]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_models.c
rewrote memory system entirely (hunk, cache, and zone are gone, memory pools replaced...
[xonotic/darkplaces.git] / gl_models.c
index ebc22794cf96c6fe3df844013b3b25bfca1368bc..8684a8f025330e1618eb752f0062ca976108be7b 100644 (file)
@@ -1,8 +1,8 @@
 
 #include "quakedef.h"
 
-cvar_t gl_transform = {"gl_transform", "1"};
-cvar_t gl_lockarrays = {"gl_lockarrays", "1"};
+//cvar_t gl_transform = {0, "gl_transform", "1"};
+cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
 
 typedef struct
 {
@@ -12,24 +12,26 @@ typedef struct
 // LordHavoc: vertex array
 float *aliasvert;
 float *aliasvertnorm;
-byte *aliasvertcolor;
-byte *aliasvertcolor2;
+float *aliasvertcolor;
+float *aliasvertcolor2;
 zymbonematrix *zymbonepose;
 int *aliasvertusage;
 
+rmeshinfo_t aliasmeshinfo;
+
 rtexture_t *chrometexture;
 
 int arraylocked = false;
 void GL_LockArray(int first, int count)
 {
-       if (gl_supportslockarrays && gl_lockarrays.value)
+       if (gl_supportslockarrays && gl_lockarrays.integer)
        {
                qglLockArraysEXT(first, count);
                arraylocked = true;
        }
 }
 
-void GL_UnlockArray()
+void GL_UnlockArray(void)
 {
        if (arraylocked)
        {
@@ -38,6 +40,7 @@ void GL_UnlockArray()
        }
 }
 
+/*
 void GL_SetupModelTransform (vec3_t origin, vec3_t angles, vec_t scale)
 {
     glTranslatef (origin[0], origin[1], origin[2]);
@@ -51,8 +54,12 @@ void GL_SetupModelTransform (vec3_t origin, vec3_t angles, vec_t scale)
        if (angles[2])
            glRotatef (angles[2],  1, 0, 0);
 }
+*/
 
-void makechrometexture()
+rtexturepool_t *chrometexturepool;
+
+// currently unused reflection effect texture
+void makechrometexture(void)
 {
        int i;
        byte noise[64*64];
@@ -67,78 +74,66 @@ void makechrometexture()
                data[i][3] = 255;
        }
 
-       chrometexture = R_LoadTexture ("chrometexture", 64, 64, &data[0][0], TEXF_MIPMAP | TEXF_RGBA | TEXF_PRECACHE);
+       chrometexture = R_LoadTexture (chrometexturepool, "chrometexture", 64, 64, &data[0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE);
 }
 
-void gl_models_start()
+mempool_t *gl_models_mempool;
+
+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
-       zymbonepose = qmalloc(sizeof(zymbonematrix[256]));
-       aliasvertusage = qmalloc(sizeof(int[MD2MAX_VERTS]));
+       gl_models_mempool = Mem_AllocPool("GL_Models");
+       aliasvert = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][3]));
+       aliasvertnorm = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][3]));
+       aliasvertcolor = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
+       aliasvertcolor2 = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4])); // used temporarily for tinted coloring
+       zymbonepose = Mem_Alloc(gl_models_mempool, sizeof(zymbonematrix[256]));
+       aliasvertusage = Mem_Alloc(gl_models_mempool, sizeof(int[MD2MAX_VERTS]));
+       chrometexturepool = R_AllocTexturePool();
        makechrometexture();
 }
 
-void gl_models_shutdown()
+void gl_models_shutdown(void)
 {
-       qfree(aliasvert);
-       qfree(aliasvertnorm);
-       qfree(aliasvertcolor);
-       qfree(aliasvertcolor2);
-       qfree(zymbonepose);
-       qfree(aliasvertusage);
+       R_FreeTexturePool(&chrometexturepool);
+       Mem_FreePool(&gl_models_mempool);
 }
 
-void gl_models_newmap()
+void gl_models_newmap(void)
 {
 }
 
-void GL_Models_Init()
+void GL_Models_Init(void)
 {
-       Cvar_RegisterVariable(&gl_transform);
+//     Cvar_RegisterVariable(&gl_transform);
        Cvar_RegisterVariable(&gl_lockarrays);
 
