TEXF_PRECACHE);
-}
+mempool_t *gl_models_mempool;
void gl_models_start(void)
{
// allocate vertex processing arrays
- aliasvert = qmalloc(sizeof(float[MD2MAX_VERTS][3]));
- aliasvertnorm = qmalloc(sizeof(float[MD2MAX_VERTS][3]));
- aliasvertcolor = qmalloc(sizeof(byte[MD2MAX_VERTS][4]));
- aliasvertcolor2 = qmalloc(sizeof(byte[MD2MAX_VERTS][4])); // used temporarily for tinted coloring
- zymbonepose = qmalloc(sizeof(zymbonematrix[256]));
- aliasvertusage = qmalloc(sizeof(int[MD2MAX_VERTS]));
- makechrometexture();
+ 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]));
}
void gl_models_shutdown(void)
{
- qfree(aliasvert);
- qfree(aliasvertnorm);
- qfree(aliasvertcolor);
- qfree(aliasvertcolor2);
- qfree(zymbonepose);
- qfree(aliasvertusage);
+ Mem_FreePool(&gl_models_mempool);
}
void gl_models_newmap(void)
void GL_Models_Init(void)
{
- Cvar_RegisterVariable(&gl_transform);
- Cvar_RegisterVariable(&gl_lockarrays);
-
R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap);
}
-void R_AliasTransformVerts(int vertcount)
-{
- int i;
- vec3_t point, matrix_x, matrix_y, matrix_z;
- float *av, *avn;
- av = aliasvert;
- avn = aliasvertnorm;
- matrix_x[0] = softwaretransform_x[0] * softwaretransform_scale;
- matrix_x[1] = softwaretransform_y[0] * softwaretransform_scale;
- matrix_x[2] = softwaretransform_z[0] * softwaretransform_scale;
- matrix_y[0] = softwaretransform_x[1] * softwaretransform_scale;
- matrix_y[1] = softwaretransform_y[1] * softwaretransform_scale;
- matrix_y[2] = softwaretransform_z[1] * softwaretransform_scale;
- matrix_z[0] = softwaretransform_x[2] * softwaretransform_scale;
- matrix_z[1] = softwaretransform_y[2] * softwaretransform_scale;
- matrix_z[2] = softwaretransform_z[2] * softwaretransform_scale;
- for (i = 0;i < vertcount;i++)
- {
- // rotate, scale, and translate the vertex locations
- VectorCopy(av, point);
- av[0] = DotProduct(point, matrix_x) + softwaretransform_offset[0];
- av[1] = DotProduct(point, matrix_y) + softwaretransform_offset[1];
- av[2] = DotProduct(point, matrix_z) + softwaretransform_offset[2];
- // rotate the normals
- VectorCopy(avn, point);
- avn[0] = point[0] * softwaretransform_x[0] + point[1] * softwaretransform_y[0] + point[2] * softwaretransform_z[0];
- avn[1] = point[0] * softwaretransform_x[1] + point[1] * softwaretransform_y[1] + point[2] * softwaretransform_z[1];
- avn[2] = point[0] * softwaretransform_x[2] + point[1] * softwaretransform_y[2] + point[2] * softwaretransform_z[2];
- av += 3;
- avn += 3;
- }
-}
-
-void R_AliasLerpVerts(int vertcount,
- float lerp1, trivertx_t *verts1, vec3_t fscale1, vec3_t translate1,
- float lerp2, trivertx_t *verts2, vec3_t fscale2, vec3_t translate2,
- float lerp3, trivertx_t *verts3, vec3_t fscale3, vec3_t translate3,
- float lerp4, trivertx_t *verts4, vec3_t fscale4, vec3_t translate4)
+void R_AliasLerpVerts(int vertcount, float *vertices, float *normals,
+ float lerp1, const trivertx_t *verts1, const vec3_t fscale1, const vec3_t translate1,
+ float lerp2, const trivertx_t *verts2, const vec3_t fscale2, const vec3_t translate2,
+ float lerp3, const trivertx_t *verts3, const vec3_t fscale3, const vec3_t translate3,
+ float lerp4, const trivertx_t *verts4, const vec3_t fscale4, const vec3_t translate4)
{
int i;
vec3_t scale1, scale2, scale3, scale4, translate;
- float *n1, *n2, *n3, *n4;
+ const float *n1, *n2, *n3, *n4;
float *av, *avn;
- av = aliasvert;
- avn = aliasvertnorm;
+ av = vertices;
+ avn = normals;
VectorScale(fscale1, lerp1, scale1);
if (lerp2)
{
avn[0] = n1[0] * lerp1 + n2[0] * lerp2 + n3[0] * lerp3 + n4[0] * lerp4;
avn[1] = n1[1] * lerp1 + n2[1] * lerp2 + n3[1] * lerp3 + n4[1] * lerp4;
avn[2] = n1[2] * lerp1 + n2[2] * lerp2 + n3[2] * lerp3 + n4[2] * lerp4;
- av += 3;
- avn += 3;
+ av += 4;
+ avn += 4;
verts1++;verts2++;verts3++;verts4++;
}
}
avn[0] = n1[0] * lerp1 + n2[0] * lerp2 + n3[0] * lerp3;
avn[1] = n1[1] * lerp1 + n2[1] * lerp2 + n3[1] * lerp3;
avn[2] = n1[2] * lerp1 + n2[2] * lerp2 + n3[2] * lerp3;
- av += 3;
- avn += 3;
+ av += 4;
+ avn += 4;
verts1++;verts2++;verts3++;
}
}
avn[0] = n1[0] * lerp1 + n2[0] * lerp2;
avn[1] = n1[1] * lerp1 + n2[1] * lerp2;
avn[2] = n1[2] * lerp1 + n2[2] * lerp2;
- av += 3;
- avn += 3;
+ av += 4;
+ avn += 4;
verts1++;verts2++;
}
}
avn[0] = n1[0] * lerp1;
avn[1] = n1[1] * lerp1;
avn[2] = n1[2] * lerp1;
- av += 3;
- avn += 3;
+ av += 4;
+ avn += 4;
verts1++;
}
}
av[1] = verts1->v[1] * scale1[1] + translate[1];
av[2] = verts1->v[2] * scale1[2] + translate[2];
VectorCopy(m_bytenormals[verts1->lightnormalindex], avn);
- av += 3;
- avn += 3;
+ av += 4;
+ avn += 4;
verts1++;
}
}
}
}
-void GL_DrawModelMesh(rtexture_t *skin, byte *colors, maliashdr_t *maliashdr)
+skinframe_t *R_FetchSkinFrame(const entity_render_t *ent)
{
- if (!r_render.value)
- return;
- glBindTexture(GL_TEXTURE_2D, R_GetTexture(skin));
- if (!colors)
- {
- if (lighthalf)
- glColor3f(0.5f, 0.5f, 0.5f);
- else
- glColor3f(1.0f, 1.0f, 1.0f);
- }
- if (colors)
- {
- glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(byte[4]), colors);
- glEnableClientState(GL_COLOR_ARRAY);
- }
-
- glDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata));
