X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=gl_models.c;h=675ef2ba2280f81c48a15243b99dd230439cc9b9;hb=c8630f49b9fe6321ff9778ea79bd062d812e513d;hp=99e71140dc247f300bd1ccae99cbb4c916ffc5d5;hpb=e4b3858e7aca0ead91be1d8f675db084d025abad;p=xonotic%2Fdarkplaces.git diff --git a/gl_models.c b/gl_models.c index 99e71140..675ef2ba 100644 --- a/gl_models.c +++ b/gl_models.c @@ -1,579 +1,573 @@ #include "quakedef.h" - -cvar_t gl_transform = {"gl_transform", "1"}; -cvar_t gl_lockarrays = {"gl_lockarrays", "1"}; +#include "cl_collision.h" +#include "r_shadow.h" typedef struct { float m[3][4]; } zymbonematrix; -// LordHavoc: vertex array -float *aliasvert; -float *aliasvertnorm; -byte *aliasvertcolor; -byte *aliasvertcolor2; -zymbonematrix *zymbonepose; +// 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; -rtexture_t *chrometexture; +mempool_t *gl_models_mempool; -int arraylocked = false; -void GL_LockArray(int first, int count) -{ - if (gl_supportslockarrays && gl_lockarrays.value) - { - qglLockArraysEXT(first, count); - arraylocked = true; - } -} +#define expandaliasvert(newmax) if ((newmax) > aliasvertmax) gl_models_allocarrays(newmax) -void GL_UnlockArray() +void gl_models_allocarrays(int newmax) { - if (arraylocked) - { - qglUnlockArraysEXT(); - arraylocked = false; - } + 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_SetupModelTransform (vec3_t origin, vec3_t angles, vec_t scale) +void gl_models_freearrays(void) { - 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); + 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 makechrometexture() +void gl_models_start(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 ("chrometexture", 64, 64, &data[0][0], TEXF_MIPMAP | TEXF_RGBA | TEXF_PRECACHE); + // 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_start() +void gl_models_shutdown(void) { - // allocate vertex processing arrays - aliasvert = qmalloc(sizeof(float[MD2MAX_VERTS][3])); - aliasvertnorm = qmalloc(sizeof(float[MD2MAX_VERTS][3])); - aliasvertcolor = qmalloc(sizeof(byte[MD2MAX_VERTS][4])); - aliasvertcolor2 = qmalloc(sizeof(byte[MD2MAX_VERTS][4])); // used temporarily for tinted coloring - zymbonepose = qmalloc(sizeof(zymbonematrix[256])); - aliasvertusage = qmalloc(sizeof(int[MD2MAX_VERTS])); - makechrometexture(); + gl_models_freearrays(); + Mem_FreePool(&gl_models_mempool); } -void gl_models_shutdown() +void gl_models_newmap(void) { - qfree(aliasvert); - qfree(aliasvertnorm); - qfree(aliasvertcolor); - qfree(aliasvertcolor2); - qfree(zymbonepose); - qfree(aliasvertusage); } -void GL_Models_Init() +void GL_Models_Init(void) { - Cvar_RegisterVariable(&gl_transform); - Cvar_RegisterVariable(&gl_lockarrays); - - R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown); + R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap); } -extern vec3_t softwaretransform_x; -extern vec3_t softwaretransform_y; -extern vec3_t softwaretransform_z; -extern vec_t softwaretransform_scale; -extern vec3_t softwaretransform_offset; -void R_AliasTransformVerts(int vertcount) +#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, aliasmesh_t *mesh, int whicharray, float *out3f) { - int i; - vec3_t point, matrix_x, matrix_y, matrix_z; - float *av, *avn; - av = aliasvert; - avn = aliasvertnorm; - matrix_x[0] = softwaretransform_x[0] * softwaretransform_scale; - matrix_x[1] = softwaretransform_y[0] * softwaretransform_scale; - matrix_x[2] = softwaretransform_z[0] * softwaretransform_scale; - matrix_y[0] = softwaretransform_x[1] * softwaretransform_scale; - matrix_y[1] = softwaretransform_y[1] * softwaretransform_scale; - matrix_y[2] = softwaretransform_z[1] * softwaretransform_scale; - matrix_z[0] = softwaretransform_x[2] * softwaretransform_scale; - matrix_z[1] = softwaretransform_y[2] * softwaretransform_scale; - matrix_z[2] = softwaretransform_z[2] * softwaretransform_scale; - for (i = 0;i < vertcount;i++) + int i, vertcount; + float lerp1, lerp2, lerp3, lerp4; + const float *vertsbase, *verts1, *verts2, *verts3, *verts4; + + switch(whicharray) { - // rotate, scale, and translate the vertex locations - VectorCopy(av, point); - av[0] = DotProduct(point, matrix_x) + softwaretransform_offset[0]; - av[1] = DotProduct(point, matrix_y) + softwaretransform_offset[1]; - av[2] = DotProduct(point, matrix_z) + softwaretransform_offset[2]; - // rotate the normals - VectorCopy(avn, point); - avn[0] = point[0] * softwaretransform_x[0] + point[1] * softwaretransform_y[0] + point[2] * softwaretransform_z[0]; - avn[1] = point[0] * softwaretransform_x[1] + point[1] * softwaretransform_y[1] + point[2] * softwaretransform_z[1]; - avn[2] = point[0] * softwaretransform_x[2] + point[1] * softwaretransform_y[2] + point[2] * softwaretransform_z[2]; - av += 3; - avn += 3; + 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; } -} -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) -{ - int i; - vec3_t scale1, scale2, scale3, scale4, translate; - float *n1, *n2, *n3, *n4; - float *av, *avn; - av = aliasvert; - avn = aliasvertnorm; - VectorScaleQuick(fscale1, lerp1, scale1); - if (lerp2) + vertcount = mesh->num_vertices; + verts1 = vertsbase + ent->frameblend[0].frame * vertcount * 3; + lerp1 = ent->frameblend[0].lerp; + if (ent->frameblend[1].lerp) { - VectorScaleQuick(fscale2, lerp2, scale2); - if (lerp3) + verts2 = vertsbase + ent->frameblend[1].frame * vertcount * 3; + lerp2 = ent->frameblend[1].lerp; + if (ent->frameblend[2].lerp) { - VectorScaleQuick(fscale3, lerp3, scale3); - if (lerp4) + verts3 = vertsbase + ent->frameblend[2].frame * vertcount * 3; + lerp3 = ent->frameblend[2].lerp; + if (ent->frameblend[3].lerp) { - VectorScaleQuick(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 += 3; - avn += 3; - verts1++;verts2++;verts3++;verts4++; - } + 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 - { - 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 += 3; - avn += 3; - verts1++;verts2++;verts3++; - } - } + for (i = 0;i < vertcount * 3;i++) + VectorMAMAM(lerp1, verts1 + i, lerp2, verts2 + i, lerp3, verts3 + i, out3f + i); } 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 += 3; - avn += 3; - verts1++;verts2++; - } - } + for (i = 0;i < vertcount * 3;i++) + VectorMAM(lerp1, verts1 + i, lerp2, verts2 + i, out3f + i); } 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 += 3; - 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 += 3; - avn += 3; - verts1++; - } - } - } + memcpy(out3f, verts1, vertcount * sizeof(float[3])); } -void GL_DrawModelMesh(rtexture_t *skin, byte *colors, maliashdr_t *maliashdr) +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) { - if (!r_render.value) - return; - glBindTexture(GL_TEXTURE_2D, R_GetTexture(skin)); - if (!colors) - { - if (lighthalf) - glColor3f(0.5f, 0.5f, 0.5f); + model_t *model = ent->model; + if (model->numskins) + { + 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) (cl.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount; else - glColor3f(1.0f, 1.0f, 1.0f); + s = model->skinscenes[s].firstframe; + if (s >= mesh->num_skins) + s = 0; + return mesh->data_skins + s; } - if (colors) + else { - glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors); - glEnableClientState(GL_COLOR_ARRAY); + r_aliasnoskinlayers[0].texture = r_notexture; + return &r_aliasnoskin; } - - glDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata)); - - if (colors) - glDisableClientState(GL_COLOR_ARRAY); - // leave it in a state for additional passes - glDepthMask(0); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive } -void R_TintModel(byte *in, byte *out, int verts, byte *color) +void R_DrawAliasModelCallback (const void *calldata1, int calldata2) { - int i; - byte r = color[0]; - byte g = color[1]; - byte b = color[2]; - for (i = 0;i < verts;i++) - { - out[0] = (byte) ((in[0] * r) >> 8); - out[1] = (byte) ((in[1] * g) >> 8); - out[2] = (byte) ((in[2] * b) >> 8); - out[3] = in[3]; - in += 4; - out += 4; - } -} + int c, fullbright, layernum, firstpass; + float tint[3], fog, ifog, colorscale, ambientcolor4f[4]; + vec3_t diff; + qbyte *bcolor; + rmeshstate_t m; + const entity_render_t *ent = calldata1; + aliasmesh_t *mesh = ent->model->aliasdata_meshes + calldata2; + aliaslayer_t *layer; + aliasskin_t *skin; + rcachearrayrequest_t request; -/* -================= -R_DrawAliasFrame + R_Mesh_Matrix(&ent->matrix); -================= -*/ -extern vec3_t lightspot; -void R_LightModel(int numverts, vec3_t center, vec3_t basecolor); -void R_DrawAliasFrame (maliashdr_t *maliashdr, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, vec3_t angles, vec_t scale, frameblend_t *blend, rtexture_t **skin, int colormap, int effects, int flags) -{ - if (gl_transform.value) + fog = 0; + if (fogenabled) { - if (r_render.value) + 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; + + firstpass = true; + skin = R_FetchAliasSkin(ent, mesh); + for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++) + { + if (!(layer->flags & ALIASLAYER_FORCEDRAW_IF_FIRSTPASS) || !firstpass) { - glPushMatrix(); - GL_SetupModelTransform(org, angles, scale); + 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) && (r_shadow_realtime_world.integer && r_ambient.integer <= 0 && r_fullbright.integer == 0 && !(ent->effects & EF_FULLBRIGHT)))) + continue; } - } - // always needed, for model lighting - softwaretransformforentity(ent); - - R_AliasLerpVerts(maliashdr->numverts, - blend[0].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[0].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin, - blend[1].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[1].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin, - blend[2].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[2].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin, - blend[3].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[3].