        R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap);
 }
 
-extern vec3_t softwaretransform_x;
-extern vec3_t softwaretransform_y;
-extern vec3_t softwaretransform_z;
-extern vec_t softwaretransform_scale;
-extern vec3_t softwaretransform_offset;
 void R_AliasTransformVerts(int vertcount)
 {
-       int i;
-       vec3_t point, matrix_x, matrix_y, matrix_z;
+       vec3_t point;
        float *av, *avn;
        av = aliasvert;
        avn = aliasvertnorm;
-       matrix_x[0] = softwaretransform_x[0] * softwaretransform_scale;
-       matrix_x[1] = softwaretransform_y[0] * softwaretransform_scale;
-       matrix_x[2] = softwaretransform_z[0] * softwaretransform_scale;
-       matrix_y[0] = softwaretransform_x[1] * softwaretransform_scale;
-       matrix_y[1] = softwaretransform_y[1] * softwaretransform_scale;
-       matrix_y[2] = softwaretransform_z[1] * softwaretransform_scale;
-       matrix_z[0] = softwaretransform_x[2] * softwaretransform_scale;
-       matrix_z[1] = softwaretransform_y[2] * softwaretransform_scale;
-       matrix_z[2] = softwaretransform_z[2] * softwaretransform_scale;
-       for (i = 0;i < vertcount;i++)
+       while (vertcount >= 4)
        {
-               // rotate, scale, and translate the vertex locations
-               VectorCopy(av, point);
-               av[0] = DotProduct(point, matrix_x) + softwaretransform_offset[0];
-               av[1] = DotProduct(point, matrix_y) + softwaretransform_offset[1];
-               av[2] = DotProduct(point, matrix_z) + softwaretransform_offset[2];
-               // rotate the normals
-               VectorCopy(avn, point);
-               avn[0] = point[0] * softwaretransform_x[0] + point[1] * softwaretransform_y[0] + point[2] * softwaretransform_z[0];
-               avn[1] = point[0] * softwaretransform_x[1] + point[1] * softwaretransform_y[1] + point[2] * softwaretransform_z[1];
-               avn[2] = point[0] * softwaretransform_x[2] + point[1] * softwaretransform_y[2] + point[2] * softwaretransform_z[2];
-               av += 3;
-               avn += 3;
+               VectorCopy(av, point);softwaretransform(point, av);av += 3;
+               VectorCopy(av, point);softwaretransform(point, av);av += 3;
+               VectorCopy(av, point);softwaretransform(point, av);av += 3;
+               VectorCopy(av, point);softwaretransform(point, av);av += 3;
+               VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
+               VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
+               VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
+               VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
+               vertcount -= 4;
+       }
+       while(vertcount > 0)
+       {
+               VectorCopy(av, point);softwaretransform(point, av);av += 3;
+               VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
+               vertcount--;
        }
 }
 
@@ -154,16 +149,16 @@ void R_AliasLerpVerts(int vertcount,
        float *av, *avn;
        av = aliasvert;
        avn = aliasvertnorm;
-       VectorScaleQuick(fscale1, lerp1, scale1);
+       VectorScale(fscale1, lerp1, scale1);
        if (lerp2)
        {
-               VectorScaleQuick(fscale2, lerp2, scale2);
+               VectorScale(fscale2, lerp2, scale2);
                if (lerp3)
                {
-                       VectorScaleQuick(fscale3, lerp3, scale3);
+                       VectorScale(fscale3, lerp3, scale3);
                        if (lerp4)
                        {
-                               VectorScaleQuick(fscale4, lerp4, scale4);
+                               VectorScale(fscale4, lerp4, scale4);
                                translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2 + translate3[0] * lerp3 + translate4[0] * lerp4;
                                translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2 + translate3[1] * lerp3 + translate4[1] * lerp4;
                                translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2 + translate3[2] * lerp3 + translate4[2] * lerp4;
@@ -270,226 +265,251 @@ void R_AliasLerpVerts(int vertcount,
        }
 }
 
-void GL_DrawModelMesh(rtexture_t *skin, byte *colors, maliashdr_t *maliashdr)
+void GL_DrawModelMesh(rtexture_t *skin, float *colors, float cred, float cgreen, float cblue)
 {
-       if (!r_render.value)
-               return;
-       glBindTexture(GL_TEXTURE_2D, R_GetTexture(skin));
-       if (!colors)
+       aliasmeshinfo.tex[0] = R_GetTexture(skin);
+       aliasmeshinfo.color = colors;
+       if (colors == NULL)
        {
-               if (lighthalf)
-                       glColor3f(0.5f, 0.5f, 0.5f);
-               else
-                       glColor3f(1.0f, 1.0f, 1.0f);
-       }
-       if (colors)
-       {
-               glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
-               glEnableClientState(GL_COLOR_ARRAY);
+               aliasmeshinfo.cr = cred;
+               aliasmeshinfo.cg = cgreen;
+               aliasmeshinfo.cb = cblue;
+               aliasmeshinfo.ca = currentrenderentity->alpha;
        }
 
-       glDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata));
+       R_Mesh_Draw(&aliasmeshinfo);
 
-       if (colors)
-               glDisableClientState(GL_COLOR_ARRAY);
        // leave it in a state for additional passes
-       glDepthMask(0);
-       glEnable(GL_BLEND);
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive
+       aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
+       aliasmeshinfo.blendfunc2 = GL_ONE;
 }
 