-
- if (colors)
- glDisableClientState(GL_COLOR_ARRAY);
- // leave it in a state for additional passes
- glDepthMask(0);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive
+ model_t *model = ent->model;
+ unsigned int s = (unsigned int) ent->skinnum;
+ if (s >= 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];
}
-void R_TintModel(byte *in, byte *out, int verts, byte *color)
+void R_LerpMDLMD2Vertices(const entity_render_t *ent, float *vertices, float *normals)
{
- int i;
- byte r = color[0];
- byte g = color[1];
- byte b = color[2];
- for (i = 0;i < verts;i++)
- {
- out[0] = (byte) ((in[0] * r) >> 8);
- out[1] = (byte) ((in[1] * g) >> 8);
- out[2] = (byte) ((in[2] * b) >> 8);
- out[3] = in[3];
- in += 4;
- out += 4;
- }
+ const md2frame_t *frame1, *frame2, *frame3, *frame4;
+ const trivertx_t *frame1verts, *frame2verts, *frame3verts, *frame4verts;
+ const model_t *model = ent->model;
+
+ frame1 = &model->mdlmd2data_frames[ent->frameblend[0].frame];
+ frame2 = &model->mdlmd2data_frames[ent->frameblend[1].frame];
+ frame3 = &model->mdlmd2data_frames[ent->frameblend[2].frame];
+ frame4 = &model->mdlmd2data_frames[ent->frameblend[3].frame];
+ frame1verts = &model->mdlmd2data_pose[ent->frameblend[0].frame * model->numverts];
+ frame2verts = &model->mdlmd2data_pose[ent->frameblend[1].frame * model->numverts];
+ frame3verts = &model->mdlmd2data_pose[ent->frameblend[2].frame * model->numverts];
+ frame4verts = &model->mdlmd2data_pose[ent->frameblend[3].frame * model->numverts];
+ R_AliasLerpVerts(model->numverts, vertices, normals,
+ ent->frameblend[0].lerp, frame1verts, frame1->scale, frame1->translate,
+ ent->frameblend[1].lerp, frame2verts, frame2->scale, frame2->translate,
+ ent->frameblend[2].lerp, frame3verts, frame3->scale, frame3->translate,
+ ent->frameblend[3].lerp, frame4verts, frame4->scale, frame4->translate);
}
-/*
-=================
-R_DrawAliasFrame
-
-=================
-*/
-void R_LightModel(entity_t *ent, int numverts, vec3_t center, vec3_t basecolor);
-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)
+void R_DrawQ1Q2AliasModelCallback (const void *calldata1, int calldata2)
{
- if (gl_transform.value)
- {
- if (r_render.value)
- {
- glPushMatrix();
- GL_SetupModelTransform(org, angles, scale);
- }
- }
- // always needed, for model lighting
- softwaretransformforentity(ent);
-
- R_AliasLerpVerts(maliashdr->numverts,
- blend[0].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[0].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin,
- blend[1].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[1].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin,
- blend[2].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[2].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin,
- blend[3].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[3].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin);
- if (!gl_transform.value)
- R_AliasTransformVerts(maliashdr->numverts);
-
- // prep the vertex array as early as possible
- if (r_render.value)
+ int i, c, fullbright, pantsfullbright, shirtfullbright, colormapped, tex;
+ float pantscolor[3], shirtcolor[3];
+ float fog, ifog, colorscale;
+ vec3_t diff;
+ qbyte *bcolor;
+ rmeshstate_t m;
+ model_t *model;
+ skinframe_t *skinframe;
+ const entity_render_t *ent = calldata1;
+ int blendfunc1, blendfunc2;
+
+ R_Mesh_Matrix(&ent->matrix);
+
+ model = ent->model;
+ R_Mesh_ResizeCheck(model->numverts);
+
+ skinframe = R_FetchSkinFrame(ent);
+
+ fullbright = (ent->effects & EF_FULLBRIGHT) != 0;
+
+ fog = 0;
+ if (fogenabled)
{
- glVertexPointer(3, GL_FLOAT, sizeof(float[3]), aliasvert);
- glEnableClientState(GL_VERTEX_ARRAY);
- glTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), (void *)((int) maliashdr->texdata + (int) maliashdr));
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- GL_LockArray(0, maliashdr->numverts);
+ VectorSubtract(ent->origin, r_origin, diff);
+ fog = DotProduct(diff,diff);
+ if (fog < 0.01f)
+ fog = 0.01f;
+ fog = exp(fogdensity/fog);
+ if (fog > 1)
+ fog = 1;
+ if (fog < 0.01f)
+ fog = 0;
+ // fog method: darken, additive fog
+ // 1. render model as normal, scaled by inverse of fog alpha (darkens it)
+ // 2. render fog as additive
}
+ ifog = 1 - fog;
- R_LightModel(ent, maliashdr->numverts, org, color);
-
- if (!r_render.value)
- return;
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glShadeModel(GL_SMOOTH);
- if (effects & EF_ADDITIVE)
+ if (ent->effects & EF_ADDITIVE)
{
- glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
- glEnable(GL_BLEND);
- glDepthMask(0);
+ blendfunc1 = GL_SRC_ALPHA;
+ blendfunc2 = GL_ONE;
}
- else if (alpha != 1.0)
+ else if (ent->alpha != 1.0 || skinframe->fog != NULL)
{
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glDepthMask(0);
+ blendfunc1 = GL_SRC_ALPHA;
+ blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
}
else
{
- glDisable(GL_BLEND);
- glDepthMask(1);
+ blendfunc1 = GL_ONE;
+ blendfunc2 = GL_ZERO;
}
- if (skin[0] || skin[1] || skin[2] || skin[3] || skin[4])
+ R_LerpMDLMD2Vertices(ent, varray_vertex, aliasvert_normals);
