#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;
-float *aliasvertcolor;
-float *aliasvertcolor2;
-zymbonematrix *zymbonepose;
-int *aliasvertusage;
+// LordHavoc: vertex arrays
-rmeshinfo_t aliasmeshinfo;
+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;
-rtexture_t *chrometexture;
-
-int arraylocked = false;
-void GL_LockArray(int first, int count)
-{
- if (gl_supportslockarrays && gl_lockarrays.integer)
- {
- 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);
-}
-*/
-
-rtexturepool_t *chrometexturepool;
-
-// currently unused reflection effect texture
-void makechrometexture(void)
-{
- int i;
- byte noise[64*64];
- byte data[64*64][4];
-
- fractalnoise(noise, 64, 8);
-
- // 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;
- }
-
- chrometexture = R_LoadTexture (chrometexturepool, "chrometexture", 64, 64, &data[0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE);
-}
+float *aliasvertcolor2;
+int *aliasvertusage;
+zymbonematrix *zymbonepose;
mempool_t *gl_models_mempool;
{
// allocate vertex processing arrays
gl_models_mempool = Mem_AllocPool("GL_Models");
- aliasvert = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
- aliasvertnorm = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][3]));
- aliasvertcolor = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
+ 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]));
- chrometexturepool = R_AllocTexturePool();
- makechrometexture();
}
void gl_models_shutdown(void)
{
- R_FreeTexturePool(&chrometexturepool);
Mem_FreePool(&gl_models_mempool);
}
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)
-{
- vec3_t point;
- float *av, *avn;
- av = aliasvert;
- avn = aliasvertnorm;
- while (vertcount >= 4)
- {
- VectorCopy(av, point);softwaretransform(point, av);av += 4;
- VectorCopy(av, point);softwaretransform(point, av);av += 4;
- VectorCopy(av, point);softwaretransform(point, av);av += 4;
- VectorCopy(av, point);softwaretransform(point, av);av += 4;
- VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
- VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
- VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
- VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
- vertcount -= 4;
- }
- while(vertcount > 0)
- {
- VectorCopy(av, point);softwaretransform(point, av);av += 4;
- VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
- vertcount--;
- }
-}
-
-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[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 += 4;
- avn += 3;
+ avn += 4;
verts1++;verts2++;verts3++;verts4++;
}
}
avn[1] = n1[1] * lerp1 + n2[1] * lerp2 + n3[1] * lerp3;
avn[2] = n1[2] * lerp1 + n2[2] * lerp2 + n3[2] * lerp3;
av += 4;
- avn += 3;
+ avn += 4;
verts1++;verts2++;verts3++;
}
}
avn[1] = n1[1] * lerp1 + n2[1] * lerp2;
avn[2] = n1[2] * lerp1 + n2[2] * lerp2;
av += 4;
- avn += 3;
+ avn += 4;
verts1++;verts2++;
}
}
avn[1] = n1[1] * lerp1;
avn[2] = n1[2] * lerp1;
av += 4;
- avn += 3;
+ avn += 4;
verts1++;
}
}
av[2] = verts1->v[2] * scale1[2] + translate[2];
VectorCopy(m_bytenormals[verts1->lightnormalindex], avn);
av += 4;
- avn += 3;
+ avn += 4;
verts1++;
}
}
}
}
-void R_DrawModelMesh(rtexture_t *skin, float *colors, float cred, float cgreen, float cblue)
-{
- aliasmeshinfo.tex[0] = R_GetTexture(skin);
- aliasmeshinfo.color = colors;
- if (colors == NULL)
- {
- aliasmeshinfo.cr = cred;
- aliasmeshinfo.cg = cgreen;
- aliasmeshinfo.cb = cblue;
- aliasmeshinfo.ca = currentrenderentity->alpha;
- }
-
- c_alias_polys += aliasmeshinfo.numtriangles;
- R_Mesh_Draw(&aliasmeshinfo);
-
- // leave it in a state for additional passes
- aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
- aliasmeshinfo.blendfunc2 = GL_ONE;
-}
-
-void R_TintModel(float *in, float *out, int verts, float r, float g, float b)
+skinframe_t *R_FetchSkinFrame(const entity_render_t *ent)
{
- int i;
- for (i = 0;i < verts;i++)
- {
- out[0] = in[0] * r;
- out[1] = in[1] * g;
- out[2] = in[2] * b;
- out[3] = in[3];
- in += 4;
- out += 4;
- }
