X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_models.c;h=02f9e34940cc18be7577ba771fa457fa66b91029;hp=14ad45668448bfcdf9471a8b5e6b430b552379b0;hb=281412c28688a491cc4124f0c5ec783a409df820;hpb=8468ffaf8162a4fe8361127385c40141c375661d diff --git a/gl_models.c b/gl_models.c index 14ad4566..02f9e349 100644 --- a/gl_models.c +++ b/gl_models.c @@ -1,95 +1,44 @@ #include "quakedef.h" -cvar_t gl_transform = {0, "gl_transform", "1"}; -cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"}; +cvar_t r_quickmodels = {0, "r_quickmodels", "1"}; typedef struct { float m[3][4]; } zymbonematrix; -// LordHavoc: vertex array -float *aliasvert; -float *aliasvertnorm; -byte *aliasvertcolor; -byte *aliasvertcolor2; -zymbonematrix *zymbonepose; -int *aliasvertusage; +// LordHavoc: vertex arrays -rtexture_t *chrometexture; - -int arraylocked = false; -void GL_LockArray(int first, int count) -{ - if (gl_supportslockarrays && gl_lockarrays.value) - { - qglLockArraysEXT(first, count); - arraylocked = true; - } -} - -void GL_UnlockArray(void) -{ - if (arraylocked) - { - qglUnlockArraysEXT(); - arraylocked = false; - } -} +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 -void GL_SetupModelTransform (vec3_t origin, vec3_t angles, vec_t scale) -{ - glTranslatef (origin[0], origin[1], origin[2]); - - if (scale != 1) - glScalef (scale, scale, scale); - if (angles[1]) - glRotatef (angles[1], 0, 0, 1); - if (angles[0]) - glRotatef (-angles[0], 0, 1, 0); - if (angles[2]) - glRotatef (angles[2], 1, 0, 0); -} +float *aliasvertcolor2; +float *aliasvertnorm; +int *aliasvertusage; +zymbonematrix *zymbonepose; -void makechrometexture(void) -{ - int i; - byte noise[64*64]; - byte data[64*64][4]; +rmeshinfo_t aliasmeshinfo; - fractalnoise(noise, 64, 8); - - // 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; - } - - chrometexture = R_LoadTexture ("chrometexture", 64, 64, &data[0][0], TEXF_MIPMAP | TEXF_RGBA | TEXF_PRECACHE); -} +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])); - makechrometexture(); + 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])); + 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_shutdown(void) { - qfree(aliasvert); - qfree(aliasvertnorm); - qfree(aliasvertcolor); - qfree(aliasvertcolor2); - qfree(zymbonepose); - qfree(aliasvertusage); + Mem_FreePool(&gl_models_mempool); } void gl_models_newmap(void) @@ -98,50 +47,36 @@ void gl_models_newmap(void) void GL_Models_Init(void) { - Cvar_RegisterVariable(&gl_transform); - Cvar_RegisterVariable(&gl_lockarrays); + Cvar_RegisterVariable(&r_quickmodels); R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap); } void R_AliasTransformVerts(int vertcount) { - int i; - vec3_t point, matrix_x, matrix_y, matrix_z; - float *av, *avn; + vec3_t point; + float *av; 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 += 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, trivertx_t *verts1, vec3_t fscale1, vec3_t translate1, - float lerp2, trivertx_t *verts2, vec3_t fscale2, vec3_t translate2, - float lerp3, trivertx_t *verts3, vec3_t fscale3, vec3_t translate3, - float lerp4, trivertx_t *verts4, vec3_t fscale4, vec3_t translate4) + float lerp1, trivertx_t *verts1, vec3_t fscale1, vec3_t translate1, + float lerp2, trivertx_t *verts2, vec3_t fscale2, vec3_t translate2, + float lerp3, trivertx_t *verts3, vec3_t fscale3, vec3_t translate3, + float lerp4, trivertx_t *verts4, vec3_t fscale4, vec3_t translate4) { int i; vec3_t scale1, scale2, scale3, scale4, translate; @@ -175,7 +110,7 @@ void R_AliasLerpVerts(int vertcount, 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 += 3; + av += 4; avn += 3; verts1++;verts2++;verts3++;verts4++; } @@ -197,7 +132,7 @@ void R_AliasLerpVerts(int vertcount, 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 += 3; + av += 4; avn += 3; verts1++;verts2++;verts3++; } @@ -219,7 +154,7 @@ void R_AliasLerpVerts(int vertcount, 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 += 3; + av += 4; avn += 3; verts1++;verts2++; } @@ -243,7 +178,7 @@ void R_AliasLerpVerts(int vertcount, avn[0] = n1[0] * lerp1; avn[1] = n1[1] * lerp1; avn[2] = n1[2] * lerp1; - av += 3; + av += 4; avn += 3; verts1++; } @@ -257,7 +192,7 @@ void R_AliasLerpVerts(int vertcount, 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 += 3; + av += 4; avn += 3; verts1++; } @@ -265,312 +200,323 @@ void R_AliasLerpVerts(int vertcount, } } -void GL_DrawModelMesh(rtexture_t *skin, byte *colors, maliashdr_t *maliashdr) +void R_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) - { - if (lighthalf) - glColor3f(0.5f, 0.5f, 0.5f); - else - glColor3f(1.0f, 1.0f, 1.0f); - } - if (colors) + aliasmeshinfo.tex[0] = R_GetTexture(skin); + aliasmeshinfo.color = colors; + if (colors == NULL) { - glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(byte[4]), 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)); + c_alias_polys += aliasmeshinfo.numtriangles; + 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 +skinframe_t *R_FetchSkinFrame(void) +{ + model_t *model = currentrenderentity->model; + if (model->skinscenes[currentrenderentity->skinnum].framecount > 1) + return &model->skinframes[model->skinscenes[currentrenderentity->skinnum].firstframe + (int) (cl.time * 10) % model->skinscenes[currentrenderentity->skinnum].framecount]; + else + return &model->skinframes[model->skinscenes[currentrenderentity->skinnum].firstframe]; +} -================= -*/ -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) +void R_SetupMDLMD2Frames(float colorr, float colorg, float colorb) { - 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) - { - glVertexPointer(3, GL_FLOAT, sizeof(float[3]), aliasvert); - glEnableClientState(GL_VERTEX_ARRAY); - glTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), (void *)((int) maliashdr->texdata + (int) maliashdr)); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); - GL_LockArray(0, maliashdr->numverts); - } + md2frame_t *frame1, *frame2, *frame3, *frame4; + trivertx_t *frame1verts, *frame2verts, *frame3verts, *frame4verts; + model_t *model; + model = currentrenderentity->model; + + 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]; + 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_LightModel(model->numverts, colorr, colorg, colorb, false); + + R_AliasTransformVerts(model->numverts); +} - R_LightModel(ent, maliashdr->numverts, org, color); +void R_DrawQ1Q2AliasModel (float fog) +{ + model_t *model; + skinframe_t *skinframe; - 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); - } + model = currentrenderentity->model; - if (skin[0] || skin[1] || skin[2] || skin[3] || skin[4]) + skinframe = R_FetchSkinFrame(); + if (fog && !(currentrenderentity->effects & EF_ADDITIVE)) { - if (colormap >= 0 && (skin[0] || skin[1] || skin[2])) + R_SetupMDLMD2Frames(1 - fog, 1 - fog, 1 - fog); + + memset(&aliasmeshinfo, 0, sizeof(aliasmeshinfo)); + + aliasmeshinfo.vertex = aliasvert; + aliasmeshinfo.vertexstep = sizeof(float[4]); + aliasmeshinfo.numverts = model->numverts; + aliasmeshinfo.numtriangles = model->numtris; + aliasmeshinfo.index = model->mdlmd2data_indices; + aliasmeshinfo.colorstep = sizeof(float[4]); + aliasmeshinfo.texcoords[0] = model->mdlmd2data_texcoords; + aliasmeshinfo.texcoordstep[0] = sizeof(float[2]); + + if (currentrenderentity->effects & EF_ADDITIVE) { - 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); - } + aliasmeshinfo.transparent = true; + aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA; + aliasmeshinfo.blendfunc2 = GL_ONE; + } + else if (currentrenderentity->alpha != 1.0 || skinframe->fog != NULL) + { + aliasmeshinfo.transparent = true; + aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA; + aliasmeshinfo.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; } else { - if (skin[4]) GL_DrawModelMesh(skin[4], aliasvertcolor, maliashdr); + aliasmeshinfo.transparent = false; + aliasmeshinfo.blendfunc1 = GL_ONE; + aliasmeshinfo.blendfunc2 = GL_ZERO; + } + + if (skinframe->base || skinframe->pants || skinframe->shirt || skinframe->glow || skinframe->merged) + { + if (currentrenderentity->colormap >= 0 && (skinframe->base || skinframe->pants || skinframe->shirt)) + { + int c; + qbyte *color; + if (skinframe->base) + R_DrawModelMesh(skinframe->base, aliasvertcolor, 0, 0, 0); + if (skinframe->pants) + { + c = (currentrenderentity->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges + color = (qbyte *) (&d_8to24table[c]); + if (c >= 224) // fullbright ranges + R_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)); + R_DrawModelMesh(skinframe->pants, aliasvertcolor2, 0, 0, 0); + } + } + if (skinframe->shirt) + { + c = currentrenderentity->colormap & 0xF0 ;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges + color = (qbyte *) (&d_8to24table[c]); + if (c >= 224) // fullbright ranges + R_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)); + R_DrawModelMesh(skinframe->shirt, aliasvertcolor2, 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->merged) + R_DrawModelMesh(skinframe->merged, aliasvertcolor, 0, 0, 0); + else + { + if (skinframe->base) R_DrawModelMesh(skinframe->base, aliasvertcolor, 0, 0, 0); + if (skinframe->pants) R_DrawModelMesh(skinframe->pants, aliasvertcolor, 0, 0, 0); + if (skinframe->shirt) R_DrawModelMesh(skinframe->shirt, aliasvertcolor, 0, 0, 0); + } } + if (skinframe->glow) R_DrawModelMesh(skinframe->glow, NULL, 1 - fog, 1 - fog, 1 - fog); } - if (skin[3]) GL_DrawModelMesh(skin[3], NULL, maliashdr); - } - else - GL_DrawModelMesh(0, NULL, maliashdr); - - if (fogenabled) - { - vec3_t diff; - glDisable (GL_TEXTURE_2D); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable (GL_BLEND); - glDepthMask(0); // disable zbuffer updates + else + R_DrawModelMesh(0, NULL, 1 - fog, 1 - fog, 1 - fog); - VectorSubtract(org, r_origin, diff); - glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff))); + aliasmeshinfo.tex[0] = R_GetTexture(skinframe->fog); + aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA; + aliasmeshinfo.blendfunc2 = GL_ONE; + aliasmeshinfo.color = NULL; - glDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata)); + aliasmeshinfo.cr = fogcolor[0]; + aliasmeshinfo.cg = fogcolor[1]; + aliasmeshinfo.cb = fogcolor[2]; + aliasmeshinfo.ca = currentrenderentity->alpha * fog; - glEnable (GL_TEXTURE_2D); - glColor3f (1,1,1); + c_alias_polys += aliasmeshinfo.numtriangles; + 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 + else if (currentrenderentity->colormap >= 0 || !skinframe->merged || skinframe->glow || !r_quickmodels.integer) + { + R_SetupMDLMD2Frames(1 - fog, 1 - fog, 1 - fog); -================= -*/ -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) -{ - int *order, count; - md2frame_t *frame1, *frame2, *frame3, *frame4; + memset(&aliasmeshinfo, 0, sizeof(aliasmeshinfo)); - if (r_render.value) - glBindTexture(GL_TEXTURE_2D, R_GetTexture(skin)); + aliasmeshinfo.vertex = aliasvert; + aliasmeshinfo.vertexstep = sizeof(float[4]); + aliasmeshinfo.numverts = model->numverts; + aliasmeshinfo.numtriangles = model->numtris; + aliasmeshinfo.index = model->mdlmd2data_indices; + aliasmeshinfo.colorstep = sizeof(float[4]); + aliasmeshinfo.texcoords[0] = model->mdlmd2data_texcoords; + aliasmeshinfo.texcoordstep[0] = sizeof(float[2]); - if (gl_transform.value) - { - if (r_render.value) + if (currentrenderentity->effects & EF_ADDITIVE) { - glPushMatrix(); - GL_SetupModelTransform(org, angles, scale); + aliasmeshinfo.transparent = true; + aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA; + aliasmeshinfo.blendfunc2 = GL_ONE; } - } - // 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; - // LordHavoc: big mess... - // using vertex arrays only slightly, although it is enough to prevent duplicates - // (saving half the transforms) - glVertexPointer(3, GL_FLOAT, sizeof(float[3]), aliasvert); - glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(byte[4]), aliasvertcolor); - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_COLOR_ARRAY); - - order = (int *)((int)pheader + pheader->ofs_glcmds); - while(1) - { - if (!(count = *order++)) - break; - if (count > 0) - glBegin(GL_TRIANGLE_STRIP); - else + else if (currentrenderentity->alpha != 1.0 || skinframe->fog != NULL) { - glBegin(GL_TRIANGLE_FAN); - count = -count; + aliasmeshinfo.transparent = true; + aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA; + aliasmeshinfo.