]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_models.c
more q3bsp work (and no it still doesn't work right)
[xonotic/darkplaces.git] / gl_models.c
index 8b2d2823db8d942dd8858513a582ba919356940e..7d3a70026f34d0395b7b344d2f0779fd76d41131 100644 (file)
 
 #include "quakedef.h"
+#include "cl_collision.h"
+#include "r_shadow.h"
 
-// LordHavoc: vertex array
-float *aliasvert;
-float *aliasvertnorm;
-byte *aliasvertcolor;
-byte *aliasvertcolor2;
+typedef struct
+{
+       float m[3][4];
+} zymbonematrix;
 
-int chrometexture;
+// 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;
 
-void makechrometexture()
-{
-       int i;
-       byte noise[64*64];
-       byte data[64*64][4];
+float *aliasvertcolor2_4f = NULL;
+int *aliasvertusage;
+zymbonematrix *zymbonepose;
 
-       fractalnoise(noise, 64, 16);
+mempool_t *gl_models_mempool;
 
-       // 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;
-       }
+#define expandaliasvert(newmax) if ((newmax) > aliasvertmax) gl_models_allocarrays(newmax)
 
-       chrometexture = GL_LoadTexture ("chrometexture", 64, 64, &data[0][0], true, false, 4);
+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_start()
+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
-       aliasvert = qmalloc(sizeof(float[MD2MAX_VERTS][3]));
-       aliasvertnorm = qmalloc(sizeof(float[MD2MAX_VERTS][3]));
-       aliasvertcolor = qmalloc(sizeof(byte[MD2MAX_VERTS][4]));
-       aliasvertcolor2 = qmalloc(sizeof(byte[MD2MAX_VERTS][4])); // used temporarily for tinted coloring
-       makechrometexture();
+       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_shutdown(void)
 {
-       qfree(aliasvert);
-       qfree(aliasvertnorm);
-       qfree(aliasvertcolor);
-       qfree(aliasvertcolor2);
+       gl_models_freearrays();
+       Mem_FreePool(&gl_models_mempool);
 }
 
-void GL_Models_Init()
+void gl_models_newmap(void)
 {
-       R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown);
 }
 