+ memcpy(varray_texcoord[0], model->mdlmd2data_texcoords, model->numverts * sizeof(float[4]));
+ if (!skinframe->base && !skinframe->pants && !skinframe->shirt && !skinframe->glow)
{
- if (colormap >= 0 && (skin[0] || skin[1] || skin[2]))
+ // untextured
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = blendfunc1;
+ m.blendfunc2 = blendfunc2;
+ colorscale = r_colorscale;
+ if (gl_combine.integer)
{
- int c;
- if (skin[0])
- GL_DrawModelMesh(skin[0], aliasvertcolor, maliashdr);
- if (skin[1])
- {
- c = (colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
- R_TintModel(aliasvertcolor, aliasvertcolor2, maliashdr->numverts, (byte *) (&d_8to24table[c]));
- GL_DrawModelMesh(skin[1], aliasvertcolor2, maliashdr);
- }
- if (skin[2])
- {
- c = colormap & 0xF0 ;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
- R_TintModel(aliasvertcolor, aliasvertcolor2, maliashdr->numverts, (byte *) (&d_8to24table[c]));
- GL_DrawModelMesh(skin[2], aliasvertcolor2, maliashdr);
- }
+ colorscale *= 0.25f;
+ m.texrgbscale[0] = 4;
}
- else
+ m.tex[0] = R_GetTexture(r_notexture);
+ R_Mesh_State(&m);
+ c_alias_polys += model->numtris;
+ for (i = 0;i < model->numverts * 4;i += 4)
{
- if (skin[4]) GL_DrawModelMesh(skin[4], aliasvertcolor, maliashdr);
- else
- {
- if (skin[0]) GL_DrawModelMesh(skin[0], aliasvertcolor, maliashdr);
- if (skin[1]) GL_DrawModelMesh(skin[1], aliasvertcolor, maliashdr);
- if (skin[2]) GL_DrawModelMesh(skin[2], aliasvertcolor, maliashdr);
- }
+ varray_texcoord[0][i + 0] *= 8.0f;
+ varray_texcoord[0][i + 1] *= 8.0f;
}
- if (skin[3]) GL_DrawModelMesh(skin[3], NULL, maliashdr);
+ R_LightModel(ent, model->numverts, varray_vertex, aliasvert_normals, varray_color, colorscale, colorscale, colorscale, false);
+ GL_UseColorArray();
+ R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
+ return;
}
- else
- GL_DrawModelMesh(0, NULL, maliashdr);
- if (fogenabled)
+ colormapped = !skinframe->merged || (ent->colormap >= 0 && skinframe->base && (skinframe->pants || skinframe->shirt));
+ if (colormapped)
{
- vec3_t diff;
- glDisable (GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(0); // disable zbuffer updates
-
- VectorSubtract(org, r_origin, diff);
- glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
-
- glDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata));
-
- glEnable (GL_TEXTURE_2D);
- glColor3f (1,1,1);
+ // 128-224 are backwards ranges
+ c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
+ bcolor = (qbyte *) (&palette_complete[c]);
+ pantsfullbright = c >= 224;
+ VectorScale(bcolor, (1.0f / 255.0f), pantscolor);
+ c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
+ bcolor = (qbyte *) (&palette_complete[c]);
+ shirtfullbright = c >= 224;
+ VectorScale(bcolor, (1.0f / 255.0f), shirtcolor);
+ }
+ else
+ {
+ pantscolor[0] = pantscolor[1] = pantscolor[2] = shirtcolor[0] = shirtcolor[1] = shirtcolor[2] = 1;
+ pantsfullbright = shirtfullbright = false;
}
- GL_UnlockArray();
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
-
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(1);
-
- glPopMatrix();
-}
-
-/*
-=================
-R_DrawQ2AliasFrame
-
-=================
-*/
-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)
-{
- int *order, count;
- md2frame_t *frame1, *frame2, *frame3, *frame4;
-
- if (r_render.value)
- glBindTexture(GL_TEXTURE_2D, R_GetTexture(skin));
- if (gl_transform.value)
+ tex = colormapped ? R_GetTexture(skinframe->base) : R_GetTexture(skinframe->merged);
+ if (tex)
{
- if (r_render.value)
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = blendfunc1;
+ m.blendfunc2 = blendfunc2;
+ colorscale = r_colorscale;
+ if (gl_combine.integer)
+ {
+ colorscale *= 0.25f;
+ m.texrgbscale[0] = 4;
+ }
+ m.tex[0] = tex;
+ R_Mesh_State(&m);
+ if (fullbright)
+ GL_Color(colorscale * ifog, colorscale * ifog, colorscale * ifog, ent->alpha);
+ else
{
- glPushMatrix();
- GL_SetupModelTransform(org, angles, scale);
+ GL_UseColorArray();
+ R_LightModel(ent, model->numverts, varray_vertex, aliasvert_normals, varray_color, colorscale * ifog, colorscale * ifog, colorscale * ifog, false);
}
+ R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
+ c_alias_polys += model->numtris;
+ blendfunc1 = GL_SRC_ALPHA;
+ blendfunc2 = GL_ONE;
}
- // always needed, for model lighting
- softwaretransformforentity(ent);
-
- frame1 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[0].frame));
- frame2 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[1].frame));
- frame3 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[2].frame));
- frame4 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[3].frame));
- R_AliasLerpVerts(pheader->num_xyz,
- blend[0].lerp, frame1->verts, frame1->scale, frame1->translate,
- blend[1].lerp, frame2->verts, frame2->scale, frame2->translate,
- blend[2].lerp, frame3->verts, frame3->scale, frame3->translate,
- blend[3].lerp, frame4->verts, frame4->scale, frame4->translate);
- if (!gl_transform.value)
- R_AliasTransformVerts(pheader->num_xyz);
-
- R_LightModel(ent, pheader->num_xyz, org, color);
-
- if (!r_render.value)
- return;
- // LordHavoc: big mess...