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; } - do - { - glTexCoord2f(((float *)order)[0], ((float *)order)[1]); - glArrayElement(order[2]); - order += 3; - } - while (count--); - } - - glDisableClientState(GL_COLOR_ARRAY); - glDisableClientState(GL_VERTEX_ARRAY); - - if (fogenabled) - { - glDisable (GL_TEXTURE_2D); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable (GL_BLEND); - glDepthMask(0); // disable zbuffer updates + else { - vec3_t diff; - VectorSubtract(org, r_origin, diff); - glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff))); + aliasmeshinfo.transparent = false; + aliasmeshinfo.blendfunc1 = GL_ONE; + aliasmeshinfo.blendfunc2 = GL_ZERO; } - // LordHavoc: big mess... - // using vertex arrays only slightly, although it is enough to prevent duplicates - // (saving half the transforms) - glVertexPointer(3, GL_FLOAT, sizeof(float[3]), aliasvert); - glEnableClientState(GL_VERTEX_ARRAY); - - order = (int *)((int)pheader + pheader->ofs_glcmds); - while(1) + if (skinframe->base || skinframe->pants || skinframe->shirt || skinframe->glow || skinframe->merged) { - if (!(count = *order++)) - break; - if (count > 0) - glBegin(GL_TRIANGLE_STRIP); - else + if (currentrenderentity->colormap >= 0 && (skinframe->base || skinframe->pants || skinframe->shirt)) { - glBegin(GL_TRIANGLE_FAN); - count = -count; + int c; + qbyte *color; + if (skinframe->base) + R_DrawModelMesh(skinframe->base, aliasvertcolor, 0, 0, 0); + if (skinframe->pants) + { + c = (currentrenderentity->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges + color = (qbyte *) (&d_8to24table[c]); + if (c >= 224) // fullbright ranges + R_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)); + R_DrawModelMesh(skinframe->pants, aliasvertcolor2, 0, 0, 0); + } + } + if (skinframe->shirt) + { + c = currentrenderentity->colormap & 0xF0 ;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges + color = (qbyte *) (&d_8to24table[c]); + if (c >= 224) // fullbright ranges + R_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)); + R_DrawModelMesh(skinframe->shirt, aliasvertcolor2, 0, 0, 0); + } + } } - do + else { - glArrayElement(order[2]); - order += 3; + if (skinframe->merged) + R_DrawModelMesh(skinframe->merged, aliasvertcolor, 0, 0, 0); + else + { + if (skinframe->base) R_DrawModelMesh(skinframe->base, aliasvertcolor, 0, 0, 0); + if (skinframe->pants) R_DrawModelMesh(skinframe->pants, aliasvertcolor, 0, 0, 0); + if (skinframe->shirt) R_DrawModelMesh(skinframe->shirt, aliasvertcolor, 0, 0, 0); + } } - while (count--); + if (skinframe->glow) R_DrawModelMesh(skinframe->glow, NULL, 1 - fog, 1 - fog, 1 - fog); } + else + R_DrawModelMesh(0, NULL, 1 - fog, 1 - fog, 1 - fog); + } + else + { + rmeshbufferinfo_t bufmesh; + memset(&bufmesh, 0, sizeof(bufmesh)); + if (currentrenderentity->effects & EF_ADDITIVE) + { + bufmesh.transparent = true; + bufmesh.blendfunc1 = GL_SRC_ALPHA; + bufmesh.blendfunc2 = GL_ONE; + } + else if (currentrenderentity->alpha != 1.0 || skinframe->fog != NULL) + { + bufmesh.transparent = true; + bufmesh.blendfunc1 = GL_SRC_ALPHA; + bufmesh.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + } + else + { + bufmesh.transparent = false; + bufmesh.blendfunc1 = GL_ONE; + bufmesh.blendfunc2 = GL_ZERO; + } + bufmesh.numtriangles = model->numtris; + bufmesh.numverts = model->numverts; + bufmesh.tex[0] = R_GetTexture(skinframe->merged); - glDisableClientState(GL_VERTEX_ARRAY); + R_Mesh_Draw_GetBuffer(&bufmesh); - glEnable (GL_TEXTURE_2D); - glColor3f (1,1,1); - } + aliasvert = bufmesh.vertex; + aliasvertcolor = bufmesh.color; + memcpy(bufmesh.index, model->mdlmd2data_indices, bufmesh.numtriangles * sizeof(int[3])); + memcpy(bufmesh.texcoords[0], model->mdlmd2data_texcoords, bufmesh.numverts * sizeof(float[2])); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable (GL_BLEND); - glDepthMask(1); + fog = bufmesh.colorscale * (1 - fog); + R_SetupMDLMD2Frames(fog, fog, fog); - if (gl_transform.value) - glPopMatrix(); + aliasvert = aliasvertbuf; + aliasvertcolor = aliasvertcolorbuf; + } } -void ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, zymbone_t *bone, float rootorigin[3], float rootangles[3], float rootscale) +int ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, zymbone_t *bone) { + int i; float