X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_models.c;h=38064f11425ccf43dd950384777f89f1e3190e2a;hp=c46691e008a60c4416f85487bdd9e7e3a97b31c4;hb=fedb845e665b669ff11df23ce713842bd89c4ec4;hpb=37051d673a36462927804663cd7fbe60d862d09c diff --git a/gl_models.c b/gl_models.c index c46691e0..38064f11 100644 --- a/gl_models.c +++ b/gl_models.c @@ -1,709 +1,873 @@ #include "quakedef.h" -// LordHavoc: vertex array -float *aliasvert; -float *aliasvertnorm; -byte *aliasvertcolor; -byte *aliasvertcolor2; - -int chrometexture; +cvar_t r_quickmodels = {0, "r_quickmodels", "1"}; -void makechrometexture() +typedef struct { - int i; - byte noise[64*64]; - byte data[64*64][4]; + float m[3][4]; +} zymbonematrix; - fractalnoise(noise, 64, 16); +// LordHavoc: vertex arrays - // 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; - } +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 - chrometexture = GL_LoadTexture ("chrometexture", 64, 64, &data[0][0], true, false, 4); -} +float *aliasvertcolor2; +float *aliasvertnorm; +int *aliasvertusage; +zymbonematrix *zymbonepose; -void gl_models_start() +mempool_t *gl_models_mempool; + +void gl_models_start(void) { // allocate vertex processing arrays - aliasvert = malloc(sizeof(float[MD2MAX_VERTS][3])); - aliasvertnorm = malloc(sizeof(float[MD2MAX_VERTS][3])); - aliasvertcolor = malloc(sizeof(byte[MD2MAX_VERTS][4])); - aliasvertcolor2 = malloc(sizeof(byte[MD2MAX_VERTS][4])); // used temporarily for tinted coloring - 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 gl_models_shutdown(void) { - free(aliasvert); - free(aliasvertnorm); - free(aliasvertcolor); - free(aliasvertcolor2); + Mem_FreePool(&gl_models_mempool); } -void GL_Models_Init() +void gl_models_newmap(void) { - R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown); } -extern vec3_t softwaretransform_x; -extern vec3_t softwaretransform_y; -extern vec3_t softwaretransform_z; -extern vec_t softwaretransform_scale; -extern vec3_t softwaretransform_offset; -void R_AliasLerpVerts(int vertcount, float lerp, trivert2 *verts1, vec3_t scale1, vec3_t translate1, trivert2 *verts2, vec3_t scale2, vec3_t translate2) +void GL_Models_Init(void) { - int i; - vec3_t point, matrix_x, matrix_y, matrix_z; - float *av, *avn; - av = aliasvert; - avn = aliasvertnorm; - VectorScale(softwaretransform_x, softwaretransform_scale, matrix_x); - VectorScale(softwaretransform_y, softwaretransform_scale, matrix_y); - VectorScale(softwaretransform_z, softwaretransform_scale, matrix_z); - if (lerp < 0) lerp = 0; - if (lerp > 1) lerp = 1; - if (lerp != 0) - { - float ilerp, ilerp127, lerp127, scalex1, scalex2, translatex, scaley1, scaley2, translatey, scalez1, scalez2, translatez; - if (lerp < 0) lerp = 0; - if (lerp > 1) lerp = 1; - ilerp = 1 - lerp; - ilerp127 = ilerp * (1.0 / 127.0); - lerp127 = lerp * (1.0 / 127.0); - // calculate combined interpolation variables - scalex1 = scale1[0] * ilerp;scalex2 = scale2[0] * lerp;translatex = translate1[0] * ilerp + translate2[0] * lerp; - scaley1 = scale1[1] * ilerp;scaley2 = scale2[1] * lerp;translatey = translate1[1] * ilerp + translate2[1] * lerp; - scalez1 = scale1[2] * ilerp;scalez2 = scale2[2] * lerp;translatez = translate1[2] * ilerp + translate2[2] * lerp; - // generate vertices - for (i = 0;i < vertcount;i++) - { - // rotate, scale, and translate the vertex locations - point[0] = verts1->v[0] * scalex1 + verts2->v[0] * scalex2 + translatex; - point[1] = verts1->v[1] * scaley1 + verts2->v[1] * scaley2 + translatey; - point[2] = verts1->v[2] * scalez1 + verts2->v[2] * scalez2 + translatez; - *av++ = point[0] * matrix_x[0] + point[1] * matrix_y[0] + point[2] * matrix_z[0] + softwaretransform_offset[0]; - *av++ = point[0] * matrix_x[1] + point[1] * matrix_y[1] + point[2] * matrix_z[1] + softwaretransform_offset[1]; - *av++ = point[0] * matrix_x[2] + point[1] * matrix_y[2] + point[2] * matrix_z[2] + softwaretransform_offset[2]; - // rotate the normals - point[0] = verts1->n[0] * ilerp127 + verts2->n[0] * lerp127; - point[1] = verts1->n[1] * ilerp127 + verts2->n[1] * lerp127; - point[2] = verts1->n[2] * ilerp127 + verts2->n[2] * lerp127; - *avn++ = point[0] * softwaretransform_x[0] + point[1] * softwaretransform_y[0] + point[2] * softwaretransform_z[0]; - *avn++ = point[0] * softwaretransform_x[1] + point[1] * softwaretransform_y[1] + point[2] * softwaretransform_z[1]; - *avn++ = point[0] * softwaretransform_x[2] + point[1] * softwaretransform_y[2] + point[2] * softwaretransform_z[2]; - verts1++;verts2++; - } - } - else - { - // generate vertices - for (i = 0;i < vertcount;i++) - { - // rotate, scale, and translate the vertex locations - point[0] = verts1->v[0] * scale1[0] + translate1[0]; - point[1] = verts1->v[1] * scale1[1] + translate1[1]; - point[2] = verts1->v[2] * scale1[2] + translate1[2]; - *av++ = point[0] * matrix_x[0] + point[1] * matrix_y[0] + point[2] * matrix_z[0] + softwaretransform_offset[0]; - *av++ = point[0] * matrix_x[1] + point[1] * matrix_y[1] + point[2] * matrix_z[1] + softwaretransform_offset[1]; - *av++ = point[0] * matrix_x[2] + point[1] * matrix_y[2] + point[2] * matrix_z[2] + softwaretransform_offset[2]; - // rotate the normals - point[0] = verts1->n[0] * (1.0f / 127.0f); - point[1] = verts1->n[1] * (1.0f / 127.0f); - point[2] = verts1->n[2] * (1.0f / 127.0f); - *avn++ = point[0] * softwaretransform_x[0] + point[1] * softwaretransform_y[0] + point[2] * softwaretransform_z[0]; - *avn++ = point[0] * softwaretransform_x[1] + point[1] * softwaretransform_y[1] + point[2] * softwaretransform_z[1]; - *avn++ = point[0] * softwaretransform_x[2] + point[1] * softwaretransform_y[2] + point[2] * softwaretransform_z[2]; - verts1++; - } - } + Cvar_RegisterVariable(&r_quickmodels); + + R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap); } -float R_CalcAnimLerp(entity_t *ent, int pose, float lerpscale) +/* +void R_AliasTransformVerts(int vertcount) { - if (ent->draw_lastmodel == ent->model && ent->draw_lerpstart <= cl.time) + vec3_t point; + float *av; + av = aliasvert; + while (vertcount >= 4) { - if (pose != ent->draw_pose) - { - ent->draw_lastpose = ent->draw_pose; - ent->draw_pose = pose; - ent->draw_lerpstart = cl.time; - return 0; - } - else - return ((cl.time - ent->draw_lerpstart) * lerpscale); + 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; } - else // uninitialized + while(vertcount > 0) { - ent->draw_lastmodel = ent->model; - ent->draw_lastpose = ent->draw_pose = pose; - ent->draw_lerpstart = cl.time; - return 0; + VectorCopy(av, point);softwaretransform(point, av);av += 4; + vertcount--; } } +*/ -extern cvar_t gl_vertexarrays; -extern qboolean lighthalf; -void GL_DrawModelMesh(int skin, byte *colors, maliashdr_t *maliashdr) +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) { int i; - if (!r_render.value) - return; - glBindTexture(GL_TEXTURE_2D, skin); - if (!colors) + 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) { - if (lighthalf) - glColor3f(0.5f, 0.5f, 0.5f); + VectorScale(fscale2, lerp2, scale2); + if (lerp3) + { + VectorScale(fscale3, lerp3, scale3); + if (lerp4) + { + 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; + // generate vertices + for (i = 0;i < vertcount;i++) + { + 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++; + } + } + 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++) + { + 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++; + } + } + } else - glColor3f(1.0f, 1.0f, 1.0f); - } - if (gl_vertexarrays.value) - { - if (colors) { - qglColorPointer(4, GL_UNSIGNED_BYTE, 0, colors); - glEnableClientState(GL_COLOR_ARRAY); + 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++) + { + 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++; + } } - - qglTexCoordPointer(2, GL_FLOAT, 0, (void *)((int) maliashdr->texdata + (int) maliashdr)); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); - - qglDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata)); - - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - - if (colors) - glDisableClientState(GL_COLOR_ARRAY); } else { - unsigned short *in, index; - float *tex; - in = (void *)((int) maliashdr + maliashdr->tridata); - glBegin(GL_TRIANGLES); - tex = (void *)((int) maliashdr + maliashdr->texdata); - for (i = 0;i < maliashdr->numtris * 3;i++) + translate[0] = translate1[0] * lerp1; + translate[1] = translate1[1] * lerp1; + translate[2] = translate1[2] * lerp1; + // generate vertices + if (lerp1 != 1) { - index = *in++; - glTexCoord2f(tex[index*2], tex[index*2+1]); - if (colors) - glColor4f(colors[index*4] * (1.0f / 255.0f), colors[index*4+1] * (1.0f / 255.0f), colors[index*4+2] * (1.0f / 255.0f), colors[index*4+3] * (1.0f / 255.0f)); - glVertex3fv(&aliasvert[index*3]); + // general but almost never used case + for (i = 0;i < vertcount;i++) + { + 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++; + } + } + else + { + // fast normal case + for (i = 0;i < vertcount;i++) + { + 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++; + } } - glEnd(); } - // leave it in a state for additional passes - glDepthMask(0); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive } -void R_TintModel(byte *in, byte *out, int verts, byte *color) +skinframe_t *R_FetchSkinFrame(const entity_render_t *ent) { - 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]; - in += 4; - out += 4; - } + model_t *model = ent->model; + unsigned int s = (unsigned int) ent->skinnum; + if (s >= 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]; + else + return &model->skinframes[model->skinscenes[s].firstframe]; } -/* -================= -R_DrawAliasFrame - -================= -*/ -extern vec3_t lightspot; -void R_LightModel(int numverts, vec3_t center, vec3_t basecolor); -void R_DrawAliasFrame (maliashdr_t *maliashdr, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, int frame, int *skin, int colormap, int effects, int