X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=gl_models.c;h=ec9ed00e90e22594062a689cde61ff7e3dc59a0a;hb=073ca58e4beb001f93c7a715eb27de19b40b5327;hp=3c83354b9b387ba451fa88f5b2e1356f9eea4c4d;hpb=069527b0cff9d91784bba159329e01b0b94df752;p=xonotic%2Fdarkplaces.git diff --git a/gl_models.c b/gl_models.c index 3c83354b..ec9ed00e 100644 --- a/gl_models.c +++ b/gl_models.c @@ -1,81 +1,74 @@ #include "quakedef.h" - -//cvar_t gl_transform = {0, "gl_transform", "1"}; +#include "cl_collision.h" +#include "r_shadow.h" typedef struct { float m[3][4]; } zymbonematrix; -// LordHavoc: vertex array -float *aliasvert; -float *aliasvertnorm; -float *aliasvertcolor; -float *aliasvertcolor2; -zymbonematrix *zymbonepose; +// 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; -rmeshinfo_t aliasmeshinfo; +mempool_t *gl_models_mempool; -rtexture_t *chrometexture; +#define expandaliasvert(newmax) if ((newmax) > aliasvertmax) gl_models_allocarrays(newmax) -/* -void GL_SetupModelTransform (vec3_t origin, vec3_t angles, vec_t scale) +void gl_models_allocarrays(int newmax) { - 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); + 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]); } -*/ - -rtexturepool_t *chrometexturepool; -// currently unused reflection effect texture -void makechrometexture(void) +void gl_models_freearrays(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); + 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; } -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(); + gl_models_allocarrays(4096); } void gl_models_shutdown(void) { - R_FreeTexturePool(&chrometexturepool); + gl_models_freearrays(); Mem_FreePool(&gl_models_mempool); } @@ -85,255 +78,335 @@ void gl_models_newmap(void) 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) +#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) { - 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) + int i, vertcount; + float lerp1, lerp2, lerp3, lerp4; + const float *vertsbase, *verts1, *verts2, *verts3, *verts4; + + switch(whicharray) { - VectorCopy(av, point);softwaretransform(point, av);av += 4; - VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3; - vertcount--; + 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; - VectorScale(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) { - VectorScale(fscale2, lerp2, scale2); - if (lerp3) + verts2 = vertsbase + ent->frameblend[1].frame * vertcount * 3; + lerp2 = ent->frameblend[1].lerp; + if (ent->frameblend[2].lerp) { - VectorScale(fscale3, lerp3, scale3); - if (lerp4) + verts3 = vertsbase + ent->frameblend[2].frame * vertcount * 3; + lerp3 = ent->frameblend[2].lerp; + if (ent->frameblend[3].lerp) { - 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++; - } + 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 += 4; - 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 += 4; - avn += 3; - verts1++;verts2++; - } - } + 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}}; +aliasskin_t r_aliasnoskin = {0, 2, r_aliasnoskinlayers}; +aliasskin_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mesh) +{ + model_t *model = ent->model; + if (model->numskins) { - translate[0] = translate1[0] * lerp1; - translate[1] = translate1[1] * lerp1; - translate[2] = translate1[2] * lerp1; - // generate vertices - if (lerp1 != 1) + 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 + s = model->skinscenes[s].firstframe; + if (s >= mesh->num_skins) + s = 0; + return mesh->data_skins + s; + } + else + { + r_aliasnoskinlayers[0].texture = r_notexture; + return &r_aliasnoskin; + } +} + +void R_DrawAliasModelCallback (const void *calldata1, int calldata2) +{ + 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; + + R_Mesh_Matrix(&ent->matrix); + + 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; + + 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) + { + 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; + } + if (!firstpass || (ent->effects & EF_ADDITIVE)) + { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + } + else if ((skin->flags & ALIASSKIN_TRANSPARENT) || ent->alpha != 1.0) + { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + } + else { - // general but almost never used case - for (i = 0;i < vertcount;i++) + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + } + GL_DepthTest(true); + firstpass = false; + expandaliasvert(mesh->num_vertices); + colorscale = r_colorscale; + + memset(&m, 0, sizeof(m)); + if (layer->texture != NULL) + { + m.tex[0] = R_GetTexture(layer->texture); + m.pointer_texcoord[0] = mesh->data_texcoord2f; + if (gl_combine.integer && layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR)) { - 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++; + colorscale *= 0.25f; + m.texrgbscale[0] = 4; } } + R_Mesh_State_Texture(&m); + + 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; + GL_Color(fogcolor[0] * colorscale, fogcolor[1] * colorscale, fogcolor[2] * colorscale, ent->alpha); + } else { - // fast normal case - for (i = 0;i < vertcount;i++) + fullbright = !