#include "quakedef.h" #include "r_shadow.h" void GL_Models_Init(void) { } void R_Model_Alias_GetMesh_Vertex3f(const entity_render_t *ent, const aliasmesh_t *mesh, float *out3f) { if (mesh->num_vertexboneweights) { int i, k, blends; aliasvertexboneweight_t *v; float *out, *matrix, m[12], bonepose[256][12]; // vertex weighted skeletal // interpolate matrices and concatenate them to their parents for (i = 0;i < ent->model->alias.aliasnum_bones;i++) { for (k = 0;k < 12;k++) m[k] = 0; for (blends = 0;blends < 4 && ent->frameblend[blends].lerp > 0;blends++) { matrix = ent->model->alias.aliasdata_poses + (ent->frameblend[blends].frame * ent->model->alias.aliasnum_bones + i) * 12; for (k = 0;k < 12;k++) m[k] += matrix[k] * ent->frameblend[blends].lerp; } if (ent->model->alias.aliasdata_bones[i].parent >= 0) R_ConcatTransforms(bonepose[ent->model->alias.aliasdata_bones[i].parent], m, bonepose[i]); else for (k = 0;k < 12;k++) bonepose[i][k] = m[k]; } // blend the vertex bone weights memset(out3f, 0, mesh->num_vertices * sizeof(float[3])); v = mesh->data_vertexboneweights; for (i = 0;i < mesh->num_vertexboneweights;i++, v++) { out = out3f + v->vertexindex * 3; matrix = bonepose[v->boneindex]; // FIXME: this can very easily be optimized with SSE or 3DNow out[0] += v->origin[0] * matrix[0] + v->origin[1] * matrix[1] + v->origin[2] * matrix[ 2] + v->origin[3] * matrix[ 3]; out[1] += v->origin[0] * matrix[4] + v->origin[1] * matrix[5] + v->origin[2] * matrix[ 6] + v->origin[3] * matrix[ 7]; out[2] += v->origin[0] * matrix[8] + v->origin[1] * matrix[9] + v->origin[2] * matrix[10] + v->origin[3] * matrix[11]; } } else { int i, vertcount; float lerp1, lerp2, lerp3, lerp4; const float *vertsbase, *verts1, *verts2, *verts3, *verts4; // vertex morph vertsbase = mesh->data_morphvertex3f; vertcount = mesh->num_vertices; verts1 = vertsbase + ent->frameblend[0].frame * vertcount * 3; lerp1 = ent->frameblend[0].lerp; if (ent->frameblend[1].lerp) { verts2 = vertsbase + ent->frameblend[1].frame * vertcount * 3; lerp2 = ent->frameblend[1].lerp; if (ent->frameblend[2].lerp) { verts3 = vertsbase + ent->frameblend[2].frame * vertcount * 3; lerp3 = ent->frameblend[2].lerp; if (ent->frameblend[3].lerp) { verts4 = vertsbase + ent->frameblend[3].frame * vertcount * 3; lerp4 = ent->frameblend[3].lerp; for (i = 0;i < vertcount * 3;i++) VectorMAMAMAM(lerp1, verts1 + i, lerp2, verts2 + i, lerp3, verts3 + i, lerp4, verts4 + i, out3f + i); } else for (i = 0;i < vertcount * 3;i++) VectorMAMAM(lerp1, verts1 + i, lerp2, verts2 + i, lerp3, verts3 + i, out3f + i); } else for (i = 0;i < vertcount * 3;i++) VectorMAM(lerp1, verts1 + i, lerp2, verts2 + i, out3f + i); } else memcpy(out3f, verts1, vertcount * sizeof(float[3])); } } aliaslayer_t r_aliasnoskinlayers[2] = {{ALIASLAYER_DIFFUSE, NULL, NULL}, {ALIASLAYER_FOG | ALIASLAYER_FORCEDRAW_IF_FIRSTPASS, NULL, NULL}}; 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) { 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, generatenormals = true; float tint[3], fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3]; vec3_t diff; qbyte *bcolor; rmeshstate_t m; const entity_render_t *ent = calldata1; aliasmesh_t *mesh = ent->model->alias.aliasdata_meshes + calldata2; aliaslayer_t *layer; aliasskin_t *skin; R_Mesh_Matrix(&ent->matrix); fog = 0; if (fogenabled) { VectorSubtract(ent->origin, r_vieworigin, diff); fog = DotProduct(diff,diff); if (fog < 0.01f) fog = 0.01f; fog = exp(fogdensity/fog); if (fog > 1) fog = 1; if (fog < 0.01f) fog = 0; // fog method: darken, additive fog // 1. render model as normal, scaled by inverse of fog alpha (darkens it) // 2. render fog as additive } ifog = 1 - fog; firstpass = true; skin = R_FetchAliasSkin(ent, mesh); R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f); 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_shadow_realtime_world_lightmaps.value <= 0 && 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 { GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); } GL_DepthTest(true); firstpass = false; colorscale = 1.0f; 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)) { colorscale *= 0.25f; m.texrgbscale[0] = 4; } } m.pointer_vertex = varray_vertex3f; c_alias_polys += mesh->num_triangles; if (layer->flags & ALIASLAYER_FOG) { colorscale *= fog; GL_Color(fogcolor[0] * colorscale, fogcolor[1] * colorscale, fogcolor[2] * colorscale, ent->alpha); } else { fullbright = !