flags) +void R_SetupMDLMD2Frames(const entity_render_t *ent, float colorr, float colorg, float colorb) { - int i, pose; - float lerpscale, lerp; - maliasframe_t *frameinfo; - - softwaretransformforentity(ent); + 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); +} - if ((frame >= maliashdr->numframes) || (frame < 0)) +void R_DrawQ1Q2AliasModelCallback (const void *calldata1, int calldata2) +{ + int i, c, pantsfullbright, shirtfullbright, colormapped; + float pantscolor[3], shirtcolor[3]; + float fog; + vec3_t diff; + qbyte *bcolor; + rmeshstate_t m; + model_t *model; + skinframe_t *skinframe; + const entity_render_t *ent = calldata1; + int blendfunc1, blendfunc2; + +// softwaretransformforentity(ent); + R_Mesh_Matrix(&ent->matrix); + + fog = 0; + if (fogenabled) { - Con_DPrintf ("R_AliasSetupFrame: no such frame %d\n", frame); - frame = 0; + VectorSubtract(ent->origin, r_origin, diff); + fog = DotProduct(diff,diff); + if (fog < 0.01f) + fog = 0.01f; + fog = exp(fogdensity/fog); + if (fog > 1) + fog = 1; + if (fog < 0.01f) + fog = 0; + // fog method: darken, additive fog + // 1. render model as normal, scaled by inverse of fog alpha (darkens it) + // 2. render fog as additive } - frameinfo = ((maliasframe_t *)((int) maliashdr + maliashdr->framedata)) + frame; - pose = frameinfo->start; + model = ent->model; + R_Mesh_ResizeCheck(model->numverts, model->numtris); + + skinframe = R_FetchSkinFrame(ent); - if (frameinfo->length > 1) + if (ent->effects & EF_ADDITIVE) { - lerpscale = frameinfo->rate; - pose += (int)(cl.time * frameinfo->rate) % frameinfo->length; + blendfunc1 = GL_SRC_ALPHA; + blendfunc2 = GL_ONE; + } + else if (ent->alpha != 1.0 || skinframe->fog != NULL) + { + blendfunc1 = GL_SRC_ALPHA; + blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; } else - lerpscale = 10.0f; + { + blendfunc1 = GL_ONE; + blendfunc2 = GL_ZERO; + } - lerp = R_CalcAnimLerp(ent, pose, lerpscale); + if (!skinframe->base && !skinframe->pants && !skinframe->shirt && !skinframe->glow) + { + // untextured + memset(&m, 0, sizeof(m)); + m.blendfunc1 = blendfunc1; + m.blendfunc2 = blendfunc2; + m.wantoverbright = true; + m.tex[0] = R_GetTexture(r_notexture); + R_Mesh_State(&m); + + c_alias_polys += model->numtris; + memcpy(varray_element, model->mdlmd2data_indices, model->numtris * sizeof(int[3])); + for (i = 0;i < model->numverts * 2;i++) + varray_texcoord[0][i] = model->mdlmd2data_texcoords[i] * 8.0f; + aliasvert = varray_vertex; + aliasvertcolor = varray_color; + R_SetupMDLMD2Frames(ent, mesh_colorscale, mesh_colorscale, mesh_colorscale); + aliasvert = aliasvertbuf; + aliasvertcolor = aliasvertcolorbuf; + R_Mesh_Draw(model->numverts, model->numtris); + return; + } - R_AliasLerpVerts(maliashdr->numverts, lerp, (trivert2 *)((int) maliashdr + maliashdr->posedata) + ent->draw_lastpose * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin, (trivert2 *)((int) maliashdr + maliashdr->posedata) + ent->draw_pose * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin); - // prep the vertex array as early as possible - if (r_render.value) + colormapped = !skinframe->merged || (ent->colormap >= 0 && skinframe->base && (skinframe->pants || skinframe->shirt)); + if (!colormapped && !fog && !skinframe->glow && !skinframe->fog) { - if (gl_vertexarrays.value) - { - qglVertexPointer(3, GL_FLOAT, 0, aliasvert); - glEnableClientState(GL_VERTEX_ARRAY); - } + // fastpath for the normal situation (one texture) + memset(&m, 0, sizeof(m)); + m.blendfunc1 = blendfunc1; + m.blendfunc2 = blendfunc2; + m.wantoverbright = true; + m.tex[0] = R_GetTexture(skinframe->merged); + R_Mesh_State(&m); + + c_alias_polys += model->numtris; + memcpy(varray_element, model->mdlmd2data_indices, model->numtris * sizeof(int[3])); + memcpy(varray_texcoord[0], model->mdlmd2data_texcoords, model->numverts * sizeof(float[2])); + aliasvert = varray_vertex; + aliasvertcolor = varray_color; + R_SetupMDLMD2Frames(ent, mesh_colorscale, mesh_colorscale, mesh_colorscale); + aliasvert = aliasvertbuf; + aliasvertcolor = aliasvertcolorbuf; + R_Mesh_Draw(model->numverts, model->numtris); + return; } - R_LightModel(maliashdr->numverts, org, color); + R_SetupMDLMD2Frames(ent, 1 - fog, 1 - fog, 1 - fog); - if (!r_render.value) - return; - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); - glShadeModel(GL_SMOOTH); - if (effects & EF_ADDITIVE) + if (colormapped) { - glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering - glEnable(GL_BLEND); - glDepthMask(0); + // 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 if (alpha != 1.0) + else { - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glDepthMask(0); + pantscolor[0] = pantscolor[1] = pantscolor[2] = shirtcolor[0] = shirtcolor[1] = shirtcolor[2] = 1; + pantsfullbright = shirtfullbright = false; } - else + + memset(&m, 0, sizeof(m)); + m.blendfunc1 = blendfunc1; + m.blendfunc2 = blendfunc2; + m.wantoverbright = true; + m.tex[0] = colormapped ? R_GetTexture(skinframe->base) : R_GetTexture(skinframe->merged); + if (m.tex[0]) { - glDisable(GL_BLEND); - glDepthMask(1); + R_Mesh_State(&m); + + blendfunc1 = GL_SRC_ALPHA; + blendfunc2 = GL_ONE; + c_alias_polys += model->numtris; + R_ModulateColors(aliasvertcolor, varray_color, model->numverts, mesh_colorscale, mesh_colorscale, mesh_colorscale); + memcpy(varray_element, model->mdlmd2data_indices, model->numtris * sizeof(int[3])); + memcpy(varray_vertex, aliasvert, model->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], model->mdlmd2data_texcoords, model->numverts * sizeof(float[2])); + R_Mesh_Draw(model->numverts, model->numtris); } - if (colormap >= 0) + if (colormapped) { - if (!skin[0] && !skin[1] && !skin[2] && !skin[3]) - GL_DrawModelMesh(0, NULL, maliashdr); - else + if (skinframe->pants) { - int c; - if (skin[0]) - GL_DrawModelMesh(skin[0], aliasvertcolor, maliashdr); - if (skin[1]) + memset(&m, 0, sizeof(m)); + m.blendfunc1 = blendfunc1; + m.blendfunc2 = blendfunc2; + m.wantoverbright = true; + m.tex[0] = R_GetTexture(skinframe->pants); + if (m.tex[0]) { - 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); + R_Mesh_State(&m); + + blendfunc1 = GL_SRC_ALPHA; + blendfunc2 = GL_ONE; + c_alias_polys += model->numtris; + if (pantsfullbright) + R_FillColors(varray_color, model->numverts, pantscolor[0] * mesh_colorscale, pantscolor[1] * mesh_colorscale, pantscolor[2] * mesh_colorscale, ent->alpha); + else + R_ModulateColors(aliasvertcolor, varray_color, model->numverts, pantscolor[0] * mesh_colorscale, pantscolor[1] * mesh_colorscale, pantscolor[2] * mesh_colorscale); + memcpy(varray_element, model->mdlmd2data_indices, model->numtris * sizeof(int[3])); + memcpy(varray_vertex, aliasvert, model->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], model->mdlmd2data_texcoords, model->numverts * sizeof(float[2])); + R_Mesh_Draw(model->numverts, model->numtris); } - if (skin[2]) + } + if (skinframe->shirt) + { + memset(&m, 0, sizeof(m)); + m.blendfunc1 = blendfunc1; + m.blendfunc2 = blendfunc2; + m.wantoverbright = true; + m.tex[0] = R_GetTexture(skinframe->shirt); + if (m.tex[0]) { - 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); + R_Mesh_State(&m); + + blendfunc1 = GL_SRC_ALPHA; + blendfunc2 = GL_ONE; + c_alias_polys += model->numtris; + if (shirtfullbright) + R_FillColors(varray_color, model->numverts, shirtcolor[0] * mesh_colorscale, shirtcolor[1] * mesh_colorscale, shirtcolor[2] * mesh_colorscale, ent->alpha); + else + R_ModulateColors(aliasvertcolor, varray_color, model->numverts, shirtcolor[0] * mesh_colorscale, shirtcolor[1] * mesh_colorscale, shirtcolor[2] * mesh_colorscale); + memcpy(varray_element, model->mdlmd2data_indices, model->numtris * sizeof(int[3])); + memcpy(varray_vertex, aliasvert, model->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], model->mdlmd2data_texcoords, model->numverts * sizeof(float[2])); + R_Mesh_Draw(model->numverts, model->numtris); } - if (skin[3]) GL_DrawModelMesh(skin[3], NULL, maliashdr); } } - else + if (skinframe->glow) { - if (!skin[3] && !skin[4]) - GL_DrawModelMesh(0, NULL, maliashdr); - else + memset(&m, 0, sizeof(m)); + m.blendfunc1 = blendfunc1; + m.blendfunc2 = blendfunc2; + m.wantoverbright = true; + m.tex[0] = R_GetTexture(skinframe->glow); + if (m.tex[0]) { - if (skin[4]) GL_DrawModelMesh(skin[4], aliasvertcolor, maliashdr); - if (skin[3]) GL_DrawModelMesh(skin[3], NULL, maliashdr); + R_Mesh_State(&m); + + blendfunc1 = GL_SRC_ALPHA; + blendfunc2 = GL_ONE; + c_alias_polys += model->numtris; + R_FillColors(varray_color, model->numverts, (1 - fog) * mesh_colorscale, (1 - fog) * mesh_colorscale, (1 - fog) * mesh_colorscale, ent->alpha); + memcpy(varray_element, model->mdlmd2data_indices, model->numtris * sizeof(int[3])); + memcpy(varray_vertex, aliasvert, model->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], model->mdlmd2data_texcoords, model->numverts * sizeof(float[2])); + R_Mesh_Draw(model->numverts, model->numtris); } } - - 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 - - VectorSubtract(org, r_refdef.vieworg, diff); - glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff))); - - if (gl_vertexarrays.value) - { - qglDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata)); - } - else - { - unsigned short *in; - in = (void *)((int) maliashdr + maliashdr->tridata); - glBegin(GL_TRIANGLES); - for (i = 0;i < maliashdr->numtris * 3;i++) - glVertex3fv(&aliasvert[*in++ * 3]); - glEnd(); - } - - glEnable (GL_TEXTURE_2D); - glColor3f (1,1,1); + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + m.wantoverbright = false; + m.tex[0] = R_GetTexture(skinframe->fog); + R_Mesh_State(&m); + + c_alias_polys += model->numtris; + R_FillColors(varray_color, model->numverts, fogcolor[0] * fog * mesh_colorscale, fogcolor[1] * fog * mesh_colorscale, fogcolor[2] * fog * mesh_colorscale, ent->alpha); + memcpy(varray_element, model->mdlmd2data_indices, model->numtris * sizeof(int[3])); + memcpy(varray_vertex, aliasvert, model->numverts * sizeof(float[4])); + memcpy(varray_texcoord[0], model->mdlmd2data_texcoords, model->numverts * sizeof(float[2])); + R_Mesh_Draw(model->numverts, model->numtris); } - if (gl_vertexarrays.value) - glDisableClientState(GL_VERTEX_ARRAY); - - if (!fogenabled && r_shadows.value && !