#include "quakedef.h"
-
-cvar_t r_quickmodels = {0, "r_quickmodels", "1"};
+#include "cl_collision.h"
+#include "r_shadow.h"
typedef struct
{
// LordHavoc: vertex arrays
-float *aliasvertbuf;
float *aliasvertcolorbuf;
-float *aliasvert; // this may point at aliasvertbuf or at vertex arrays in the mesh backend
float *aliasvertcolor; // this may point at aliasvertcolorbuf or at vertex arrays in the mesh backend
+float *aliasvert_svectors;
+float *aliasvert_tvectors;
+float *aliasvert_normals;
float *aliasvertcolor2;
-float *aliasvertnorm;
int *aliasvertusage;
zymbonematrix *zymbonepose;
{
// allocate vertex processing arrays
gl_models_mempool = Mem_AllocPool("GL_Models");
- aliasvert = aliasvertbuf = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
aliasvertcolor = aliasvertcolorbuf = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
- aliasvertnorm = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][3]));
+ aliasvert_svectors = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
+ aliasvert_tvectors = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
+ aliasvert_normals = 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]));
void GL_Models_Init(void)
{
- Cvar_RegisterVariable(&r_quickmodels);
-
R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap);
}
-/*
-void R_AliasTransformVerts(int vertcount)
-{
- vec3_t point;
- float *av;
- av = aliasvert;
- while (vertcount >= 4)
- {
- VectorCopy(av, point);softwaretransform(point, av);av += 4;
- VectorCopy(av, point);softwaretransform(point, av);av += 4;
- VectorCopy(av, point);softwaretransform(point, av);av += 4;
- VectorCopy(av, point);softwaretransform(point, av);av += 4;
- vertcount -= 4;
- }
- while(vertcount > 0)
- {
- VectorCopy(av, point);softwaretransform(point, av);av += 4;
- vertcount--;
- }
-}
-*/
-
-void R_AliasLerpVerts(int vertcount,
- float lerp1, const trivertx_t *verts1, const vec3_t fscale1, const vec3_t translate1,
- float lerp2, const trivertx_t *verts2, const vec3_t fscale2, const vec3_t translate2,
- float lerp3, const trivertx_t *verts3, const vec3_t fscale3, const vec3_t translate3,
- float lerp4, const trivertx_t *verts4, const vec3_t fscale4, const vec3_t translate4)
+void R_Model_Alias_GetMeshVerts(const entity_render_t *ent, aliasmesh_t *mesh, float *vertices, float *normals, float *svectors, float *tvectors)
{
- int i;
- vec3_t scale1, scale2, scale3, scale4, translate;
- const float *n1, *n2, *n3, *n4;
- float *av, *avn;
- av = aliasvert;
- avn = aliasvertnorm;
- VectorScale(fscale1, lerp1, scale1);
- if (lerp2)
+ int i, vertcount;
+ float lerp1, lerp2, lerp3, lerp4;
+ const aliasvertex_t *verts1, *verts2, *verts3, *verts4;
+
+ if (vertices == NULL)
+ Host_Error("R_Model_Alias_GetMeshVerts: vertices == NULL.\n");
+ if (svectors != NULL && (tvectors == NULL || normals == NULL))
+ Host_Error("R_Model_Alias_GetMeshVerts: svectors requires tvectors and normals.\n");
+ if (tvectors != NULL && (svectors == NULL || normals == NULL))
+ Host_Error("R_Model_Alias_GetMeshVerts: tvectors requires svectors and normals.\n");
+
+ vertcount = mesh->num_vertices;
+ verts1 = mesh->data_vertices + ent->frameblend[0].frame * vertcount;
+ lerp1 = ent->frameblend[0].lerp;
+ if (ent->frameblend[1].lerp)
{
- VectorScale(fscale2, lerp2, scale2);
- if (lerp3)
+ verts2 = mesh->data_vertices + ent->frameblend[1].frame * vertcount;
+ lerp2 = ent->frameblend[1].lerp;
+ if (ent->frameblend[2].lerp)
{
- VectorScale(fscale3, lerp3, scale3);
- if (lerp4)
+ verts3 = mesh->data_vertices + ent->frameblend[2].frame * vertcount;
+ lerp3 = ent->frameblend[2].lerp;
+ if (ent->frameblend[3].lerp)
{
- VectorScale(fscale4, lerp4, scale4);
- translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2 + translate3[0] * lerp3 + translate4[0] * lerp4;
- translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2 + translate3[1] * lerp3 + translate4[1] * lerp4;
- translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2 + translate3[2] * lerp3 + translate4[2] * lerp4;
+ verts4 = mesh->data_vertices + ent->frameblend[3].frame * vertcount;
+ lerp4 = ent->frameblend[3].lerp;
// generate vertices
- for (i = 0;i < vertcount;i++)
+ if (svectors != NULL)
{
- av[0] = verts1->v[0] * scale1[0] + verts2->v[0] * scale2[0] + verts3->v[0] * scale3[0] + verts4->v[0] * scale4[0] + translate[0];
- av[1] = verts1->v[1] * scale1[1] + verts2->v[1] * scale2[1] + verts3->v[1] * scale3[1] + verts4->v[1] * scale4[1] + translate[1];
- av[2] = verts1->v[2] * scale1[2] + verts2->v[2] * scale2[2] + verts3->v[2] * scale3[2] + verts4->v[2] * scale4[2] + translate[2];
- n1 = m_bytenormals[verts1->lightnormalindex];