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin); - if (!gl_transform.value) - R_AliasTransformVerts(maliashdr->numverts); - - // prep the vertex array as early as possible - if (r_render.value) - { - glVertexPointer(3, GL_FLOAT, 0, aliasvert); - glEnableClientState(GL_VERTEX_ARRAY); - glTexCoordPointer(2, GL_FLOAT, 0, (void *)((int) maliashdr->texdata + (int) maliashdr)); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); - GL_LockArray(0, maliashdr->numverts); - } - - R_LightModel(maliashdr->numverts, org, color); - - if (!r_render.value) - return; - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); - glShadeModel(GL_SMOOTH); - if (effects & EF_ADDITIVE) - { - glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering - glEnable(GL_BLEND); - glDepthMask(0); - } - else if (alpha != 1.0) - { - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glDepthMask(0); - } - else - { - glDisable(GL_BLEND); - glDepthMask(1); - } - - if (skin[0] || skin[1] || skin[2] || skin[3] || skin[4]) - { - if (colormap >= 0 && (skin[0] || skin[1] || skin[2])) + memset(&m, 0, sizeof(m)); + if (!firstpass || (ent->effects & EF_ADDITIVE)) { - int c; - if (skin[0]) - GL_DrawModelMesh(skin[0], aliasvertcolor, maliashdr); - if (skin[1]) + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + } + else if ((skin->flags & ALIASSKIN_TRANSPARENT) || ent->alpha != 1.0) + { + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + } + else + { + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + } + firstpass = false; + expandaliasvert(mesh->num_vertices); + colorscale = r_colorscale; + m.texrgbscale[0] = 1; + m.tex[0] = R_GetTexture(layer->texture); + if (gl_combine.integer && layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR)) + { + colorscale *= 0.25f; + m.texrgbscale[0] = 4; + } + c_alias_polys += mesh->num_triangles; + if (gl_mesh_copyarrays.integer) + { + R_Mesh_State(&m); + R_Mesh_GetSpace(mesh->num_vertices); + if (layer->texture != NULL) + R_Mesh_CopyTexCoord2f(0, mesh->data_texcoord2f, mesh->num_vertices); + R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f); + } + else + { + m.pointervertexcount = mesh->num_vertices; + memset(&request, 0, sizeof(request)); + request.data_size = mesh->num_vertices * sizeof(float[3]); + request.id_pointer2 = mesh->data_aliasvertex3f; + request.id_number1 = layernum; + request.id_number2 = 0; + request.id_number3 = CRC_Block((void *)ent->frameblend, sizeof(ent->frameblend)); + if (R_Mesh_CacheArray(&request)) + R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, request.data); + m.pointer_vertex = request.data; + m.pointer_texcoord[0] = layer->texture != NULL ? mesh->data_texcoord2f : NULL; + } + if (layer->flags & ALIASLAYER_FOG) + { + colorscale *= fog; + GL_Color(fogcolor[0] * colorscale, fogcolor[1] * colorscale, fogcolor[2] * colorscale, ent->alpha); + } + else + { + if (layer->flags & (ALIASLAYER_COLORMAP_PANTS | ALIASLAYER_COLORMAP_SHIRT)) { - c = (colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges - R_TintModel(aliasvertcolor, aliasvertcolor2, maliashdr->numverts, (byte *) (&d_8to24table[c])); - GL_DrawModelMesh(skin[1], aliasvertcolor2, maliashdr); + // 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 = c >= 224; + VectorScale(bcolor, (1.0f / 255.0f), tint); } - if (skin[2]) + else { - c = colormap & 0xF0 ;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges - R_TintModel(aliasvertcolor, aliasvertcolor2, maliashdr->numverts, (byte *) (&d_8to24table[c])); - GL_DrawModelMesh(skin[2], aliasvertcolor2, maliashdr); + tint[0] = tint[1] = tint[2] = 1; + fullbright = false; + } + colorscale *= ifog; + if (fullbright || !(layer->flags & ALIASLAYER_DIFFUSE) || r_fullbright.integer || (ent->effects & EF_FULLBRIGHT)) + GL_Color(tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha); + else if (r_shadow_realtime_world.integer) + { + colorscale *= r_ambient.value * (2.0f / 128.0f); + GL_Color(tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha); } - } - else - { - if (skin[4]) GL_DrawModelMesh(skin[4], aliasvertcolor, maliashdr); else { - if (skin[0]) GL_DrawModelMesh(skin[0], aliasvertcolor, maliashdr); - if (skin[1]) GL_DrawModelMesh(skin[1], aliasvertcolor, maliashdr); - if (skin[2]) GL_DrawModelMesh(skin[2], aliasvertcolor, maliashdr); + if (R_LightModel(ambientcolor4f, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false)) + { + GL_UseColorArray(); + if (gl_mesh_copyarrays.integer) + { + R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_NORMAL, aliasvert_normal3f); + R_LightModel_CalcVertexColors(ambientcolor4f, mesh->num_vertices, varray_vertex3f, aliasvert_normal3f, varray_color4f); + } + else + { + // request color4f cache + request.data_size = mesh->num_vertices * sizeof(float[4]); + request.id_pointer1 = ent; + request.id_number2 = 2; + request.id_number3 = CRC_Block((void *)ent->frameblend, sizeof(ent->frameblend)) + CRC_Block((void *)&ent->entlightstime, sizeof(ent->entlightstime)); + if (R_Mesh_CacheArray(&request)) + { + // save off