-extern vec3_t softwaretransform_x;
-extern vec3_t softwaretransform_y;
-extern vec3_t softwaretransform_z;
-extern vec_t softwaretransform_scale;
-extern vec3_t softwaretransform_offset;
-void R_AliasLerpVerts(int vertcount, float lerp, trivert2 *verts1, vec3_t scale1, vec3_t translate1, trivert2 *verts2, vec3_t scale2, vec3_t translate2)
+void GL_Models_Init(void)
 {
-       int i;
-       vec3_t point, matrix_x, matrix_y, matrix_z;
-       float *av, *avn;
-       av = aliasvert;
-       avn = aliasvertnorm;
-       VectorScale(softwaretransform_x, softwaretransform_scale, matrix_x);
-       VectorScale(softwaretransform_y, softwaretransform_scale, matrix_y);
-       VectorScale(softwaretransform_z, softwaretransform_scale, matrix_z);
-       if (lerp < 0) lerp = 0;
-       if (lerp > 1) lerp = 1;
-       if (lerp != 0)
+       R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap);
+}
+
+#define MODELARRAY_VERTEX 0
+#define MODELARRAY_SVECTOR 1
+#define MODELARRAY_TVECTOR 2
+#define MODELARRAY_NORMAL 3
+
+void R_Model_Alias_GetMesh_Array3f(const entity_render_t *ent, const aliasmesh_t *mesh, int whicharray, float *out3f)
+{
+       int i, vertcount;
+       float lerp1, lerp2, lerp3, lerp4;
+       const float *vertsbase, *verts1, *verts2, *verts3, *verts4;
+
+       switch(whicharray)
        {
-               float ilerp, ilerp127, lerp127, scalex1, scalex2, translatex, scaley1, scaley2, translatey, scalez1, scalez2, translatez;
-               ilerp = 1 - lerp;
-               ilerp127 = ilerp * (1.0 / 127.0);
-               lerp127 = lerp * (1.0 / 127.0);
-               // calculate combined interpolation variables
-               scalex1 = scale1[0] * ilerp;scalex2 = scale2[0] *  lerp;translatex = translate1[0] * ilerp + translate2[0] *  lerp;
-               scaley1 = scale1[1] * ilerp;scaley2 = scale2[1] *  lerp;translatey = translate1[1] * ilerp + translate2[1] *  lerp;
-               scalez1 = scale1[2] * ilerp;scalez2 = scale2[2] *  lerp;translatez = translate1[2] * ilerp + translate2[2] *  lerp;
-               // generate vertices
-               for (i = 0;i < vertcount;i++)
-               {
-                       // rotate, scale, and translate the vertex locations
-                       point[0] = verts1->v[0] * scalex1 + verts2->v[0] * scalex2 + translatex;
-                       point[1] = verts1->v[1] * scaley1 + verts2->v[1] * scaley2 + translatey;
-                       point[2] = verts1->v[2] * scalez1 + verts2->v[2] * scalez2 + translatez;
-                       *av++ = point[0] * matrix_x[0] + point[1] * matrix_y[0] + point[2] * matrix_z[0] + softwaretransform_offset[0];
-                       *av++ = point[0] * matrix_x[1] + point[1] * matrix_y[1] + point[2] * matrix_z[1] + softwaretransform_offset[1];
-                       *av++ = point[0] * matrix_x[2] + point[1] * matrix_y[2] + point[2] * matrix_z[2] + softwaretransform_offset[2];
-                       // rotate the normals
-                       point[0] = verts1->n[0] * ilerp127 + verts2->n[0] * lerp127;
-                       point[1] = verts1->n[1] * ilerp127 + verts2->n[1] * lerp127;
-                       point[2] = verts1->n[2] * ilerp127 + verts2->n[2] * lerp127;
-                       *avn++ = point[0] * softwaretransform_x[0] + point[1] * softwaretransform_y[0] + point[2] * softwaretransform_z[0];
-                       *avn++ = point[0] * softwaretransform_x[1] + point[1] * softwaretransform_y[1] + point[2] * softwaretransform_z[1];
-                       *avn++ = point[0] * softwaretransform_x[2] + point[1] * softwaretransform_y[2] + point[2] * softwaretransform_z[2];
-                       verts1++;verts2++;
-               }
+       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;
        }
-       else
+
+       vertcount = mesh->num_vertices;
+       verts1 = vertsbase + ent->frameblend[0].frame * vertcount * 3;
+       lerp1 = ent->frameblend[0].lerp;
+       if (ent->frameblend[1].lerp)
        {
-               // generate vertices
-               for (i = 0;i < vertcount;i++)
+               verts2 = vertsbase + ent->frameblend[1].frame * vertcount * 3;
+               lerp2 = ent->frameblend[1].lerp;
+               if (ent->frameblend[2].lerp)
                {
-                       // rotate, scale, and translate the vertex locations
-                       point[0] = verts1->v[0] * scale1[0] + translate1[0];
-                       point[1] = verts1->v[1] * scale1[1] + translate1[1];
-                       point[2] = verts1->v[2] * scale1[2] + translate1[2];
-                       *av++ = point[0] * matrix_x[0] + point[1] * matrix_y[0] + point[2] * matrix_z[0] + softwaretransform_offset[0];
-                       *av++ = point[0] * matrix_x[1] + point[1] * matrix_y[1] + point[2] * matrix_z[1] + softwaretransform_offset[1];
-                       *av++ = point[0] * matrix_x[2] + point[1] * matrix_y[2] + point[2] * matrix_z[2] + softwaretransform_offset[2];
-                       // rotate the normals
-                       point[0] = verts1->n[0] * (1.0f / 127.0f);
-                       point[1] = verts1->n[1] * (1.0f / 127.0f);
-                       point[2] = verts1->n[2] * (1.0f / 127.0f);
-                       *avn++ = point[0] * softwaretransform_x[0] + point[1] * softwaretransform_y[0] + point[2] * softwaretransform_z[0];
-                       *avn++ = point[0] * softwaretransform_x[1] + point[1] * softwaretransform_y[1] + point[2] * softwaretransform_z[1];
-                       *avn++ = point[0] * softwaretransform_x[2] + point[1] * softwaretransform_y[2] + point[2] * softwaretransform_z[2];
-                       verts1++;
+                       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]));
 }
 
-float R_CalcAnimLerp(entity_t *ent, int pose, float lerpscale)
+aliaslayer_t r_aliasnoskinlayers[2] = {{ALIASLAYER_DIFFUSE, NULL, NULL}, {ALIASLAYER_FOG | ALIASLAYER_FORCEDRAW_IF_FIRSTPASS, NULL, NULL}};
+aliasskin_t r_aliasnoskin = {0, 2, r_aliasnoskinlayers};
+aliasskin_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mesh)
 {
-       if (ent->draw_lastmodel == ent->model && ent->draw_lerpstart <= cl.time)
+       model_t *model = ent->model;
+       if (model->numskins)
        {
-               if (pose != ent->draw_pose)
-               {
-                       ent->draw_lastpose = ent->draw_pose;
-                       ent->draw_pose = pose;
-                       ent->draw_lerpstart = cl.time;
-                       return 0;
-               }
+               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
-                       return ((cl.time - ent->draw_lerpstart) * lerpscale);
+                       s = model->skinscenes[s].firstframe;
+               if (s >= mesh->num_skins)
+                       s = 0;
+               return mesh->data_skins + s;
        }
-       else // uninitialized
+       else
        {
-               ent->draw_lastmodel = ent->model;
-               ent->draw_lastpose = ent->draw_pose = pose;
-               ent->draw_lerpstart = cl.time;
-               return 0;
+               r_aliasnoskinlayers[0].texture = r_notexture;
+               return &r_aliasnoskin;
        }
 }
 