- n2 = m_bytenormals[verts2->lightnormalindex];
- n3 = m_bytenormals[verts3->lightnormalindex];
- n4 = m_bytenormals[verts4->lightnormalindex];
- avn[0] = n1[0] * lerp1 + n2[0] * lerp2 + n3[0] * lerp3 + n4[0] * lerp4;
- avn[1] = n1[1] * lerp1 + n2[1] * lerp2 + n3[1] * lerp3 + n4[1] * lerp4;
- avn[2] = n1[2] * lerp1 + n2[2] * lerp2 + n3[2] * lerp3 + n4[2] * lerp4;
- av += 4;
- avn += 3;
- verts1++;verts2++;verts3++;verts4++;
+ for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, svectors += 4, tvectors += 4, verts1++, verts2++, verts3++, verts4++)
+ {
+ VectorMAMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, lerp4, verts4->origin, vertices);
+ VectorMAMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, lerp4, verts4->normal, normals);
+ VectorMAMAMAM(lerp1, verts1->svector, lerp2, verts2->svector, lerp3, verts3->svector, lerp4, verts4->svector, svectors);
+ CrossProduct(svectors, normals, tvectors);
+ }
}
+ else if (normals != NULL)
+ {
+ for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, verts1++, verts2++, verts3++, verts4++)
+ {
+ VectorMAMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, lerp4, verts4->origin, vertices);
+ VectorMAMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, lerp4, verts4->normal, normals);
+ }
+ }
+ else
+ for (i = 0;i < vertcount;i++, vertices += 4, verts1++, verts2++, verts3++, verts4++)
+ VectorMAMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, lerp4, verts4->origin, vertices);
}
else
{
- translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2 + translate3[0] * lerp3;
- translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2 + translate3[1] * lerp3;
- translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2 + translate3[2] * lerp3;
// generate vertices
- for (i = 0;i < vertcount;i++)
+ if (svectors != NULL)
{
- av[0] = verts1->v[0] * scale1[0] + verts2->v[0] * scale2[0] + verts3->v[0] * scale3[0] + translate[0];
- av[1] = verts1->v[1] * scale1[1] + verts2->v[1] * scale2[1] + verts3->v[1] * scale3[1] + translate[1];
- av[2] = verts1->v[2] * scale1[2] + verts2->v[2] * scale2[2] + verts3->v[2] * scale3[2] + translate[2];
- n1 = m_bytenormals[verts1->lightnormalindex];
- n2 = m_bytenormals[verts2->lightnormalindex];
- n3 = m_bytenormals[verts3->lightnormalindex];
- avn[0] = n1[0] * lerp1 + n2[0] * lerp2 + n3[0] * lerp3;
- avn[1] = n1[1] * lerp1 + n2[1] * lerp2 + n3[1] * lerp3;
- avn[2] = n1[2] * lerp1 + n2[2] * lerp2 + n3[2] * lerp3;
- av += 4;
- avn += 3;
- verts1++;verts2++;verts3++;
+ for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, svectors += 4, tvectors += 4, verts1++, verts2++, verts3++)
+ {
+ VectorMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, vertices);
+ VectorMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, normals);
+ VectorMAMAM(lerp1, verts1->svector, lerp2, verts2->svector, lerp3, verts3->svector, svectors);
+ CrossProduct(svectors, normals, tvectors);
+ }
}
+ else if (normals != NULL)
+ {
+ for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, verts1++, verts2++, verts3++)
+ {
+ VectorMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, vertices);
+ VectorMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, normals);
+ }
+ }
+ else
+ for (i = 0;i < vertcount;i++, vertices += 4, verts1++, verts2++, verts3++)
+ VectorMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, vertices);
}
}
else
{
- translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2;
- translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2;
- translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2;
// generate vertices
- for (i = 0;i < vertcount;i++)
+ if (svectors != NULL)
{
- av[0] = verts1->v[0] * scale1[0] + verts2->v[0] * scale2[0] + translate[0];
- av[1] = verts1->v[1] * scale1[1] + verts2->v[1] * scale2[1] + translate[1];
- av[2] = verts1->v[2] * scale1[2] + verts2->v[2] * scale2[2] + translate[2];
- n1 = m_bytenormals[verts1->lightnormalindex];
- n2 = m_bytenormals[verts2->lightnormalindex];
- avn[0] = n1[0] * lerp1 + n2[0] * lerp2;
- avn[1] = n1[1] * lerp1 + n2[1] * lerp2;
- avn[2] = n1[2] * lerp1 + n2[2] * lerp2;
- av += 4;
- avn += 3;
- verts1++;verts2++;
+ for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, svectors += 4, tvectors += 4, verts1++, verts2++)
+ {
+ VectorMAM(lerp1, verts1->origin, lerp2, verts2->origin, vertices);
+ VectorMAM(lerp1, verts1->normal, lerp2, verts2->normal, normals);
+ VectorMAM(lerp1, verts1->svector, lerp2, verts2->svector, svectors);
+ CrossProduct(svectors, normals, tvectors);
+ }
+ }
+ else if (normals != NULL)
+ {
+ for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, verts1++, verts2++)