(layer->flags & ALIASLAYER_DIFFUSE) || r_fullbright.integer || (ent->effects & EF_FULLBRIGHT); + if (r_shadow_realtime_world.integer && !fullbright) { - 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++; + colorscale *= r_ambient.value * (2.0f / 128.0f); + fullbright = true; + } + 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; + colorscale *= ifog; + if (fullbright) + GL_Color(tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha); + else + { + if (R_LightModel(ambientcolor4f, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false)) + { + GL_ColorPointer(varray_color4f); + R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_NORMAL, varray_normal3f); + R_LightModel_CalcVertexColors(ambientcolor4f, mesh->num_vertices, varray_vertex3f, varray_normal3f, varray_color4f); + } + else + GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]); } } + R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i); } } -void R_DrawModelMesh(rtexture_t *skin, float *colors, float cred, float cgreen, float cblue) +void R_Model_Alias_Draw(entity_render_t *ent) { - 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; - } + int meshnum; + aliasmesh_t *mesh; + if (ent->alpha < (1.0f / 64.0f)) + return; // basically completely transparent - c_alias_polys += aliasmeshinfo.numtriangles; - R_Mesh_Draw(&aliasmeshinfo); + c_models++; - // leave it in a state for additional passes - aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA; - aliasmeshinfo.blendfunc2 = GL_ONE; + for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->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); + else + R_DrawAliasModelCallback(ent, meshnum); + } } -void R_TintModel(float *in, float *out, int verts, float r, float g, float b) +void R_Model_Alias_DrawFakeShadow (entity_render_t *ent) { - int i; - for (i = 0;i < verts;i++) + 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]; + + if ((ent->effects & EF_ADDITIVE) || ent->alpha < 1) + return; + + lightdirection[0] = 0.5; + lightdirection[1] = 0.2; + lightdirection[2] = -1; + VectorNormalizeFast(lightdirection); + + VectorMA(ent->origin, 65536.0f, lightdirection, v2); + if (CL_TraceLine(ent->origin, v2, floororigin, surfnormal, 0, false, NULL) == 1) + return; + + R_Mesh_Matrix(&ent->matrix); + + memset(&m, 0, sizeof(m)); + R_Mesh_State_Texture(&m); + + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + GL_DepthTest(true); + GL_VertexPointer(varray_vertex3f); + GL_Color(0, 0, 0, 0.5); + + // put a light direction in the entity's coordinate space + Matrix4x4_Transform3x3(&ent->inversematrix, lightdirection, projection); + VectorNormalizeFast(projection); + + // put the plane's normal in the entity's coordinate space + Matrix4x4_Transform3x3(&ent->inversematrix, surfnormal, plane); + VectorNormalizeFast(plane); + + // put the plane's distance in the entity's coordinate space + VectorSubtract(floororigin, ent->origin, floororigin); + plane[3] = DotProduct(floororigin, surfnormal) + 2; + + dist = -1.0f / DotProduct(projection, plane); + VectorScale(projection, dist, projection); + for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++) { - out[0] = in[0] * r; - out[1] = in[1] * g; - out[2] = in[2] * b; - out[3] = in[3]; - in += 4; - out += 4; + skin = R_FetchAliasSkin(ent, mesh); + if (skin->flags & ALIASSKIN_TRANSPARENT) + continue; + 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); + } + c_alias_polys += mesh->num_triangles; + R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i); } } -void R_SetupMDLMD2Frames(skinframe_t **skinframe) +void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius) { - 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); + 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) + { + R_Mesh_Matrix(&ent->matrix); + 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; + 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); + } + } } -void R_DrawQ1Q2AliasModel (void) +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) { - float fog; + int c, meshnum, layernum; + float fog, ifog, lightcolor2[3]; vec3_t diff; - model_t *model; - skinframe_t *skinframe; - - model = currentrenderentity->model; + qbyte *bcolor; + aliasmesh_t *mesh; + aliaslayer_t *layer; + aliasskin_t *skin; - R_SetupMDLMD2Frames(&skinframe); + if (ent->effects & (EF_ADDITIVE | EF_FULLBRIGHT) || ent->alpha < 1) + return; - 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_origin, diff); fog = DotProduct(diff,diff); if (fog < 0.01f) fog = 0.01f; @@ -346,131 +419,84 @@ 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); - - if (skinframe->base || skinframe->pants || skinframe->shirt || skinframe->glow || skinframe->merged) + for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++, mesh++) { - if (currentrenderentity->colormap >= 0 && (skinframe->base || skinframe->pants || skinframe->shirt)) + 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++) { - int c; - qbyte *color; - if (skinframe->base) - R_DrawModelMesh(skinframe->base, aliasvertcolor, 0, 0, 0); - if (skinframe->pants) + 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) { - 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); - } + 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); } - if (skinframe->shirt) + else if (layer->flags & ALIASLAYER_DIFFUSE) { - 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 + if (layer->flags & ALIASLAYER_COLORMAP_PANTS) { - 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); + // 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); } } - else - { - 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); - } - } - 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 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; - - /* - 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]; + 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; @@ -503,9 +529,9 @@ int ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, zy 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++; @@ -532,9 +558,9 @@ int ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, zy 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++; @@ -561,9 +587,9 @@ int ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, zy 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++; @@ -592,9 +618,9 @@ int ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, zy 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++; } @@ -605,9 +631,9 @@ int ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, zy 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++; } @@ -616,10 +642,10 @@ int ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, zy 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--) { @@ -646,17 +672,17 @@ void ZymoticTransformVerts(int vertcount, int *bonecounts, zymvertex_t *vert) vert++; } } - out += 4; + out += 3; } } -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], s; int *u; // clear normals - memset(aliasvertnorm, 0, sizeof(float) * vertcount * 3); + memset(normal3f, 0, sizeof(float) * vertcount * 3); memset(aliasvertusage, 0, sizeof(int) * vertcount); // parse render list and accumulate surface normals while(shadercount--) @@ -667,36 +693,36 @@ void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist) a = renderlist[0]*4; b = renderlist[1]*4; c = renderlist[2]*4; - v1[0] = aliasvert[a+0] - aliasvert[b+0]; - v1[1] = aliasvert[a+1] - aliasvert[b+1]; - v1[2] = aliasvert[a+2] - aliasvert[b+2]; - v2[0] = aliasvert[c+0] - aliasvert[b+0]; - v2[1] = aliasvert[c+1] - aliasvert[b+1]; - v2[2] = aliasvert[c+2] - aliasvert[b+2]; + v1[0] = 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; - aliasvertnorm[a+0] += normal[0]; - aliasvertnorm[a+1] += normal[1]; - aliasvertnorm[a+2] += normal[2]; + normal3f[a+0] += normal[0]; + normal3f[a+1] += normal[1]; + normal3f[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]; + normal3f[a+0] += normal[0]; + normal3f[a+1] += normal[1]; + normal3f[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]; + 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--) { @@ -712,111 +738,142 @@ void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist) } } -void R_DrawZymoticModelMesh(zymtype1header_t *m) +void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2) { - int i, *renderlist; - rtexture_t **texture; + 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; + + R_Mesh_Matrix(&ent->matrix); - // FIXME: do better fog - renderlist = (int *)(m->lump_render.start + (int) m); - texture = (rtexture_t **)(m->lump_shaders.start + (int) m); + // 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]; - 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]); + numverts = ent->model->zymnum_verts; + numtriangles = *renderlist++; + elements = renderlist; - for (i = 0;i < m->numshaders;i++) + expandaliasvert(numverts); + + fog = 0; + if (fogenabled) { - aliasmeshinfo.tex[0] = R_GetTexture(texture[i]); - if (currentrenderentity->effects & EF_ADDITIVE) - { - aliasmeshinfo.transparent = true; - aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA; - aliasmeshinfo.blendfunc2 = GL_ONE; - } - else if (currentrenderentity->alpha != 1.0 || R_TextureHasAlpha(texture[i])) - { - aliasmeshinfo.transparent = true; - aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA; - aliasmeshinfo.