]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_models.c
zym models are now loaded into the same structs as alias models in memory, this reduc...
[xonotic/darkplaces.git] / gl_models.c
index 223be1b81b87af20c877d54b988831638ee23e9e..14df524c781ef432cd221d568597f0c992a53803 100644 (file)
 
 #include "quakedef.h"
-#include "cl_collision.h"
 #include "r_shadow.h"
 
-typedef struct
-{
-       float m[3][4];
-} zymbonematrix;
-
-// LordHavoc: vertex arrays
-int aliasvertmax = 0;
-void *aliasvertarrays = NULL;
-float *aliasvertcolor4fbuf = NULL;
-float *aliasvertcolor4f = NULL; // this may point at aliasvertcolorbuf or at vertex arrays in the mesh backend
-float *aliasvert_vertex3f = NULL;
-float *aliasvert_svector3f = NULL;
-float *aliasvert_tvector3f = NULL;
-float *aliasvert_normal3f = NULL;
-
-float *aliasvertcolor2_4f = NULL;
-int *aliasvertusage;
-zymbonematrix *zymbonepose;
-
-mempool_t *gl_models_mempool;
-
-#define expandaliasvert(newmax) if ((newmax) > aliasvertmax) gl_models_allocarrays(newmax)
-
-void gl_models_allocarrays(int newmax)
-{
-       qbyte *data;
-       aliasvertmax = newmax;
-       if (aliasvertarrays != NULL)
-               Mem_Free(aliasvertarrays);
-       aliasvertarrays = Mem_Alloc(gl_models_mempool, aliasvertmax * (sizeof(float[4+4+3+3+3+3]) + sizeof(int[3])));
-       data = aliasvertarrays;
-       aliasvertcolor4f = aliasvertcolor4fbuf = (void *)data;data += aliasvertmax * sizeof(float[4]);
-       aliasvertcolor2_4f = (void *)data;data += aliasvertmax * sizeof(float[4]); // used temporarily for tinted coloring
-       aliasvert_vertex3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
-       aliasvert_svector3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
-       aliasvert_tvector3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
-       aliasvert_normal3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
-       aliasvertusage = (void *)data;data += aliasvertmax * sizeof(int[3]);
-}
-
-void gl_models_freearrays(void)
-{
-       aliasvertmax = 0;
-       if (aliasvertarrays != NULL)
-               Mem_Free(aliasvertarrays);
-       aliasvertarrays = NULL;
-       aliasvertcolor4f = aliasvertcolor4fbuf = NULL;
-       aliasvertcolor2_4f = NULL;
-       aliasvert_vertex3f = NULL;
-       aliasvert_svector3f = NULL;
-       aliasvert_tvector3f = NULL;
-       aliasvert_normal3f = NULL;
-       aliasvertusage = NULL;
-}
-
-void gl_models_start(void)
-{
-       // allocate vertex processing arrays
-       gl_models_mempool = Mem_AllocPool("GL_Models");
-       zymbonepose = Mem_Alloc(gl_models_mempool, sizeof(zymbonematrix[256]));
-       gl_models_allocarrays(4096);
-}
-
-void gl_models_shutdown(void)
-{
-       gl_models_freearrays();
-       Mem_FreePool(&gl_models_mempool);
-}
-
-void gl_models_newmap(void)
-{
-}
-
 void GL_Models_Init(void)
 {
-       R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap);
 }
 
-#define MODELARRAY_VERTEX 0
-#define MODELARRAY_SVECTOR 1
-#define MODELARRAY_TVECTOR 2
-#define MODELARRAY_NORMAL 3
-
-void R_Model_Alias_GetMesh_Array3f(const entity_render_t *ent, const aliasmesh_t *mesh, int whicharray, float *out3f)
+void R_Model_Alias_GetMesh_Vertex3f(const entity_render_t *ent, const aliasmesh_t *mesh, float *out3f)
 {
-       int i, vertcount;
-       float lerp1, lerp2, lerp3, lerp4;
-       const float *vertsbase, *verts1, *verts2, *verts3, *verts4;
-
-       switch(whicharray)
+       if (mesh->num_vertexboneweights)
        {
-       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;
+               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];
+               }                                                                                                              
        }
-
-       vertcount = mesh->num_vertices;
-       verts1 = vertsbase + ent->frameblend[0].frame * vertcount * 3;
-       lerp1 = ent->frameblend[0].lerp;
-       if (ent->frameblend[1].lerp)
+       else
        {
-               verts2 = vertsbase + ent->frameblend[1].frame * vertcount * 3;
-               lerp2 = ent->frameblend[1].lerp;
-               if (ent->frameblend[2].lerp)
+               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)
                {
-                       verts3 = vertsbase + ent->frameblend[2].frame * vertcount * 3;
-                       lerp3 = ent->frameblend[2].lerp;
-                       if (ent->frameblend[3].lerp)
+                       verts2 = vertsbase + ent->frameblend[1].frame * vertcount * 3;
+                       lerp2 = ent->frameblend[1].lerp;
+                       if (ent->frameblend[2].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);
+                               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++)
-                                       VectorMAMAM(lerp1, verts1 + i, lerp2, verts2 + i, lerp3, verts3 + i, out3f + i);
+                                       VectorMAM(lerp1, verts1 + i, lerp2, verts2 + i, out3f + i);
                }
                else
-                       for (i = 0;i < vertcount * 3;i++)
-                               VectorMAM(lerp1, verts1 + i, lerp2, verts2 + i, out3f + i);
+                       memcpy(out3f, verts1, vertcount * sizeof(float[3]));
        }
-       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}};
@@ -160,7 +109,7 @@ aliasskin_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mes
 
 void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
 {
-       int c, fullbright, layernum, firstpass;