+ {
+ VectorMAM(lerp1, verts1->origin, lerp2, verts2->origin, vertices);
+ VectorMAM(lerp1, verts1->normal, lerp2, verts2->normal, normals);
+ }
}
+ else
+ for (i = 0;i < vertcount;i++, vertices += 4, verts1++, verts2++)
+ VectorMAM(lerp1, verts1->origin, lerp2, verts2->origin, vertices);
}
}
else
{
- translate[0] = translate1[0] * lerp1;
- translate[1] = translate1[1] * lerp1;
- translate[2] = translate1[2] * lerp1;
// generate vertices
- if (lerp1 != 1)
+ if (svectors != NULL)
{
- // general but almost never used case
- for (i = 0;i < vertcount;i++)
+ for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, svectors += 4, tvectors += 4, verts1++)
{
- av[0] = verts1->v[0] * scale1[0] + translate[0];
- av[1] = verts1->v[1] * scale1[1] + translate[1];
- av[2] = verts1->v[2] * scale1[2] + translate[2];
- n1 = m_bytenormals[verts1->lightnormalindex];
- avn[0] = n1[0] * lerp1;
- avn[1] = n1[1] * lerp1;
- avn[2] = n1[2] * lerp1;
- av += 4;
- avn += 3;
- verts1++;
+ VectorM(lerp1, verts1->origin, vertices);
+ VectorM(lerp1, verts1->normal, normals);
+ VectorM(lerp1, verts1->svector, svectors);
+ CrossProduct(svectors, normals, tvectors);
}
}
- else
+ else if (normals != NULL)
{
- // fast normal case
- for (i = 0;i < vertcount;i++)
+ for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, verts1++)
{
- av[0] = verts1->v[0] * scale1[0] + translate[0];
- av[1] = verts1->v[1] * scale1[1] + translate[1];
- av[2] = verts1->v[2] * scale1[2] + translate[2];
- VectorCopy(m_bytenormals[verts1->lightnormalindex], avn);
- av += 4;
- avn += 3;
- verts1++;
+ VectorM(lerp1, verts1->origin, vertices);
+ VectorM(lerp1, verts1->normal, normals);
}
}
+ else if (lerp1 != 1)
+ {
+ for (i = 0;i < vertcount;i++, vertices += 4, verts1++)
+ VectorM(lerp1, verts1->origin, vertices);
+ }
+ else
+ for (i = 0;i < vertcount;i++, vertices += 4, verts1++)
+ VectorCopy(verts1->origin, vertices);
}
}
-skinframe_t *R_FetchSkinFrame(const entity_render_t *ent)
+aliasskin_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mesh)
{
model_t *model = ent->model;
- unsigned int s = (unsigned int) ent->skinnum;
- if (s >= model->numskins)
+ int s = ent->skinnum;
+ if ((unsigned int)s >= (unsigned int)model->numskins)
s = 0;
if (model->skinscenes[s].framecount > 1)
- return &model->skinframes[model->skinscenes[s].firstframe + (int) (cl.time * 10) % model->skinscenes[s].framecount];
+ s = model->skinscenes[s].firstframe + (int) (cl.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
else
- return &model->skinframes[model->skinscenes[s].firstframe];
-}
-
-void R_SetupMDLMD2Frames(const entity_render_t *ent, float colorr, float colorg, float colorb)
-{
- const md2frame_t *frame1, *frame2, *frame3, *frame4;
- const trivertx_t *frame1verts, *frame2verts, *frame3verts, *frame4verts;
- const model_t *model = ent->model;
-
- frame1 = &model->mdlmd2data_frames[ent->frameblend[0].frame];
- frame2 = &model->mdlmd2data_frames[ent->frameblend[1].frame];
- frame3 = &model->mdlmd2data_frames[ent->frameblend[2].frame];
- frame4 = &model->mdlmd2data_frames[ent->frameblend[3].frame];
- frame1verts = &model->mdlmd2data_pose[ent->frameblend[0].frame * model->numverts];
- frame2verts = &model->mdlmd2data_pose[ent->frameblend[1].frame * model->numverts];
- frame3verts = &model->mdlmd2data_pose[ent->frameblend[2].frame * model->numverts];
- frame4verts = &model->mdlmd2data_pose[ent->frameblend[3].frame * model->numverts];
- R_AliasLerpVerts(model->numverts,
- ent->frameblend[0].lerp, frame1verts, frame1->scale, frame1->translate,
- ent->frameblend[1].lerp, frame2verts, frame2->scale, frame2->translate,
- ent->frameblend[2].lerp, frame3verts, frame3->scale, frame3->translate,
- ent->frameblend[3].lerp, frame4verts, frame4->scale, frame4->translate);
-
- R_LightModel(ent, model->numverts, colorr, colorg, colorb, false);
-
- //R_AliasTransformVerts(model->numverts);
+ s = model->skinscenes[s].firstframe;
+ if (s >= mesh->num_skins)
+ s = 0;
+ return mesh->data_skins + s;
}
-void R_DrawQ1Q2AliasModelCallback (const void *calldata1, int calldata2)
+void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
{
- int c, pantsfullbright, shirtfullbright, colormapped;
- float pantscolor[3], shirtcolor[3];
- float fog;
+ int c, fullbright, layernum;
+ float tint[3], fog, ifog, colorscale;
vec3_t diff;
qbyte *bcolor;
- rmeshbufferinfo_t m;
- model_t *model;
- skinframe_t *skinframe;
+ rmeshstate_t m;
const entity_render_t *ent = calldata1;
- int blendfunc1, blendfunc2;
+ aliasmesh_t *mesh = ent->model->aliasdata_meshes + calldata2;
+ aliaslayer_t *layer;
+ aliasskin_t *skin;
-// softwaretransformforentity(ent);