the color pointer before we blow away the request + m.pointer_color = request.data; + // request normal3f cache + request.data_size = mesh->num_vertices * sizeof(float[3]); + request.id_pointer1 = NULL; + request.id_number2 = 3; + request.id_number3 = CRC_Block((void *)ent->frameblend, sizeof(ent->frameblend)); + if (R_Mesh_CacheArray(&request)) + R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_NORMAL, request.data); + R_LightModel_CalcVertexColors(ambientcolor4f, mesh->num_vertices, m.pointer_vertex, request.data, m.pointer_color); + } + else + m.pointer_color = request.data; + } + } + else + GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]); } } - if (skin[3]) GL_DrawModelMesh(skin[3], NULL, maliashdr); + if (!gl_mesh_copyarrays.integer) + R_Mesh_State(&m); + R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i); } - else - GL_DrawModelMesh(0, NULL, maliashdr); +} - if (fogenabled) +void R_Model_Alias_Draw(entity_render_t *ent) +{ + int meshnum; + aliasmesh_t *mesh; + if (ent->alpha < (1.0f / 64.0f)) + return; // basically completely transparent + + c_models++; + + for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++, mesh++) { - vec3_t diff; - glDisable (GL_TEXTURE_2D); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable (GL_BLEND); - glDepthMask(0); // disable zbuffer updates + 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); + else + R_DrawAliasModelCallback(ent, meshnum); + } +} - VectorSubtract(org, r_refdef.vieworg, diff); - glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff))); +void R_Model_Alias_DrawFakeShadow (entity_render_t *ent) +{ + int i, meshnum; + aliasmesh_t *mesh; + aliasskin_t *skin; + rmeshstate_t m; + float *v, plane[4], dist, projection[3], floororigin[3], surfnormal[3], lightdirection[3], v2[3]; + rcachearrayrequest_t request; + + if ((ent->effects & EF_ADDITIVE) || ent->alpha < 1) + return; - glDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata)); + lightdirection[0] = 0.5; + lightdirection[1] = 0.2; + lightdirection[2] = -1; + VectorNormalizeFast(lightdirection); - glEnable (GL_TEXTURE_2D); - glColor3f (1,1,1); - } - GL_UnlockArray(); - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - glDisableClientState(GL_VERTEX_ARRAY); + VectorMA(ent->origin, 65536.0f, lightdirection, v2); + if (CL_TraceLine(ent->origin, v2, floororigin, surfnormal, 0, false, NULL) == 1) + return; - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable (GL_BLEND); - glDepthMask(1); + R_Mesh_Matrix(&ent->matrix); - glPopMatrix(); -} + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + if (gl_mesh_copyarrays.integer) + R_Mesh_State(&m); + GL_Color(0, 0, 0, 0.5); -/* -================= -R_DrawQ2AliasFrame + // put a light direction in the entity's coordinate space + Matrix4x4_Transform3x3(&ent->inversematrix, lightdirection, projection); + VectorNormalizeFast(projection); -================= -*/ -void R_DrawQ2AliasFrame (md2mem_t *pheader, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, vec3_t angles, vec_t scale, frameblend_t *blend, rtexture_t *skin, int effects, int flags) -{ - int *order, count; - md2frame_t *frame1, *frame2, *frame3, *frame4; + // put the plane's normal in the entity's coordinate space + Matrix4x4_Transform3x3(&ent->inversematrix, surfnormal, plane); + VectorNormalizeFast(plane); - if (r_render.value) - glBindTexture(GL_TEXTURE_2D, R_GetTexture(skin)); + // put the plane's distance in the entity's coordinate space + VectorSubtract(floororigin, ent->origin, floororigin); + plane[3] = DotProduct(floororigin, surfnormal) + 2; - if (gl_transform.value) + dist = -1.0f / DotProduct(projection, plane); + VectorScale(projection, dist, projection); + memset(&request, 0, sizeof(request)); + for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++) { - if (r_render.value) + skin = R_FetchAliasSkin(ent, mesh); + if (skin->flags & ALIASSKIN_TRANSPARENT) + continue; + if (gl_mesh_copyarrays.integer) { - glPushMatrix(); - GL_SetupModelTransform(org, angles, scale); + R_Mesh_GetSpace(mesh->num_vertices); + R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f); + for (i = 0, v = varray_vertex3f;i < mesh->num_vertices;i++, v += 3) + { + dist = DotProduct(v, plane) - plane[3]; + if (dist > 0) + VectorMA(v, dist, projection, v); + } } - } - // always needed, for model lighting - softwaretransformforentity(ent); - - frame1 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[0].frame)); - frame2 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[1].frame)); - frame3 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[2].frame)); - frame4 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[3].frame)); - R_AliasLerpVerts(pheader->num_xyz, - blend[0].lerp, frame1->verts, frame1->scale, frame1->translate, - blend[1].lerp, frame2->verts, frame2->scale, frame2->translate, - blend[2].lerp, frame3->verts, frame3->scale, frame3->translate, - blend[3].lerp, frame4->verts, frame4->scale, frame4->translate); - if (!gl_transform.value) - R_AliasTransformVerts(pheader->num_xyz); - - R_LightModel(pheader->num_xyz, org, color); - - if (!r_render.value) - return; - // LordHavoc: big mess... - // using vertex arrays only slightly, although it is enough to prevent duplicates - // (saving half the transforms) - glVertexPointer(3, GL_FLOAT, 0, aliasvert); - glColorPointer(4, GL_UNSIGNED_BYTE, 0, aliasvertcolor); - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_COLOR_ARRAY); - - order = (int *)((int)pheader + pheader->ofs_glcmds); - while(1) - { - if (!