- // using vertex arrays only slightly, although it is enough to prevent duplicates
- // (saving half the transforms)
- glVertexPointer(3, GL_FLOAT, sizeof(float[3]), aliasvert);
- glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(byte[4]), aliasvertcolor);
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_COLOR_ARRAY);
-
- order = (int *)((int)pheader + pheader->ofs_glcmds);
- while(1)
+
+ if (colormapped)
{
- if (!(count = *order++))
- break;
- if (count > 0)
- glBegin(GL_TRIANGLE_STRIP);
- else
+ if (skinframe->pants)
{
- glBegin(GL_TRIANGLE_FAN);
- count = -count;
+ tex = R_GetTexture(skinframe->pants);
+ if (tex)
+ {
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = blendfunc1;
+ m.blendfunc2 = blendfunc2;
+ colorscale = r_colorscale;
+ if (gl_combine.integer)
+ {
+ colorscale *= 0.25f;
+ m.texrgbscale[0] = 4;
+ }
+ m.tex[0] = tex;
+ R_Mesh_State(&m);
+ if (pantsfullbright)
+ GL_Color(pantscolor[0] * colorscale * ifog, pantscolor[1] * colorscale * ifog, pantscolor[2] * colorscale * ifog, ent->alpha);
+ else
+ {
+ GL_UseColorArray();
+ R_LightModel(ent, model->numverts, varray_vertex, aliasvert_normals, varray_color, pantscolor[0] * colorscale * ifog, pantscolor[1] * colorscale * ifog, pantscolor[2] * colorscale * ifog, false);
+ }
+ R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
+ c_alias_polys += model->numtris;
+ blendfunc1 = GL_SRC_ALPHA;
+ blendfunc2 = GL_ONE;
+ }
}
- do
+ if (skinframe->shirt)
{
- glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
- glArrayElement(order[2]);
- order += 3;
+ tex = R_GetTexture(skinframe->shirt);
+ if (tex)
+ {
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = blendfunc1;
+ m.blendfunc2 = blendfunc2;
+ colorscale = r_colorscale;
+ if (gl_combine.integer)
+ {
+ colorscale *= 0.25f;
+ m.texrgbscale[0] = 4;
+ }
+ m.tex[0] = tex;
+ R_Mesh_State(&m);
+ if (shirtfullbright)
+ GL_Color(shirtcolor[0] * colorscale * ifog, shirtcolor[1] * colorscale * ifog, shirtcolor[2] * colorscale * ifog, ent->alpha);
+ else
+ {
+ GL_UseColorArray();
+ R_LightModel(ent, model->numverts, varray_vertex, aliasvert_normals, varray_color, shirtcolor[0] * colorscale * ifog, shirtcolor[1] * colorscale * ifog, shirtcolor[2] * colorscale * ifog, false);
+ }
+ R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
+ c_alias_polys += model->numtris;
+ blendfunc1 = GL_SRC_ALPHA;
+ blendfunc2 = GL_ONE;
+ }
}
- while (count--);
}
-
- glDisableClientState(GL_COLOR_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
-
- if (fogenabled)
+ if (skinframe->glow)
{
- glDisable (GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(0); // disable zbuffer updates
+ tex = R_GetTexture(skinframe->glow);
+ if (tex)
{
- vec3_t diff;
- VectorSubtract(org, r_origin, diff);
- glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = blendfunc1;
+ m.blendfunc2 = blendfunc2;
+ m.tex[0] = tex;
+ R_Mesh_State(&m);
+
+ blendfunc1 = GL_SRC_ALPHA;
+ blendfunc2 = GL_ONE;
+ c_alias_polys += model->numtris;
+ GL_Color(ifog * r_colorscale, ifog * r_colorscale, ifog * r_colorscale, ent->alpha);
+ R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
}
+ }
+ if (fog)
+ {
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ m.tex[0] = R_GetTexture(skinframe->fog);
+ R_Mesh_State(&m);
+
+ c_alias_polys += model->numtris;
+ GL_Color(fogcolor[0] * fog * r_colorscale, fogcolor[1] * fog * r_colorscale, fogcolor[2] * fog * r_colorscale, ent->alpha);
+ R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
+ }
+}
- // LordHavoc: big mess...