+ R_Mesh_Matrix(&ent->matrix);
fog = 0;
if (fogenabled)
// 1. render model as normal, scaled by inverse of fog alpha (darkens it)
// 2. render fog as additive
}
+ ifog = 1 - fog;
- model = ent->model;
-
- skinframe = R_FetchSkinFrame(ent);
-
- colormapped = !skinframe->merged || (ent->colormap >= 0 && skinframe->base && (skinframe->pants || skinframe->shirt));
- if (!colormapped && !fog && !skinframe->glow && !skinframe->fog)
+ memset(&m, 0, sizeof(m));
+ skin = R_FetchAliasSkin(ent, mesh);
+ for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
{
- // fastpath for the normal situation (one texture)
- memset(&m, 0, sizeof(m));
- if (ent->effects & EF_ADDITIVE)
+ if (((layer->flags & ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED) && ent->colormap < 0)
+ || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0)
+ || (layer->flags & ALIASLAYER_DRAW_PER_LIGHT))
+ continue;
+ if (layer->flags & ALIASLAYER_FOG)
+ {
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ colorscale = r_colorscale;
+ m.texrgbscale[0] = 1;
+ m.tex[0] = R_GetTexture(layer->texture);
+ R_Mesh_State(&m);
+ GL_Color(fogcolor[0] * fog * colorscale, fogcolor[1] * fog * colorscale, fogcolor[2] * fog * colorscale, ent->alpha);
+ c_alias_polys += mesh->num_triangles;
+ R_Mesh_GetSpace(mesh->num_vertices);
+ R_Model_Alias_GetMeshVerts(ent, mesh, varray_vertex, aliasvert_normals, NULL, NULL);
+ memcpy(varray_texcoord[0], mesh->data_texcoords, mesh->num_vertices * sizeof(float[4]));
+ R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_elements);
+ continue;
+ }
+ if ((layer->flags & ALIASLAYER_ADD) || ((layer->flags & ALIASLAYER_ALPHA) && (ent->effects & EF_ADDITIVE)))
{
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
}
- else if (ent->alpha != 1.0 || skinframe->fog != NULL)
+ else if ((layer->flags & ALIASLAYER_ALPHA) || ent->alpha != 1.0)
{
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
}
- m.numtriangles = model->numtris;
- m.numverts = model->numverts;
- m.tex[0] = R_GetTexture(skinframe->merged);
- m.matrix = ent->matrix;
-
- c_alias_polys += m.numtriangles;
- if (R_Mesh_Draw_GetBuffer(&m, true))
+ colorscale = r_colorscale;
+ m.texrgbscale[0] = 1;
+ if (gl_combine.integer)
{
- memcpy(m.index, model->mdlmd2data_indices, m.numtriangles * sizeof(int[3]));
- memcpy(m.texcoords[0], model->mdlmd2data_texcoords, m.numverts * sizeof(float[2]));
-
- aliasvert = m.vertex;
- aliasvertcolor = m.color;
- R_SetupMDLMD2Frames(ent, m.colorscale, m.colorscale, m.colorscale);
- aliasvert = aliasvertbuf;
- aliasvertcolor = aliasvertcolorbuf;
-
- R_Mesh_Render();
+ colorscale *= 0.25f;
+ m.texrgbscale[0] = 4;
}
- return;
+ m.tex[0] = R_GetTexture(layer->texture);
+ R_Mesh_State(&m);
+ if (layer->flags & ALIASLAYER_COLORMAP_PANTS)
+ {
+ // 128-224 are backwards ranges
+ c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
+ bcolor = (qbyte *) (&palette_complete[c]);
+ fullbright = c >= 224;
+ VectorScale(bcolor, (1.0f / 255.0f), tint);
+ }
+ else if (layer->flags & ALIASLAYER_COLORMAP_SHIRT)
+ {
+ // 128-224 are backwards ranges
+ c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
+ bcolor = (qbyte *) (&palette_complete[c]);
+ fullbright = c >= 224;
+ VectorScale(bcolor, (1.0f / 255.0f), tint);
+ }
+ else
+ {
+ tint[0] = tint[1] = tint[2] = 1;
+ fullbright = false;
+ }
+ VectorScale(tint, ifog * colorscale, tint);
+ if (!(layer->flags & ALIASLAYER_DIFFUSE))
+ fullbright = true;
+ if (ent->effects & EF_FULLBRIGHT)
+ fullbright = true;
+ c_alias_polys += mesh->num_triangles;
+ R_Mesh_GetSpace(mesh->num_vertices);
+ R_Model_Alias_GetMeshVerts(ent, mesh, varray_vertex, aliasvert_normals, NULL, NULL);
+ memcpy(varray_texcoord[0], mesh->data_texcoords, mesh->num_vertices * sizeof(float[4]));
+ if (fullbright)
+ GL_Color(tint[0], tint[1], tint[2], ent->alpha);
+ else
+ R_LightModel(ent, mesh->num_vertices, varray_vertex, aliasvert_normals, varray_color, tint[0], tint[1], tint[2], false);
+ R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_elements);
}
+}
- R_SetupMDLMD2Frames(ent, 1 - fog, 1 - fog, 1 - fog);
+void R_Model_Alias_Draw(entity_render_t *ent)
+{
+ int meshnum;
+ aliasmesh_t *mesh;
+ if (ent->alpha < (1.0f / 64.0f))
+ return; // basically completely transparent
- if (colormapped)
- {
- // 128-224 are backwards ranges
- c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
- bcolor = (qbyte *) (&d_8to24table[c]);
- pantsfullbright = c >= 224;
- VectorScale(bcolor, (1.0f / 255.0f), pantscolor);
- c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
- bcolor = (qbyte *) (&d_8to24table[c]);
- shirtfullbright = c >= 224;