+ 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_SetupMDLMD2Frames(skinframe_t **skinframe)
+void R_LerpMDLMD2Vertices(const entity_render_t *ent, float *vertices, float *normals)
{
- md2frame_t *frame1, *frame2, *frame3, *frame4;
- trivertx_t *frame1verts, *frame2verts, *frame3verts, *frame4verts;
- model_t *model;
- model = currentrenderentity->model;
-
- if (model->skinscenes[currentrenderentity->skinnum].framecount > 1)
- *skinframe = &model->skinframes[model->skinscenes[currentrenderentity->skinnum].firstframe + (int) (cl.time * 10) % model->skinscenes[currentrenderentity->skinnum].framecount];
- else
- *skinframe = &model->skinframes[model->skinscenes[currentrenderentity->skinnum].firstframe];
-
- frame1 = &model->mdlmd2data_frames[currentrenderentity->frameblend[0].frame];
- frame2 = &model->mdlmd2data_frames[currentrenderentity->frameblend[1].frame];
- frame3 = &model->mdlmd2data_frames[currentrenderentity->frameblend[2].frame];
- frame4 = &model->mdlmd2data_frames[currentrenderentity->frameblend[3].frame];
- frame1verts = &model->mdlmd2data_pose[currentrenderentity->frameblend[0].frame * model->numverts];
- frame2verts = &model->mdlmd2data_pose[currentrenderentity->frameblend[1].frame * model->numverts];
- frame3verts = &model->mdlmd2data_pose[currentrenderentity->frameblend[2].frame * model->numverts];
- frame4verts = &model->mdlmd2data_pose[currentrenderentity->frameblend[3].frame * model->numverts];
- R_AliasLerpVerts(model->numverts,
- currentrenderentity->frameblend[0].lerp, frame1verts, frame1->scale, frame1->translate,
- currentrenderentity->frameblend[1].lerp, frame2verts, frame2->scale, frame2->translate,
- currentrenderentity->frameblend[2].lerp, frame3verts, frame3->scale, frame3->translate,
- currentrenderentity->frameblend[3].lerp, frame4verts, frame4->scale, frame4->translate);
- R_AliasTransformVerts(model->numverts);
-
- R_LightModel(model->numverts);
+ 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);
}
-void R_DrawQ1Q2AliasModel (void)
+void R_DrawQ1Q2AliasModelCallback (const void *calldata1, int calldata2)
{
- float fog;
+ 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;
- model = currentrenderentity->model;
+ R_Mesh_Matrix(&ent->matrix);
- R_SetupMDLMD2Frames(&skinframe);
+ model = ent->model;
+ R_Mesh_ResizeCheck(model->numverts);
- memset(&aliasmeshinfo, 0, sizeof(aliasmeshinfo));
+ skinframe = R_FetchSkinFrame(ent);
- aliasmeshinfo.vertex = aliasvert;
- aliasmeshinfo.vertexstep = sizeof(float[4]);
- aliasmeshinfo.numverts = model->numverts;
- aliasmeshinfo.numtriangles = model->numtris;
- aliasmeshinfo.index = model->mdlmd2data_indices;
- aliasmeshinfo.colorstep = sizeof(float[4]);
- aliasmeshinfo.texcoords[0] = model->mdlmd2data_texcoords;
- aliasmeshinfo.texcoordstep[0] = sizeof(float[2]);
+ fullbright = (ent->effects & EF_FULLBRIGHT) != 0;
fog = 0;
if (fogenabled)
{
- VectorSubtract(currentrenderentity->origin, r_origin, diff);
+ VectorSubtract(ent->origin, r_origin, diff);
fog = DotProduct(diff,diff);
if (fog < 0.01f)
fog = 0.01f;
// 1. render model as normal, scaled by inverse of fog alpha (darkens it)
// 2. render fog as additive
}
+ ifog = 1 - fog;
- if (currentrenderentity->effects & EF_ADDITIVE)
+ if (ent->effects & EF_ADDITIVE)
{
- aliasmeshinfo.transparent = true;
- aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
- aliasmeshinfo.blendfunc2 = GL_ONE;
+ blendfunc1 = GL_SRC_ALPHA;
+ blendfunc2 = GL_ONE;
}
- else if (currentrenderentity->alpha != 1.0 || skinframe->fog != NULL)
+ else if (ent->alpha != 1.0 || skinframe->fog != NULL)
{
- aliasmeshinfo.transparent = true;
- aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
- aliasmeshinfo.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ blendfunc1 = GL_SRC_ALPHA;
+ blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
}
else
{
- aliasmeshinfo.transparent = false;
- aliasmeshinfo.blendfunc1 = GL_ONE;
- aliasmeshinfo.blendfunc2 = GL_ZERO;
+ blendfunc1 = GL_ONE;
+ blendfunc2 = GL_ZERO;
}
- // darken source
- if (fog)
- R_TintModel(aliasvertcolor, aliasvertcolor, model->numverts, 1 - fog, 1 - fog, 1 - fog);
