X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=gl_models.c;h=0d7676962a00c1be0e580398cb531279149290bd;hb=6ae263d2e5d0f7d02c9f431a31dd6bf97899e7bf;hp=ca8bdb7de8e09e92583935de7e6dfdfa01252322;hpb=823d8a2d16635f92223b991cb36ae0104fb6d88e;p=xonotic%2Fdarkplaces.git diff --git a/gl_models.c b/gl_models.c index ca8bdb7d..0d767696 100644 --- a/gl_models.c +++ b/gl_models.c @@ -1,136 +1,9 @@ #include "quakedef.h" -#include "cl_collision.h" #include "r_shadow.h" -typedef struct -{ - float m[3][4]; -} zymbonematrix; - -// LordHavoc: vertex arrays -int aliasvertmax = 0; -void *aliasvertarrays = NULL; -float *aliasvertcolor4fbuf = NULL; -float *aliasvertcolor4f = NULL; // this may point at aliasvertcolorbuf or at vertex arrays in the mesh backend -float *aliasvert_vertex3f = NULL; -float *aliasvert_svector3f = NULL; -float *aliasvert_tvector3f = NULL; -float *aliasvert_normal3f = NULL; - -float *aliasvertcolor2_4f = NULL; -int *aliasvertusage; -zymbonematrix *zymbonepose; - -mempool_t *gl_models_mempool; - -#define expandaliasvert(newmax) if ((newmax) > aliasvertmax) gl_models_allocarrays(newmax) - -void gl_models_allocarrays(int newmax) -{ - qbyte *data; - aliasvertmax = newmax; - if (aliasvertarrays != NULL) - Mem_Free(aliasvertarrays); - aliasvertarrays = Mem_Alloc(gl_models_mempool, aliasvertmax * (sizeof(float[4+4+3+3+3+3]) + sizeof(int[3]))); - data = aliasvertarrays; - aliasvertcolor4f = aliasvertcolor4fbuf = (void *)data;data += aliasvertmax * sizeof(float[4]); - aliasvertcolor2_4f = (void *)data;data += aliasvertmax * sizeof(float[4]); // used temporarily for tinted coloring - aliasvert_vertex3f = (void *)data;data += aliasvertmax * sizeof(float[3]); - aliasvert_svector3f = (void *)data;data += aliasvertmax * sizeof(float[3]); - aliasvert_tvector3f = (void *)data;data += aliasvertmax * sizeof(float[3]); - aliasvert_normal3f = (void *)data;data += aliasvertmax * sizeof(float[3]); - aliasvertusage = (void *)data;data += aliasvertmax * sizeof(int[3]); -} - -void gl_models_freearrays(void) -{ - aliasvertmax = 0; - if (aliasvertarrays != NULL) - Mem_Free(aliasvertarrays); - aliasvertarrays = NULL; - aliasvertcolor4f = aliasvertcolor4fbuf = NULL; - aliasvertcolor2_4f = NULL; - aliasvert_vertex3f = NULL; - aliasvert_svector3f = NULL; - aliasvert_tvector3f = NULL; - aliasvert_normal3f = NULL; - aliasvertusage = NULL; -} - -void gl_models_start(void) -{ - // allocate vertex processing arrays - gl_models_mempool = Mem_AllocPool("GL_Models"); - zymbonepose = Mem_Alloc(gl_models_mempool, sizeof(zymbonematrix[256])); - gl_models_allocarrays(4096); -} - -void gl_models_shutdown(void) -{ - gl_models_freearrays(); - Mem_FreePool(&gl_models_mempool); -} - -void gl_models_newmap(void) -{ -} - void GL_Models_Init(void) { - R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap); -} - -#define MODELARRAY_VERTEX 0 -#define MODELARRAY_SVECTOR 1 -#define MODELARRAY_TVECTOR 2 -#define MODELARRAY_NORMAL 3 - -void R_Model_Alias_GetMesh_Array3f(const entity_render_t *ent, const aliasmesh_t *mesh, int whicharray, float *out3f) -{ - int i, vertcount; - float lerp1, lerp2, lerp3, lerp4; - const float *vertsbase, *verts1, *verts2, *verts3, *verts4; - - switch(whicharray) - { - case MODELARRAY_VERTEX:vertsbase = mesh->data_aliasvertex3f;break; - case MODELARRAY_SVECTOR:vertsbase = mesh->data_aliassvector3f;break; - case MODELARRAY_TVECTOR:vertsbase = mesh->data_aliastvector3f;break; - case MODELARRAY_NORMAL:vertsbase = mesh->data_aliasnormal3f;break; - default: - Host_Error("R_Model_Alias_GetBlendedArray: unknown whicharray %i\n", whicharray); - return; - } - - vertcount = mesh->num_vertices; - verts1 = vertsbase + ent->frameblend[0].frame * vertcount * 3; - lerp1 = ent->frameblend[0].lerp; - if (ent->frameblend[1].lerp) - { - verts2 = vertsbase + ent->frameblend[1].frame * vertcount * 