(effects & EF_ADDITIVE) && shadow) - { - // flatten it to make a shadow - float *av = aliasvert + 2, l = lightspot[2] + 0.125; - av = aliasvert + 2; - for (i = 0;i < maliashdr->numverts;i++, av+=3) - if (*av > l) - *av = l; - glDisable (GL_TEXTURE_2D); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable (GL_BLEND); - glDepthMask(0); // disable zbuffer updates - glColor4f (0,0,0,0.5 * alpha); - - if (gl_vertexarrays.value) - { - qglVertexPointer(3, GL_FLOAT, 0, aliasvert); - glEnableClientState(GL_VERTEX_ARRAY); - qglDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata)); - glDisableClientState(GL_VERTEX_ARRAY); - } - else - { - unsigned short *in; - in = (void *)((int) maliashdr + maliashdr->tridata); - glBegin(GL_TRIANGLES); - for (i = 0;i < maliashdr->numtris * 3;i++) - glVertex3fv(&aliasvert[*in++ * 3]); - glEnd(); - } - - glEnable (GL_TEXTURE_2D); - glColor3f (1,1,1); - } - - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable (GL_BLEND); - glDepthMask(1); } -/* -================= -R_DrawQ2AliasFrame - -================= -*/ -void R_DrawQ2AliasFrame (md2mem_t *pheader, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, int frame, int skin, int effects, int flags) +int ZymoticLerpBones(int count, const zymbonematrix *bonebase, const frameblend_t *blend, const zymbone_t *bone) { - int *order, count; - float lerp; - md2memframe_t *frame1, *frame2; - - if (r_render.value) - glBindTexture(GL_TEXTURE_2D, skin); - - softwaretransformforentity(ent); - - if ((frame >= pheader->num_frames) || (frame < 0)) - { - Con_DPrintf ("R_SetupQ2AliasFrame: no such frame %d\n", frame); - frame = 0; - } - - lerp = R_CalcAnimLerp(ent, frame, 10); - - frame1 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * ent->draw_lastpose)); - frame2 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * ent->draw_pose)); - R_AliasLerpVerts(pheader->num_xyz, lerp, frame1->verts, frame1->scale, frame1->translate, frame2->verts, frame2->scale, frame2->translate); - - R_LightModel(pheader->num_xyz, org, color); - - if (!r_render.value) - return; - if (gl_vertexarrays.value) + int i; + float lerp1, lerp2, lerp3, lerp4; + 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; + rootmatrix.m[0][3] = 0; + rootmatrix.m[1][0] = 0; + rootmatrix.m[1][1] = 1; + rootmatrix.m[1][2] = 0; + rootmatrix.m[1][3] = 0; + rootmatrix.m[2][0] = 0; + rootmatrix.m[2][1] = 0; + rootmatrix.m[2][2] = 1; + rootmatrix.m[2][3] = 0; + + bone1 = bonebase + blend[0].frame * count; + lerp1 = blend[0].lerp; + if (blend[1].lerp) { - // LordHavoc: big mess... - // using arrays only slightly, although it is enough to prevent duplicates - // (saving half the transforms) - qglVertexPointer(3, GL_FLOAT, 0, aliasvert); - qglColorPointer(4, GL_UNSIGNED_BYTE, 0, aliasvertcolor); - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_COLOR_ARRAY); - - order = (int *)((int)pheader + pheader->ofs_glcmds); - while(1) + bone2 = bonebase + blend[1].frame * count; + lerp2 = blend[1].lerp; + if (blend[2].lerp) { - if (!(count = *order++)) - break; - if (count > 0) - glBegin(GL_TRIANGLE_STRIP); - else + bone3 = bonebase + blend[2].frame * count; + lerp3 = blend[2].lerp; + if (blend[3].lerp) { - glBegin(GL_TRIANGLE_FAN); - count = -count; + // 4 poses + bone4 = bonebase + blend[3].frame * count; + lerp4 = blend[3].lerp; + for (i = 0, out = zymbonepose;i < count;i++, out++) + { + // interpolate matrices + m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3 + bone4->m[0][0] * lerp4; + m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3 + bone4->m[0][1] * lerp4; + m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3 + bone4->m[0][2] * lerp4; + m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3 + bone4->m[0][3] * lerp4; + m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3 + bone4->m[1][0] * lerp4; + m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3 + bone4->m[1][1] * lerp4; + m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3 + bone4->m[1][2] * lerp4; + m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3 + bone4->m[1][3] * lerp4; + m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3 + bone4->m[2][0] * lerp4; + m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3 + bone4->m[2][1] * lerp4; + m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3 + bone4->m[2][2] * lerp4; + m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3 + bone4->m[2][3] * lerp4; + if (bone->parent >= 0) + R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]); + else + R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]); + bone1++; + bone2++; + bone3++; + bone4++; + bone++; + } } - do + else { - glTexCoord2f(((float *)order)[0], ((float *)order)[1]); - qglArrayElement(order[2]); - order += 3; + // 3 poses + for (i = 0, out = zymbonepose;i < count;i++, out++) + { + // interpolate matrices + m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3; + m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3; + m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3; + m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3; + m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3; + m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3; + m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3; + m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3; + m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3; + m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3; + m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3; + m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3; + if (bone->parent >= 0) + R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]); + else + R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]); + bone1++; + bone2++; + bone3++; + bone++; + } } - while (count--); } - - glDisableClientState(GL_COLOR_ARRAY); - glDisableClientState(GL_VERTEX_ARRAY); - } - else - { - order = (int *)((int)pheader + pheader->ofs_glcmds); - while(1) + else { - if (!(count = *order++)) - break; - if (count > 0) - glBegin(GL_TRIANGLE_STRIP); - else + // 2 poses + for (i = 0, out = zymbonepose;i < count;i++, out++) { - glBegin(GL_TRIANGLE_FAN); - count = -count; - } - do - { - glTexCoord2f(((float *)order)[0], ((float *)order)[1]); - glColor4f(aliasvertcolor[order[2] * 4] * (1.0f / 255.0f), aliasvertcolor[order[2] * 4 + 1] * (1.0f / 255.0f), aliasvertcolor[order[2] * 4 + 2] * (1.0f / 255.0f), aliasvertcolor[order[2] * 4 + 3] * (1.0f / 255.0f)); - glVertex3fv(&aliasvert[order[2] * 3]); - order += 3; + // interpolate matrices + m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2; + m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2; + m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2; + m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2; + m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2; + m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2; + m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2; + m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2; + m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2; + m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2; + m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2; + m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2; + if (bone->parent >= 0) + R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]); + else + R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]); + bone1++; + bone2++; + bone++; } - while (count--); } } - - if (fogenabled) + else { - glDisable (GL_TEXTURE_2D); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable (GL_BLEND); - glDepthMask(0); // disable zbuffer updates + // 1 pose + if (lerp1 != 1) { - vec3_t diff; - VectorSubtract(org, r_refdef.vieworg, diff); - glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff))); - } - - if (gl_vertexarrays.value) - { - // LordHavoc: big mess... - // using arrays only slightly, although it is enough to prevent duplicates - // (saving half the transforms) - qglVertexPointer(3, GL_FLOAT, 0, aliasvert); - glEnableClientState(GL_VERTEX_ARRAY); - - order = (int *)((int)pheader + pheader->ofs_glcmds); - while(1) + // lerp != 1.0 + for (i = 0, out = zymbonepose;i < count;i++, out++) { - if (!(count = *order++)) - break; - if (count > 0) - glBegin(GL_TRIANGLE_STRIP); + // interpolate matrices + m.m[0][0] = bone1->m[0][0] * lerp1; + m.m[0][1] = bone1->m[0][1] * lerp1; + m.m[0][2] = bone1->m[0][2] * lerp1; + m.m[0][3] = bone1->m[0][3] * lerp1; + m.m[1][0] = bone1->m[1][0] * lerp1; + m.m[1][1] = bone1->m[1][1] * lerp1; + m.m[1][2] = bone1->m[1][2] * lerp1; + m.m[1][3] = bone1->m[1][3] * lerp1; + m.m[2][0] = bone1->m[2][0] * lerp1; + m.m[2][1] = bone1->m[2][1] * lerp1; + m.m[2][2] = bone1->m[2][2] * lerp1; + m.m[2][3] = bone1->m[2][3] * lerp1; + if (bone->parent >= 0) + R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]); else - { - glBegin(GL_TRIANGLE_FAN); - count = -count; - } - do - { - qglArrayElement(order[2]); - order += 3; - } - while (count--); + R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]); + bone1++; + bone++; } - - glDisableClientState(GL_VERTEX_ARRAY); } else { - order = (int *)((int)pheader + pheader->ofs_glcmds); - while(1) + // lerp == 1.0 + for (i = 0, out = zymbonepose;i < count;i++, out++) { - if (!