X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=gl_models.c;h=0d7676962a00c1be0e580398cb531279149290bd;hb=697da87440cb50b17feea1c256b48c73434bcb89;hp=3c83354b9b387ba451fa88f5b2e1356f9eea4c4d;hpb=069527b0cff9d91784bba159329e01b0b94df752;p=xonotic%2Fdarkplaces.git diff --git a/gl_models.c b/gl_models.c index 3c83354b..0d767696 100644 --- a/gl_models.c +++ b/gl_models.c @@ -1,339 +1,55 @@ #include "quakedef.h" - -//cvar_t gl_transform = {0, "gl_transform", "1"}; - -typedef struct -{ - float m[3][4]; -} zymbonematrix; - -// LordHavoc: vertex array -float *aliasvert; -float *aliasvertnorm; -float *aliasvertcolor; -float *aliasvertcolor2; -zymbonematrix *zymbonepose; -int *aliasvertusage; - -rmeshinfo_t aliasmeshinfo; - -rtexture_t *chrometexture; - -/* -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; - qbyte noise[64*64]; - qbyte 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); -} - -mempool_t *gl_models_mempool; - -void gl_models_start(void) -{ - // 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])); - 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_newmap(void) -{ -} +#include "r_shadow.h" void GL_Models_Init(void) { -// Cvar_RegisterVariable(&gl_transform); - - 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) +aliaslayer_t r_aliasnoskinlayers[2] = {{ALIASLAYER_DIFFUSE, NULL, NULL}, {ALIASLAYER_FOG | ALIASLAYER_FORCEDRAW_IF_FIRSTPASS, NULL, NULL}}; +aliasskin_t r_aliasnoskin = {0, 2, r_aliasnoskinlayers}; +aliasskin_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mesh) { - int i; - vec3_t scale1, scale2, scale3, scale4, translate; - float *n1, *n2, *n3, *n4; - float *av, *avn; - av = aliasvert; - avn = aliasvertnorm; - VectorScale(fscale1, lerp1, scale1); - if (lerp2) + model_t *model = ent->model; + if (model->numskins) { - VectorScale(fscale2, lerp2, scale2); - if (lerp3) - { - VectorScale(fscale3, lerp3, scale3); - if (lerp4) - { - VectorScale(fscale4, lerp4, scale4); - translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2 + translate3[0] * lerp3 + translate4[0] * lerp4; - translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2 + translate3[1] * lerp3 + translate4[1] * lerp4; - translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2 + translate3[2] * lerp3 + translate4[2] * lerp4; - // generate vertices - for (i = 0;i < vertcount;i++) - { - av[0] = verts1->v[0] * scale1[0] + verts2->v[0] * scale2[0] + verts3->v[0] * scale3[0] + verts4->v[0] * scale4[0] + translate[0]; - av[1] = verts1->v[1] * scale1[1] + verts2->v[1] * scale2[1] + verts3->v[1] * scale3[1] + verts4->v[1] * scale4[1] + translate[1]; - av[2] = verts1->v[2] * scale1[2] + verts2->v[2] * scale2[2] + verts3->v[2] * scale3[2] + verts4->v[2] * scale4[2] + translate[2]; - n1 = m_bytenormals[verts1->lightnormalindex]; - n2 = m_bytenormals[verts2->lightnormalindex]; - n3 = m_bytenormals[verts3->lightnormalindex]; - n4 = m_bytenormals[verts4->lightnormalindex]; - 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 += 4; - avn += 3; - verts1++;verts2++;verts3++;verts4++; - } - } - else - { - translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2 + translate3[0] * lerp3; - translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2 + translate3[1] * lerp3; - translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2 + translate3[2] * lerp3; - // generate vertices - for (i = 0;i < vertcount;i++) - { - av[0] = verts1->v[0] * scale1[0] + verts2->v[0] * scale2[0] + verts3->v[0] * scale3[0] + translate[0]; - av[1] = verts1->v[1] * scale1[1] + verts2->v[1] * scale2[1] + verts3->v[1] * scale3[1] + translate[1]; - av[2] = verts1->v[2] * scale1[2] + verts2->v[2] * scale2[2] + verts3->v[2] * scale3[2] + translate[2]; - n1 = m_bytenormals[verts1->lightnormalindex]; - n2 = m_bytenormals[verts2->lightnormalindex]; - n3 = m_bytenormals[verts3->lightnormalindex]; - 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 += 4; - avn += 3; - verts1++;verts2++;verts3++; - } - } - } + int s = ent->skinnum; + if ((unsigned int)s >= (unsigned int)model->numskins) + s = 0; + if (model->skinscenes[s].framecount > 1) + s = model->skinscenes[s].firstframe + (int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount; else - { - translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2; - translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2; - translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2; - // generate