(count = *order++)) - break; - if (count > 0) - glBegin(GL_TRIANGLE_STRIP); else { - glBegin(GL_TRIANGLE_FAN); - count = -count; - } - do - { - glTexCoord2f(((float *)order)[0], ((float *)order)[1]); - glArrayElement(order[2]); - order += 3; + request.data_size = mesh->num_vertices * sizeof(float[3]); + request.id_pointer1 = mesh; + request.id_number1 = CRC_Block((void *)&ent->matrix, sizeof(ent->matrix)); + request.id_number2 = CRC_Block((void *)&plane, sizeof(plane)); + request.id_number3 = CRC_Block((void *)&ent->frameblend, sizeof(ent->frameblend)); + m.pointervertexcount = mesh->num_vertices; + if (R_Mesh_CacheArray(&request)) + { + R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, request.data); + for (i = 0, v = request.data;i < mesh->num_vertices;i++, v += 3) + { + dist = DotProduct(v, plane) - plane[3]; + if (dist > 0) + VectorMA(v, dist, projection, v); + } + } + m.pointer_vertex = request.data; + R_Mesh_State(&m); } - while (count--); + c_alias_polys += mesh->num_triangles; + R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i); } +} - glDisableClientState(GL_COLOR_ARRAY); - glDisableClientState(GL_VERTEX_ARRAY); - - if (fogenabled) +void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius) +{ + int meshnum; + aliasmesh_t *mesh; + aliasskin_t *skin; + float projectdistance; + if (ent->effects & EF_ADDITIVE || ent->alpha < 1) + return; + projectdistance = lightradius + ent->model->radius - sqrt(DotProduct(relativelightorigin, relativelightorigin)); + if (projectdistance > 0.1) { - glDisable (GL_TEXTURE_2D); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable (GL_BLEND); - glDepthMask(0); // disable zbuffer updates + R_Mesh_Matrix(&ent->matrix); + for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++, mesh++) { - vec3_t diff; - VectorSubtract(org, r_refdef.vieworg, diff); - glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff))); + skin = R_FetchAliasSkin(ent, mesh); + if (skin->flags & ALIASSKIN_TRANSPARENT) + continue; + R_Mesh_GetSpace(mesh->num_vertices * 2); + R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f); + R_Shadow_Volume(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, mesh->data_neighbor3i, relativelightorigin, lightradius, projectdistance); } + } +} + +void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz) +{ + int c, meshnum, layernum; + float fog, ifog, lightcolor2[3]; + 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; - // LordHavoc: big mess... - // using vertex arrays only slightly, although it is enough to prevent duplicates - // (saving half the transforms) - glVertexPointer(3, GL_FLOAT, 0, aliasvert); - glEnableClientState(GL_VERTEX_ARRAY); + R_Mesh_Matrix(&ent->matrix); - order = (int *)((int)pheader + pheader->ofs_glcmds); - while(1) + 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; + + for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++, mesh++) + { + skin = R_FetchAliasSkin(ent, mesh); + if (skin->flags & ALIASSKIN_TRANSPARENT) + continue; + 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); + for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++) { - if (!(count = *order++)) - break; - if (count > 0) - glBegin(GL_TRIANGLE_STRIP); - else + 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; + if (layer->flags & ALIASLAYER_SPECULAR) { - glBegin(GL_TRIANGLE_FAN); - count = -count; + 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, lightradius, lightcolor2, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, NULL); } - do + else if (layer->flags & ALIASLAYER_DIFFUSE) { - glArrayElement(order[2]); - order += 3; + 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); + } + 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); + } + 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, lightradius, lightcolor2, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, NULL); } - while (count--); } - - glDisableClientState(GL_VERTEX_ARRAY); - - glEnable (GL_TEXTURE_2D); - glColor3f (1,1,1); } - - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable (GL_BLEND); - glDepthMask(1); - - if (gl_transform.value) - glPopMatrix(); } -void ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, zymbone_t *bone, float rootorigin[3], float rootangles[3], float rootscale) +int ZymoticLerpBones(int count, const zymbonematrix *bonebase, const frameblend_t *blend, const zymbone_t *bone) { + int