+ 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)
+ {
+ // untextured
+ 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] = R_GetTexture(r_notexture);
+ R_Mesh_State(&m);
+ c_alias_polys += model->numtris;
+ for (i = 0;i < model->numverts * 4;i += 4)
+ {
+ varray_texcoord[0][i + 0] *= 8.0f;
+ varray_texcoord[0][i + 1] *= 8.0f;
+ }
+ 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;
+ }
+
+ colormapped = !skinframe->merged || (ent->colormap >= 0 && skinframe->base && (skinframe->pants || skinframe->shirt));
+ if (colormapped)
+ {
+ // 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;
+ }
+
+ tex = colormapped ? R_GetTexture(skinframe->base) : R_GetTexture(skinframe->merged);
+ 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 (fullbright)
+ GL_Color(colorscale * ifog, colorscale * ifog, colorscale * ifog, ent->alpha);
+ else
+ {
+ 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;
+ }
- if (skinframe->base || skinframe->pants || skinframe->shirt || skinframe->glow || skinframe->merged)
+ if (colormapped)
{
- if (currentrenderentity->colormap >= 0 && (skinframe->base || skinframe->pants || skinframe->shirt))
+ if (skinframe->pants)
{
- int c;
- byte *color;
- if (skinframe->base)
- R_DrawModelMesh(skinframe->base, aliasvertcolor, 0, 0, 0);
- if (skinframe->pants)
+ tex = R_GetTexture(skinframe->pants);
+ if (tex)
{
- c = (currentrenderentity->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
- color = (byte *) (&d_8to24table[c]);
- if (c >= 224) // fullbright ranges
- R_DrawModelMesh(skinframe->pants, NULL, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
+ 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
{
- R_TintModel(aliasvertcolor, aliasvertcolor2, model->numverts, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
- R_DrawModelMesh(skinframe->pants, aliasvertcolor2, 0, 0, 0);
+ 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;
}
- if (skinframe->shirt)
+ }
+ if (skinframe->shirt)
+ {
+ tex = R_GetTexture(skinframe->shirt);
+ if (tex)
{
- c = currentrenderentity->colormap & 0xF0 ;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
- color = (byte *) (&d_8to24table[c]);
- if (c >= 224) // fullbright ranges
- R_DrawModelMesh(skinframe->shirt, NULL, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
+ 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
{
- R_TintModel(aliasvertcolor, aliasvertcolor2, model->numverts, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
- R_DrawModelMesh(skinframe->shirt, aliasvertcolor2, 0, 0, 0);
+ 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;
}
}
- else
+ }
+ if (skinframe->glow)
+ {
+ tex = R_GetTexture(skinframe->glow);
+ if (tex)
{
- if (skinframe->merged)
- R_DrawModelMesh(skinframe->merged, aliasvertcolor, 0, 0, 0);
- else
- {
- if (skinframe->base) R_DrawModelMesh(skinframe->base, aliasvertcolor, 0, 0, 0);
- if (skinframe->pants) R_DrawModelMesh(skinframe->pants, aliasvertcolor, 0, 0, 0);
- if (skinframe->shirt) R_DrawModelMesh(skinframe->shirt, aliasvertcolor, 0, 0, 0);
- }
+ 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 (skinframe->glow) R_DrawModelMesh(skinframe->glow, NULL, 1 - fog, 1 - fog, 1 - fog);
}
- else
- R_DrawModelMesh(0, NULL, 1 - fog, 1 - fog, 1 - fog);
-
- if (fog && aliasmeshinfo.blendfunc2 != GL_ONE)
+ if (fog)
{
- aliasmeshinfo.tex[0] = R_GetTexture(skinframe->fog);
- aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
- aliasmeshinfo.blendfunc2 = GL_ONE;
- aliasmeshinfo.color = NULL;
-
- aliasmeshinfo.cr = fogcolor[0];
- aliasmeshinfo.cg = fogcolor[1];
- aliasmeshinfo.cb = fogcolor[2];
- aliasmeshinfo.ca = currentrenderentity->alpha * fog;
-
- c_alias_polys += aliasmeshinfo.numtriangles;
- R_Mesh_Draw(&aliasmeshinfo);
+ 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);
}
}
-int ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, zymbone_t *bone)
+void R_Model_Alias_Draw(entity_render_t *ent)
+{
+ if (ent->alpha < (1.0f / 64.0f))
+ return; // basically completely transparent
+