lerp1, lerp2, lerp3, lerp4; zymbonematrix *out, rootmatrix, m, *bone1, *bone2, *bone3, *bone4; - out = zymbonepose; - AngleVectors(rootangles, rootmatrix.m[0], rootmatrix.m[1], rootmatrix.m[2]); - VectorScale(rootmatrix.m[0], rootscale, rootmatrix.m[0]); - VectorScale(rootmatrix.m[1], rootscale, rootmatrix.m[1]); - VectorScale(rootmatrix.m[2], rootscale, rootmatrix.m[2]); - rootmatrix.m[0][3] = rootorigin[0]; - rootmatrix.m[1][3] = rootorigin[1]; - rootmatrix.m[2][3] = rootorigin[2]; + + // 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]; + bone1 = bonebase + blend[0].frame * count; lerp1 = blend[0].lerp; if (blend[1].lerp) @@ -586,7 +532,7 @@ void ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, z // 4 poses bone4 = bonebase + blend[3].frame * count; lerp4 = blend[3].lerp; - while(count--) + 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; @@ -602,21 +548,20 @@ void ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, z 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], &m.m[0], &out->m[0]); + R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]); else - R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]); + R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]); bone1++; bone2++; bone3++; bone4++; bone++; - out++; } } else { // 3 poses - while(count--) + 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; @@ -632,21 +577,20 @@ void ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, z 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], &m.m[0], &out->m[0]); + R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]); else - R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]); + R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]); bone1++; bone2++; bone3++; bone++; - out++; } } } else { // 2 poses - while(count--) + 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; @@ -662,13 +606,12 @@ void ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, z 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], &m.m[0], &out->m[0]); + R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]); else - R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]); + R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]); bone1++; bone2++; bone++; - out++; } } } @@ -678,7 +621,7 @@ void ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, z if (lerp1 != 1) { // lerp != 1.0 - while(count--) + for (i = 0, out = zymbonepose;i < count;i++, out++) { // interpolate matrices m.m[0][0] = bone1->m[0][0] * lerp1; @@ -694,29 +637,28 @@ void ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, z 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], &m.m[0], &out->m[0]); + R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]); else - R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]); + R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]); bone1++; bone++; - out++; } } else { // lerp == 1.0 - while(count--) + for (i = 0, out = zymbonepose;i < count;i++, out++) { if (bone->parent >= 0) - R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &bone1->m[0], &out->m[0]); + R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &bone1->m[0][0], &out->m[0][0]); else - R_ConcatTransforms(&rootmatrix.m[0], &bone1->m[0], &out->m[0]); + R_ConcatTransforms(&rootmatrix.m[0][0], &bone1->m[0][0], &out->m[0][0]); bone1++; bone++; - out++; } } } + return true; } void ZymoticTransformVerts(int vertcount, int *bonecounts, zymvertex_t *vert) @@ -728,6 +670,7 @@ void ZymoticTransformVerts(int vertcount, int *bonecounts, zymvertex_t *vert) { c = *bonecounts++; // FIXME: validate bonecounts at load time (must be >= 1) + // FIXME: need 4th component in origin, for how much of the translate to blend in if (c == 1) { matrix = &zymbonepose[vert->bonenum]; @@ -748,17 +691,17 @@ void ZymoticTransformVerts(int vertcount, int *bonecounts, zymvertex_t *vert) vert++; } } - out += 3; + out += 4; } } void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist) { int a, b, c, d; - float *out, v1[3], v2[3], normal[3]; + float *out, v1[3], v2[3], normal[3], s; int *u; // clear normals - memset(aliasvertnorm, 0, sizeof(float[3]) * vertcount); + memset(aliasvertnorm, 0, sizeof(float) * vertcount * 3); memset(aliasvertusage, 0, sizeof(int) * vertcount); // parse render list and accumulate surface normals while(shadercount--) @@ -766,9 +709,9 @@ void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist) d = *renderlist++; while (d--) { - a = renderlist[0]*3; - b = renderlist[1]*3; - c = renderlist[2]*3; + 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]; @@ -776,23 +719,27 @@ 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 + a = renderlist[0] * 3; + aliasvertnorm[a+0] += normal[0]; + aliasvertnorm[a+1] += normal[1]; + aliasvertnorm[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]; - aliasvertusage[a]++; - aliasvertnorm[b+0] += normal[0]; - aliasvertnorm[b+1] += normal[1]; - aliasvertnorm[b+2] += normal[2]; - aliasvertusage[b]++; - aliasvertnorm[c+0] += normal[0]; - aliasvertnorm[c+1] += normal[1]; - aliasvertnorm[c+2] += normal[2]; - aliasvertusage[c]++; + aliasvertusage[renderlist[1]]++; + a = renderlist[2] * 3; + aliasvertnorm[a+0] += normal[0]; + aliasvertnorm[a+1] += normal[1]; + aliasvertnorm[a+2] += normal[2]; + aliasvertusage[renderlist[2]]++; renderlist += 3; } } + // FIXME: precalc this // average surface normals out = aliasvertnorm; u = aliasvertusage; @@ -800,176 +747,140 @@ void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist) { if (*u > 1) { - a = ixtable[*u]; - out[0] *= a; - out[1] *= a; - out[2] *= a; + s = ixtable[*u]; + out[0] *= s; + out[1] *= s; + out[2] *= s; } u++; out += 3; } } -void GL_DrawZymoticModelMesh(byte *colors, zymtype1header_t *m) +void R_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, sizeof(float[3]), aliasvert); - glEnableClientState(GL_VERTEX_ARRAY); - - glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(byte[4]), colors); - glEnableClientState(GL_COLOR_ARRAY); - glTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), (float *)(m->lump_texcoords.start + (int) m)); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); + aliasmeshinfo.vertex = aliasvert; + aliasmeshinfo.vertexstep = sizeof(float[4]); + 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[i]); + 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[i])) + { + 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; + c_alias_polys += aliasmeshinfo.numtriangles; + 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) +void R_DrawZymoticModelMeshFog(vec3_t org, zymtype1header_t *m, float fog) { - vec3_t diff; - int i, c, *renderlist; - if (!r_render.value) - return; + int i, *renderlist; + + // 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, sizeof(float[3]), aliasvert); - glEnableClientState(GL_VERTEX_ARRAY); + aliasmeshinfo.cr = fogcolor[0]; + aliasmeshinfo.cg = fogcolor[1]; + aliasmeshinfo.cb = fogcolor[2]; + aliasmeshinfo.ca = currentrenderentity->alpha * fog; 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; + c_alias_polys += aliasmeshinfo.numtriangles; + 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 (float fog) { - 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)); 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, 1 - fog, 1 - fog, 1 - fog, true); - 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); - - if (fogenabled) - GL_DrawZymoticModelMeshFog(org, m); + R_DrawZymoticModelMesh(m); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable (GL_BLEND); - glDepthMask(1); + if (fog) + R_DrawZymoticModelMeshFog(currentrenderentity->origin, m, fog); } -/* -================= -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; + float fog; + vec3_t diff; - 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_CullBox (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); + softwaretransformforentity(currentrenderentity); + fog = 0; + if (fogenabled) { -// 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; + VectorSubtract(currentrenderentity->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 (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); + if (currentrenderentity->model->aliastype == ALIASTYPE_ZYM) + R_DrawZymoticModel(fog); else - R_DrawAliasFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, skinset , colormap, effects, flags); + R_DrawQ1Q2AliasModel(fog); } +