i; float lerp1, lerp2, lerp3, lerp4; - zymbonematrix *out, rootmatrix, m, *bone1, *bone2, *bone3, *bone4; - lerp1 = 1 - lerp2; - out = zymbonepose; - AngleVectors(rootangles, rootmatrix.m[0], rootmatrix.m[1], rootmatrix.m[2]); - VectorScale(rootmatrix.m[0], rootscale, rootmatrix.m[0]); - VectorScale(rootmatrix.m[1], rootscale, rootmatrix.m[1]); - VectorScale(rootmatrix.m[2], rootscale, rootmatrix.m[2]); - rootmatrix.m[0][3] = rootorigin[0]; - rootmatrix.m[1][3] = rootorigin[1]; - rootmatrix.m[2][3] = rootorigin[2]; + zymbonematrix *out, rootmatrix, m; + const zymbonematrix *bone1, *bone2, *bone3, *bone4; + + rootmatrix.m[0][0] = 1; + rootmatrix.m[0][1] = 0; + rootmatrix.m[0][2] = 0; + rootmatrix.m[0][3] = 0; + rootmatrix.m[1][0] = 0; + rootmatrix.m[1][1] = 1; + rootmatrix.m[1][2] = 0; + rootmatrix.m[1][3] = 0; + rootmatrix.m[2][0] = 0; + rootmatrix.m[2][1] = 0; + rootmatrix.m[2][2] = 1; + rootmatrix.m[2][3] = 0; + bone1 = bonebase + blend[0].frame * count; lerp1 = blend[0].lerp; if (blend[1].lerp) @@ -589,7 +583,7 @@ void ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, z // 4 poses bone4 = bonebase + blend[3].frame * count; lerp4 = blend[3].lerp; - while(count--) + for (i = 0, out = zymbonepose;i < count;i++, out++) { // interpolate matrices m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3 + bone4->m[0][0] * lerp4; @@ -605,21 +599,20 @@ void ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, z m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3 + bone4->m[2][2] * lerp4; m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3 + bone4->m[2][3] * lerp4; if (bone->parent >= 0) - R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]); + R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]); else - R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]); + R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]); bone1++; bone2++; bone3++; bone4++; bone++; - out++; } } else { // 3 poses - while(count--) + for (i = 0, out = zymbonepose;i < count;i++, out++) { // interpolate matrices m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3; @@ -635,21 +628,20 @@ void ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, z m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3; m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3; if (bone->parent >= 0) - R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]); + R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]); else - R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]); + R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]); bone1++; bone2++; bone3++; bone++; - out++; } } } else { // 2 poses - while(count--) + for (i = 0, out = zymbonepose;i < count;i++, out++) { // interpolate matrices m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2; @@ -665,13 +657,12 @@ void ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, z m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2; m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2; if (bone->parent >= 0) - R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]); + R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]); else - R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]); + R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]); bone1++; bone2++; bone++; - out++; } } } @@ -681,7 +672,7 @@ void ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, z if (lerp1 != 1) { // lerp != 1.0 - while(count--) + for (i = 0, out = zymbonepose;i < count;i++, out++) { // interpolate matrices m.m[0][0] = bone1->m[0][0] * lerp1; @@ -697,39 +688,40 @@ void ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, z m.m[2][2] = bone1->m[2][2] * lerp1; m.m[2][3] = bone1->m[2][3] * lerp1; if (bone->parent >= 0) - R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]); + R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]); else - R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]); + R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]); bone1++; bone++; - out++; } } else { // lerp == 1.0 - while(count--) + for (i = 0, out = zymbonepose;i < count;i++, out++) { if (bone->parent >= 0) - R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &bone1->m[0], &out->m[0]); + R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &bone1->m[0][0], &out->m[0][0]); else - R_ConcatTransforms(&rootmatrix.m[0], &bone1->m[0], &out->m[0]); + R_ConcatTransforms(&rootmatrix.m[0][0], &bone1->m[0][0], &out->m[0][0]); bone1++; bone++; - out++; } } } + return true; } -void ZymoticTransformVerts(int vertcount, int *bonecounts, zymvertex_t *vert) +void ZymoticTransformVerts(int vertcount, float *vertex, int *bonecounts, zymvertex_t *vert) { int c; - float *out = aliasvert; + float *out = vertex; zymbonematrix *matrix; while(vertcount--) { c = *bonecounts++; + // FIXME: validate bonecounts at load time (must be >= 1) + // FIXME: need 4th component in origin, for how much of the translate to blend in if (c == 1) { matrix = &zymbonepose[vert->bonenum]; @@ -754,21 +746,13 @@ void ZymoticTransformVerts(int vertcount, int *bonecounts, zymvertex_t *vert) } } -float ixtable[4096]; - -void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist) +void ZymoticCalcNormal3f(int vertcount, float *vertex3f, float *normal3f, int shadercount, int *renderlist) { int a, b, c, d; - float *out, v1[3], v2[3], normal[3]; + float *out, v1[3], v2[3], normal[3], s; int *u; - if (!ixtable[1]) - { - ixtable[0] = 0; - for (a = 1;a < 4096;a++) - ixtable[a] = 1.0f / a; - } // clear normals - memset(aliasvertnorm, 0, sizeof(float[3]) * vertcount); + memset(normal3f, 0, sizeof(float) * vertcount * 3); memset(aliasvertusage, 0, sizeof(int) * vertcount); // parse render list and accumulate surface normals while(shadercount--) @@ -776,212 +760,183 @@ void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist) d = *renderlist++; while (d--) { - a = renderlist[0]*3; - b = renderlist[1]*3; - c = renderlist[2]*3; - v1[0] = aliasvert[a+0] - aliasvert[b+0]; - v1[1] = aliasvert[a+1] - aliasvert[b+1]; - v1[2] = aliasvert[a+2] - aliasvert[b+2]; - v2[0] = aliasvert[c+0] - aliasvert[b+0]; - v2[1] = aliasvert[c+1] - aliasvert[b+1]; - v2[2] = aliasvert[c+2] - aliasvert[b+2]; + a = renderlist[0]*4; + b = renderlist[1]*4; + c = renderlist[2]*4; + v1[0] = 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); - VectorNormalize(normal); + VectorNormalizeFast(normal); // add surface normal to vertices - aliasvertnorm[a+0] += normal[0]; - aliasvertnorm[a+1] += normal[1]; - aliasvertnorm[a+2] += normal[2]; - aliasvertusage[a]++; - aliasvertnorm[b+0] += normal[0]; - aliasvertnorm[b+1] += normal[1]; - aliasvertnorm[b+2] += normal[2]; - aliasvertusage[b]++; - aliasvertnorm[c+0] += normal[0]; - aliasvertnorm[c+1] += normal[1]; - aliasvertnorm[c+2] += normal[2]; - aliasvertusage[c]++; + a = renderlist[0] * 3; + 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 = aliasvertnorm; + out = normal3f; u = aliasvertusage; while(vertcount--) { if (*u > 1) { - a = ixtable[*u]; - out[0] *= a; - out[1] *= a; - out[2] *= a; + s = ixtable[*u]; + out[0] *= s; + out[1] *= s; + out[2] *= s; } u++; out += 3; } } -void GL_DrawZymoticModelMesh(byte *colors, zymtype1header_t *m) +void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2) { - int i, c, *renderlist; - rtexture_t **texture; - if (!r_render.value) - return; - renderlist = (int *)(m->lump_render.start + (int) m); - texture = (rtexture_t **)(m->lump_shaders.start + (int) m); - glVertexPointer(3, GL_FLOAT, 0, aliasvert); - glEnableClientState(GL_VERTEX_ARRAY); - - glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors); - glEnableClientState(GL_COLOR_ARRAY); - - glTexCoordPointer(2, GL_FLOAT, 0, (float *)(m->lump_texcoords.start + (int) m)); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); - - for (i = 0;i < m->numshaders;i++) - { - c = (*renderlist++) * 3; - glBindTexture(GL_TEXTURE_2D, R_GetTexture(*texture)); - texture++; - glDrawElements(GL_TRIANGLES, c, GL_UNSIGNED_INT, renderlist); - renderlist += c; - } - - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - - glDisableClientState(GL_COLOR_ARRAY); + float fog, ifog, colorscale, ambientcolor4f[4]; + 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; - glDisableClientState(GL_VERTEX_ARRAY); -} + R_Mesh_Matrix(&ent->matrix); -void GL_DrawZymoticModelMeshFog(vec3_t org, zymtype1header_t *m) -{ - vec3_t diff; - int i, c, *renderlist; - if (!r_render.value) - return; - renderlist = (int *)(m->lump_render.start + (int) m); - glDisable(GL_TEXTURE_2D); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable (GL_BLEND); - glDepthMask(0); // disable zbuffer updates + // 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]; - VectorSubtract(org, r_refdef.vieworg, diff); - glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff))); + numverts = ent->model->zymnum_verts; + numtriangles = *renderlist++; + elements = renderlist; - glVertexPointer(3, GL_FLOAT, 0, aliasvert); - glEnableClientState(GL_VERTEX_ARRAY); + expandaliasvert(numverts); - for (i = 0;i < m->numshaders;i++) + fog = 0; + if (fogenabled) { - c = (*renderlist++) * 3; - glDrawElements(GL_TRIANGLES, c, GL_UNSIGNED_INT, renderlist); - renderlist += c; + VectorSubtract(ent->origin, r_origin, diff); + fog = DotProduct(diff,diff); + if (fog < 0.01f) + fog = 0.01f; + fog = exp(fogdensity/fog); + if (fog > 1) + fog = 1; + if (fog < 0.01f) + fog = 0; + // fog method: darken, additive fog + // 1. render model as normal, scaled by inverse of fog alpha (darkens it) + // 2. render fog as additive } + ifog = 1 - fog; - glDisableClientState(GL_VERTEX_ARRAY); - - glEnable(GL_TEXTURE_2D); - glColor3f (1,1,1); -} - -/* -================= -R_DrawZymoticFrame -================= -*/ -void R_DrawZymoticFrame (zymtype1header_t *m, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, vec3_t angles, vec_t scale, frameblend_t *blend, int skinblah, int effects, int flags) -{ - ZymoticLerpBones(m->numbones, (zymbonematrix *)(m->lump_poses.start + (int) m), blend, (zymbone_t *)(m->lump_bones.start + (int) m), org, angles, scale); - ZymoticTransformVerts(m->numverts, (int *)(m->lump_vertbonecounts.start + (int) m), (zymvertex_t *)(m->lump_verts.start + (int) m)); - ZymoticCalcNormals(m->numverts, m->numshaders, (int *)(m->lump_render.start + (int) m)); - - R_LightModel(m->numverts, org, color); - - if (!r_render.value) - return; - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); - glShadeModel(GL_SMOOTH); - if (effects & EF_ADDITIVE) + memset(&mstate, 0, sizeof(mstate)); + if (ent->effects & EF_ADDITIVE) { - glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering - glEnable(GL_BLEND); - glDepthMask(0); + mstate.blendfunc1 = GL_SRC_ALPHA; + mstate.blendfunc2 = GL_ONE; } - else if (alpha != 1.0) + else if (ent->alpha != 1.0 || R_TextureHasAlpha(texture)) { - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glDepthMask(0); + mstate.blendfunc1 = GL_SRC_ALPHA; + mstate.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; } else { - glDisable(GL_BLEND); - glDepthMask(1); + mstate.blendfunc1 = GL_ONE; + mstate.blendfunc2 = GL_ZERO; } + colorscale = r_colorscale; + if (gl_combine.integer) + { + mstate.texrgbscale[0] = 4; + colorscale *= 0.25f; + } + mstate.tex[0] = R_GetTexture(texture); + R_Mesh_State(&mstate); + ZymoticLerpBones(ent->model->zymnum_bones, (zymbonematrix *) ent->model->zymdata_poses, ent->frameblend, ent->model->zymdata_bones); - GL_DrawZymoticModelMesh(aliasvertcolor, m); - - if (fogenabled) - GL_DrawZymoticModelMeshFog(org, m); - - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable (GL_BLEND); - glDepthMask(1); + R_Mesh_GetSpace(numverts); + ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->zymdata_vertbonecounts, ent->model->zymdata_verts); + R_Mesh_CopyTexCoord2f(0, ent->model->zymdata_texcoords, ent->model->zymnum_verts); + ZymoticCalcNormal3f(numverts, varray_vertex3f, aliasvert_normal3f, ent->model->zymnum_shaders, ent->model->zymdata_renderlist); + if (R_LightModel(ambientcolor4f, ent, ifog * colorscale, ifog * colorscale, ifog * colorscale, ent->alpha, false)) + { + GL_UseColorArray(); + R_LightModel_CalcVertexColors(ambientcolor4f, 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) + { + 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_GetSpace(numverts); + ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->zymdata_vertbonecounts, ent->model->zymdata_verts); + R_Mesh_Draw(numverts, numtriangles, elements); + c_alias_polys += numtriangles; + } } -extern int r_dlightframecount; - -/* -================= -R_DrawAliasModel - -================= -*/ -void R_DrawAliasModel (entity_t *ent, int cull, float alpha, model_t *clmodel, frameblend_t *blend, int skin, vec3_t org, vec3_t angles, vec_t scale, int effects, int flags, int colormap) +void R_Model_Zymotic_Draw(entity_render_t *ent) { - int i; - vec3_t mins, maxs, color; - void *modelheader; - rtexture_t **skinset; + int i; - if (alpha < (1.0 / 64.0)) + if (ent->alpha < (1.0f / 64.0f)) return; // basically completely transparent - VectorAdd (org, clmodel->mins, mins); - VectorAdd (org, clmodel->maxs, maxs); - - if (cull && R_CullBox (mins, maxs)) - return; - c_models++; - if (skin < 0 || skin >= clmodel->numskins) + for (i = 0;i < ent->model->zymnum_shaders;i++) { - skin = 0; - Con_DPrintf("invalid skin number %d for model %s\n", skin, clmodel->name); + if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_TextureHasAlpha(ent->model->zymdata_textures[i])) + R_MeshQueue_AddTransparent(ent->origin, R_DrawZymoticModelMeshCallback, ent, i); + else + R_DrawZymoticModelMeshCallback(ent, i); } +} - modelheader = Mod_Extradata (clmodel); - - { -// int *skinanimrange = (int *) (clmodel->skinanimrange + (int) modelheader) + skin * 2; -// int *skinanim = (int *) (clmodel->skinanim + (int) modelheader); - int *skinanimrange = clmodel->skinanimrange + skin * 2; - rtexture_t **skinanim = clmodel->skinanim; - i = skinanimrange[0]; - if (skinanimrange[1] > 1) // animated - i += ((int) (cl.time * 10) % skinanimrange[1]); - skinset = skinanim + i*5; - } +void R_Model_Zymotic_DrawFakeShadow(entity_render_t *ent) +{ + // FIXME +} - if (r_render.value) - glEnable (GL_TEXTURE_2D); +void R_Model_Zymotic_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, float lightradius2, float lightdistbias, float lightsubtract, float *lightcolor) +{ + // FIXME +} - c_alias_polys += clmodel->numtris; - if (clmodel->aliastype == ALIASTYPE_ZYM) - R_DrawZymoticFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, 0 , effects, flags); - else if (clmodel->aliastype == ALIASTYPE_MD2) - R_DrawQ2AliasFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, skinset[0] , effects, flags); - else - R_DrawAliasFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, skinset , colormap, effects, flags); +void R_Model_Zymotic_DrawOntoLight(entity_render_t *ent) +{ + // FIXME } +