(count = *order++)) - break; - if (count > 0) - glBegin(GL_TRIANGLE_STRIP); + if (bone->parent >= 0) + R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &bone1->m[0][0], &out->m[0][0]); else - { - glBegin(GL_TRIANGLE_FAN); - count = -count; - } - do - { - glVertex3fv(&aliasvert[order[2] * 3]); - order += 3; - } - while (count--); + R_ConcatTransforms(&rootmatrix.m[0][0], &bone1->m[0][0], &out->m[0][0]); + bone1++; + bone++; } } - - glEnable (GL_TEXTURE_2D); - glColor3f (1,1,1); } + return true; +} - if (!fogenabled && r_shadows.value && !(effects & EF_ADDITIVE) && shadow) +void ZymoticTransformVerts(int vertcount, int *bonecounts, zymvertex_t *vert) +{ + int c; + float *out = aliasvert; + zymbonematrix *matrix; + while(vertcount--) { - int i; - float *av = aliasvert + 2, l = lightspot[2] + 0.125; - av = aliasvert + 2; - for (i = 0;i < pheader->num_xyz;i++, av+=3) - if (*av > l) - *av = l; - glDisable (GL_TEXTURE_2D); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable (GL_BLEND); - glDepthMask(0); // disable zbuffer updates - glColor4f (0,0,0,0.5 * alpha); - - if (gl_vertexarrays.value) + c = *bonecounts++; + // FIXME: validate bonecounts at load time (must be >= 1) + // FIXME: need 4th component in origin, for how much of the translate to blend in + if (c == 1) { - qglVertexPointer(3, GL_FLOAT, 0, aliasvert); - glEnableClientState(GL_VERTEX_ARRAY); - - while(1) - { - if (!(count = *order++)) - break; - if (count > 0) - glBegin(GL_TRIANGLE_STRIP); - else - { - glBegin(GL_TRIANGLE_FAN); - count = -count; - } - do - { - qglArrayElement(order[2]); - order += 3; - } - while (count--); - } - - glDisableClientState(GL_VERTEX_ARRAY); + matrix = &zymbonepose[vert->bonenum]; + out[0] = vert->origin[0] * matrix->m[0][0] + vert->origin[1] * matrix->m[0][1] + vert->origin[2] * matrix->m[0][2] + matrix->m[0][3]; + out[1] = vert->origin[0] * matrix->m[1][0] + vert->origin[1] * matrix->m[1][1] + vert->origin[2] * matrix->m[1][2] + matrix->m[1][3]; + out[2] = vert->origin[0] * matrix->m[2][0] + vert->origin[1] * matrix->m[2][1] + vert->origin[2] * matrix->m[2][2] + matrix->m[2][3]; + vert++; } else { - while(1) + VectorClear(out); + while(c--) { - if (!(count = *order++)) - break; - if (count > 0) - glBegin(GL_TRIANGLE_STRIP); - else - { - glBegin(GL_TRIANGLE_FAN); - count = -count; - } - do - { - glVertex3fv(&aliasvert[order[2] * 3]); - order += 3; - } - while (count--); + matrix = &zymbonepose[vert->bonenum]; + out[0] += vert->origin[0] * matrix->m[0][0] + vert->origin[1] * matrix->m[0][1] + vert->origin[2] * matrix->m[0][2] + matrix->m[0][3]; + out[1] += vert->origin[0] * matrix->m[1][0] + vert->origin[1] * matrix->m[1][1] + vert->origin[2] * matrix->m[1][2] + matrix->m[1][3]; + out[2] += vert->origin[0] * matrix->m[2][0] + vert->origin[1] * matrix->m[2][1] + vert->origin[2] * matrix->m[2][2] + matrix->m[2][3]; + vert++; } } - - glEnable (GL_TEXTURE_2D); - glColor3f (1,1,1); + out += 4; } - - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable (GL_BLEND); - glDepthMask(1); } -int modeldlightbits[8]; -extern int r_dlightframecount; -extern void R_LightPoint (vec3_t color, vec3_t p); - -/* -================= -R_DrawAliasModel - -================= -*/ -void R_DrawAliasModel (entity_t *ent, int cull, float alpha, model_t *clmodel, int frame, int skin, vec3_t org, int effects, int flags, int colormap) +void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist) { - int i; - vec3_t mins, maxs, color; - mleaf_t *leaf; - void *modelheader; - int *skinset; - - if (alpha < (1.0 / 64.0)) - return; // basically completely transparent - - VectorAdd (org, clmodel->mins, mins); - VectorAdd (org, clmodel->maxs, maxs); + 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(aliasvertusage, 0, sizeof(int) * vertcount); + // parse render list and accumulate surface normals + while(shadercount--) + { + d = *renderlist++; + while (d--) + { + a = renderlist[0]*4; + b = renderlist[1]*4; + c = renderlist[2]*4; + v1[0] = 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]; + 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]; + aliasvertusage[renderlist[0]]++; + a = renderlist[1] * 3; + aliasvertnorm[a+0] += normal[0]; + aliasvertnorm[a+1] += normal[1]; + aliasvertnorm[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]; + aliasvertusage[renderlist[2]]++; + renderlist += 3; + } + } + // FIXME: precalc this + // average surface normals + out = aliasvertnorm; + u = aliasvertusage; + while(vertcount--) + { + if (*u > 1) + { + s = ixtable[*u]; + out[0] *= s; + out[1] *= s; + out[2] *= s; + } + u++; + out += 3; + } +} - if (cull && R_CullBox (mins, maxs)) - return; +void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2) +{ + float fog; + vec3_t diff; + int i, *renderlist; + zymtype1header_t *m; + rtexture_t *texture; + rmeshstate_t mstate; + const entity_render_t *ent = calldata1; + int shadernum = calldata2; + int numverts, numtriangles; + + R_Mesh_Matrix(&ent->matrix); + + // find the vertex index list and texture + m = ent->model->zymdata_header; + renderlist = (int *)(m->lump_render.start + (int) m); + for (i = 0;i < shadernum;i++) + renderlist += renderlist[0] * 3 + 1; + texture = ((rtexture_t **)(m->lump_shaders.start + (int) m))[shadernum]; + + numverts = m->numverts; + numtriangles = renderlist[0]; + R_Mesh_ResizeCheck(numverts, numtriangles); + + fog = 0; + if (fogenabled) + { + VectorSubtract(ent->origin, r_origin, diff); + fog = DotProduct(diff,diff); + if (fog < 0.01f) + fog = 0.01f; + fog = exp(fogdensity/fog); + if (fog > 1) + fog = 1; + if (fog < 0.01f) + fog = 0; + // fog method: darken, additive fog + // 1. render model as normal, scaled by inverse of fog alpha (darkens it) + // 2. render fog as additive + } - leaf = Mod_PointInLeaf (org, cl.worldmodel); - if (leaf->dlightframe == r_dlightframecount) - for (i = 0;i < 8;i++) - modeldlightbits[i] = leaf->dlightbits[i]; - else - for (i = 0;i < 8;i++) - modeldlightbits[i] = 0; + ZymoticLerpBones(m->numbones, (zymbonematrix *)(m->lump_poses.start + (int) m), ent->frameblend, (zymbone_t *)(m->lump_bones.start + (int) m)); + ZymoticTransformVerts(numverts, (int *)(m->lump_vertbonecounts.start + (int) m), (zymvertex_t *)(m->lump_verts.start + (int) m)); + ZymoticCalcNormals(numverts, m->numshaders, (int *)(m->lump_render.start + (int) m)); - // get lighting information + R_LightModel(ent, numverts, 1 - fog, 1 - fog, 1 - fog, false); - if ((flags & EF_FULLBRIGHT) || (effects & EF_FULLBRIGHT)) - color[0] = color[1] = color[2] = 256; + memset(&mstate, 0, sizeof(mstate)); + mstate.wantoverbright = true; + if (ent->effects & EF_ADDITIVE) + { + mstate.blendfunc1 = GL_SRC_ALPHA; + mstate.blendfunc2 = GL_ONE; + } + else if (ent->alpha != 1.0 || R_TextureHasAlpha(texture)) + { + mstate.blendfunc1 = GL_SRC_ALPHA; + mstate.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + } else - R_LightPoint (color, org); - - if (r_render.value) - glDisable(GL_ALPHA_TEST); - - if (frame < 0 || frame >= clmodel->numframes) { - frame = 0; - Con_DPrintf("invalid skin number %d for model %s\n", frame, clmodel->name); + mstate.blendfunc1 = GL_ONE; + mstate.blendfunc2 = GL_ZERO; } + mstate.tex[0] = R_GetTexture(texture); + R_Mesh_State(&mstate); - if (skin < 0 || skin >= clmodel->numskins) + c_alias_polys += numtriangles; + memcpy(varray_element, renderlist + 1, numtriangles * sizeof(int[3])); + memcpy(varray_vertex, aliasvert, numverts * sizeof(float[4])); + R_ModulateColors(aliasvertcolor, varray_color, numverts, mesh_colorscale, mesh_colorscale, mesh_colorscale); + memcpy(varray_texcoord[0], (float *)(m->lump_texcoords.start + (int) m), numverts * sizeof(float[2])); + R_Mesh_Draw(numverts, numtriangles); + + if (fog) { - skin = 0; - Con_DPrintf("invalid skin number %d for model %s\n", skin, clmodel->name); + memset(&mstate, 0, sizeof(mstate)); + mstate.wantoverbright = false; + mstate.blendfunc1 = GL_SRC_ALPHA; + mstate.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + // FIXME: need alpha mask for fogging... + //mstate.tex[0] = R_GetTexture(texture); + R_Mesh_State(&mstate); + + c_alias_polys += numtriangles; + memcpy(varray_element, renderlist + 1, numtriangles * sizeof(int[3])); + memcpy(varray_vertex, aliasvert, numverts * sizeof(float[4])); + R_FillColors(varray_color, numverts, fogcolor[0] * mesh_colorscale, fogcolor[1] * mesh_colorscale, fogcolor[2] * mesh_colorscale, ent->alpha * fog); + //memcpy(mesh_texcoord[0], (float *)(m->lump_texcoords.start + (int) m), numverts * sizeof(float[2])); + R_Mesh_Draw(numverts, numtriangles); } +} + +void R_DrawZymoticModel (entity_render_t *ent) +{ + int i; + zymtype1header_t *m; + rtexture_t *texture; + + if (ent->alpha < (1.0f / 64.0f)) + return; // basically completely transparent - modelheader = Mod_Extradata (clmodel); + c_models++; + m = ent->model->zymdata_header; + for (i = 0;i < m->numshaders;i++) { -// int *skinanimrange = (int *) (clmodel->skinanimrange + (int) modelheader) + skin * 2; -// int *skinanim = (int *) (clmodel->skinanim + (int) modelheader); - int *skinanimrange = clmodel->skinanimrange + skin * 2; - int *skinanim = clmodel->skinanim; - i = skinanimrange[0]; - if (skinanimrange[1] > 1) // animated - i += ((int) (cl.time * 10) % skinanimrange[1]); - skinset = skinanim + i*5; + texture = ((rtexture_t **)(m->lump_shaders.start + (int) m))[i]; + if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_TextureHasAlpha(texture)) + R_MeshQueue_AddTransparent(ent->origin, R_DrawZymoticModelMeshCallback, ent, i); + else + R_DrawZymoticModelMeshCallback(ent, i); } +} + +void R_DrawQ1Q2AliasModel(entity_render_t *ent) +{ + if (ent->alpha < (1.0f / 64.0f)) + return; // basically completely transparent - if (r_render.value) - glEnable (GL_TEXTURE_2D); + c_models++; - c_alias_polys += clmodel->numtris; - if (clmodel->aliastype == ALIASTYPE_MD2) - R_DrawQ2AliasFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, frame, skinset[0], effects, flags); + 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_DrawAliasFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, frame, skinset, colormap, effects, flags); + R_DrawQ1Q2AliasModelCallback(ent, 0); } +