vertices - for (i = 0;i < vertcount;i++) - { - av[0] = verts1->v[0] * scale1[0] + verts2->v[0] * scale2[0] + translate[0]; - av[1] = verts1->v[1] * scale1[1] + verts2->v[1] * scale2[1] + translate[1]; - av[2] = verts1->v[2] * scale1[2] + verts2->v[2] * scale2[2] + translate[2]; - n1 = m_bytenormals[verts1->lightnormalindex]; - n2 = m_bytenormals[verts2->lightnormalindex]; - 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 += 4; - avn += 3; - verts1++;verts2++; - } - } + s = model->skinscenes[s].firstframe; + if (s >= mesh->num_skins) + s = 0; + return mesh->data_skins + s; } else { - translate[0] = translate1[0] * lerp1; - translate[1] = translate1[1] * lerp1; - translate[2] = translate1[2] * lerp1; - // generate vertices - if (lerp1 != 1) - { - // general but almost never used case - for (i = 0;i < vertcount;i++) - { - av[0] = verts1->v[0] * scale1[0] + translate[0]; - av[1] = verts1->v[1] * scale1[1] + translate[1]; - av[2] = verts1->v[2] * scale1[2] + translate[2]; - n1 = m_bytenormals[verts1->lightnormalindex]; - avn[0] = n1[0] * lerp1; - avn[1] = n1[1] * lerp1; - avn[2] = n1[2] * lerp1; - av += 4; - avn += 3; - verts1++; - } - } - else - { - // fast normal case - for (i = 0;i < vertcount;i++) - { - av[0] = verts1->v[0] * scale1[0] + translate[0]; - 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 += 4; - avn += 3; - 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) -{ - 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; + r_aliasnoskinlayers[0].texture = r_notexture; + return &r_aliasnoskin; } } -void R_SetupMDLMD2Frames(skinframe_t **skinframe) -{ - 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); -} - -void R_DrawQ1Q2AliasModel (void) +void R_DrawAliasModelCallback (const void *calldata1, int calldata2) { - float fog; + int c, fullbright, layernum, firstpass; + float tint[3], fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3]; + float *vertex3f, *normal3f; vec3_t diff; - model_t *model; - skinframe_t *skinframe; - - model = currentrenderentity->model; - - R_SetupMDLMD2Frames(&skinframe); + qbyte *bcolor; + rmeshstate_t m; + const entity_render_t *ent = calldata1; + aliasmesh_t *mesh = ent->model->alias.aliasdata_meshes + calldata2; + aliaslayer_t *layer; + aliasskin_t *skin; - memset(&aliasmeshinfo, 0, sizeof(aliasmeshinfo)); - - 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]); + R_Mesh_Matrix(&ent->matrix); fog = 0; if (fogenabled) { - VectorSubtract(currentrenderentity->origin, r_origin, diff); + VectorSubtract(ent->origin, r_vieworigin, diff); fog = DotProduct(diff,diff); if (fog < 0.01f) fog = 0.01f; @@ -346,477 +62,300 @@ void R_DrawQ1Q2AliasModel (void) // 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) - { - aliasmeshinfo.transparent = true; - aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA; - aliasmeshinfo.blendfunc2 = GL_ONE; - } - else if (currentrenderentity->alpha != 1.0 || skinframe->fog != NULL) - { - 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; - } - - // darken source - if (fog) - R_TintModel(aliasvertcolor, aliasvertcolor, model->numverts, 1 - fog, 1 - fog, 1 - fog); + firstpass = true; + skin = R_FetchAliasSkin(ent, mesh); - if (skinframe->base || skinframe->pants || skinframe->shirt || skinframe->glow || skinframe->merged) + vertex3f = NULL; + normal3f = NULL; + for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++) { - if (currentrenderentity->colormap >= 0 && (skinframe->base || skinframe->pants || skinframe->shirt)) + if (!(layer->flags & ALIASLAYER_FORCEDRAW_IF_FIRSTPASS) || !firstpass) { - int c; - qbyte *color; - if (skinframe->base) - R_DrawModelMesh(skinframe->base, aliasvertcolor, 0, 0, 0); - if (skinframe->pants) - { - c = (currentrenderentity->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges - color = (qbyte *) (&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)); - 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); - } - } - if (skinframe->shirt) - { - c = currentrenderentity->colormap & 0xF0 ;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges - color = (qbyte *) (&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)); - 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); - } - } + if (((layer->flags & ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED) && ent->colormap < 0) + || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0) + || ((layer->flags & ALIASLAYER_FOG) && !fogenabled) + || (layer->flags & ALIASLAYER_SPECULAR) + || ((layer->flags & ALIASLAYER_DIFFUSE) && (ent->flags & RENDER_LIGHT) && r_lightmapintensity <= 0 && !