-void R_TintModel(byte *in, byte *out, int verts, byte *color)
+void R_TintModel(float *in, float *out, int verts, float r, float g, float b)
 {
        int i;
-       byte r = color[0];
-       byte g = color[1];
-       byte b = color[2];
        for (i = 0;i < verts;i++)
        {
-               out[0] = (byte) ((in[0] * r) >> 8);
-               out[1] = (byte) ((in[1] * g) >> 8);
-               out[2] = (byte) ((in[2] * b) >> 8);
-               out[3] =          in[3];
+               out[0] = in[0] * r;
+               out[1] = in[1] * g;
+               out[2] = in[2] * b;
+               out[3] = in[3];
                in += 4;
                out += 4;
        }
 }
 
-/*
-=================
-R_DrawAliasFrame
+void R_SetupMDLMD2Frames(skinframe_t **skinframe)
+{
+       md2frame_t *frame1, *frame2, *frame3, *frame4;
+       trivertx_t *frame1verts, *frame2verts, *frame3verts, *frame4verts;
+       model_t *model;
+       model = currentrenderentity->model;
 
-=================
-*/
-extern vec3_t lightspot;
-void R_LightModel(entity_t *ent, int numverts, vec3_t center, vec3_t basecolor);
-void R_DrawAliasFrame (maliashdr_t *maliashdr, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, vec3_t angles, vec_t scale, frameblend_t *blend, rtexture_t **skin, int colormap, int effects, int flags)
+       if (model->skinscenes[currentrenderentity->skinnum].framecount > 1)
+               *skinframe = &model->skinframes[model->skinscenes[currentrenderentity->skinnum].firstframe + (int) (cl.time * 10) % model->skinscenes[currentrenderentity->skinnum].framecount];
+       else
+               *skinframe = &model->skinframes[model->skinscenes[currentrenderentity->skinnum].firstframe];
+
+       softwaretransformforentity(currentrenderentity);
+
+       frame1 = &model->mdlmd2data_frames[currentrenderentity->frameblend[0].frame];
+       frame2 = &model->mdlmd2data_frames[currentrenderentity->frameblend[1].frame];
+       frame3 = &model->mdlmd2data_frames[currentrenderentity->frameblend[2].frame];
+       frame4 = &model->mdlmd2data_frames[currentrenderentity->frameblend[3].frame];
+       frame1verts = &model->mdlmd2data_pose[currentrenderentity->frameblend[0].frame * model->numverts];
+       frame2verts = &model->mdlmd2data_pose[currentrenderentity->frameblend[1].frame * model->numverts];
+       frame3verts = &model->mdlmd2data_pose[currentrenderentity->frameblend[2].frame * model->numverts];
+       frame4verts = &model->mdlmd2data_pose[currentrenderentity->frameblend[3].frame * model->numverts];
+       /*
+       if (currentrenderentity->frameblend[0].lerp)
+               Con_Printf("frame1: %i/%i %s scale %f %f %f translate %f %f %f\n", currentrenderentity->frameblend[0].frame, model->numframes, frame1->name, frame1->scale[0], frame1->scale[1], frame1->scale[2], frame1->translate[0], frame1->translate[1], frame1->translate[2]);
+       if (currentrenderentity->frameblend[1].lerp)
+               Con_Printf("frame2: %i/%i %s scale %f %f %f translate %f %f %f\n", currentrenderentity->frameblend[0].frame, model->numframes, frame2->name, frame2->scale[0], frame2->scale[1], frame2->scale[2], frame2->translate[0], frame2->translate[1], frame2->translate[2]);
+       if (currentrenderentity->frameblend[2].lerp)
+               Con_Printf("frame3: %i/%i %s scale %f %f %f translate %f %f %f\n", currentrenderentity->frameblend[0].frame, model->numframes, frame3->name, frame3->scale[0], frame3->scale[1], frame3->scale[2], frame3->translate[0], frame3->translate[1], frame3->translate[2]);