- VectorScale(bcolor, (1.0f / 255.0f), shirtcolor);
- }
- else
- {
- pantscolor[0] = pantscolor[1] = pantscolor[2] = shirtcolor[0] = shirtcolor[1] = shirtcolor[2] = 1;
- pantsfullbright = shirtfullbright = false;
- }
+ c_models++;
- if (ent->effects & EF_ADDITIVE)
+ for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++, mesh++)
{
- blendfunc1 = GL_SRC_ALPHA;
- blendfunc2 = GL_ONE;
+ 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);
}
- else if (ent->alpha != 1.0 || skinframe->fog != NULL)
+}
+
+void R_Model_Alias_DrawFakeShadow (entity_render_t *ent)
+{
+ int i, meshnum;
+ aliasmesh_t *mesh;
+ aliasskin_t *skin;
+ rmeshstate_t m;
+ float *v, planenormal[3], planedist, dist, projection[3], floororigin[3], surfnormal[3], lightdirection[3], v2[3];
+
+ if ((ent->effects & EF_ADDITIVE) || ent->alpha < 1)
+ return;
+
+ lightdirection[0] = 0.5;
+ lightdirection[1] = 0.2;
+ lightdirection[2] = -1;
+ VectorNormalizeFast(lightdirection);
+
+ VectorMA(ent->origin, 65536.0f, lightdirection, v2);
+ if (CL_TraceLine(ent->origin, v2, floororigin, surfnormal, 0, false, NULL) == 1)
+ return;
+
+ R_Mesh_Matrix(&ent->matrix);
+
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ R_Mesh_State(&m);
+ GL_Color(0, 0, 0, 0.5);
+
+ // put a light direction in the entity's coordinate space
+ Matrix4x4_Transform3x3(&ent->inversematrix, lightdirection, projection);
+ VectorNormalizeFast(projection);
+
+ // put the plane's normal in the entity's coordinate space
+ Matrix4x4_Transform3x3(&ent->inversematrix, surfnormal, planenormal);
+ VectorNormalizeFast(planenormal);
+
+ // put the plane's distance in the entity's coordinate space
+ VectorSubtract(floororigin, ent->origin, floororigin);
+ planedist = DotProduct(floororigin, surfnormal) + 2;
+
+ dist = -1.0f / DotProduct(projection, planenormal);
+ VectorScale(projection, dist, projection);
+ for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++)
{
- blendfunc1 = GL_SRC_ALPHA;
- blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ skin = R_FetchAliasSkin(ent, mesh);
+ if (skin->flags & ALIASSKIN_TRANSPARENT)
+ continue;
+ R_Mesh_GetSpace(mesh->num_vertices);
+ R_Model_Alias_GetMeshVerts(ent, mesh, varray_vertex, NULL, NULL, NULL);
+ for (i = 0, v = varray_vertex;i < mesh->num_vertices;i++, v += 4)
+ {
+ dist = DotProduct(v, planenormal) - planedist;
+ 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_elements);
}
- else
+}
+
+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)
{
- blendfunc1 = GL_ONE;
- blendfunc2 = GL_ZERO;
+ R_Mesh_Matrix(&ent->matrix);
+ for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++, mesh++)
+ {
+ skin = R_FetchAliasSkin(ent, mesh);
+ if (skin->flags & ALIASSKIN_TRANSPARENT)
+ continue;
+ R_Mesh_GetSpace(mesh->num_vertices * 2);
+ R_Model_Alias_GetMeshVerts(ent, mesh, varray_vertex, NULL, NULL, NULL);
+ R_Shadow_Volume(mesh->num_vertices, mesh->num_triangles, mesh->data_elements, mesh->data_neighbors, relativelightorigin, lightradius, projectdistance);
+ }
}
+}
- memset(&m, 0, sizeof(m));
- m.blendfunc1 = blendfunc1;
- m.blendfunc2 = blendfunc2;
- m.numtriangles = model->numtris;
- m.numverts = model->numverts;
- m.matrix = ent->matrix;
- m.tex[0] = colormapped ? R_GetTexture(skinframe->base) : R_GetTexture(skinframe->merged);
- if (m.tex[0] && R_Mesh_Draw_GetBuffer(&m, true))
+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 c, meshnum, layernum;
+ float fog, ifog, lightcolor2[3], *vertices;
+ vec3_t diff;
+ qbyte *bcolor;
+ aliasmesh_t *mesh;
+ aliaslayer_t *layer;
+ aliasskin_t *skin;
+
+ if (ent->effects & (EF_ADDITIVE | EF_FULLBRIGHT) || ent->alpha < 1)
+ return;
+
+ R_Mesh_Matrix(&ent->matrix);
+
+ fog = 0;
+ if (fogenabled)
{
- blendfunc1 = GL_SRC_ALPHA;
- blendfunc2 = GL_ONE;
- c_alias_polys += m.numtriangles;
- R_ModulateColors(aliasvertcolor, m.color, m.numverts, m.colorscale, m.colorscale, m.colorscale);
- memcpy(m.index, model->mdlmd2data_indices, m.numtriangles * sizeof(int[3]));
- memcpy(m.vertex, aliasvert, m.numverts * sizeof(float[4]));
- memcpy(m.texcoords[0], model->mdlmd2data_texcoords, m.numverts * sizeof(float[2]));
- R_Mesh_Render();
+ 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;
- if (colormapped)
+ for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++, mesh++)
{
- if (skinframe->pants)
+ skin = R_FetchAliasSkin(ent, mesh);
+ if (skin->flags & ALIASSKIN_TRANSPARENT)
+ continue;
+ vertices = R_Shadow_VertexBuffer(mesh->num_vertices);
+ R_Model_Alias_GetMeshVerts(ent, mesh, vertices, aliasvert_normals, aliasvert_svectors, aliasvert_tvectors);
+ for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
{
- memset(&m, 0, sizeof(m));