+       int c, fullbright, layernum, firstpass, generatenormals = true;
        float tint[3], fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3];
        vec3_t diff;
        qbyte *bcolor;
@@ -192,6 +141,7 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
 
        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)
@@ -220,7 +170,6 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
                }
                GL_DepthTest(true);
                firstpass = false;
-               expandaliasvert(mesh->num_vertices);
                colorscale = 1.0f;
 
                memset(&m, 0, sizeof(m));
@@ -237,7 +186,6 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
                m.pointer_vertex = varray_vertex3f;
 
                c_alias_polys += mesh->num_triangles;
-               R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f);
                if (layer->flags & ALIASLAYER_FOG)
                {
                        colorscale *= fog;
@@ -270,7 +218,11 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
                                if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false))
                                {
                                        m.pointer_color = varray_color4f;
-                                       R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_NORMAL, varray_normal3f);
+                                       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
@@ -319,7 +271,7 @@ void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightor
                        skin = R_FetchAliasSkin(ent, mesh);
                        if (skin->flags & ALIASSKIN_TRANSPARENT)
                                continue;
-                       R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f);
+                       R_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);
                }
        }
@@ -363,11 +315,8 @@ void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v
                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);
+               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))
@@ -380,7 +329,7 @@ void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v
                        if (layer->flags & ALIASLAYER_SPECULAR)
                        {
                                c_alias_polys += mesh->num_triangles;
-                               R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, aliasvert_vertex3f, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, LIGHTING_SPECULAR);
+                               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)
                        {
@@ -409,408 +358,9 @@ void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v
                                        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, aliasvert_vertex3f, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, LIGHTING_DIFFUSE);
-                       }
-               }
-       }
-}
-
-int ZymoticLerpBones(int count, const zymbonematrix *bonebase, const frameblend_t *blend, const zymbone_t *bone)
-{
-       int i;
-       float lerp1, lerp2, lerp3, lerp4;
-       zymbonematrix *out, rootmatrix, m;
-       const zymbonematrix *bone1, *bone2, *bone3, *bone4;
-
-       rootmatrix.m[0][0] = 1;
-       rootmatrix.m[0][1] = 0;
-       rootmatrix.m[0][2] = 0;
-       rootmatrix.m[0][3] = 0;
-       rootmatrix.m[1][0] = 0;
-       rootmatrix.m[1][1] = 1;
-       rootmatrix.m[1][2] = 0;
-       rootmatrix.m[1][3] = 0;
-       rootmatrix.m[2][0] = 0;
-       rootmatrix.m[2][1] = 0;
-       rootmatrix.m[2][2] = 1;
-       rootmatrix.m[2][3] = 0;
-
-       bone1 = bonebase + blend[0].frame * count;
-       lerp1 = blend[0].lerp;
-       if (blend[1].lerp)
-       {
-               bone2 = bonebase + blend[1].frame * count;
-               lerp2 = blend[1].lerp;
-               if (blend[2].lerp)
-               {
-                       bone3 = bonebase + blend[2].frame * count;
-                       lerp3 = blend[2].lerp;
-                       if (blend[3].lerp)
-                       {
-                               // 4 poses
-                               bone4 = bonebase + blend[3].frame * count;
-                               lerp4 = blend[3].lerp;
-                               for (i = 0, out = zymbonepose;i < count;i++, out++)
-                               {
-                                       // interpolate matrices
-                                       m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3 + bone4->m[0][0] * lerp4;
-                                       m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3 + bone4->m[0][1] * lerp4;
-                                       m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3 + bone4->m[0][2] * lerp4;
-                                       m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3 + bone4->m[0][3] * lerp4;
-                                       m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3 + bone4->m[1][0] * lerp4;
-                                       m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3 + bone4->m[1][1] * lerp4;
-                                       m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3 + bone4->m[1][2] * lerp4;
-                                       m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3 + bone4->m[1][3] * lerp4;
-                                       m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3 + bone4->m[2][0] * lerp4;