-void GL_DrawModelMesh(int skin, byte *colors, maliashdr_t *maliashdr)
+void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
 {
-       int i;
-       if (!r_render.value)
-               return;
-       glBindTexture(GL_TEXTURE_2D, skin);
-       if (!colors)
+       int c, fullbright, layernum, firstpass;
+       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)
        {
-               if (lighthalf)
-                       glColor3f(0.5f, 0.5f, 0.5f);
-               else
-                       glColor3f(1.0f, 1.0f, 1.0f);
+               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
        }
-       if (gl_vertexarrays.value)
+       ifog = 1 - fog;
+
+       firstpass = true;
+       skin = R_FetchAliasSkin(ent, mesh);
+       for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
        {
-               if (colors)
+               if (!(layer->flags & ALIASLAYER_FORCEDRAW_IF_FIRSTPASS) || !firstpass)
                {
-                       qglColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
-                       glEnableClientState(GL_COLOR_ARRAY);
+                       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
+               {
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       GL_DepthMask(true);
+               }
+               GL_DepthTest(true);
+               firstpass = false;
+               expandaliasvert(mesh->num_vertices);
+               colorscale = r_colorscale;
 
-               qglTexCoordPointer(2, GL_FLOAT, 0, (void *)((int) maliashdr->texdata + (int) maliashdr));
-               glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-
-               qglDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata));
-
-               glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+               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;
+                       }
+               }
+               R_Mesh_State_Texture(&m);
 
-               if (colors)
-                       glDisableClientState(GL_COLOR_ARRAY);
-       }
-       else
-       {
-               unsigned short *in, index;
-               float *tex;
-               in = (void *)((int) maliashdr + maliashdr->tridata);
-               glBegin(GL_TRIANGLES);
-               tex = (void *)((int) maliashdr + maliashdr->texdata);
-               for (i = 0;i < maliashdr->numtris * 3;i++)
+               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
                {
-                       index = *in++;
-                       glTexCoord2f(tex[index*2], tex[index*2+1]);
-                       if (colors)
-                               glColor4f(colors[index*4] * (1.0f / 255.0f), colors[index*4+1] * (1.0f / 255.0f), colors[index*4+2] * (1.0f / 255.0f), colors[index*4+3] * (1.0f / 255.0f));
-                       glVertex3fv(&aliasvert[index*3]);
+                       fullbright = !(layer->flags & ALIASLAYER_DIFFUSE) || r_fullbright.integer || (ent->effects & EF_FULLBRIGHT);
+                       if (r_shadow_realtime_world.integer && !fullbright)
+                       {
+                               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, diffusecolor, diffusenormal, 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, diffusecolor, diffusenormal, mesh->num_vertices, varray_vertex3f, varray_normal3f, varray_color4f);
+                               }
+                               else
+                                       GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
+                       }
                }
-               glEnd();
+               R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
        }
-       // leave it in a state for additional passes
-       glDepthMask(0);
-       glEnable(GL_BLEND);
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive
 }
 
-void R_TintModel(byte *in, byte *out, int verts, byte *color)
+void R_Model_Alias_Draw(entity_render_t *ent)
 {
-       int i;
-       byte r = color[0];
-       byte g = color[1];
-       byte b = color[2];
-       for (i = 0;i < verts;i++)
+       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++)
        {
-               out[0] = (byte) ((in[0] * r) >> 8);
-               out[1] = (byte) ((in[1] * g) >> 8);
-               out[2] = (byte) ((in[2] * b) >> 8);
-               out[3] =          in[3];
-               in += 4;
-               out += 4;
+               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);
        }
 }
 
-/*
-=================
-R_DrawAliasFrame
-
-=================
-*/
-extern vec3_t lightspot;
-void R_LightModel(int numverts, vec3_t center, vec3_t basecolor);
-void R_DrawAliasFrame (maliashdr_t *maliashdr, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, int frame, int *skin, int colormap, int effects, int flags)
+void R_Model_Alias_DrawFakeShadow (entity_render_t *ent)
 {
-       int             i, pose;
-       float   lerpscale, lerp;
-       maliasframe_t *frameinfo;
+       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];
 