(ent->flags & RENDER_TRANSPARENT) && r_ambient.integer <= 0)) + continue; } - else + if (!firstpass || (ent->effects & EF_ADDITIVE)) { - 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); - } + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); } - 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 && !(currentrenderentity->effects & EF_ADDITIVE)) - { - 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); - } -} - -int ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, zymbone_t *bone) -{ - int i; - float lerp1, lerp2, lerp3, lerp4; - zymbonematrix *out, rootmatrix, m, *bone1, *bone2, *bone3, *bone4; - - /* - 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]); - */ - - // 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]; - - bone1 = bonebase + blend[0].frame * count; - lerp1 = blend[0].lerp; - if (blend[1].lerp) - { - bone2 = bonebase + blend[1].frame * count; - lerp2 = blend[1].lerp; - if (blend[2].lerp) + else if ((skin->flags & ALIASSKIN_TRANSPARENT) || ent->alpha != 1.0) { - bone3 = bonebase + blend[2].frame * count; - lerp3 = blend[2].lerp; - if (blend[3].lerp) - { - // 4 poses - bone4 = bonebase + blend[3].frame * count; - lerp4 = blend[3].lerp; - 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[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3 + bone4->m[0][1] * lerp4; - m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3 + bone4->m[0][2] * lerp4; - m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3 + bone4->m[0][3] * lerp4; - m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3 + bone4->m[1][0] * lerp4; - m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3 + bone4->m[1][1] * lerp4; - m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3 + bone4->m[1][2] * lerp4; - m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3 + bone4->m[1][3] * lerp4; - m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3 + bone4->m[2][0] * lerp4; - m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3 + bone4->m[2][1] * 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]); - else - R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]); - bone1++; - bone2++; - bone3++; - bone4++; - bone++; - } - } - else - { - // 3 poses - 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[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3; - m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3; - m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3; - m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3; - m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3; - m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3; - m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3; - m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3; - m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * 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]); - else - R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]); - bone1++; - bone2++; - bone3++; - bone++; - } - } + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); } else { - // 2 poses - 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[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2; - m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2; - m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2; - m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2; - m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2; - m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2; - m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2; - m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2; - m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * 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]); - else - R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]); - bone1++; - bone2++; - bone++; - } + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); } - } - else - { - // 1 pose - if (lerp1 != 1) + GL_DepthTest(!