3; - lerp2 = ent->frameblend[1].lerp; - if (ent->frameblend[2].lerp) - { - verts3 = vertsbase + ent->frameblend[2].frame * vertcount * 3; - lerp3 = ent->frameblend[2].lerp; - if (ent->frameblend[3].lerp) - { - verts4 = vertsbase + ent->frameblend[3].frame * vertcount * 3; - lerp4 = ent->frameblend[3].lerp; - for (i = 0;i < vertcount * 3;i++) - VectorMAMAMAM(lerp1, verts1 + i, lerp2, verts2 + i, lerp3, verts3 + i, lerp4, verts4 + i, out3f + i); - } - else - for (i = 0;i < vertcount * 3;i++) - VectorMAMAM(lerp1, verts1 + i, lerp2, verts2 + i, lerp3, verts3 + i, out3f + i); - } - else - for (i = 0;i < vertcount * 3;i++) - VectorMAM(lerp1, verts1 + i, lerp2, verts2 + i, out3f + i); - } - else - memcpy(out3f, verts1, vertcount * sizeof(float[3])); } aliaslayer_t r_aliasnoskinlayers[2] = {{ALIASLAYER_DIFFUSE, NULL, NULL}, {ALIASLAYER_FOG | ALIASLAYER_FORCEDRAW_IF_FIRSTPASS, NULL, NULL}}; @@ -144,7 +17,7 @@ aliasskin_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mes if ((unsigned int)s >= (unsigned int)model->numskins) s = 0; if (model->skinscenes[s].framecount > 1) - s = model->skinscenes[s].firstframe + (int) (cl.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount; + s = model->skinscenes[s].firstframe + (int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount; else s = model->skinscenes[s].firstframe; if (s >= mesh->num_skins) @@ -162,6 +35,7 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2) { int c, fullbright, layernum, firstpass; float tint[3], fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3]; + float *vertex3f, *normal3f; vec3_t diff; qbyte *bcolor; rmeshstate_t m; @@ -192,6 +66,9 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2) firstpass = true; skin = R_FetchAliasSkin(ent, mesh); + + vertex3f = NULL; + normal3f = NULL; for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++) { if (!(layer->flags & ALIASLAYER_FORCEDRAW_IF_FIRSTPASS) || !firstpass) @@ -200,7 +77,7 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2) || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0) || ((layer->flags & ALIASLAYER_FOG) && !fogenabled) || (layer->flags & ALIASLAYER_SPECULAR) - || ((layer->flags & ALIASLAYER_DIFFUSE) && (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0 && r_ambient.integer <= 0 && r_fullbright.integer == 0 && !(ent->effects & EF_FULLBRIGHT)))) + || ((layer->flags & ALIASLAYER_DIFFUSE) && (ent->flags & RENDER_LIGHT) && r_lightmapintensity <= 0 && !(ent->flags & RENDER_TRANSPARENT) && r_ambient.integer <= 0)) continue; } if (!firstpass || (ent->effects & EF_ADDITIVE)) @@ -218,9 +95,8 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2) GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); } - GL_DepthTest(true); + GL_DepthTest(!(ent->effects & EF_NODEPTHTEST)); firstpass = false; - expandaliasvert(mesh->num_vertices); colorscale = 1.0f; memset(&m, 0, sizeof(m)); @@ -234,11 +110,19 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2) m.texrgbscale[0] = 4; } } - R_Mesh_State_Texture(&m); + if (!vertex3f) + { + 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); + } + } + m.pointer_vertex = vertex3f; c_alias_polys += mesh->num_triangles; - GL_VertexPointer(varray_vertex3f); - R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f); if (layer->flags & ALIASLAYER_FOG) { colorscale *= fog; @@ -246,7 +130,7 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2) } else { - fullbright = !(layer->flags & ALIASLAYER_DIFFUSE) || r_fullbright.integer || (ent->effects & EF_FULLBRIGHT); + fullbright = !(layer->flags & ALIASLAYER_DIFFUSE) || !