- // using vertex arrays only slightly, although it is enough to prevent duplicates
- // (saving half the transforms)
- glVertexPointer(3, GL_FLOAT, sizeof(float[3]), aliasvert);
- glEnableClientState(GL_VERTEX_ARRAY);
+void R_Model_Alias_Draw(entity_render_t *ent)
+{
+ if (ent->alpha < (1.0f / 64.0f))
+ return; // basically completely transparent
- order = (int *)((int)pheader + pheader->ofs_glcmds);
- while(1)
+ c_models++;
+
+ if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchSkinFrame(ent)->fog != NULL)
+ R_MeshQueue_AddTransparent(ent->origin, R_DrawQ1Q2AliasModelCallback, ent, 0);
+ else
+ R_DrawQ1Q2AliasModelCallback(ent, 0);
+}
+
+extern cvar_t r_shadows;
+void R_Model_Alias_DrawFakeShadow (entity_render_t *ent)
+{
+ int i;
+ rmeshstate_t m;
+ model_t *model;
+ float *v, planenormal[3], planedist, dist, projection[3], floororigin[3], surfnormal[3], lightdirection[3], v2[3];
+
+ /*
+ if (r_shadows.integer > 1)
+ {
+ float f, lightscale, lightcolor[3];
+ vec3_t temp;
+ mlight_t *sl;
+ rdlight_t *rd;
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ONE;
+ R_Mesh_State(&m);
+ R_Mesh_Matrix(&ent->matrix);
+ for (i = 0, sl = cl.worldmodel->lights;i < cl.worldmodel->numlights;i++, sl++)
{
- if (!(count = *order++))
- break;
- if (count > 0)
- glBegin(GL_TRIANGLE_STRIP);
- else
+ if (d_lightstylevalue[sl->style] > 0)
{
- glBegin(GL_TRIANGLE_FAN);
- count = -count;
+ VectorSubtract(ent->origin, sl->origin, temp);
+ f = DotProduct(temp,temp);
+ if (f < (ent->model->radius2 + sl->cullradius2))
+ {
+ model = ent->model;
+ R_Mesh_ResizeCheck(model->numverts * 2);
+ R_LerpMDLMD2Vertices(ent, varray_vertex, aliasvert_normals);
+ Matrix4x4_Transform(&ent->inversematrix, sl->origin, temp);
+ GL_Color(0.1 * r_colorscale, 0.025 * r_colorscale, 0.0125 * r_colorscale, 1);
+ R_Shadow_Volume(model->numverts, model->numtris, varray_vertex, model->mdlmd2data_indices, model->mdlmd2data_triangleneighbors, temp, sl->cullradius + model->radius - sqrt(f), true);
+ GL_UseColorArray();
+ lightscale = d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
+ VectorScale(sl->light, lightscale, lightcolor);
+ R_Shadow_VertexLight(model->numverts, varray_vertex, aliasvert_normals, temp, sl->cullradius2, sl->distbias, sl->subtract, lightcolor);
+ R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
+ }
}
- do
+ }
+ for (i = 0, rd = r_dlight;i < r_numdlights;i++, rd++)
+ {
+ if (ent != rd->ent)
{
- glArrayElement(order[2]);
- order += 3;
+ VectorSubtract(ent->origin, rd->origin, temp);
+ f = DotProduct(temp,temp);
+ if (f < (ent->model->radius2 + rd->cullradius2))
+ {
+ model = ent->model;
+ R_Mesh_ResizeCheck(model->numverts * 2);
+ R_LerpMDLMD2Vertices(ent, varray_vertex, aliasvert_normals);
+ Matrix4x4_Transform(&ent->inversematrix, rd->origin, temp);
+ GL_Color(0.1 * r_colorscale, 0.025 * r_colorscale, 0.0125 * r_colorscale, 1);
+ R_Shadow_Volume(model->numverts, model->numtris, varray_vertex, model->mdlmd2data_indices, model->mdlmd2data_triangleneighbors, temp, rd->cullradius + model->radius - sqrt(f), true);
+ GL_UseColorArray();
+ R_Shadow_VertexLight(model->numverts, varray_vertex, aliasvert_normals, temp, rd->cullradius2, LIGHTOFFSET, rd->subtract, rd->light);
+ R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
+ }
}
- while (count--);
}
+ return;
+ }
+ */
+
+ lightdirection[0] = 0.5;
+ lightdirection[1] = 0.2;
+ lightdirection[2] = -1;
+ VectorNormalizeFast(lightdirection);
+
+ VectorMA(ent->origin, 65536.0f, lightdirection, v2);
+ if (CL_TraceLine(ent->origin, v2, floororigin, surfnormal, 0, false, NULL) == 1)
+ return;
+
+ R_Mesh_Matrix(&ent->matrix);
+
+ model = ent->model;
+ R_Mesh_ResizeCheck(model->numverts);
+
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ R_Mesh_State(&m);
+
+ c_alias_polys += model->numtris;
+ R_LerpMDLMD2Vertices(ent, varray_vertex, aliasvert_normals);
+
+ // put a light direction in the entity's coordinate space
+ Matrix4x4_Transform3x3(&ent->inversematrix, lightdirection, projection);
+ VectorNormalizeFast(projection);
- glDisableClientState(GL_VERTEX_ARRAY);
+ // put the plane's normal in the entity's coordinate space
+ Matrix4x4_Transform3x3(&ent->inversematrix, surfnormal, planenormal);
+ VectorNormalizeFast(planenormal);
- glEnable (GL_TEXTURE_2D);
- glColor3f (1,1,1);
+ // put the plane's distance in the entity's coordinate space
+ VectorSubtract(floororigin, ent->origin, floororigin);
+ planedist = DotProduct(floororigin, surfnormal) + 2;
+
+ dist = -1.0f / DotProduct(projection, planenormal);
+ VectorScale(projection, dist, projection);
+ for (i = 0, v = varray_vertex;i < model->numverts;i++, v += 4)
+ {
+ dist = DotProduct(v, planenormal) - planedist;
+ if (dist > 0)
+ //if (i & 1)
+ VectorMA(v, dist, projection, v);
}
+ GL_Color(0, 0, 0, 0.5);
+ R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
+}
+
+void R_Model_Alias_DrawBaseLighting(entity_render_t *ent)
+{
+ R_Mesh_Matrix(&ent->matrix);
+ GL_Color(0, 0, 0, 1);
+ R_Mesh_ResizeCheck(ent->model->numverts);
+ R_LerpMDLMD2Vertices(ent, varray_vertex, aliasvert_normals);
+ R_Mesh_Draw(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices);