-       softwaretransformforentity(ent);
+       if ((ent->effects & EF_ADDITIVE) || ent->alpha < 1)
+               return;
 
-       if ((frame >= maliashdr->numframes) || (frame < 0))
-       {
-               Con_DPrintf ("R_AliasSetupFrame: no such frame %d\n", frame);
-               frame = 0;
-       }
+       lightdirection[0] = 0.5;
+       lightdirection[1] = 0.2;
+       lightdirection[2] = -1;
+       VectorNormalizeFast(lightdirection);
 
-       frameinfo = ((maliasframe_t *)((int) maliashdr + maliashdr->framedata)) + frame;
-       pose = frameinfo->start;
+       VectorMA(ent->origin, 65536.0f, lightdirection, v2);
+       if (CL_TraceLine(ent->origin, v2, floororigin, surfnormal, false, NULL, SUPERCONTENTS_SOLID) == 1)
+               return;
 
-       if (frameinfo->length > 1)
-       {
-               lerpscale = frameinfo->rate;
-               pose += (int)(cl.time * frameinfo->rate) % frameinfo->length;
-       }
-       else
-               lerpscale = 10.0f;
+       R_Mesh_Matrix(&ent->matrix);
 
-       lerp = R_CalcAnimLerp(ent, pose, lerpscale);
+       memset(&m, 0, sizeof(m));
+       R_Mesh_State_Texture(&m);
 
-       R_AliasLerpVerts(maliashdr->numverts, lerp, (trivert2 *)((int) maliashdr + maliashdr->posedata) + ent->draw_lastpose * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin, (trivert2 *)((int) maliashdr + maliashdr->posedata) + ent->draw_pose * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin);
+       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);
 
-       // prep the vertex array as early as possible
-       if (r_render.value)
-       {
-               if (gl_vertexarrays.value)
-               {
-                       qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
-                       glEnableClientState(GL_VERTEX_ARRAY);
-               }
-       }
+       // put a light direction in the entity's coordinate space
+       Matrix4x4_Transform3x3(&ent->inversematrix, lightdirection, projection);
+       VectorNormalizeFast(projection);
 
-       R_LightModel(maliashdr->numverts, org, color);
+       // put the plane's normal in the entity's coordinate space
+       Matrix4x4_Transform3x3(&ent->inversematrix, surfnormal, plane);
+       VectorNormalizeFast(plane);
 
-       if (!r_render.value)
-               return;
-       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-       glShadeModel(GL_SMOOTH);
-       if (effects & EF_ADDITIVE)
-       {
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
-               glEnable(GL_BLEND);
-               glDepthMask(0);
-       }
-       else if (alpha != 1.0)
-       {
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               glEnable(GL_BLEND);
-               glDepthMask(0);
-       }
-       else
-       {
-               glDisable(GL_BLEND);
-               glDepthMask(1);
-       }
+       // put the plane's distance in the entity's coordinate space
+       VectorSubtract(floororigin, ent->origin, floororigin);
+       plane[3] = DotProduct(floororigin, surfnormal) + 2;
 
-       if (colormap >= 0)
+       dist = -1.0f / DotProduct(projection, plane);
+       VectorScale(projection, dist, projection);
+       for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++)
        {
-               if (!skin[0] && !skin[1] && !skin[2] && !skin[3])
-                       GL_DrawModelMesh(0, NULL, maliashdr);
-               else
+               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)
                {
-                       int c;
-                       if (skin[0])
-                               GL_DrawModelMesh(skin[0], aliasvertcolor, maliashdr);
-                       if (skin[1])
-                       {
-                               c = (colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
-                               R_TintModel(aliasvertcolor, aliasvertcolor2, maliashdr->numverts, (byte *) (&d_8to24table[c]));
-                               GL_DrawModelMesh(skin[1], aliasvertcolor2, maliashdr);
-                       }
-                       if (skin[2])
-                       {
-                               c = colormap & 0xF0      ;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
-                               R_TintModel(aliasvertcolor, aliasvertcolor2, maliashdr->numverts, (byte *) (&d_8to24table[c]));
-                               GL_DrawModelMesh(skin[2], aliasvertcolor2, maliashdr);
-                       }
-                       if (skin[3]) GL_DrawModelMesh(skin[3], NULL, maliashdr);
-               }
-       }
-       else
-       {
-               if (!skin[3] && !skin[4])
-                       GL_DrawModelMesh(0, NULL, maliashdr);
-               else
-               {
-                       if (skin[4]) GL_DrawModelMesh(skin[4], aliasvertcolor, maliashdr);
-                       if (skin[3]) GL_DrawModelMesh(skin[3], NULL, maliashdr);
+                       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);
        }
+}
 