(ent->flags & RENDER_LIGHT); if (layer->flags & (ALIASLAYER_COLORMAP_PANTS | ALIASLAYER_COLORMAP_SHIRT)) { // 128-224 are backwards ranges @@ -261,24 +145,36 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2) } else tint[0] = tint[1] = tint[2] = 1; - if (r_shadow_realtime_world.integer && !fullbright) - VectorScale(tint, r_shadow_realtime_world_lightmaps.value, tint); + 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 + else if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false)) { - if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false)) + m.pointer_color = varray_color4f; + if (normal3f == NULL) { - GL_ColorPointer(varray_color4f); - R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_NORMAL, varray_normal3f); - R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, varray_vertex3f, varray_normal3f, varray_color4f); + 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); + } } - else - GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]); + R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, vertex3f, normal3f, varray_color4f); } + else + GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]); } + 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); } } @@ -294,7 +190,7 @@ void R_Model_Alias_Draw(entity_render_t *ent) for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++) { if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchAliasSkin(ent, mesh)->flags & ALIASSKIN_TRANSPARENT) - R_MeshQueue_AddTransparent(ent->origin, R_DrawAliasModelCallback, ent, meshnum); + R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawAliasModelCallback, ent, meshnum); else R_DrawAliasModelCallback(ent, meshnum); } @@ -303,12 +199,22 @@ void R_Model_Alias_Draw(entity_render_t *ent) void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius) { int meshnum; + vec3_t lightmins, lightmaxs; aliasmesh_t *mesh; aliasskin_t *skin; - float projectdistance; - if (ent->effects & EF_ADDITIVE || ent->alpha < 1) + float projectdistance, *vertex3f; + if (!(ent->flags & RENDER_SHADOW)) return; - projectdistance = lightradius + ent->model->radius - sqrt(DotProduct(relativelightorigin, relativelightorigin)); + 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) { R_Mesh_Matrix(&ent->matrix); @@ -317,25 +223,32 @@ void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightor skin = R_FetchAliasSkin(ent, mesh); if (skin->flags & ALIASSKIN_TRANSPARENT) continue; - R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f); - R_Shadow_Volume(mesh->num_vertices, mesh->num_triangles, varray_vertex3f, mesh->data_element3i, mesh->data_neighbor3i, relativelightorigin, lightradius, projectdistance); + 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); } } } -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) +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 c, meshnum, layernum; - float fog, ifog, lightcolor2[3]; + 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; - if (ent->effects & (EF_ADDITIVE | EF_FULLBRIGHT) || ent->alpha < 1) - return; - R_Mesh_Matrix(&ent->matrix); fog = 0; @@ -359,13 +272,13 @@ void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v 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; - expandaliasvert(mesh->num_vertices); - R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, aliasvert_vertex3f); - R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_SVECTOR, aliasvert_svector3f); - R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_TVECTOR, aliasvert_tvector3f); - R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_NORMAL, aliasvert_normal3f); + 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)) @@ -375,435 +288,74 @@ void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v 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) - { - c_alias_polys += mesh->num_triangles; - R_Shadow_SpecularLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, aliasvert_vertex3f, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, lightcubemap); - } - else if (layer->flags & ALIASLAYER_DIFFUSE) + 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) - continue; - 