+}
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(1);
+void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int visiblevolume)
+{
+ float projectdistance;
+ projectdistance = lightradius + ent->model->radius - sqrt(DotProduct(relativelightorigin, relativelightorigin));
+ if (projectdistance > 0.1)
+ {
+ R_Mesh_Matrix(&ent->matrix);
+ R_Mesh_ResizeCheck(ent->model->numverts * 2);
+ R_LerpMDLMD2Vertices(ent, varray_vertex, aliasvert_normals);
+ R_Shadow_Volume(ent->model->numverts, ent->model->numtris, varray_vertex, ent->model->mdlmd2data_indices, ent->model->mdlmd2data_triangleneighbors, relativelightorigin, lightradius, projectdistance, visiblevolume);
+ }
+}
- if (gl_transform.value)
- glPopMatrix();
+void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float lightdistbias, float lightsubtract, float *lightcolor)
+{
+ skinframe_t *skinframe;
+ R_Mesh_Matrix(&ent->matrix);
+ skinframe = R_FetchSkinFrame(ent);
+ R_Mesh_ResizeCheck(ent->model->numverts);
+ R_LerpMDLMD2Vertices(ent, varray_vertex, aliasvert_normals);
+ Mod_BuildTextureVectorsAndNormals(ent->model->numverts, ent->model->numtris, varray_vertex, ent->model->mdlmd2data_texcoords, ent->model->mdlmd2data_indices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals);
+ R_Shadow_RenderLighting(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, ent->model->mdlmd2data_texcoords, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, skinframe->base, skinframe->gloss, skinframe->nmap, NULL);
}
-void ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, zymbone_t *bone, float rootorigin[3], float rootangles[3], float rootscale)
+int ZymoticLerpBones(int count, const zymbonematrix *bonebase, const frameblend_t *blend, const zymbone_t *bone)
{
+ int i;
float lerp1, lerp2, lerp3, lerp4;
- zymbonematrix *out, rootmatrix, m, *bone1, *bone2, *bone3, *bone4;
- out = zymbonepose;
- AngleVectors(rootangles, rootmatrix.m[0], rootmatrix.m[1], rootmatrix.m[2]);
- VectorScale(rootmatrix.m[0], rootscale, rootmatrix.m[0]);
- VectorScale(rootmatrix.m[1], rootscale, rootmatrix.m[1]);
- VectorScale(rootmatrix.m[2], rootscale, rootmatrix.m[2]);
- rootmatrix.m[0][3] = rootorigin[0];
- rootmatrix.m[1][3] = rootorigin[1];
- rootmatrix.m[2][3] = rootorigin[2];
+ zymbonematrix *out, rootmatrix, m;
+ const zymbonematrix *bone1, *bone2, *bone3, *bone4;
+
+ rootmatrix.m[0][0] = 1;
+ rootmatrix.m[0][1] = 0;
+ rootmatrix.m[0][2] = 0;
+ rootmatrix.m[0][3] = 0;
+ rootmatrix.m[1][0] = 0;
+ rootmatrix.m[1][1] = 1;
+ rootmatrix.m[1][2] = 0;
+ rootmatrix.m[1][3] = 0;
+ rootmatrix.m[2][0] = 0;
+ rootmatrix.m[2][1] = 0;
+ rootmatrix.m[2][2] = 1;
+ rootmatrix.m[2][3] = 0;
+
bone1 = bonebase + blend[0].frame * count;
lerp1 = blend[0].lerp;
if (blend[1].lerp)
// 4 poses
bone4 = bonebase + blend[3].frame * count;
lerp4 = blend[3].lerp;
- while(count--)
+ for (i = 0, out = zymbonepose;i < count;i++, out++)
{
// interpolate matrices
m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3 + bone4->m[0][0] * lerp4;
m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3 + bone4->m[2][2] * lerp4;
m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3 + bone4->m[2][3] * lerp4;
if (bone->parent >= 0)
- R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
+ R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
else
- R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
+ R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
bone1++;
bone2++;
bone3++;
bone4++;
bone++;
- out++;
}
}
else
{
// 3 poses
- while(count--)
+ for (i = 0, out = zymbonepose;i < count;i++, out++)
{
// interpolate matrices
m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3;
m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3;
m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3;
if (bone->parent >= 0)
- R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
+ R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
else
- R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
+ R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
bone1++;
bone2++;
bone3++;
bone++;
- out++;
}
}
}
else
{
// 2 poses
- while(count--)
+ for (i = 0, out = zymbonepose;i < count;i++, out++)
{
// interpolate matrices
m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2;
m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2;
m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2;
if (bone->parent >= 0)
- R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
+ R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
else
- R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
+ R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
bone1++;
bone2++;
bone++;
- out++;
}
}
}
if (lerp1 != 1)
{
// lerp != 1.0
- while(count--)
+ for (i = 0, out = zymbonepose;i < count;i++, out++)
{
// interpolate matrices
m.m[0][0] = bone1->m[0][0] * lerp1;
m.m[2][2] = bone1->m[2][2] * lerp1;
m.m[2][3] = bone1->m[2][3] * lerp1;
if (bone->parent >= 0)
- R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
+ R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
else
- R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