(ent->effects & EF_NODEPTHTEST)); + firstpass = false; + colorscale = 1.0f; + + memset(&m, 0, sizeof(m)); + if (layer->texture != NULL) { - // lerp != 1.0 - for (i = 0, out = zymbonepose;i < count;i++, out++) + m.tex[0] = R_GetTexture(layer->texture); + m.pointer_texcoord[0] = mesh->data_texcoord2f; + if (gl_combine.integer && layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR)) { - // interpolate matrices - m.m[0][0] = bone1->m[0][0] * lerp1; - m.m[0][1] = bone1->m[0][1] * lerp1; - m.m[0][2] = bone1->m[0][2] * lerp1; - m.m[0][3] = bone1->m[0][3] * lerp1; - m.m[1][0] = bone1->m[1][0] * lerp1; - m.m[1][1] = bone1->m[1][1] * lerp1; - m.m[1][2] = bone1->m[1][2] * lerp1; - m.m[1][3] = bone1->m[1][3] * lerp1; - m.m[2][0] = bone1->m[2][0] * lerp1; - m.m[2][1] = bone1->m[2][1] * 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]); - else - R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]); - bone1++; - bone++; + colorscale *= 0.25f; + m.texrgbscale[0] = 4; } } - else + if (!vertex3f) { - // lerp == 1.0 - for (i = 0, out = zymbonepose;i < count;i++, out++) + if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1) + vertex3f = mesh->data_basevertex3f; + else { - if (bone->parent >= 0) - R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &bone1->m[0], &out->m[0]); - else - R_ConcatTransforms(&rootmatrix.m[0], &bone1->m[0], &out->m[0]); - bone1++; - bone++; + vertex3f = varray_vertex3f; + Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f); } } - } - return true; -} + m.pointer_vertex = vertex3f; -void ZymoticTransformVerts(int vertcount, int *bonecounts, zymvertex_t *vert) -{ - int c; - float *out = aliasvert; - 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) + c_alias_polys += mesh->num_triangles; + if (layer->flags & ALIASLAYER_FOG) { - matrix = &zymbonepose[vert->bonenum]; - out[0] = vert->origin[0] * matrix->m[0][0] + vert->origin[1] * matrix->m[0][1] + vert->origin[2] * matrix->m[0][2] + matrix->m[0][3]; - out[1] = vert->origin[0] * matrix->m[1][0] + vert->origin[1] * matrix->m[1][1] + vert->origin[2] * matrix->m[1][2] + matrix->m[1][3]; - out[2] = vert->origin[0] * matrix->m[2][0] + vert->origin[1] * matrix->m[2][1] + vert->origin[2] * matrix->m[2][2] + matrix->m[2][3]; - vert++; + colorscale *= fog; + GL_Color(fogcolor[0] * colorscale, fogcolor[1] * colorscale, fogcolor[2] * colorscale, ent->alpha); } else { - VectorClear(out); - while(c--) + fullbright = !(layer->flags & ALIASLAYER_DIFFUSE) || !(ent->flags & RENDER_LIGHT); + if (layer->flags & (ALIASLAYER_COLORMAP_PANTS | ALIASLAYER_COLORMAP_SHIRT)) + { + // 128-224 are backwards ranges + if (layer->flags & ALIASLAYER_COLORMAP_PANTS) + c = (ent->colormap & 0xF) << 4; + else //if (layer->flags & ALIASLAYER_COLORMAP_SHIRT) + c = (ent->colormap & 0xF0); + c += (c >= 128 && c < 224) ? 4 : 12; + bcolor = (qbyte *) (&palette_complete[c]); + fullbright = fullbright || c >= 224; + VectorScale(bcolor, (1.0f / 255.0f), tint); + } + else + tint[0] = tint[1] = tint[2] = 1; + tint[0] *= ent->colormod[0]; + tint[1] *= ent->colormod[1]; + tint[2] *= ent->colormod[2]; + if (!fullbright && !(ent->flags & RENDER_TRANSPARENT)) + colorscale *= r_lightmapintensity; + colorscale *= ifog; + if (fullbright) + GL_Color(tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha); + else if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false)) { - matrix = &zymbonepose[vert->bonenum]; - out[0] += vert->origin[0] * matrix->m[0][0] + vert->origin[1] * matrix->m[0][1] + vert->origin[2] * matrix->m[0][2] + matrix->m[0][3]; - out[1] += vert->origin[0] * matrix->m[1][0] + vert->origin[1] * matrix->m[1][1] + vert->origin[2] * matrix->m[1][2] + matrix->m[1][3]; - out[2] += vert->origin[0] * matrix->m[2][0] + vert->origin[1] * matrix->m[2][1] + vert->origin[2] * matrix->m[2][2] + matrix->m[2][3]; - vert++; + m.pointer_color = varray_color4f; + if (normal3f == NULL) + { + if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1) + normal3f = mesh->data_basenormal3f; + else + { + normal3f = varray_normal3f; + Mod_BuildNormals(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, normal3f); + } + } + R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, vertex3f, normal3f, varray_color4f); } + else + GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]); } - out += 