-                                       m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3 + bone4->m[2][1] * lerp4;
-                                       m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3 + bone4->m[2][2] * lerp4;
-                                       m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3 + bone4->m[2][3] * lerp4;
-                                       if (bone->parent >= 0)
-                                               R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
-                                       else
-                                               R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
-                                       bone1++;
-                                       bone2++;
-                                       bone3++;
-                                       bone4++;
-                                       bone++;
-                               }
-                       }
-                       else
-                       {
-                               // 3 poses
-                               for (i = 0, out = zymbonepose;i < count;i++, out++)
-                               {
-                                       // interpolate matrices
-                                       m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3;
-                                       m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3;
-                                       m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3;
-                                       m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3;
-                                       m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3;
-                                       m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3;
-                                       m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3;
-                                       m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3;
-                                       m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3;
-                                       m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3;
-                                       m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3;
-                                       m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3;
-                                       if (bone->parent >= 0)
-                                               R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
-                                       else
-                                               R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
-                                       bone1++;
-                                       bone2++;
-                                       bone3++;
-                                       bone++;
-                               }
-                       }
-               }
-               else
-               {
-                       // 2 poses
-                       for (i = 0, out = zymbonepose;i < count;i++, out++)
-                       {
-                               // interpolate matrices
-                               m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2;
-                               m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2;
-                               m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2;
-                               m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2;
-                               m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2;
-                               m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2;
-                               m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2;
-                               m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2;
-                               m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2;
-                               m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2;
-                               m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2;
-                               m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2;
-                               if (bone->parent >= 0)
-                                       R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
-                               else
-                                       R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
-                               bone1++;
-                               bone2++;
-                               bone++;
-                       }
-               }
-       }
-       else
-       {
-               // 1 pose
-               if (lerp1 != 1)
-               {
-                       // lerp != 1.0
-                       for (i = 0, out = zymbonepose;i < count;i++, out++)
-                       {
-                               // interpolate matrices
-                               m.m[0][0] = bone1->m[0][0] * lerp1;
-                               m.m[0][1] = bone1->m[0][1] * lerp1;
-                               m.m[0][2] = bone1->m[0][2] * lerp1;
-                               m.m[0][3] = bone1->m[0][3] * lerp1;
-                               m.m[1][0] = bone1->m[1][0] * lerp1;
-                               m.m[1][1] = bone1->m[1][1] * lerp1;