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); + 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) - continue; - 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); + 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; + } } - c_alias_polys += mesh->num_triangles; - R_Shadow_DiffuseLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, aliasvert_vertex3f, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, lightcubemap); - } - } - } -} - -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; - if (blend[1].lerp) - { - bone2 = bonebase + blend[1].frame * count; - lerp2 = blend[1].lerp; - if (blend[2].lerp) - { - 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++) + else { - // 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][0], &m.m[0][0], &out->m[0][0]); - else - R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]); - bone1++; - bone2++; - bone3++; - bone4++; - bone++; + ambientscale2 = ambientscale; + diffusescale2 = diffusescale; } } - else + if (!(ambientscale2 + diffusescale2 + specularscale2) || VectorLength2(lightcolor2) <= 0.01) + continue; + c_alias_polys += mesh->num_triangles; + if (!vertex3f) { - // 3 poses - for (i = 0, out = zymbonepose;i < count;i++, out++) + if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1) { - // 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][0], &m.m[0][0], &out->m[0][0]); - else - R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]); - bone1++; - bone2++; - bone3++; - bone++; + vertex3f = mesh->data_basevertex3f; + svector3f = mesh->data_basesvector3f; + tvector3f = mesh->data_basetvector3f; + normal3f = mesh->data_basenormal3f; } - } - } - 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][0], &m.m[0][0], &out->m[0][0]); - else - R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]); - bone1++; - bone2++; - bone++; - } - } - } - else - { - // 1 pose - if (lerp1 != 1) - { - // lerp != 1.0 - for (i = 0, out = zymbonepose;i < count;i++, out++) - { - // 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][0], &m.m[0][0], &out->m[0][0]); - else - R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]); - bone1++; - bone++; - } - } - else - { - // lerp == 1.0 - for (i = 0, out = zymbonepose;i < count;i++, out++) - { - if (bone->parent >= 0) - R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &bone1->m[0][0], &out->m[0][0]); else - R_ConcatTransforms(&rootmatrix.m[0][0], &bone1->m[0][0], &out->m[0][0]); - bone1++; - bone++; - } - } - } - return true; -} - -void ZymoticTransformVerts(int vertcount, float *vertex, int *bonecounts, zymvertex_t *vert) -{ - int c; - 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]; - 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++; - } - else - { - VectorClear(out); - while(c--) - { - 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++; + { + 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); } - out += 3; - } -} - -void ZymoticCalcNormal3f(int vertcount, float *vertex3f, float *normal3f, int shadercount, int *renderlist) -{ - int a, b, c, d; - float *out, v1[3], v2[3], normal[3], s; - int *u; - // clear normals - memset(normal3f, 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] = vertex3f[a+0] - vertex3f[b+0]; - v1[1] = vertex3f[a+1] - vertex3f[b+1]; - v1[2] = vertex3f[a+2] - vertex3f[b+2]; - v2[0] = vertex3f[c+0] - vertex3f[b+0]; - v2[1] = vertex3f[c+1] - vertex3f[b+1]; - v2[2] = vertex3f[c+2] - vertex3f[b+2]; - CrossProduct(v1, v2, normal); - VectorNormalizeFast(normal); - // add surface normal to vertices - a = renderlist[0] * 3; - normal3f[a+0] += normal[0]; - normal3f[a+1] += normal[1]; - normal3f[a+2] += normal[2]; - aliasvertusage[renderlist[0]]++; - a = renderlist[1] * 3; - normal3f[a+0] += normal[0]; - normal3f[a+1] += normal[1]; - normal3f[a+2] += normal[2]; - aliasvertusage[renderlist[1]]++; - a = renderlist[2] * 3; - normal3f[a+0] += normal[0]; - normal3f[a+1] += normal[1]; - normal3f[a+2] += normal[2]; - aliasvertusage[renderlist[2]]++; - renderlist += 3; - } - } - // FIXME: precalc this - // average surface normals - out = normal3f; - u = aliasvertusage; - while(vertcount--) - { - if (*u > 1) - { - s = ixtable[*u]; - out[0] *= s; - out[1] *= s; - out[2] *= s; - } - u++; - out += 3; - } -} - -void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2) -{ - float fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3]; - 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->alias.zymdata_renderlist; - for (i = 0;i < shadernum;i++) - renderlist += renderlist[0] * 3 + 1; - texture = ent->model->alias.zymdata_textures[shadernum]; - - numverts = ent->model->alias.zymnum_verts; - numtriangles = *renderlist++; - elements = renderlist; - - expandaliasvert(numverts); - - fog = 0; - if (fogenabled) - { - 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; - - if (ent->effects & EF_ADDITIVE) - { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - } - else if (ent->alpha != 1.0 || R_TextureHasAlpha(texture)) - { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthMask(false); - } - else - { - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_DepthMask(true); - } - GL_DepthTest(true); - GL_VertexPointer(varray_vertex3f); - - memset(&mstate, 0, sizeof(mstate)); - colorscale = 1.0f; - if (gl_combine.integer) - { - mstate.texrgbscale[0] = 4; - colorscale *= 0.25f; - } - mstate.tex[0] = R_GetTexture(texture); - mstate.pointer_texcoord[0] = ent->model->alias.zymdata_texcoords; - R_Mesh_State_Texture(&mstate); - - ZymoticLerpBones(ent->model->alias.zymnum_bones, (zymbonematrix *) ent->model->alias.zymdata_poses, ent->frameblend, ent->model->alias.zymdata_bones); - - ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->alias.zymdata_vertbonecounts, ent->model->alias.zymdata_verts); - ZymoticCalcNormal3f(numverts, varray_vertex3f, aliasvert_normal3f, ent->model->alias.zymnum_shaders, ent->model->alias.zymdata_renderlist); - if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, ifog * colorscale, ifog * colorscale, ifog * colorscale, ent->alpha, false)) - { - GL_ColorPointer(varray_color4f); - R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, numverts, varray_vertex3f, aliasvert_normal3f, varray_color4f); - } - else - GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]); - R_Mesh_Draw(numverts, numtriangles, elements); - c_alias_polys += numtriangles; - - if (fog) - { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_DepthMask(false); - GL_DepthTest(true); - GL_VertexPointer(varray_vertex3f); - - memset(&mstate, 0, sizeof(mstate)); - // FIXME: need alpha mask for fogging... - //mstate.tex[0] = R_GetTexture(texture); - //mstate.pointer_texcoord = ent->model->alias.zymdata_texcoords; - R_Mesh_State_Texture(&mstate); - - GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], ent->alpha * fog); - ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->alias.zymdata_vertbonecounts, ent->model->alias.zymdata_verts); - R_Mesh_Draw(numverts, numtriangles, elements); - c_alias_polys += numtriangles; } } -void R_Model_Zymotic_Draw(entity_render_t *ent) -{ - int i; - - if (ent->alpha < (1.0f / 64.0f)) - return; // basically completely transparent - - c_models++; - - for (i = 0;i < ent->model->alias.zymnum_shaders;i++) - { - if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_TextureHasAlpha(ent->model->alias.zymdata_textures[i])) - R_MeshQueue_AddTransparent(ent->origin, R_DrawZymoticModelMeshCallback, ent, i); - else - R_DrawZymoticModelMeshCallback(ent, i); - } -} - -void R_Model_Zymotic_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius) -{ - // FIXME -} - -void R_Model_Zymotic_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) -{ - // FIXME -} -