-       if (fogenabled)
+void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
+{
+       int meshnum;
+       aliasmesh_t *mesh;
+       aliasskin_t *skin;
+       float projectdistance;
+       if (ent->effects & EF_ADDITIVE || ent->alpha < 1)
+               return;
+       projectdistance = lightradius + ent->model->radius - sqrt(DotProduct(relativelightorigin, relativelightorigin));
+       if (projectdistance > 0.1)
        {
-               vec3_t diff;
-               glDisable (GL_TEXTURE_2D);
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               glEnable (GL_BLEND);
-               glDepthMask(0); // disable zbuffer updates
-
-               VectorSubtract(org, r_refdef.vieworg, diff);
-               glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
-
-               if (gl_vertexarrays.value)
-               {
-                       qglDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata));
-               }
-               else
+               R_Mesh_Matrix(&ent->matrix);
+               for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
                {
-                       unsigned short *in;
-                       in = (void *)((int) maliashdr + maliashdr->tridata);
-                       glBegin(GL_TRIANGLES);
-                       for (i = 0;i < maliashdr->numtris * 3;i++)
-                               glVertex3fv(&aliasvert[*in++ * 3]);
-                       glEnd();
+                       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);
                }
-
-               glEnable (GL_TEXTURE_2D);
-               glColor3f (1,1,1);
        }
-       if (gl_vertexarrays.value)
-               glDisableClientState(GL_VERTEX_ARRAY);
-
-       if (!fogenabled && r_shadows.value && !(effects & EF_ADDITIVE) && shadow)
-       {
-               // flatten it to make a shadow
-               float *av = aliasvert + 2, l = lightspot[2] + 0.125;
-               av = aliasvert + 2;
-               for (i = 0;i < maliashdr->numverts;i++, av+=3)
-                       if (*av > l)
-                               *av = l;
-               glDisable (GL_TEXTURE_2D);
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               glEnable (GL_BLEND);
-               glDepthMask(0); // disable zbuffer updates
-               glColor4f (0,0,0,0.5 * alpha);
-
-               if (gl_vertexarrays.value)
-               {
-                       qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
-                       glEnableClientState(GL_VERTEX_ARRAY);
-                       qglDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata));
-                       glDisableClientState(GL_VERTEX_ARRAY);
-               }
-               else
-               {
-                       unsigned short *in;
-                       in = (void *)((int) maliashdr + maliashdr->tridata);
-                       glBegin(GL_TRIANGLES);
-                       for (i = 0;i < maliashdr->numtris * 3;i++)
-                               glVertex3fv(&aliasvert[*in++ * 3]);
-                       glEnd();
-               }
-
-               glEnable (GL_TEXTURE_2D);
-               glColor3f (1,1,1);
-       }
-
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glEnable (GL_BLEND);
-       glDepthMask(1);
 }
 
-/*
-=================
-R_DrawQ2AliasFrame
-
-=================
-*/
-void R_DrawQ2AliasFrame (md2mem_t *pheader, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, int frame, int skin, int effects, int flags)
+void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
 {
-       int *order, count;
-       float lerp;
-       md2memframe_t *frame1, *frame2;
-
-       if (r_render.value)
-               glBindTexture(GL_TEXTURE_2D, skin);
+       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;
 
-       softwaretransformforentity(ent);
+       R_Mesh_Matrix(&ent->matrix);
 
-       if ((frame >= pheader->num_frames) || (frame < 0))
+       fog = 0;
+       if (fogenabled)
        {
-               Con_DPrintf ("R_SetupQ2AliasFrame: no such frame %d\n", frame);
-               frame = 0;
+               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;
 