- m.blendfunc1 = blendfunc1;
- m.blendfunc2 = blendfunc2;
- m.numtriangles = model->numtris;
- m.numverts = model->numverts;
- m.matrix = ent->matrix;
- m.tex[0] = R_GetTexture(skinframe->pants);
- if (m.tex[0] && R_Mesh_Draw_GetBuffer(&m, true))
+ if (!(layer->flags & ALIASLAYER_DRAW_PER_LIGHT)
+ || ((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)
{
- blendfunc1 = GL_SRC_ALPHA;
- blendfunc2 = GL_ONE;
- c_alias_polys += m.numtriangles;
- if (pantsfullbright)
- R_FillColors(m.color, m.numverts, pantscolor[0] * m.colorscale, pantscolor[1] * m.colorscale, pantscolor[2] * m.colorscale, ent->alpha);
- else
- R_ModulateColors(aliasvertcolor, m.color, m.numverts, pantscolor[0] * m.colorscale, pantscolor[1] * m.colorscale, pantscolor[2] * m.colorscale);
- memcpy(m.index, model->mdlmd2data_indices, m.numtriangles * sizeof(int[3]));
- memcpy(m.vertex, aliasvert, m.numverts * sizeof(float[4]));
- memcpy(m.texcoords[0], model->mdlmd2data_texcoords, m.numverts * sizeof(float[2]));
- R_Mesh_Render();
+ c_alias_polys += mesh->num_triangles;
+ R_Shadow_SpecularLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_elements, vertices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, mesh->data_texcoords, relativelightorigin, relativeeyeorigin, lightradius, lightcolor2, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, NULL);
}
- }
- if (skinframe->shirt)
- {
- memset(&m, 0, sizeof(m));
- m.blendfunc1 = blendfunc1;
- m.blendfunc2 = blendfunc2;
- m.numtriangles = model->numtris;
- m.numverts = model->numverts;
- m.matrix = ent->matrix;
- m.tex[0] = R_GetTexture(skinframe->shirt);
- if (m.tex[0] && R_Mesh_Draw_GetBuffer(&m, true))
+ else if (layer->flags & ALIASLAYER_DIFFUSE)
{
- blendfunc1 = GL_SRC_ALPHA;
- blendfunc2 = GL_ONE;
- c_alias_polys += m.numtriangles;
- if (shirtfullbright)
- R_FillColors(m.color, m.numverts, shirtcolor[0] * m.colorscale, shirtcolor[1] * m.colorscale, shirtcolor[2] * m.colorscale, ent->alpha);
- else
- R_ModulateColors(aliasvertcolor, m.color, m.numverts, shirtcolor[0] * m.colorscale, shirtcolor[1] * m.colorscale, shirtcolor[2] * m.colorscale);
- memcpy(m.index, model->mdlmd2data_indices, m.numtriangles * sizeof(int[3]));
- memcpy(m.vertex, aliasvert, m.numverts * sizeof(float[4]));
- memcpy(m.texcoords[0], model->mdlmd2data_texcoords, m.numverts * sizeof(float[2]));
- R_Mesh_Render();
+ 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_elements, vertices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, mesh->data_texcoords, relativelightorigin, lightradius, lightcolor2, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, NULL);
}
}
}
- if (skinframe->glow)
- {
- memset(&m, 0, sizeof(m));
- m.blendfunc1 = blendfunc1;
- m.blendfunc2 = blendfunc2;
- m.numtriangles = model->numtris;
- m.numverts = model->numverts;
- m.matrix = ent->matrix;
- m.tex[0] = R_GetTexture(skinframe->glow);
- if (m.tex[0] && R_Mesh_Draw_GetBuffer(&m, true))
- {
- blendfunc1 = GL_SRC_ALPHA;
- blendfunc2 = GL_ONE;
- c_alias_polys += m.numtriangles;
- R_FillColors(m.color, m.numverts, (1 - fog) * m.colorscale, (1 - fog) * m.colorscale, (1 - fog) * m.colorscale, ent->alpha);
- memcpy(m.index, model->mdlmd2data_indices, m.numtriangles * sizeof(int[3]));
- memcpy(m.vertex, aliasvert, m.numverts * sizeof(float[4]));
- memcpy(m.texcoords[0], model->mdlmd2data_texcoords, m.numverts * sizeof(float[2]));
- R_Mesh_Render();
- }
- }
- if (fog)
- {
- memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- m.numtriangles = model->numtris;
- m.numverts = model->numverts;
- m.matrix = ent->matrix;
- m.tex[0] = R_GetTexture(skinframe->fog);
- if (m.tex[0] && R_Mesh_Draw_GetBuffer(&m, true))
- {
- c_alias_polys += m.numtriangles;
- R_FillColors(m.color, m.numverts, fogcolor[0] * fog * m.colorscale, fogcolor[1] * fog * m.colorscale, fogcolor[2] * fog * m.colorscale, ent->alpha);
- memcpy(m.index, model->mdlmd2data_indices, m.numtriangles * sizeof(int[3]));
- memcpy(m.vertex, aliasvert, m.numverts * sizeof(float[4]));
- memcpy(m.texcoords[0], model->mdlmd2data_texcoords, m.numverts * sizeof(float[2]));
- R_Mesh_Render();
- }
- }
}
int ZymoticLerpBones(int count, const zymbonematrix *bonebase, const frameblend_t *blend, const zymbone_t *bone)
zymbonematrix *out, rootmatrix, m;
const zymbonematrix *bone1, *bone2, *bone3, *bone4;
- /*
- // LordHavoc: combine transform from zym coordinate space to quake coordinate space with model to world transform matrix
- rootmatrix.m[0][0] = softwaretransform_matrix[0][1];
- rootmatrix.m[0][1] = -softwaretransform_matrix[0][0];
- rootmatrix.m[0][2] = softwaretransform_matrix[0][2];