+       if (currentrenderentity->frameblend[3].lerp)
+               Con_Printf("frame4: %i/%i %s scale %f %f %f translate %f %f %f\n", currentrenderentity->frameblend[0].frame, model->numframes, frame4->name, frame4->scale[0], frame4->scale[1], frame4->scale[2], frame4->translate[0], frame4->translate[1], frame4->translate[2]);
+       */
+       R_AliasLerpVerts(model->numverts,
+               currentrenderentity->frameblend[0].lerp, frame1verts, frame1->scale, frame1->translate,
+               currentrenderentity->frameblend[1].lerp, frame2verts, frame2->scale, frame2->translate,
+               currentrenderentity->frameblend[2].lerp, frame3verts, frame3->scale, frame3->translate,
+               currentrenderentity->frameblend[3].lerp, frame4verts, frame4->scale, frame4->translate);
+       R_AliasTransformVerts(model->numverts);
+
+       R_LightModel(model->numverts);
+}
+
+void R_DrawQ1AliasModel (void)
 {
-       if (gl_transform.value)
-       {
-               if (r_render.value)
-               {
-                       glPushMatrix();
-                       GL_SetupModelTransform(org, angles, scale);
-               }
-       }
-       // always needed, for model lighting
-       softwaretransformforentity(ent);
-
-       R_AliasLerpVerts(maliashdr->numverts,
-               blend[0].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[0].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin,
-               blend[1].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[1].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin,
-               blend[2].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[2].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin,
-               blend[3].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[3].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin);
-       if (!gl_transform.value)
-               R_AliasTransformVerts(maliashdr->numverts);
-
-       // prep the vertex array as early as possible
-       if (r_render.value)
+       float fog;
+       vec3_t diff;
+       model_t *model;
+       skinframe_t *skinframe;
+
+       model = currentrenderentity->model;
+
+       R_SetupMDLMD2Frames(&skinframe);
+
+       memset(&aliasmeshinfo, 0, sizeof(aliasmeshinfo));
+
+       aliasmeshinfo.vertex = aliasvert;
+       aliasmeshinfo.vertexstep = sizeof(float[3]);
+       aliasmeshinfo.numverts = model->numverts;
+       aliasmeshinfo.numtriangles = model->numtris;
+       aliasmeshinfo.index = model->mdldata_indices;
+       aliasmeshinfo.colorstep = sizeof(float[4]);
+       aliasmeshinfo.texcoords[0] = model->mdldata_texcoords;
+       aliasmeshinfo.texcoordstep[0] = sizeof(float[2]);
+
+       fog = 0;
+       if (fogenabled)
        {
-               glVertexPointer(3, GL_FLOAT, 0, aliasvert);
-               glEnableClientState(GL_VERTEX_ARRAY);
-               glTexCoordPointer(2, GL_FLOAT, 0, (void *)((int) maliashdr->texdata + (int) maliashdr));
-               glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-               GL_LockArray(0, maliashdr->numverts);
+               VectorSubtract(currentrenderentity->origin, r_origin, diff);
+               fog = exp(fogdensity/DotProduct(diff,diff));
+               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
        }
 