4; + R_Mesh_State(&m); + GL_LockArrays(0, mesh->num_vertices); + R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i); + GL_LockArrays(0, 0); } } -void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist) +void R_Model_Alias_Draw(entity_render_t *ent) { - 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(aliasvertusage, 0, sizeof(int) * vertcount); - // parse render list and accumulate surface normals - while(shadercount--) - { - d = *renderlist++; - while (d--) - { - 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]; - 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]; - aliasvertusage[renderlist[0]]++; - a = renderlist[1] * 3; - aliasvertnorm[a+0] += normal[0]; - aliasvertnorm[a+1] += normal[1]; - aliasvertnorm[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]; - aliasvertusage[renderlist[2]]++; - renderlist += 3; - } - } - // FIXME: precalc this - // average surface normals - out = aliasvertnorm; - u = aliasvertusage; - while(vertcount--) + int meshnum; + aliasmesh_t *mesh; + if (ent->alpha < (1.0f / 64.0f)) + return; // basically completely transparent + + c_models++; + + for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++) { - if (*u > 1) - { - s = ixtable[*u]; - out[0] *= s; - out[1] *= s; - out[2] *= s; - } - u++; - out += 3; + if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchAliasSkin(ent, mesh)->flags & ALIASSKIN_TRANSPARENT) + R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawAliasModelCallback, ent, meshnum); + else + R_DrawAliasModelCallback(ent, meshnum); } } -void R_DrawZymoticModelMesh(zymtype1header_t *m) +void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius) { - int i, *renderlist; - rtexture_t **texture; - - // FIXME: do better fog - renderlist = (int *)(m->lump_render.start + (int) m); - texture = (rtexture_t **)(m->lump_shaders.start + (int) m); - - 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]); - - for (i = 0;i < m->numshaders;i++) + int meshnum; + vec3_t lightmins, lightmaxs; + aliasmesh_t *mesh; + aliasskin_t *skin; + float projectdistance, *vertex3f; + if (!(ent->flags & RENDER_SHADOW)) + return; + lightmins[0] = relativelightorigin[0] - lightradius; + lightmins[1] = relativelightorigin[1] - lightradius; + lightmins[2] = relativelightorigin[2] - lightradius; + lightmaxs[0] = relativelightorigin[0] + lightradius; + lightmaxs[1] = relativelightorigin[1] + lightradius; + lightmaxs[2] = relativelightorigin[2] + lightradius; + // check the box in modelspace, it was already checked in worldspace + if (!BoxesOverlap(ent->model->normalmins, ent->model->normalmaxs, lightmins, lightmaxs)) + return; + projectdistance = lightradius + ent->model->radius;// - sqrt(DotProduct(relativelightorigin, relativelightorigin)); + if (projectdistance > 0.1) { - 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 + R_Mesh_Matrix(&ent->matrix); + for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++) { - aliasmeshinfo.transparent = false; - aliasmeshinfo.blendfunc1 = GL_ONE; - aliasmeshinfo.blendfunc2 = GL_ZERO; + skin = R_FetchAliasSkin(ent, mesh); + if (skin->flags & ALIASSKIN_TRANSPARENT) + continue; + if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1) + vertex3f = mesh->data_basevertex3f; + else + { + vertex3f = varray_vertex3f; + Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f); + } + // identify lit faces within the bounding box + R_Shadow_PrepareShadowMark(mesh->num_triangles); + R_Shadow_MarkVolumeFromBox(0, mesh->num_triangles, vertex3f, mesh->data_element3i, relativelightorigin, lightmins, lightmaxs, ent->model->normalmins, ent->model->normalmaxs); + R_Shadow_VolumeFromList(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, mesh->data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist); } - aliasmeshinfo.numtriangles = *renderlist++; - aliasmeshinfo.index = renderlist; - c_alias_polys += aliasmeshinfo.numtriangles; - R_Mesh_Draw(&aliasmeshinfo); - renderlist += aliasmeshinfo.numtriangles * 3; } } -void R_DrawZymoticModelMeshFog(vec3_t org, zymtype1header_t *m) +void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist) { - int i, *renderlist; + int c, meshnum, layernum; + float fog, ifog, lightcolor2[3], ambientscale2, diffusescale2, specularscale2; + float *vertex3f, *svector3f, *tvector3f, *normal3f; vec3_t diff; + qbyte *bcolor; + aliasmesh_t *mesh; + aliaslayer_t *layer; + aliasskin_t *skin; - // FIXME: do better fog - renderlist = (int *)(m->lump_render.start + (int) m); - - aliasmeshinfo.tex[0] = 0; - aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA; - aliasmeshinfo.