+ 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;
- float lerp1, lerp2, lerp3, lerp4;
- zymbonematrix *out, rootmatrix, m, *bone1, *bone2, *bone3, *bone4;
+ rmeshstate_t m;
+ model_t *model;
+ float *v, planenormal[3], planedist, dist, projection[3], floororigin[3], surfnormal[3], lightdirection[3], v2[3];
/*
- m.m[0][0] = 0;
- m.m[0][1] = -1;
- m.m[0][2] = 0;
- m.m[0][3] = 0;
- m.m[1][0] = 1;
- m.m[1][1] = 0;
- m.m[1][2] = 0;
- m.m[1][3] = 0;
- m.m[2][0] = 0;
- m.m[2][1] = 0;
- m.m[2][2] = 1;
- m.m[2][3] = 0;
- R_ConcatTransforms(&softwaretransform_matrix[0], &m.m[0], &rootmatrix.m[0]);
+ 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 (d_lightstylevalue[sl->style] > 0)
+ {
+ 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);
+ }
+ }
+ }
+ for (i = 0, rd = r_dlight;i < r_numdlights;i++, rd++)
+ {
+ if (ent != rd->ent)
+ {
+ 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);
+ }
+ }
+ }
+ return;
+ }
*/
- // LordHavoc: combine transform from zym coordinate space to quake coordinate space with model to world transform matrix
- rootmatrix.m[0][0] = softwaretransform_matrix[0][1];
- rootmatrix.m[0][1] = -softwaretransform_matrix[0][0];
- rootmatrix.m[0][2] = softwaretransform_matrix[0][2];
- rootmatrix.m[0][3] = softwaretransform_matrix[0][3];
- rootmatrix.m[1][0] = softwaretransform_matrix[1][1];
- rootmatrix.m[1][1] = -softwaretransform_matrix[1][0];
- rootmatrix.m[1][2] = softwaretransform_matrix[1][2];
- rootmatrix.m[1][3] = softwaretransform_matrix[1][3];
- rootmatrix.m[2][0] = softwaretransform_matrix[2][1];
- rootmatrix.m[2][1] = -softwaretransform_matrix[2][0];
- rootmatrix.m[2][2] = softwaretransform_matrix[2][2];
- rootmatrix.m[2][3] = softwaretransform_matrix[2][3];
+ 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);
+
+ // put the plane's normal in the entity's coordinate space
+ Matrix4x4_Transform3x3(&ent->inversematrix, surfnormal, planenormal);
+ VectorNormalizeFast(planenormal);
+
+ // 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);
+}
+
+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);
+ }
+}
+
+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);
+}
+
+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;
+ 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;
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++;
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++;
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++;
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++;
}
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++;
}
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--)
{
}
}
-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], s;
int *u;
// clear normals
- memset(aliasvertnorm, 0, sizeof(float) * vertcount * 3);
+ memset(normals, 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] = 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];
+ 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);
VectorNormalizeFast(normal);
// add surface normal to vertices
a = renderlist[0] * 3;
- aliasvertnorm[a+0] += normal[0];
- aliasvertnorm[a+1] += normal[1];
- aliasvertnorm[a+2] += normal[2];
+ normals[a+0] += normal[0];
+ normals[a+1] += normal[1];
+ normals[a+2] += normal[2];
aliasvertusage[renderlist[0]]++;
a = renderlist[1] * 3;
- aliasvertnorm[a+0] += normal[0];
- aliasvertnorm[a+1] += normal[1];
- aliasvertnorm[a+2] += normal[2];
+ normals[a+0] += normal[0];
+ normals[a+1] += normal[1];
+ normals[a+2] += normal[2];
aliasvertusage[renderlist[1]]++;
a = renderlist[2] * 3;
- aliasvertnorm[a+0] += normal[0];
- aliasvertnorm[a+1] += normal[1];
- aliasvertnorm[a+2] += normal[2];
+ 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--)
{
}
}
-void R_DrawZymoticModelMesh(zymtype1header_t *m)
+void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2)
{
- int i, *renderlist;
- rtexture_t **texture;
+ float fog, ifog, colorscale;
+ vec3_t diff;
+ 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);
- // FIXME: do better fog
- renderlist = (int *)(m->lump_render.start + (int) m);