-       R_LightModel(ent, maliashdr->numverts, org, color);
-
-       if (!r_render.value)
-               return;
-       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-       glShadeModel(GL_SMOOTH);
-       if (effects & EF_ADDITIVE)
+       if (currentrenderentity->effects & EF_ADDITIVE)
        {
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
-               glEnable(GL_BLEND);
-               glDepthMask(0);
+               aliasmeshinfo.transparent = true;
+               aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
+               aliasmeshinfo.blendfunc2 = GL_ONE;
        }
-       else if (alpha != 1.0)
+       else if (currentrenderentity->alpha != 1.0 || skinframe->fog != NULL)
        {
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               glEnable(GL_BLEND);
-               glDepthMask(0);
+               aliasmeshinfo.transparent = true;
+               aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
+               aliasmeshinfo.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
        }
        else
        {
-               glDisable(GL_BLEND);
-               glDepthMask(1);
+               aliasmeshinfo.transparent = false;
+               aliasmeshinfo.blendfunc1 = GL_ONE;
+               aliasmeshinfo.blendfunc2 = GL_ZERO;
        }
 
-       if (skin[0] || skin[1] || skin[2] || skin[3] || skin[4])
+       // darken source
+       if (fog)
+               R_TintModel(aliasvertcolor, aliasvertcolor, model->numverts, 1 - fog, 1 - fog, 1 - fog);
+
+       if (skinframe->base || skinframe->pants || skinframe->shirt || skinframe->glow || skinframe->merged)
        {
-               if (colormap >= 0 && (skin[0] || skin[1] || skin[2]))
+               if (currentrenderentity->colormap >= 0 && (skinframe->base || skinframe->pants || skinframe->shirt))
                {
                        int c;
-                       if (skin[0])
-                               GL_DrawModelMesh(skin[0], aliasvertcolor, maliashdr);
-                       if (skin[1])
+                       byte *color;
+                       if (skinframe->base)
+                               GL_DrawModelMesh(skinframe->base, aliasvertcolor, 0, 0, 0);
+                       if (skinframe->pants)
                        {
-                               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);
+                               c = (currentrenderentity->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
+                               color = (byte *) (&d_8to24table[c]);
+                               if (c >= 224) // fullbright ranges
+                                       GL_DrawModelMesh(skinframe->pants, NULL, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
+                               else
+                               {
+                                       R_TintModel(aliasvertcolor, aliasvertcolor2, model->numverts, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
+                                       GL_DrawModelMesh(skinframe->pants, aliasvertcolor2, 0, 0, 0);
+                               }
                        }
-                       if (skin[2])
+                       if (skinframe->shirt)
                        {
-                               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);
+                               c = currentrenderentity->colormap & 0xF0      ;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
+                               color = (byte *) (&d_8to24table[c]);
+                               if (c >= 224) // fullbright ranges
+                                       GL_DrawModelMesh(skinframe->shirt, NULL, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
+                               else
+                               {
+                                       R_TintModel(aliasvertcolor, aliasvertcolor2, model->numverts, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
+                                       GL_DrawModelMesh(skinframe->shirt, aliasvertcolor2, 0, 0, 0);
+                               }
                        }
                }
                else
                {
-                       if (skin[4]) GL_DrawModelMesh(skin[4], aliasvertcolor, maliashdr);
+                       if (skinframe->merged)
+                               GL_DrawModelMesh(skinframe->merged, aliasvertcolor, 0, 0, 0);
                        else
                        {
-                               if (skin[0]) GL_DrawModelMesh(skin[0], aliasvertcolor, maliashdr);
-                               if (skin[1]) GL_DrawModelMesh(skin[1], aliasvertcolor, maliashdr);
-                               if (skin[2]) GL_DrawModelMesh(skin[2], aliasvertcolor, maliashdr);
+                               if (skinframe->base) GL_DrawModelMesh(skinframe->base, aliasvertcolor, 0, 0, 0);
+                               if (skinframe->pants) GL_DrawModelMesh(skinframe->pants, aliasvertcolor, 0, 0, 0);
+                               if (skinframe->shirt) GL_DrawModelMesh(skinframe->shirt, aliasvertcolor, 0, 0, 0);
                        }
                }
-               if (skin[3]) GL_DrawModelMesh(skin[3], NULL, maliashdr);
+               if (skinframe->glow) GL_DrawModelMesh(skinframe->glow, NULL, 1 - fog, 1 - fog, 1 - fog);
        }
        else
-               GL_DrawModelMesh(0, NULL, maliashdr);
+               GL_DrawModelMesh(0, NULL, 1 - fog, 1 - fog, 1 - fog);
 
-       if (fogenabled)
+       if (fog)
        {
-               vec3_t diff;
-               glDisable (GL_TEXTURE_2D);
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               glEnable (GL_BLEND);
-               glDepthMask(0); // disable zbuffer updates
+               aliasmeshinfo.tex[0] = R_GetTexture(skinframe->fog);
+               aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
+               aliasmeshinfo.blendfunc2 = GL_ONE;
+               aliasmeshinfo.color = NULL;
 
-               VectorSubtract(org, r_origin, diff);
-               glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
+               aliasmeshinfo.cr = fogcolor[0];
+               aliasmeshinfo.cg = fogcolor[1];
+               aliasmeshinfo.cb = fogcolor[2];
+               aliasmeshinfo.ca = currentrenderentity->alpha * fog;
 
-               glDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata));
-
-               glEnable (GL_TEXTURE_2D);
-               glColor3f (1,1,1);
+               R_Mesh_Draw(&aliasmeshinfo);
        }
-       GL_UnlockArray();
-       glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-       glDisableClientState(GL_VERTEX_ARRAY);
-
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glEnable (GL_BLEND);
-       glDepthMask(1);
-
-       glPopMatrix();
 }
 
-/*
-=================
-R_DrawQ2AliasFrame
-
-=================
-*/
-void R_DrawQ2AliasFrame (md2mem_t *pheader, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, vec3_t angles, vec_t scale, frameblend_t *blend, rtexture_t *skin, int effects, int flags)
+void R_DrawQ2AliasModel (void)
 {
        int *order, count;
-       md2frame_t *frame1, *frame2, *frame3, *frame4;
+       vec3_t diff;
+       skinframe_t *skinframe;
+       model_t *model;
+
+       model = currentrenderentity->model;
 
-       if (r_render.value)
-               glBindTexture(GL_TEXTURE_2D, R_GetTexture(skin));
+       R_SetupMDLMD2Frames(&skinframe);
 