(layer->flags & ALIASLAYER_DIFFUSE) || r_fullbright.integer || (ent->effects & EF_FULLBRIGHT); 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; if (r_shadow_realtime_world.integer && !fullbright) VectorScale(tint, r_shadow_realtime_world_lightmaps.value, tint); colorscale *= ifog; if (fullbright) GL_Color(tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha); else { if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false)) { m.pointer_color = varray_color4f; if (generatenormals) { generatenormals = false; Mod_BuildTextureVectorsAndNormals(mesh->num_vertices, mesh->num_triangles, varray_vertex3f, mesh->data_texcoord2f, mesh->data_element3i, NULL, NULL, varray_normal3f); } R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, varray_vertex3f, varray_normal3f, varray_color4f); } else GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]); } } R_Mesh_State(&m); GL_LockArrays(0, mesh->num_vertices); R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i); GL_LockArrays(0, 0); } } 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->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++) { if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchAliasSkin(ent, mesh)->flags & ALIASSKIN_TRANSPARENT) R_MeshQueue_AddTransparent(ent->origin, R_DrawAliasModelCallback, ent, meshnum); else R_DrawAliasModelCallback(ent, meshnum); } } 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) { R_Mesh_Matrix(&ent->matrix); for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++) { skin = R_FetchAliasSkin(ent, mesh); if (skin->flags & ALIASSKIN_TRANSPARENT) continue; R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f); R_Shadow_VolumeFromSphere(mesh->num_vertices, mesh->num_triangles, varray_vertex3f, mesh->data_element3i, mesh->data_neighbor3i, relativelightorigin, projectdistance, lightradius); } } } void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap) { 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; R_Mesh_Matrix(&ent->matrix); fog = 0; if (fogenabled) { VectorSubtract(ent->origin, r_vieworigin, diff); fog = DotProduct(diff,diff); if (fog < 0.01f) fog = 0.01f; fog = exp(fogdensity/fog); if (fog > 1) fog = 1; if (fog < 0.01f) fog = 0; // fog method: darken, additive fog // 1. render model as normal, scaled by inverse of fog alpha (darkens it) // 2. render fog as additive } ifog = 1 - fog; for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++) { skin = R_FetchAliasSkin(ent, mesh); if (skin->flags & ALIASSKIN_TRANSPARENT) continue; R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f); Mod_BuildTextureVectorsAndNormals(mesh->num_vertices, mesh->num_triangles, varray_vertex3f, mesh->data_texcoord2f, mesh->data_element3i, varray_svector3f, varray_tvector3f, varray_normal3f); for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++) { if (!(layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR)) || ((layer->flags & ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED) && ent->colormap < 0) || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0)) continue; lightcolor2[0] = lightcolor[0] * ifog; lightcolor2[1] = lightcolor[1] * ifog; lightcolor2[2] = lightcolor[2] * ifog; if (layer->flags & ALIASLAYER_SPECULAR) { c_alias_polys += mesh->num_triangles; R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, varray_vertex3f, varray_svector3f, varray_tvector3f, varray_normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, LIGHTING_SPECULAR); } else if (layer->flags & ALIASLAYER_DIFFUSE) { if (layer->flags & ALIASLAYER_COLORMAP_PANTS) { // 128-224 are backwards ranges c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12; // fullbright passes were already taken care of, so skip them in realtime lighting passes if (c >= 224) continue; bcolor = (qbyte *) (&palette_complete[c]); lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f); lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f); lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f); } 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_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, varray_vertex3f, varray_svector3f, varray_tvector3f, varray_normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, LIGHTING_DIFFUSE); } } } }