-       lerp = R_CalcAnimLerp(ent, frame, 10);
-
-       frame1 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * ent->draw_lastpose));
-       frame2 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * ent->draw_pose));
-       R_AliasLerpVerts(pheader->num_xyz, lerp, frame1->verts, frame1->scale, frame1->translate, frame2->verts, frame2->scale, frame2->translate);
-
-       R_LightModel(pheader->num_xyz, org, color);
-
-       if (!r_render.value)
-               return;
-       if (gl_vertexarrays.value)
+       for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
        {
-               // LordHavoc: big mess...
-               // using arrays only slightly, although it is enough to prevent duplicates
-               // (saving half the transforms)
-               qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
-               qglColorPointer(4, GL_UNSIGNED_BYTE, 0, aliasvertcolor);
-               glEnableClientState(GL_VERTEX_ARRAY);
-               glEnableClientState(GL_COLOR_ARRAY);
-
-               order = (int *)((int)pheader + pheader->ofs_glcmds);
-               while(1)
+               skin = R_FetchAliasSkin(ent, mesh);
+               if (skin->flags & ALIASSKIN_TRANSPARENT)
+                       continue;
+               expandaliasvert(mesh->num_vertices);
+               R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, aliasvert_vertex3f);
+               R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_SVECTOR, aliasvert_svector3f);
+               R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_TVECTOR, aliasvert_tvector3f);
+               R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_NORMAL, aliasvert_normal3f);
+               for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
                {
-                       if (!(count = *order++))
-                               break;
-                       if (count > 0)
-                               glBegin(GL_TRIANGLE_STRIP);
-                       else
+                       if (!(layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR))
+                        || ((layer->flags & ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED) && ent->colormap < 0)
+                        || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0))
+                               continue;
+                       lightcolor2[0] = lightcolor[0] * ifog;
+                       lightcolor2[1] = lightcolor[1] * ifog;
+                       lightcolor2[2] = lightcolor[2] * ifog;
+                       if (layer->flags & ALIASLAYER_SPECULAR)
                        {
-                               glBegin(GL_TRIANGLE_FAN);
-                               count = -count;
+                               c_alias_polys += mesh->num_triangles;
+                               R_Shadow_SpecularLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, aliasvert_vertex3f, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor2, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, NULL);
                        }
-                       do
+                       else if (layer->flags & ALIASLAYER_DIFFUSE)
                        {
-                               glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
-                               qglArrayElement(order[2]);
-                               order += 3;
+                               if (layer->flags & ALIASLAYER_COLORMAP_PANTS)
+                               {
+                                       // 128-224 are backwards ranges
+                                       c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
+                                       // fullbright passes were already taken care of, so skip them in realtime lighting passes
+                                       if (c >= 224)
+                                               continue;
+                                       bcolor = (qbyte *) (&palette_complete[c]);
+                                       lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f);
+                                       lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f);
+                                       lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
+                               }
+                               else if (layer->flags & ALIASLAYER_COLORMAP_SHIRT)
+                               {
+                                       // 128-224 are backwards ranges
+                                       c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
+                                       // fullbright passes were already taken care of, so skip them in realtime lighting passes
+                                       if (c >= 224)
+                                               continue;
+                                       bcolor = (qbyte *) (&palette_complete[c]);
+                                       lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f);
+                                       lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f);
+                                       lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
+                               }
+                               c_alias_polys += mesh->num_triangles;
+                               R_Shadow_DiffuseLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, aliasvert_vertex3f, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, lightradius, lightcolor2, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, NULL);
                        }
-                       while (count--);
                }
-
-               glDisableClientState(GL_COLOR_ARRAY);
-               glDisableClientState(GL_VERTEX_ARRAY);
        }
-       else
+}
+
+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)
        {
-               order = (int *)((int)pheader + pheader->ofs_glcmds);
-               while(1)
+               bone2 = bonebase + blend[1].frame * count;
+               lerp2 = blend[1].lerp;
+               if (blend[2].lerp)
                {
-                       if (!(count = *order++))
-                               break;
-                       if (count > 0)
-                               glBegin(GL_TRIANGLE_STRIP);
+                       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
                        {
-                               glBegin(GL_TRIANGLE_FAN);
-                               count = -count;
+                               // 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++;
+                               }
                        }
-                       do
+               }
+               else
+               {
+                       // 2 poses
+                       for (i = 0, out = zymbonepose;i < count;i++, out++)
                        {
-                               glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
-                               glColor4f(aliasvertcolor[order[2] * 4] * (1.0f / 255.0f), aliasvertcolor[order[2] * 4 + 1] * (1.0f / 255.0f), aliasvertcolor[order[2] * 4 + 2] * (1.0f / 255.0f), aliasvertcolor[order[2] * 4 + 3] * (1.0f / 255.0f));
-                               glVertex3fv(&aliasvert[order[2] * 3]);
-                               order += 3;
+                               // 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++;
                        }
-                       while (count--);
                }
        }
-
-       if (fogenabled)
+       else
        {
-               glDisable (GL_TEXTURE_2D);
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               glEnable (GL_BLEND);
-               glDepthMask(0); // disable zbuffer updates
+               // 1 pose
+               if (lerp1 != 1)
                {
-                       vec3_t diff;
-                       VectorSubtract(org, r_refdef.vieworg, diff);
-                       glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
-               }
-
-               if (gl_vertexarrays.value)
-               {
-                       // LordHavoc: big mess...
-                       // using arrays only slightly, although it is enough to prevent duplicates
-                       // (saving half the transforms)
-                       qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
-                       glEnableClientState(GL_VERTEX_ARRAY);
-
-                       order = (int *)((int)pheader + pheader->ofs_glcmds);
-                       while(1)
+                       // lerp != 1.0
+                       for (i = 0, out = zymbonepose;i < count;i++, out++)
                        {
-                               if (!(count = *order++))
-                                       break;
-                               if (count > 0)
-                                       glBegin(GL_TRIANGLE_STRIP);
+                               // 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
-                               {
-                                       glBegin(GL_TRIANGLE_FAN);
-                                       count = -count;
-                               }
-                               do
-                               {
-                                       qglArrayElement(order[2]);
-                                       order += 3;
-                               }
-                               while (count--);
+                                       R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
+                               bone1++;
+                               bone++;
                        }
-
-                       glDisableClientState(GL_VERTEX_ARRAY);
                }
                else
                {
-                       order = (int *)((int)pheader + pheader->ofs_glcmds);
-                       while(1)
+                       // lerp == 1.0
+                       for (i = 0, out = zymbonepose;i < count;i++, out++)
                        {
-                               if (!(count = *order++))
-                                       break;
-                               if (count > 0)
-                                       glBegin(GL_TRIANGLE_STRIP);
+                               if (bone->parent >= 0)
+                                       R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &bone1->m[0][0], &out->m[0][0]);
                                else
-                               {
-                                       glBegin(GL_TRIANGLE_FAN);
-                                       count = -count;
-                               }
-                               do
-                               {
-                                       glVertex3fv(&aliasvert[order[2] * 3]);
-                                       order += 3;
-                               }
-                               while (count--);
+                                       R_ConcatTransforms(&rootmatrix.m[0][0], &bone1->m[0][0], &out->m[0][0]);
+                               bone1++;
+                               bone++;
                        }
                }
-
-               glEnable (GL_TEXTURE_2D);
-               glColor3f (1,1,1);
        }
+       return true;
+}
 