-       if (gl_transform.value)
+       if (!r_render.integer)
+               return;
+
+       // FIXME FIXME FIXME rewrite loader to convert to triangle mesh
+       glBindTexture(GL_TEXTURE_2D, R_GetTexture(skinframe->base));
+
+       if (currentrenderentity->effects & EF_ADDITIVE)
        {
-               if (r_render.value)
-               {
-                       glPushMatrix();
-                       GL_SetupModelTransform(org, angles, scale);
-               }
+               glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
+               glEnable(GL_BLEND);
+               glDepthMask(0);
        }
-       // always needed, for model lighting
-       softwaretransformforentity(ent);
-
-       frame1 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[0].frame));
-       frame2 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[1].frame));
-       frame3 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[2].frame));
-       frame4 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[3].frame));
-       R_AliasLerpVerts(pheader->num_xyz,
-               blend[0].lerp, frame1->verts, frame1->scale, frame1->translate,
-               blend[1].lerp, frame2->verts, frame2->scale, frame2->translate,
-               blend[2].lerp, frame3->verts, frame3->scale, frame3->translate,
-               blend[3].lerp, frame4->verts, frame4->scale, frame4->translate);
-       if (!gl_transform.value)
-               R_AliasTransformVerts(pheader->num_xyz);
-
-       R_LightModel(ent, pheader->num_xyz, org, color);
-
-       if (!r_render.value)
-               return;
+       else if (currentrenderentity->alpha != 1.0 || R_TextureHasAlpha(skinframe->base))
+       {
+               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               glEnable(GL_BLEND);
+               glDepthMask(0);
+       }
+       else
+       {
+               glDisable(GL_BLEND);
+               glDepthMask(1);
+       }
+
        // LordHavoc: big mess...
        // using vertex arrays only slightly, although it is enough to prevent duplicates
        // (saving half the transforms)
-       glVertexPointer(3, GL_FLOAT, 0, aliasvert);
-       glColorPointer(4, GL_UNSIGNED_BYTE, 0, aliasvertcolor);
+       glVertexPointer(3, GL_FLOAT, sizeof(float[3]), aliasvert);
+       glColorPointer(4, GL_FLOAT, sizeof(float[4]), aliasvertcolor);
        glEnableClientState(GL_VERTEX_ARRAY);
        glEnableClientState(GL_COLOR_ARRAY);
 
-       order = (int *)((int)pheader + pheader->ofs_glcmds);
+       GL_LockArray(0, model->numverts);
+
+       order = model->md2data_glcmds;
        while(1)
        {
                if (!(count = *order++))
@@ -510,6 +530,8 @@ void R_DrawQ2AliasFrame (md2mem_t *pheader, float alpha, vec3_t color, entity_t
                while (count--);
        }
 
+       GL_UnlockArray();
+
        glDisableClientState(GL_COLOR_ARRAY);
        glDisableClientState(GL_VERTEX_ARRAY);
 
@@ -519,19 +541,19 @@ void R_DrawQ2AliasFrame (md2mem_t *pheader, float alpha, vec3_t color, entity_t
                glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                glEnable (GL_BLEND);
                glDepthMask(0); // disable zbuffer updates
-               {
-                       vec3_t diff;
-                       VectorSubtract(org, r_origin, diff);
-                       glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
-               }
+
+               VectorSubtract(currentrenderentity->origin, r_origin, diff);
+               glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff)));
 
                // LordHavoc: big mess...
                // using vertex arrays only slightly, although it is enough to prevent duplicates
                // (saving half the transforms)
-               glVertexPointer(3, GL_FLOAT, 0, aliasvert);
+               glVertexPointer(3, GL_FLOAT, sizeof(float[3]), aliasvert);
                glEnableClientState(GL_VERTEX_ARRAY);
 
-               order = (int *)((int)pheader + pheader->ofs_glcmds);
+               GL_LockArray(0, model->numverts);
+
+               order = model->md2data_glcmds;
                while(1)
                {
                        if (!(count = *order++))
@@ -551,6 +573,8 @@ void R_DrawQ2AliasFrame (md2mem_t *pheader, float alpha, vec3_t color, entity_t
                        while (count--);
                }
 
+               GL_UnlockArray();
+
                glDisableClientState(GL_VERTEX_ARRAY);
 
                glEnable (GL_TEXTURE_2D);
@@ -560,16 +584,12 @@ void R_DrawQ2AliasFrame (md2mem_t *pheader, float alpha, vec3_t color, entity_t
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glEnable (GL_BLEND);
        glDepthMask(1);
-
-       if (gl_transform.value)
-               glPopMatrix();
 }
 
 void ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, zymbone_t *bone, float rootorigin[3], float rootangles[3], float rootscale)
 {
        float lerp1, lerp2, lerp3, lerp4;
        zymbonematrix *out, rootmatrix, m, *bone1, *bone2, *bone3, *bone4;
-       lerp1 = 1 - lerp2;
        out = zymbonepose;
        AngleVectors(rootangles, rootmatrix.m[0], rootmatrix.m[1], rootmatrix.m[2]);
        VectorScale(rootmatrix.m[0], rootscale, rootmatrix.m[0]);
@@ -759,19 +779,11 @@ void ZymoticTransformVerts(int vertcount, int *bonecounts, zymvertex_t *vert)
        }
 }
 