- rootmatrix.m[0][3] = softwaretransform_matrix[0][3];
- rootmatrix.m[1][0] = softwaretransform_matrix[1][1];
- rootmatrix.m[1][1] = -softwaretransform_matrix[1][0];
- rootmatrix.m[1][2] = softwaretransform_matrix[1][2];
- rootmatrix.m[1][3] = softwaretransform_matrix[1][3];
- rootmatrix.m[2][0] = softwaretransform_matrix[2][1];
- rootmatrix.m[2][1] = -softwaretransform_matrix[2][0];
- rootmatrix.m[2][2] = softwaretransform_matrix[2][2];
- rootmatrix.m[2][3] = softwaretransform_matrix[2][3];
- */
rootmatrix.m[0][0] = 1;
rootmatrix.m[0][1] = 0;
rootmatrix.m[0][2] = 0;
return true;
}
-void ZymoticTransformVerts(int vertcount, int *bonecounts, zymvertex_t *vert)
+void ZymoticTransformVerts(int vertcount, float *vertex, int *bonecounts, zymvertex_t *vert)
{
int c;
- float *out = aliasvert;
+ float *out = vertex;
zymbonematrix *matrix;
while(vertcount--)
{
}
}
-void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist)
+void ZymoticCalcNormals(int vertcount, float *vertex, float *normals, int shadercount, int *renderlist)
{
int a, b, c, d;
float *out, v1[3], v2[3], normal[3], s;
int *u;
// clear normals
- memset(aliasvertnorm, 0, sizeof(float) * vertcount * 3);
+ memset(normals, 0, sizeof(float) * vertcount * 3);
memset(aliasvertusage, 0, sizeof(int) * vertcount);
// parse render list and accumulate surface normals
while(shadercount--)
a = renderlist[0]*4;
b = renderlist[1]*4;
c = renderlist[2]*4;
- v1[0] = aliasvert[a+0] - aliasvert[b+0];
- v1[1] = aliasvert[a+1] - aliasvert[b+1];
- v1[2] = aliasvert[a+2] - aliasvert[b+2];
- v2[0] = aliasvert[c+0] - aliasvert[b+0];
- v2[1] = aliasvert[c+1] - aliasvert[b+1];
- v2[2] = aliasvert[c+2] - aliasvert[b+2];
+ v1[0] = vertex[a+0] - vertex[b+0];
+ v1[1] = vertex[a+1] - vertex[b+1];
+ v1[2] = vertex[a+2] - vertex[b+2];
+ v2[0] = vertex[c+0] - vertex[b+0];
+ v2[1] = vertex[c+1] - vertex[b+1];
+ v2[2] = vertex[c+2] - vertex[b+2];
CrossProduct(v1, v2, normal);
VectorNormalizeFast(normal);
// add surface normal to vertices
a = renderlist[0] * 3;
- aliasvertnorm[a+0] += normal[0];
- aliasvertnorm[a+1] += normal[1];
- aliasvertnorm[a+2] += normal[2];
+ normals[a+0] += normal[0];
+ normals[a+1] += normal[1];
+ normals[a+2] += normal[2];
aliasvertusage[renderlist[0]]++;
a = renderlist[1] * 3;
- aliasvertnorm[a+0] += normal[0];
- aliasvertnorm[a+1] += normal[1];
- aliasvertnorm[a+2] += normal[2];
+ normals[a+0] += normal[0];
+ normals[a+1] += normal[1];
+ normals[a+2] += normal[2];
aliasvertusage[renderlist[1]]++;
a = renderlist[2] * 3;
- aliasvertnorm[a+0] += normal[0];
- aliasvertnorm[a+1] += normal[1];
- aliasvertnorm[a+2] += normal[2];
+ normals[a+0] += normal[0];
+ normals[a+1] += normal[1];
+ normals[a+2] += normal[2];
aliasvertusage[renderlist[2]]++;
renderlist += 3;
}
}
// FIXME: precalc this
// average surface normals
- out = aliasvertnorm;
+ out = normals;
u = aliasvertusage;
while(vertcount--)
{
void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2)
{
- float fog;
+ float fog, ifog, colorscale;
vec3_t diff;
- int i, *renderlist;
- zymtype1header_t *m;
+ int i, *renderlist, *elements;
rtexture_t *texture;
- rmeshbufferinfo_t mbuf;
+ 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
- m = ent->model->zymdata_header;
- renderlist = (int *)(m->lump_render.start + (int) m);
+ renderlist = ent->model->zymdata_renderlist;
for (i = 0;i < shadernum;i++)
renderlist += renderlist[0] * 3 + 1;
- texture = ((rtexture_t **)(m->lump_shaders.start + (int) m))[shadernum];
+ texture = ent->model->zymdata_textures[shadernum];
+
+ numverts = ent->model->zymnum_verts;
+ numtriangles = *renderlist++;
+ elements = renderlist;
fog = 0;
if (fogenabled)
// 1. render model as normal, scaled by inverse of fog alpha (darkens it)
// 2. render fog as additive
}
+ ifog = 1 - fog;
- ZymoticLerpBones(m->numbones, (zymbonematrix *)(m->lump_poses.start + (int) m), ent->frameblend, (zymbone_t *)(m->lump_bones.start + (int) m));
- ZymoticTransformVerts(m->numverts, (int *)(m->lump_vertbonecounts.start + (int) m), (zymvertex_t *)(m->lump_verts.start + (int) m));
- ZymoticCalcNormals(m->numverts, m->numshaders, (int *)(m->lump_render.start + (int) m));
-
- R_LightModel(ent, m->numverts, 1 - fog, 1 - fog, 1 - fog, false);
-
- memset(&mbuf, 0, sizeof(mbuf));
- mbuf.numverts = m->numverts;
- mbuf.numtriangles = renderlist[0];
+ memset(&mstate, 0, sizeof(mstate));
if (ent->effects & EF_ADDITIVE)
{
- mbuf.blendfunc1 = GL_SRC_ALPHA;
- mbuf.blendfunc2 = GL_ONE;
+ mstate.blendfunc1 = GL_SRC_ALPHA;
+ mstate.blendfunc2 = GL_ONE;
}
else if (ent->alpha != 1.0 || R_TextureHasAlpha(texture))
{
- mbuf.blendfunc1 = GL_SRC_ALPHA;