-       if (!fogenabled && r_shadows.value && !(effects & EF_ADDITIVE) && shadow)
+void ZymoticTransformVerts(int vertcount, float *vertex, int *bonecounts, zymvertex_t *vert)
+{
+       int c;
+       float *out = vertex;
+       zymbonematrix *matrix;
+       while(vertcount--)
        {
-               int i;
-               float *av = aliasvert + 2, l = lightspot[2] + 0.125;
-               av = aliasvert + 2;
-               for (i = 0;i < pheader->num_xyz;i++, av+=3)
-                       if (*av > l)
-                               *av = l;
-               glDisable (GL_TEXTURE_2D);
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               glEnable (GL_BLEND);
-               glDepthMask(0); // disable zbuffer updates
-               glColor4f (0,0,0,0.5 * alpha);
-
-               if (gl_vertexarrays.value)
+               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)
                {
-                       qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
-                       glEnableClientState(GL_VERTEX_ARRAY);
-                                               
-                       while(1)
-                       {
-                               if (!(count = *order++))
-                                       break;
-                               if (count > 0)
-                                       glBegin(GL_TRIANGLE_STRIP);
-                               else
-                               {
-                                       glBegin(GL_TRIANGLE_FAN);
-                                       count = -count;
-                               }
-                               do
-                               {
-                                       qglArrayElement(order[2]);
-                                       order += 3;
-                               }
-                               while (count--);
-                       }
-
-                       glDisableClientState(GL_VERTEX_ARRAY);
+                       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
                {
-                       while(1)
+                       VectorClear(out);
+                       while(c--)
                        {
-                               if (!(count = *order++))
-                                       break;
-                               if (count > 0)
-                                       glBegin(GL_TRIANGLE_STRIP);
-                               else
-                               {
-                                       glBegin(GL_TRIANGLE_FAN);
-                                       count = -count;
-                               }
-                               do
-                               {
-                                       glVertex3fv(&aliasvert[order[2] * 3]);
-                                       order += 3;
-                               }
-                               while (count--);
+                               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++;
                        }
                }
-
-               glEnable (GL_TEXTURE_2D);
-               glColor3f (1,1,1);
+               out += 3;
        }
-
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glEnable (GL_BLEND);
-       glDepthMask(1);
 }
 