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - - 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)); + R_Mesh_Matrix(&ent->matrix); - for (i = 0;i < m->numshaders;i++) + fog = 0; + if (fogenabled) { - aliasmeshinfo.numtriangles = *renderlist++; - aliasmeshinfo.index = renderlist; - c_alias_polys += aliasmeshinfo.numtriangles; - R_Mesh_Draw(&aliasmeshinfo); - renderlist += aliasmeshinfo.numtriangles * 3; + VectorSubtract(ent->origin, r_vieworigin, 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; -void R_DrawZymoticModel (void) -{ - 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); + for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++) + { + skin = R_FetchAliasSkin(ent, mesh); + // FIXME: transparent skins need to be lit during the transparent render + if (skin->flags & ALIASSKIN_TRANSPARENT) + continue; + vertex3f = NULL; + svector3f = NULL; + tvector3f = NULL; + normal3f = NULL; + for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++) + { + if (!(layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR)) + || ((layer->flags & ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED) && ent->colormap < 0) + || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0)) + continue; + lightcolor2[0] = lightcolor[0] * ifog; + lightcolor2[1] = lightcolor[1] * ifog; + lightcolor2[2] = lightcolor[2] * ifog; + ambientscale2 = 0; + diffusescale2 = 0; + specularscale2 = 0; + if (layer->flags & ALIASLAYER_SPECULAR) + specularscale2 = specularscale; + if (layer->flags & ALIASLAYER_DIFFUSE) + { + if (layer->flags & ALIASLAYER_COLORMAP_PANTS) + { + // 128-224 are backwards ranges + c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12; + // fullbright passes were already taken care of, so skip them in realtime lighting passes + if (c < 224) + { + bcolor = (qbyte *) (&palette_complete[c]); + lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f); + lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f); + lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f); + ambientscale2 = ambientscale; + diffusescale2 = diffusescale; + } + } + else if (layer->flags & ALIASLAYER_COLORMAP_SHIRT) + { + // 128-224 are backwards ranges + c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12; + // fullbright passes were already taken care of, so skip them in realtime lighting passes + if (c < 224) + { + bcolor = (qbyte *) (&palette_complete[c]); + lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f); + lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f); + lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f); + ambientscale2 = ambientscale; + diffusescale2 = diffusescale; + } + } + else + { + ambientscale2 = ambientscale; + diffusescale2 = diffusescale; + } + } + if (!(ambientscale2 + diffusescale2 + specularscale2) || VectorLength2(lightcolor2) <= 0.01) + continue; + c_alias_polys += mesh->num_triangles; + if (!vertex3f) + { + if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1) + { + vertex3f = mesh->data_basevertex3f; + svector3f = mesh->data_basesvector3f; + tvector3f = mesh->data_basetvector3f; + normal3f = mesh->data_basenormal3f; + } + else + { + vertex3f = varray_vertex3f; + svector3f = varray_svector3f; + tvector3f = varray_tvector3f; + normal3f = varray_normal3f; + Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f); + Mod_BuildTextureVectorsAndNormals(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_texcoord2f, mesh->data_element3i, svector3f, tvector3f, normal3f); + } + } + // TODO: make layer have ->gloss as well as ->texture, and merge specular layer for common non-colormapped case? + R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertex3f, svector3f, tvector3f, normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, ambientscale2, diffusescale2, specularscale2); + } + } } -void R_DrawAliasModel (void) -{ - if (currentrenderentity->alpha < (1.0f / 64.0f)) - return; // basically completely transparent - - c_models++; - - softwaretransformforentity(currentrenderentity); - - if (currentrenderentity->model->aliastype == ALIASTYPE_ZYM) - R_DrawZymoticModel(); - else - R_DrawQ1Q2AliasModel(); -}