-                               m.m[1][2] = bone1->m[1][2] * lerp1;
-                               m.m[1][3] = bone1->m[1][3] * lerp1;
-                               m.m[2][0] = bone1->m[2][0] * lerp1;
-                               m.m[2][1] = bone1->m[2][1] * lerp1;
-                               m.m[2][2] = bone1->m[2][2] * lerp1;
-                               m.m[2][3] = bone1->m[2][3] * lerp1;
-                               if (bone->parent >= 0)
-                                       R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
-                               else
-                                       R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
-                               bone1++;
-                               bone++;
-                       }
-               }
-               else
-               {
-                       // lerp == 1.0
-                       for (i = 0, out = zymbonepose;i < count;i++, out++)
-                       {
-                               if (bone->parent >= 0)
-                                       R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &bone1->m[0][0], &out->m[0][0]);
-                               else
-                                       R_ConcatTransforms(&rootmatrix.m[0][0], &bone1->m[0][0], &out->m[0][0]);
-                               bone1++;
-                               bone++;
+                               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);
                        }
                }
        }
-       return true;
-}
-
-void ZymoticTransformVerts(int vertcount, float *vertex, int *bonecounts, zymvertex_t *vert)
-{
-       int c;
-       float *out = vertex;
-       zymbonematrix *matrix;
-       while(vertcount--)
-       {
-               c = *bonecounts++;
-               // FIXME: validate bonecounts at load time (must be >= 1)
-               // FIXME: need 4th component in origin, for how much of the translate to blend in
-               if (c == 1)
-               {
-                       matrix = &zymbonepose[vert->bonenum];
-                       out[0] = vert->origin[0] * matrix->m[0][0] + vert->origin[1] * matrix->m[0][1] + vert->origin[2] * matrix->m[0][2] + matrix->m[0][3];
-                       out[1] = vert->origin[0] * matrix->m[1][0] + vert->origin[1] * matrix->m[1][1] + vert->origin[2] * matrix->m[1][2] + matrix->m[1][3];
-                       out[2] = vert->origin[0] * matrix->m[2][0] + vert->origin[1] * matrix->m[2][1] + vert->origin[2] * matrix->m[2][2] + matrix->m[2][3];
-                       vert++;
-               }
-               else
-               {
-                       VectorClear(out);
-                       while(c--)
-                       {
-                               matrix = &zymbonepose[vert->bonenum];
-                               out[0] += vert->origin[0] * matrix->m[0][0] + vert->origin[1] * matrix->m[0][1] + vert->origin[2] * matrix->m[0][2] + matrix->m[0][3];
-                               out[1] += vert->origin[0] * matrix->m[1][0] + vert->origin[1] * matrix->m[1][1] + vert->origin[2] * matrix->m[1][2] + matrix->m[1][3];
-                               out[2] += vert->origin[0] * matrix->m[2][0] + vert->origin[1] * matrix->m[2][1] + vert->origin[2] * matrix->m[2][2] + matrix->m[2][3];
-                               vert++;
-                       }
-               }
-               out += 3;
-       }
-}
-
-void ZymoticCalcNormal3f(int vertcount, float *vertex3f, float *normal3f, int shadercount, int *renderlist)
-{
-       int a, b, c, d;
-       float *out, v1[3], v2[3], normal[3], s;
-       int *u;
-       // clear normals
-       memset(normal3f, 0, sizeof(float) * vertcount * 3);
-       memset(aliasvertusage, 0, sizeof(int) * vertcount);
-       // parse render list and accumulate surface normals
-       while(shadercount--)
-       {
-               d = *renderlist++;
-               while (d--)
-               {
-                       a = renderlist[0]*4;
-                       b = renderlist[1]*4;
-                       c = renderlist[2]*4;
-                       v1[0] = vertex3f[a+0] - vertex3f[b+0];
-                       v1[1] = vertex3f[a+1] - vertex3f[b+1];
-                       v1[2] = vertex3f[a+2] - vertex3f[b+2];
-                       v2[0] = vertex3f[c+0] - vertex3f[b+0];
-                       v2[1] = vertex3f[c+1] - vertex3f[b+1];
-                       v2[2] = vertex3f[c+2] - vertex3f[b+2];
-                       CrossProduct(v1, v2, normal);
-                       VectorNormalizeFast(normal);
-                       // add surface normal to vertices
-                       a = renderlist[0] * 3;
-                       normal3f[a+0] += normal[0];
-                       normal3f[a+1] += normal[1];
-                       normal3f[a+2] += normal[2];
-                       aliasvertusage[renderlist[0]]++;
-                       a = renderlist[1] * 3;
-                       normal3f[a+0] += normal[0];
-                       normal3f[a+1] += normal[1];
-                       normal3f[a+2] += normal[2];
-                       aliasvertusage[renderlist[1]]++;
-                       a = renderlist[2] * 3;
-                       normal3f[a+0] += normal[0];
-                       normal3f[a+1] += normal[1];
-                       normal3f[a+2] += normal[2];
-                       aliasvertusage[renderlist[2]]++;
-                       renderlist += 3;
-               }
-       }
-       // FIXME: precalc this