+ R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
bone1++;
bone++;
- out++;
}
}
else
{
// lerp == 1.0
- while(count--)
+ for (i = 0, out = zymbonepose;i < count;i++, out++)
{
if (bone->parent >= 0)
- R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &bone1->m[0], &out->m[0]);
+ R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &bone1->m[0][0], &out->m[0][0]);
else
- R_ConcatTransforms(&rootmatrix.m[0], &bone1->m[0], &out->m[0]);
+ R_ConcatTransforms(&rootmatrix.m[0][0], &bone1->m[0][0], &out->m[0][0]);
bone1++;
bone++;
- out++;
}
}
}
+ return true;
}
-void ZymoticTransformVerts(int vertcount, int *bonecounts, zymvertex_t *vert)
+void ZymoticTransformVerts(int vertcount, float *vertex, int *bonecounts, zymvertex_t *vert)
{
int c;
- float *out = aliasvert;
+ float *out = vertex;
zymbonematrix *matrix;
while(vertcount--)
{
c = *bonecounts++;
// FIXME: validate bonecounts at load time (must be >= 1)
+ // FIXME: need 4th component in origin, for how much of the translate to blend in
if (c == 1)
{
matrix = &zymbonepose[vert->bonenum];
vert++;
}
}
- out += 3;
+ out += 4;
}
}
-void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist)
+void ZymoticCalcNormals(int vertcount, float *vertex, float *normals, int shadercount, int *renderlist)
{
int a, b, c, d;
- float *out, v1[3], v2[3], normal[3];
+ float *out, v1[3], v2[3], normal[3], s;
int *u;
// clear normals
- memset(aliasvertnorm, 0, sizeof(float[3]) * vertcount);
+ memset(normals, 0, sizeof(float) * vertcount * 3);
memset(aliasvertusage, 0, sizeof(int) * vertcount);
// parse render list and accumulate surface normals
while(shadercount--)
d = *renderlist++;
while (d--)
{
- a = renderlist[0]*3;
- b = renderlist[1]*3;
- c = renderlist[2]*3;
- v1[0] = aliasvert[a+0] - aliasvert[b+0];
- v1[1] = aliasvert[a+1] - aliasvert[b+1];
- v1[2] = aliasvert[a+2] - aliasvert[b+2];
- v2[0] = aliasvert[c+0] - aliasvert[b+0];
- v2[1] = aliasvert[c+1] - aliasvert[b+1];
- v2[2] = aliasvert[c+2] - aliasvert[b+2];
+ 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];
CrossProduct(v1, v2, normal);
- VectorNormalize(normal);
+ VectorNormalizeFast(normal);
// add surface normal to vertices
- aliasvertnorm[a+0] += normal[0];
- aliasvertnorm[a+1] += normal[1];
- aliasvertnorm[a+2] += normal[2];
- aliasvertusage[a]++;
- aliasvertnorm[b+0] += normal[0];
- aliasvertnorm[b+1] += normal[1];
- aliasvertnorm[b+2] += normal[2];
- aliasvertusage[b]++;
- aliasvertnorm[c+0] += normal[0];
- aliasvertnorm[c+1] += normal[1];
- aliasvertnorm[c+2] += normal[2];
- aliasvertusage[c]++;
+ a = renderlist[0] * 3;
+ normals[a+0] += normal[0];
+ normals[a+1] += normal[1];
+ normals[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];
+ aliasvertusage[renderlist[1]]++;
+ a = renderlist[2] * 3;
+ normals[a+0] += normal[0];
+ normals[a+1] += normal[1];
+ normals[a+2] += normal[2];
+ aliasvertusage[renderlist[2]]++;
renderlist += 3;
}
}
+ // FIXME: precalc this
// average surface normals
- out = aliasvertnorm;
+ out = normals;
u = aliasvertusage;
while(vertcount--)
{
if (*u > 1)
{
- a = ixtable[*u];
- out[0] *= a;
- out[1] *= a;
- out[2] *= a;
+ s = ixtable[*u];
+ out[0] *= s;
+ out[1] *= s;
+ out[2] *= s;
}
u++;
out += 3;
}
}
-void GL_DrawZymoticModelMesh(byte *colors, zymtype1header_t *m)
-{
- int i, c, *renderlist;
- rtexture_t **texture;
- if (!r_render.value)
- return;
- renderlist = (int *)(m->lump_render.start + (int) m);
- texture = (rtexture_t **)(m->lump_shaders.start + (int) m);
- glVertexPointer(3, GL_FLOAT, sizeof(float[3]), aliasvert);
- glEnableClientState(GL_VERTEX_ARRAY);
-
- glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(byte[4]), colors);
- glEnableClientState(GL_COLOR_ARRAY);
-
- glTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), (float *)(m->lump_texcoords.start + (int) m));
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-
- for (i = 0;i < m->numshaders;i++)
- {
- c = (*renderlist++) * 3;
- glBindTexture(GL_TEXTURE_2D, R_GetTexture(*texture));
- texture++;
- glDrawElements(GL_TRIANGLES, c, GL_UNSIGNED_INT, renderlist);
- renderlist += c;
- }
-
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-
- glDisableClientState(GL_COLOR_ARRAY);
-
- glDisableClientState(GL_VERTEX_ARRAY);
-}
-
-void GL_DrawZymoticModelMeshFog(vec3_t org, zymtype1header_t *m)
+void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2)
{
+ float fog, ifog, colorscale;
vec3_t diff;
- int i, c, *renderlist;
- if (!r_render.value)
- return;
- renderlist = (int *)(m->lump_render.start + (int) m);
- glDisable(GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(0); // disable zbuffer updates
-
- VectorSubtract(org, r_origin, diff);
- glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
-
- glVertexPointer(3, GL_FLOAT, sizeof(float[3]), aliasvert);
- glEnableClientState(GL_VERTEX_ARRAY);
-
- for (i = 0;i < m->numshaders;i++)
+ int i, *renderlist, *elements;
+ rtexture_t *texture;
+ rmeshstate_t mstate;
+ const entity_render_t *ent = calldata1;
+ int shadernum = calldata2;
+ int numverts, numtriangles;
+
+ R_Mesh_Matrix(&ent->matrix);
+
+ // find the vertex index list and texture
+ renderlist = ent->model->zymdata_renderlist;