- texture = (rtexture_t **)(m->lump_shaders.start + (int) m);
+ fog = 0;
+ if (fogenabled)
+ {
+ 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;
- aliasmeshinfo.vertex = aliasvert;
- aliasmeshinfo.vertexstep = sizeof(float[4]);
- aliasmeshinfo.color = aliasvertcolor;
- aliasmeshinfo.colorstep = sizeof(float[4]);
- aliasmeshinfo.texcoords[0] = (float *)(m->lump_texcoords.start + (int) m);
- aliasmeshinfo.texcoordstep[0] = sizeof(float[2]);
+ memset(&mstate, 0, sizeof(mstate));
+ if (ent->effects & EF_ADDITIVE)
+ {
+ mstate.blendfunc1 = GL_SRC_ALPHA;
+ mstate.blendfunc2 = GL_ONE;
+ }
+ else if (ent->alpha != 1.0 || R_TextureHasAlpha(texture))
+ {
+ mstate.blendfunc1 = GL_SRC_ALPHA;
+ mstate.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ }
+ else
+ {
+ 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;
- for (i = 0;i < m->numshaders;i++)
+ if (fog)
{
- aliasmeshinfo.tex[0] = R_GetTexture(texture[i]);
- if (currentrenderentity->effects & EF_ADDITIVE)
- {
- aliasmeshinfo.transparent = true;
- aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
- aliasmeshinfo.blendfunc2 = GL_ONE;
- }
- else if (currentrenderentity->alpha != 1.0 || R_TextureHasAlpha(texture[i]))
- {
- aliasmeshinfo.transparent = true;
- aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
- aliasmeshinfo.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- }
- else
- {
- aliasmeshinfo.transparent = false;
- aliasmeshinfo.blendfunc1 = GL_ONE;
- aliasmeshinfo.blendfunc2 = GL_ZERO;
- }
- aliasmeshinfo.numtriangles = *renderlist++;
- aliasmeshinfo.index = renderlist;
- c_alias_polys += aliasmeshinfo.numtriangles;
- R_Mesh_Draw(&aliasmeshinfo);
- renderlist += aliasmeshinfo.numtriangles * 3;
+ 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;
}
}
-void R_DrawZymoticModelMeshFog(vec3_t org, zymtype1header_t *m)
+void R_Model_Zymotic_Draw(entity_render_t *ent)
{
- int i, *renderlist;
- vec3_t diff;
-
- // FIXME: do better fog
- renderlist = (int *)(m->lump_render.start + (int) m);
+ int i;
- aliasmeshinfo.tex[0] = 0;
- aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
- aliasmeshinfo.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ if (ent->alpha < (1.0f / 64.0f))
+ return; // basically completely transparent
- VectorSubtract(org, r_origin, diff);
- aliasmeshinfo.cr = fogcolor[0];
- aliasmeshinfo.cg = fogcolor[1];
- aliasmeshinfo.cb = fogcolor[2];
- aliasmeshinfo.ca = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff));
+ c_models++;
- for (i = 0;i < m->numshaders;i++)
+ for (i = 0;i < ent->model->zymnum_shaders;i++)
{
- aliasmeshinfo.numtriangles = *renderlist++;
- aliasmeshinfo.index = renderlist;
- c_alias_polys += aliasmeshinfo.numtriangles;
- R_Mesh_Draw(&aliasmeshinfo);
- renderlist += aliasmeshinfo.numtriangles * 3;
+ 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);
}
}
-void R_DrawZymoticModel (void)
+void R_Model_Zymotic_DrawFakeShadow(entity_render_t *ent)
{
- zymtype1header_t *m;
-
- // FIXME: do better fog
- m = currentrenderentity->model->zymdata_header;
- ZymoticLerpBones(m->numbones, (zymbonematrix *)(m->lump_poses.start + (int) m), currentrenderentity->frameblend, (zymbone_t *)(m->lump_bones.start + (int) m));
- 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(m->numverts);
-
- memset(&aliasmeshinfo, 0, sizeof(aliasmeshinfo));
- aliasmeshinfo.numverts = m->numverts;
-
- R_DrawZymoticModelMesh(m);
-
- if (fogenabled)
- R_DrawZymoticModelMeshFog(currentrenderentity->origin, m);
+ // FIXME
}
-void R_DrawAliasModel (void)
+void R_Model_Zymotic_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, float lightradius2, float lightdistbias, float lightsubtract, float *lightcolor)
{
- if (currentrenderentity->alpha < (1.0f / 64.0f))
- return; // basically completely transparent
-
- c_models++;
-
- softwaretransformforentity(currentrenderentity);
+ // FIXME
+}
- if (currentrenderentity->model->aliastype == ALIASTYPE_ZYM)
- R_DrawZymoticModel();
- else
- R_DrawQ1Q2AliasModel();
+void R_Model_Zymotic_DrawOntoLight(entity_render_t *ent)
+{
+ // FIXME
}