-int modeldlightbits[8];
-extern int r_dlightframecount;
-
-/*
-=================
-R_DrawAliasModel
-
-=================
-*/
-void R_DrawAliasModel (entity_t *ent, int cull, float alpha, model_t *clmodel, int frame, int skin, vec3_t org, int effects, int flags, int colormap)
+void ZymoticCalcNormal3f(int vertcount, float *vertex3f, float *normal3f, int shadercount, int *renderlist)
 {
-       int                     i;
-       vec3_t          mins, maxs, color;
-       mleaf_t         *leaf;
-       void            *modelheader;
-       int                     *skinset;
-
-       if (alpha < (1.0 / 64.0))
-               return; // basically completely transparent
-
-       VectorAdd (org, clmodel->mins, mins);
-       VectorAdd (org, clmodel->maxs, maxs);
-
-       if (cull && R_CullBox (mins, maxs))
-               return;
+       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;
+       }
+}
 
-       c_models++;
+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_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;
 
-       leaf = Mod_PointInLeaf (org, cl.worldmodel);
-       if (leaf->dlightframe == r_dlightframecount)
-               for (i = 0;i < 8;i++)
-                       modeldlightbits[i] = leaf->dlightbits[i];
+       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
-               for (i = 0;i < 8;i++)
-                       modeldlightbits[i] = 0;
-
-       // get lighting information
+       {
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthMask(true);
+       }
+       GL_DepthTest(true);
+       GL_VertexPointer(varray_vertex3f);
 
-       if ((flags & EF_FULLBRIGHT) || (effects & EF_FULLBRIGHT))
-               color[0] = color[1] = color[2] = 256;
-       else
-               R_LightPoint (color, org);
+       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->alias.zymdata_texcoords;
+       R_Mesh_State_Texture(&mstate);
 
-       if (r_render.value)
-               glDisable(GL_ALPHA_TEST);
+       ZymoticLerpBones(ent->model->alias.zymnum_bones, (zymbonematrix *) ent->model->alias.zymdata_poses, ent->frameblend, ent->model->alias.zymdata_bones);
 
-       if (frame < 0 || frame >= clmodel->numframes)
+       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))
        {
-               frame = 0;
-               Con_DPrintf("invalid skin number %d for model %s\n", frame, clmodel->name);
+               GL_ColorPointer(varray_color4f);
+               R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, numverts, varray_vertex3f, aliasvert_normal3f, varray_color4f);
        }
+       else
+               GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
+       R_Mesh_Draw(numverts, numtriangles, elements);
+       c_alias_polys += numtriangles;
 
-       if (skin < 0 || skin >= clmodel->numskins)
+       if (fog)
        {
-               skin = 0;
-               Con_DPrintf("invalid skin number %d for model %s\n", skin, clmodel->name);
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               GL_DepthMask(false);
+               GL_DepthTest(true);
+               GL_VertexPointer(varray_vertex3f);
+
+               memset(&mstate, 0, sizeof(mstate));
+               // FIXME: need alpha mask for fogging...
+               //mstate.tex[0] = R_GetTexture(texture);
+               //mstate.pointer_texcoord = ent->model->alias.zymdata_texcoords;
+               R_Mesh_State_Texture(&mstate);
+
+               GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, ent->alpha * fog);
+               ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->alias.zymdata_vertbonecounts, ent->model->alias.zymdata_verts);
+               R_Mesh_Draw(numverts, numtriangles, elements);
+               c_alias_polys += numtriangles;
        }
+}
+
+void R_Model_Zymotic_Draw(entity_render_t *ent)
+{
+       int i;
+
+       if (ent->alpha < (1.0f / 64.0f))
+               return; // basically completely transparent
 
-       modelheader = Mod_Extradata (clmodel);
+       c_models++;
 
+       for (i = 0;i < ent->model->alias.zymnum_shaders;i++)
        {
-//             int *skinanimrange = (int *) (clmodel->skinanimrange + (int) modelheader) + skin * 2;
-//             int *skinanim = (int *) (clmodel->skinanim + (int) modelheader);
-               int *skinanimrange = clmodel->skinanimrange + skin * 2;
-               int *skinanim = clmodel->skinanim;
-               i = skinanimrange[0];
-               if (skinanimrange[1] > 1) // animated
-                       i += ((int) (cl.time * 10) % skinanimrange[1]);
-               skinset = skinanim + i*5;
+               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_DrawFakeShadow(entity_render_t *ent)
+{
+       // FIXME
+}
 
-       if (r_render.value)
-               glEnable (GL_TEXTURE_2D);
+void R_Model_Zymotic_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, float lightradius2, float lightdistbias, float lightsubtract, float *lightcolor)
+{
+       // FIXME
+}
 
-       c_alias_polys += clmodel->numtris;
-       if (clmodel->aliastype == ALIASTYPE_MD2)
-               R_DrawQ2AliasFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, frame, skinset[0], effects, flags);
-       else
-               R_DrawAliasFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, frame, skinset, colormap, effects, flags);
+void R_Model_Zymotic_DrawOntoLight(entity_render_t *ent)
+{
+       // FIXME
 }
+