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - } - else - { - aliasmeshinfo.transparent = false; - aliasmeshinfo.blendfunc1 = GL_ONE; - aliasmeshinfo.blendfunc2 = GL_ZERO; - } - aliasmeshinfo.numtriangles = *renderlist++; - aliasmeshinfo.index = renderlist; - c_alias_polys += aliasmeshinfo.numtriangles; - R_Mesh_Draw(&aliasmeshinfo); - renderlist += aliasmeshinfo.numtriangles * 3; + 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; -void R_DrawZymoticModelMeshFog(vec3_t org, zymtype1header_t *m) -{ - int i, *renderlist; - vec3_t diff; + 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); - // FIXME: do better fog - renderlist = (int *)(m->lump_render.start + (int) m); + memset(&mstate, 0, sizeof(mstate)); + colorscale = r_colorscale; + if (gl_combine.integer) + { + mstate.texrgbscale[0] = 4; + colorscale *= 0.25f; + } + mstate.tex[0] = R_GetTexture(texture); + mstate.pointer_texcoord[0] = ent->model->zymdata_texcoords; + R_Mesh_State_Texture(&mstate); - aliasmeshinfo.tex[0] = 0; - aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA; - aliasmeshinfo.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + ZymoticLerpBones(ent->model->zymnum_bones, (zymbonematrix *) ent->model->zymdata_poses, ent->frameblend, ent->model->zymdata_bones); - 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)); + ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->zymdata_vertbonecounts, ent->model->zymdata_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_ColorPointer(varray_color4f); + 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; - for (i = 0;i < m->numshaders;i++) + if (fog) { - aliasmeshinfo.numtriangles = *renderlist++; - aliasmeshinfo.index = renderlist; - c_alias_polys += aliasmeshinfo.numtriangles; - R_Mesh_Draw(&aliasmeshinfo); - renderlist += aliasmeshinfo.numtriangles * 3; + 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->zymdata_texcoords; + R_Mesh_State_Texture(&mstate); + + GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, ent->alpha * fog); + ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->zymdata_vertbonecounts, ent->model->zymdata_verts); + R_Mesh_Draw(numverts, numtriangles, elements); + c_alias_polys += numtriangles; } } -void R_DrawZymoticModel (void) +void R_Model_Zymotic_Draw(entity_render_t *ent) { - zymtype1header_t *m; - - // FIXME: do better fog - m = currentrenderentity->model->zymdata_header; - ZymoticLerpBones(m->numbones, (zymbonematrix *)(m->lump_poses.start + (int) m), currentrenderentity->frameblend, (zymbone_t *)(m->lump_bones.start + (int) m)); - ZymoticTransformVerts(m->numverts, (int *)(m->lump_vertbonecounts.start + (int) m), (zymvertex_t *)(m->lump_verts.start + (int) m)); - ZymoticCalcNormals(m->numverts, m->numshaders, (int *)(m->lump_render.start + (int) m)); - - R_LightModel(m->numverts); + int i; - memset(&aliasmeshinfo, 0, sizeof(aliasmeshinfo)); - aliasmeshinfo.numverts = m->numverts; + if (ent->alpha < (1.0f / 64.0f)) + return; // basically completely transparent - R_DrawZymoticModelMesh(m); + c_models++; - if (fogenabled) - R_DrawZymoticModelMeshFog(currentrenderentity->origin, m); + for (i = 0;i < ent->model->zymnum_shaders;i++) + { + if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_TextureHasAlpha(ent->model->zymdata_textures[i])) + R_MeshQueue_AddTransparent(ent->origin, R_DrawZymoticModelMeshCallback, ent, i); + else + R_DrawZymoticModelMeshCallback(ent, i); + } } -void R_DrawAliasModel (void) +void R_Model_Zymotic_DrawFakeShadow(entity_render_t *ent) { - if (currentrenderentity->alpha < (1.0f / 64.0f)) - return; // basically completely transparent - - c_models++; + // FIXME +} - softwaretransformforentity(currentrenderentity); +void R_Model_Zymotic_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, float lightradius2, float lightdistbias, float lightsubtract, float *lightcolor) +{ + // FIXME +} - if (currentrenderentity->model->aliastype == ALIASTYPE_ZYM) - R_DrawZymoticModel(); - else - R_DrawQ1Q2AliasModel(); +void R_Model_Zymotic_DrawOntoLight(entity_render_t *ent) +{ + // FIXME } +