-       // average surface normals
-       out = normal3f;
-       u = aliasvertusage;
-       while(vertcount--)
-       {
-               if (*u > 1)
-               {
-                       s = ixtable[*u];
-                       out[0] *= s;
-                       out[1] *= s;
-                       out[2] *= s;
-               }
-               u++;
-               out += 3;
-       }
-}
-
-void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2)
-{
-       float fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3];
-       vec3_t diff;
-       int i, *renderlist, *elements;
-       rtexture_t *texture;
-       rmeshstate_t mstate;
-       const entity_render_t *ent = calldata1;
-       int shadernum = calldata2;
-       int numverts, numtriangles;
-
-       R_Mesh_Matrix(&ent->matrix);
-
-       // find the vertex index list and texture
-       renderlist = ent->model->alias.zymdata_renderlist;
-       for (i = 0;i < shadernum;i++)
-               renderlist += renderlist[0] * 3 + 1;
-       texture = ent->model->alias.zymdata_textures[shadernum];
-
-       numverts = ent->model->alias.zymnum_verts;
-       numtriangles = *renderlist++;
-       elements = renderlist;
-
-       expandaliasvert(numverts);
-
-       fog = 0;
-       if (fogenabled)
-       {
-               VectorSubtract(ent->origin, r_vieworigin, diff);
-               fog = DotProduct(diff,diff);
-               if (fog < 0.01f)
-                       fog = 0.01f;
-               fog = exp(fogdensity/fog);
-               if (fog > 1)
-                       fog = 1;
-               if (fog < 0.01f)
-                       fog = 0;
-               // fog method: darken, additive fog
-               // 1. render model as normal, scaled by inverse of fog alpha (darkens it)
-               // 2. render fog as additive
-       }
-       ifog = 1 - fog;
-
-       if (ent->effects & EF_ADDITIVE)
-       {
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-               GL_DepthMask(false);
-       }
-       else if (ent->alpha != 1.0 || R_TextureHasAlpha(texture))
-       {
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               GL_DepthMask(false);
-       }
-       else
-       {
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_DepthMask(true);
-       }
-       GL_DepthTest(true);
-
-       memset(&mstate, 0, sizeof(mstate));
-       colorscale = 1.0f;
-       if (gl_combine.integer)
-       {
-               mstate.texrgbscale[0] = 4;
-               colorscale *= 0.25f;
-       }
-       mstate.tex[0] = R_GetTexture(texture);
-       mstate.pointer_texcoord[0] = ent->model->alias.zymdata_texcoords;
-       mstate.pointer_vertex = varray_vertex3f;
-
-       ZymoticLerpBones(ent->model->alias.zymnum_bones, (zymbonematrix *) ent->model->alias.zymdata_poses, ent->frameblend, ent->model->alias.zymdata_bones);
-
-       ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->alias.zymdata_vertbonecounts, ent->model->alias.zymdata_verts);
-       ZymoticCalcNormal3f(numverts, varray_vertex3f, aliasvert_normal3f, ent->model->alias.zymnum_shaders, ent->model->alias.zymdata_renderlist);
-       if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, ifog * colorscale, ifog * colorscale, ifog * colorscale, ent->alpha, false))
-       {
-               mstate.pointer_color = varray_color4f;
-               R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, numverts, varray_vertex3f, aliasvert_normal3f, varray_color4f);
-       }
-       else
-               GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
-       R_Mesh_State(&mstate);
-       GL_LockArrays(0, numverts);
-       R_Mesh_Draw(numverts, numtriangles, elements);
-       GL_LockArrays(0, 0);
-       c_alias_polys += numtriangles;
-
-       if (fog)
-       {
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               GL_DepthMask(false);
-               GL_DepthTest(true);
-
-               memset(&mstate, 0, sizeof(mstate));
-               // FIXME: need alpha mask for fogging...
-               //mstate.tex[0] = R_GetTexture(texture);
-               //mstate.pointer_texcoord = ent->model->alias.zymdata_texcoords;
-               mstate.pointer_vertex = varray_vertex3f;
-               R_Mesh_State(&mstate);
-
-               GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], ent->alpha * fog);
-               ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->alias.zymdata_vertbonecounts, ent->model->alias.zymdata_verts);
-               R_Mesh_State(&mstate);
-               GL_LockArrays(0, numverts);
-               R_Mesh_Draw(numverts, numtriangles, elements);
-               GL_LockArrays(0, 0);
-               c_alias_polys += numtriangles;
-       }
-}
-
-void R_Model_Zymotic_Draw(entity_render_t *ent)
-{
-       int i;
-
-       if (ent->alpha < (1.0f / 64.0f))
-               return; // basically completely transparent
-
-       c_models++;
-
-       for (i = 0;i < ent->model->alias.zymnum_shaders;i++)
-       {
-               if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_TextureHasAlpha(ent->model->alias.zymdata_textures[i]))
-                       R_MeshQueue_AddTransparent(ent->origin, R_DrawZymoticModelMeshCallback, ent, i);
-               else
-                       R_DrawZymoticModelMeshCallback(ent, i);
-       }
-}
-
-void R_Model_Zymotic_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
-{
-       // FIXME
-}
-
-void R_Model_Zymotic_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
-{
-       // FIXME
 }