+ for (i = 0;i < shadernum;i++)
+ renderlist += renderlist[0] * 3 + 1;
+ texture = ent->model->zymdata_textures[shadernum];
+
+ numverts = ent->model->zymnum_verts;
+ numtriangles = *renderlist++;
+ elements = renderlist;
+ R_Mesh_ResizeCheck(numverts);
+
+ fog = 0;
+ if (fogenabled)
{
- c = (*renderlist++) * 3;
- glDrawElements(GL_TRIANGLES, c, GL_UNSIGNED_INT, renderlist);
- renderlist += c;
+ VectorSubtract(ent->origin, r_origin, diff);
+ fog = DotProduct(diff,diff);
+ if (fog < 0.01f)
+ fog = 0.01f;
+ fog = exp(fogdensity/fog);
+ if (fog > 1)
+ fog = 1;
+ if (fog < 0.01f)
+ fog = 0;
+ // fog method: darken, additive fog
+ // 1. render model as normal, scaled by inverse of fog alpha (darkens it)
+ // 2. render fog as additive
}
+ ifog = 1 - fog;
- glDisableClientState(GL_VERTEX_ARRAY);
-
- glEnable(GL_TEXTURE_2D);
- glColor3f (1,1,1);
-}
-
-/*
-=================
-R_DrawZymoticFrame
-=================
-*/
-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)
-{
- ZymoticLerpBones(m->numbones, (zymbonematrix *)(m->lump_poses.start + (int) m), blend, (zymbone_t *)(m->lump_bones.start + (int) m), org, angles, scale);
- ZymoticTransformVerts(m->numverts, (int *)(m->lump_vertbonecounts.start + (int) m), (zymvertex_t *)(m->lump_verts.start + (int) m));
- ZymoticCalcNormals(m->numverts, m->numshaders, (int *)(m->lump_render.start + (int) m));
-
- R_LightModel(ent, m->numverts, org, color);
-
- if (!r_render.value)
- return;
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glShadeModel(GL_SMOOTH);
- if (effects & EF_ADDITIVE)
+ memset(&mstate, 0, sizeof(mstate));
+ if (ent->effects & EF_ADDITIVE)
{
- glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
- glEnable(GL_BLEND);
- glDepthMask(0);
+ mstate.blendfunc1 = GL_SRC_ALPHA;
+ mstate.blendfunc2 = GL_ONE;
}
- else if (alpha != 1.0)
+ else if (ent->alpha != 1.0 || R_TextureHasAlpha(texture))
{
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glDepthMask(0);
+ mstate.blendfunc1 = GL_SRC_ALPHA;
+ mstate.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
}
else
{
- glDisable(GL_BLEND);
- glDepthMask(1);
+ mstate.blendfunc1 = GL_ONE;
+ mstate.blendfunc2 = GL_ZERO;
+ }
+ colorscale = r_colorscale;
+ if (gl_combine.integer)
+ {
+ mstate.texrgbscale[0] = 4;
+ colorscale *= 0.25f;
+ }
+ 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_Draw(numverts, numtriangles, elements);
+ c_alias_polys += numtriangles;
+
+ if (fog)
+ {
+ memset(&mstate, 0, sizeof(mstate));
+ mstate.blendfunc1 = GL_SRC_ALPHA;
+ mstate.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ // FIXME: need alpha mask for fogging...
+ //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_Draw(numverts, numtriangles, elements);
+ c_alias_polys += numtriangles;
}
-
- GL_DrawZymoticModelMesh(aliasvertcolor, m);
-
- if (fogenabled)
- GL_DrawZymoticModelMeshFog(org, m);
-
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(1);
}
-/*
-=================
-R_DrawAliasModel
-
-=================
-*/
-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)
+void R_Model_Zymotic_Draw(entity_render_t *ent)
{
- int i;
- vec3_t mins, maxs, color;
- void *modelheader;
- rtexture_t **skinset;
+ int i;
- if (alpha < (1.0 / 64.0))
+ if (ent->alpha < (1.0f / 64.0f))
return; // basically completely transparent
- VectorAdd (org, clmodel->mins, mins);
- VectorAdd (org, clmodel->maxs, maxs);
-
-// if (cull && R_CullBox (mins, maxs))
-// return;
-
c_models++;
- if (skin < 0 || skin >= clmodel->numskins)
+ for (i = 0;i < ent->model->zymnum_shaders;i++)
{
- skin = 0;
- Con_DPrintf("invalid skin number %d for model %s\n", skin, clmodel->name);
+ if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_TextureHasAlpha(ent->model->zymdata_textures[i]))
+ R_MeshQueue_AddTransparent(ent->origin, R_DrawZymoticModelMeshCallback, ent, i);
+ else
+ R_DrawZymoticModelMeshCallback(ent, i);
}
+}
- modelheader = Mod_Extradata (clmodel);
-
- {
-// int *skinanimrange = (int *) (clmodel->skinanimrange + (int) modelheader) + skin * 2;
-// int *skinanim = (int *) (clmodel->skinanim + (int) modelheader);
- int *skinanimrange = clmodel->skinanimrange + skin * 2;
- rtexture_t **skinanim = clmodel->skinanim;
- i = skinanimrange[0];
- if (skinanimrange[1] > 1) // animated
- i += ((int) (cl.time * 10) % skinanimrange[1]);
- skinset = skinanim + i*5;
- }
+void R_Model_Zymotic_DrawFakeShadow(entity_render_t *ent)
+{
+ // FIXME
+}
- if (r_render.value)
- glEnable (GL_TEXTURE_2D);
+void R_Model_Zymotic_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, float lightradius2, float lightdistbias, float lightsubtract, float *lightcolor)
+{
+ // FIXME
+}
- c_alias_polys += clmodel->numtris;
- if (clmodel->aliastype == ALIASTYPE_ZYM)
- R_DrawZymoticFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, 0 , effects, flags);
- else if (clmodel->aliastype == ALIASTYPE_MD2)
- R_DrawQ2AliasFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, skinset[0] , effects, flags);
- else
- R_DrawAliasFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, skinset , colormap, effects, flags);
+void R_Model_Zymotic_DrawOntoLight(entity_render_t *ent)
+{
+ // FIXME
}