-float ixtable[4096];
-
 void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist)
 {
        int a, b, c, d;
        float *out, v1[3], v2[3], normal[3];
        int *u;
-       if (!ixtable[1])
-       {
-               ixtable[0] = 0;
-               for (a = 1;a < 4096;a++)
-                       ixtable[a] = 1.0f / a;
-       }
        // clear normals
        memset(aliasvertnorm, 0, sizeof(float[3]) * vertcount);
        memset(aliasvertusage, 0, sizeof(int) * vertcount);
@@ -791,7 +803,7 @@ void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist)
                        v2[1] = aliasvert[c+1] - aliasvert[b+1];
                        v2[2] = aliasvert[c+2] - aliasvert[b+2];
                        CrossProduct(v1, v2, normal);
-                       VectorNormalize(normal);
+                       VectorNormalizeFast(normal);
                        // add surface normal to vertices
                        aliasvertnorm[a+0] += normal[0];
                        aliasvertnorm[a+1] += normal[1];
@@ -825,166 +837,111 @@ void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist)
        }
 }
 
-void GL_DrawZymoticModelMesh(byte *colors, zymtype1header_t *m)
+void GL_DrawZymoticModelMesh(zymtype1header_t *m)
 {
-       int i, c, *renderlist;
+       int i, *renderlist;
        rtexture_t **texture;
-       if (!r_render.value)
-               return;
+
+       // FIXME: do better fog
        renderlist = (int *)(m->lump_render.start + (int) m);
        texture = (rtexture_t **)(m->lump_shaders.start + (int) m);
-       glVertexPointer(3, GL_FLOAT, 0, aliasvert);
-       glEnableClientState(GL_VERTEX_ARRAY);
-
-       glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
-       glEnableClientState(GL_COLOR_ARRAY);
 
-       glTexCoordPointer(2, GL_FLOAT, 0, (float *)(m->lump_texcoords.start + (int) m));
-       glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+       aliasmeshinfo.vertex = aliasvert;
+       aliasmeshinfo.vertexstep = sizeof(float[3]);
+       aliasmeshinfo.color = aliasvertcolor;
+       aliasmeshinfo.colorstep = sizeof(float[4]);
+       aliasmeshinfo.texcoords[0] = (float *)(m->lump_texcoords.start + (int) m);
+       aliasmeshinfo.texcoordstep[0] = sizeof(float[2]);
 
        for (i = 0;i < m->numshaders;i++)
        {
-               c = (*renderlist++) * 3;
-               glBindTexture(GL_TEXTURE_2D, R_GetTexture(*texture));
-               texture++;
-               glDrawElements(GL_TRIANGLES, c, GL_UNSIGNED_INT, renderlist);
-               renderlist += c;
+               aliasmeshinfo.tex[0] = R_GetTexture(*texture);
+               aliasmeshinfo.tex[1] = 0;
+               if (currentrenderentity->effects & EF_ADDITIVE)
+               {
+                       aliasmeshinfo.transparent = true;
+                       aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
+                       aliasmeshinfo.blendfunc2 = GL_ONE;
+               }
+               else if (currentrenderentity->alpha != 1.0 || R_TextureHasAlpha(*texture))
+               {
+                       aliasmeshinfo.transparent = true;
+                       aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
+                       aliasmeshinfo.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+               }
+               else
+               {
+                       aliasmeshinfo.transparent = false;
+                       aliasmeshinfo.blendfunc1 = GL_ONE;
+                       aliasmeshinfo.blendfunc2 = GL_ZERO;
+               }
+               aliasmeshinfo.numtriangles = *renderlist++;
+               aliasmeshinfo.index = renderlist;
+               R_Mesh_Draw(&aliasmeshinfo);
+               renderlist += aliasmeshinfo.numtriangles * 3;
        }
-
-       glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-
-       glDisableClientState(GL_COLOR_ARRAY);
-
-       glDisableClientState(GL_VERTEX_ARRAY);
 }
 
 void GL_DrawZymoticModelMeshFog(vec3_t org, zymtype1header_t *m)
 {
+       int i, *renderlist;
        vec3_t diff;
-       int i, c, *renderlist;
-       if (!r_render.value)
-               return;
+
+       // FIXME: do better fog
        renderlist = (int *)(m->lump_render.start + (int) m);
-       glDisable(GL_TEXTURE_2D);
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glEnable (GL_BLEND);
-       glDepthMask(0); // disable zbuffer updates
 
-       VectorSubtract(org, r_origin, diff);
-       glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
+       aliasmeshinfo.tex[0] = 0;
+       aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
+       aliasmeshinfo.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
 
-       glVertexPointer(3, GL_FLOAT, 0, aliasvert);
-       glEnableClientState(GL_VERTEX_ARRAY);
+       VectorSubtract(org, r_origin, diff);
+       aliasmeshinfo.cr = fogcolor[0];
+       aliasmeshinfo.cg = fogcolor[1];
+       aliasmeshinfo.cb = fogcolor[2];
+       aliasmeshinfo.ca = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff));
 
        for (i = 0;i < m->numshaders;i++)
        {
-               c = (*renderlist++) * 3;
-               glDrawElements(GL_TRIANGLES, c, GL_UNSIGNED_INT, renderlist);
-               renderlist += c;
+               aliasmeshinfo.numtriangles = *renderlist++;
+               aliasmeshinfo.index = renderlist;
+               R_Mesh_Draw(&aliasmeshinfo);
+               renderlist += aliasmeshinfo.numtriangles * 3;
        }
-
-       glDisableClientState(GL_VERTEX_ARRAY);
-
-       glEnable(GL_TEXTURE_2D);
-       glColor3f (1,1,1);
 }
 