- mbuf.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ mstate.blendfunc1 = GL_SRC_ALPHA;
+ mstate.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
}
else
{
- mbuf.blendfunc1 = GL_ONE;
- mbuf.blendfunc2 = GL_ZERO;
+ mstate.blendfunc1 = GL_ONE;
+ mstate.blendfunc2 = GL_ZERO;
}
- mbuf.tex[0] = R_GetTexture(texture);
- mbuf.matrix = ent->matrix;
- if (R_Mesh_Draw_GetBuffer(&mbuf, true))
+ colorscale = r_colorscale;
+ if (gl_combine.integer)
{
- c_alias_polys += mbuf.numtriangles;
- memcpy(mbuf.index, renderlist + 1, mbuf.numtriangles * sizeof(int[3]));
- memcpy(mbuf.vertex, aliasvert, mbuf.numverts * sizeof(float[4]));
- R_ModulateColors(aliasvertcolor, mbuf.color, mbuf.numverts, mbuf.colorscale, mbuf.colorscale, mbuf.colorscale);
- //memcpy(mbuf.color, aliasvertcolor, mbuf.numverts * sizeof(float[4]));
- memcpy(mbuf.texcoords[0], (float *)(m->lump_texcoords.start + (int) m), mbuf.numverts * sizeof(float[2]));
- R_Mesh_Render();
+ mstate.texrgbscale[0] = 4;
+ colorscale *= 0.25f;
}
+ mstate.tex[0] = R_GetTexture(texture);
+ R_Mesh_State(&mstate);
+ ZymoticLerpBones(ent->model->zymnum_bones, (zymbonematrix *) ent->model->zymdata_poses, ent->frameblend, ent->model->zymdata_bones);
+
+ R_Mesh_GetSpace(numverts);
+ ZymoticTransformVerts(numverts, varray_vertex, ent->model->zymdata_vertbonecounts, ent->model->zymdata_verts);
+ memcpy(varray_texcoord[0], ent->model->zymdata_texcoords, ent->model->zymnum_verts * sizeof(float[4]));
+ ZymoticCalcNormals(numverts, varray_vertex, aliasvert_normals, ent->model->zymnum_shaders, ent->model->zymdata_renderlist);
+ R_LightModel(ent, numverts, varray_vertex, aliasvert_normals, varray_color, ifog * colorscale, ifog * colorscale, ifog * colorscale, false);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_alias_polys += numtriangles;
if (fog)
{
- memset(&mbuf, 0, sizeof(mbuf));
- mbuf.numverts = m->numverts;
- mbuf.numtriangles = renderlist[0];
- mbuf.blendfunc1 = GL_SRC_ALPHA;
- mbuf.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ memset(&mstate, 0, sizeof(mstate));
+ mstate.blendfunc1 = GL_SRC_ALPHA;
+ mstate.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
// FIXME: need alpha mask for fogging...
- //mbuf.tex[0] = R_GetTexture(texture);
- mbuf.matrix = ent->matrix;
- if (R_Mesh_Draw_GetBuffer(&mbuf, false))
- {
- c_alias_polys += mbuf.numtriangles;
- memcpy(mbuf.index, renderlist + 1, mbuf.numtriangles * sizeof(int[3]));
- memcpy(mbuf.vertex, aliasvert, mbuf.numverts * sizeof(float[4]));
- R_FillColors(mbuf.color, mbuf.numverts, fogcolor[0] * mbuf.colorscale, fogcolor[1] * mbuf.colorscale, fogcolor[2] * mbuf.colorscale, ent->alpha * fog);
- //memcpy(mbuf.texcoords[0], (float *)(m->lump_texcoords.start + (int) m), mbuf.numverts * sizeof(float[2]));
- R_Mesh_Render();
- }
+ //mstate.tex[0] = R_GetTexture(texture);
+ R_Mesh_State(&mstate);
+ GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, ent->alpha * fog);
+ R_Mesh_GetSpace(numverts);
+ ZymoticTransformVerts(numverts, varray_vertex, ent->model->zymdata_vertbonecounts, ent->model->zymdata_verts);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_alias_polys += numtriangles;
}
}
-void R_DrawZymoticModel (entity_render_t *ent)
+void R_Model_Zymotic_Draw(entity_render_t *ent)
{
int i;
- zymtype1header_t *m;
- rtexture_t *texture;
if (ent->alpha < (1.0f / 64.0f))
return; // basically completely transparent
c_models++;
- m = ent->model->zymdata_header;
- for (i = 0;i < m->numshaders;i++)
+ for (i = 0;i < ent->model->zymnum_shaders;i++)
{
- texture = ((rtexture_t **)(m->lump_shaders.start + (int) m))[i];
- if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_TextureHasAlpha(texture))
+ if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_TextureHasAlpha(ent->model->zymdata_textures[i]))
R_MeshQueue_AddTransparent(ent->origin, R_DrawZymoticModelMeshCallback, ent, i);
else
- R_MeshQueue_Add(R_DrawZymoticModelMeshCallback, ent, i);
+ R_DrawZymoticModelMeshCallback(ent, i);
}
}
-void R_DrawQ1Q2AliasModel(entity_render_t *ent)
+void R_Model_Zymotic_DrawFakeShadow(entity_render_t *ent)
{
- if (ent->alpha < (1.0f / 64.0f))
- return; // basically completely transparent
-
- c_models++;
+ // FIXME
+}
- if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchSkinFrame(ent)->fog != NULL)
- R_MeshQueue_AddTransparent(ent->origin, R_DrawQ1Q2AliasModelCallback, ent, 0);
- else
- R_MeshQueue_Add(R_DrawQ1Q2AliasModelCallback, ent, 0);
+void R_Model_Zymotic_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, float lightradius2, float lightdistbias, float lightsubtract, float *lightcolor)
+{
+ // FIXME
}
+void R_Model_Zymotic_DrawOntoLight(entity_render_t *ent)
+{
+ // FIXME
+}