-/*
-=================
-R_DrawZymoticFrame
-=================
-*/
-void R_DrawZymoticFrame (zymtype1header_t *m, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, vec3_t angles, vec_t scale, frameblend_t *blend, int skinblah, int effects, int flags)
+void R_DrawZymoticModel (void)
 {
-       ZymoticLerpBones(m->numbones, (zymbonematrix *)(m->lump_poses.start + (int) m), blend, (zymbone_t *)(m->lump_bones.start + (int) m), org, angles, scale);
+       zymtype1header_t *m;
+
+       // FIXME: do better fog
+       m = currentrenderentity->model->zymdata_header;
+       ZymoticLerpBones(m->numbones, (zymbonematrix *)(m->lump_poses.start + (int) m), currentrenderentity->frameblend, (zymbone_t *)(m->lump_bones.start + (int) m), currentrenderentity->origin, currentrenderentity->angles, currentrenderentity->scale);
        ZymoticTransformVerts(m->numverts, (int *)(m->lump_vertbonecounts.start + (int) m), (zymvertex_t *)(m->lump_verts.start + (int) m));
        ZymoticCalcNormals(m->numverts, m->numshaders, (int *)(m->lump_render.start + (int) m));
 
-       R_LightModel(ent, m->numverts, org, color);
+       R_LightModel(m->numverts);
 
-       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);
-       }
+       memset(&aliasmeshinfo, 0, sizeof(aliasmeshinfo));
+       aliasmeshinfo.numverts = m->numverts;
 
-       GL_DrawZymoticModelMesh(aliasvertcolor, m);
+       GL_DrawZymoticModelMesh(m);
 
        if (fogenabled)
-               GL_DrawZymoticModelMeshFog(org, m);
-
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glEnable (GL_BLEND);
-       glDepthMask(1);
+               GL_DrawZymoticModelMeshFog(currentrenderentity->origin, m);
 }
 
-/*
-=================
-R_DrawAliasModel
-
-=================
-*/
-void R_DrawAliasModel (entity_t *ent, int cull, float alpha, model_t *clmodel, frameblend_t *blend, int skin, vec3_t org, vec3_t angles, vec_t scale, int effects, int flags, int colormap)
+void R_DrawAliasModel (void)
 {
-       int                     i;
-       vec3_t          mins, maxs, color;
-       void            *modelheader;
-       rtexture_t      **skinset;
-
-       if (alpha < (1.0 / 64.0))
+       if (currentrenderentity->alpha < (1.0f / 64.0f))
                return; // basically completely transparent
 
-       VectorAdd (org, clmodel->mins, mins);
-       VectorAdd (org, clmodel->maxs, maxs);
-
-       if (cull && R_VisibleCullBox (mins, maxs))
-               return;
-
        c_models++;
 
-       if (skin < 0 || skin >= clmodel->numskins)
-       {
-               skin = 0;
-               Con_DPrintf("invalid skin number %d for model %s\n", skin, clmodel->name);
-       }
-
-       modelheader = Mod_Extradata (clmodel);
-
-       {
-//             int *skinanimrange = (int *) (clmodel->skinanimrange + (int) modelheader) + skin * 2;
-//             int *skinanim = (int *) (clmodel->skinanim + (int) modelheader);
-               int *skinanimrange = clmodel->skinanimrange + skin * 2;
-               rtexture_t **skinanim = clmodel->skinanim;
-               i = skinanimrange[0];
-               if (skinanimrange[1] > 1) // animated
-                       i += ((int) (cl.time * 10) % skinanimrange[1]);
-               skinset = skinanim + i*5;
-       }
-
-       if (r_render.value)
-               glEnable (GL_TEXTURE_2D);
-
-       c_alias_polys += clmodel->numtris;
-       if (clmodel->aliastype == ALIASTYPE_ZYM)
-               R_DrawZymoticFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, 0                   , effects, flags);
-       else if (clmodel->aliastype == ALIASTYPE_MD2)
-               R_DrawQ2AliasFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, skinset[0]          , effects, flags);
+       c_alias_polys += currentrenderentity->model->numtris;
+       if (currentrenderentity->model->aliastype == ALIASTYPE_ZYM)
+               R_DrawZymoticModel ();
+       else if (currentrenderentity->model->aliastype == ALIASTYPE_MD2)
+               R_DrawQ2AliasModel ();
        else
-               R_DrawAliasFrame   (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, skinset   , colormap, effects, flags);
+               R_DrawQ1AliasModel   ();
 }