X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_models.c;h=8757229ba9fe52c46e9e9de6eb1691b979a3bada;hp=7edf394ecb7e80c20d99d5ad6ed945503ab2de78;hb=68287aff6f373628781abed3b1b4b896f3563861;hpb=1379b5eec769986c83c7de2ba63fd581de7ea147 diff --git a/gl_models.c b/gl_models.c index 7edf394e..8757229b 100644 --- a/gl_models.c +++ b/gl_models.c @@ -1,7 +1,7 @@ #include "quakedef.h" - -cvar_t r_quickmodels = {0, "r_quickmodels", "1"}; +#include "cl_collision.h" +#include "r_shadow.h" typedef struct { @@ -9,33 +9,66 @@ typedef struct } zymbonematrix; // LordHavoc: vertex arrays - -float *aliasvertbuf; -float *aliasvertcolorbuf; -float *aliasvert; // this may point at aliasvertbuf or at vertex arrays in the mesh backend -float *aliasvertcolor; // this may point at aliasvertcolorbuf or at vertex arrays in the mesh backend - -float *aliasvertcolor2; -float *aliasvertnorm; +int aliasvertmax = 0; +void *aliasvertarrays = NULL; +float *aliasvertcolor4fbuf = NULL; +float *aliasvertcolor4f = NULL; // this may point at aliasvertcolorbuf or at vertex arrays in the mesh backend +float *aliasvert_vertex3f = NULL; +float *aliasvert_svector3f = NULL; +float *aliasvert_tvector3f = NULL; +float *aliasvert_normal3f = NULL; + +float *aliasvertcolor2_4f = NULL; int *aliasvertusage; zymbonematrix *zymbonepose; mempool_t *gl_models_mempool; +#define expandaliasvert(newmax) if ((newmax) > aliasvertmax) gl_models_allocarrays(newmax) + +void gl_models_allocarrays(int newmax) +{ + qbyte *data; + aliasvertmax = newmax; + if (aliasvertarrays != NULL) + Mem_Free(aliasvertarrays); + aliasvertarrays = Mem_Alloc(gl_models_mempool, aliasvertmax * (sizeof(float[4+4+3+3+3+3]) + sizeof(int[3]))); + data = aliasvertarrays; + aliasvertcolor4f = aliasvertcolor4fbuf = (void *)data;data += aliasvertmax * sizeof(float[4]); + aliasvertcolor2_4f = (void *)data;data += aliasvertmax * sizeof(float[4]); // used temporarily for tinted coloring + aliasvert_vertex3f = (void *)data;data += aliasvertmax * sizeof(float[3]); + aliasvert_svector3f = (void *)data;data += aliasvertmax * sizeof(float[3]); + aliasvert_tvector3f = (void *)data;data += aliasvertmax * sizeof(float[3]); + aliasvert_normal3f = (void *)data;data += aliasvertmax * sizeof(float[3]); + aliasvertusage = (void *)data;data += aliasvertmax * sizeof(int[3]); +} + +void gl_models_freearrays(void) +{ + aliasvertmax = 0; + if (aliasvertarrays != NULL) + Mem_Free(aliasvertarrays); + aliasvertarrays = NULL; + aliasvertcolor4f = aliasvertcolor4fbuf = NULL; + aliasvertcolor2_4f = NULL; + aliasvert_vertex3f = NULL; + aliasvert_svector3f = NULL; + aliasvert_tvector3f = NULL; + aliasvert_normal3f = NULL; + aliasvertusage = NULL; +} + void gl_models_start(void) { // allocate vertex processing arrays 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])); + gl_models_allocarrays(4096); } void gl_models_shutdown(void) { + gl_models_freearrays(); Mem_FreePool(&gl_models_mempool); } @@ -45,217 +78,104 @@ void gl_models_newmap(void) void GL_Models_Init(void) { - Cvar_RegisterVariable(&r_quickmodels); - R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap); } -/* -void R_AliasTransformVerts(int vertcount) +#define MODELARRAY_VERTEX 0 +#define MODELARRAY_SVECTOR 1 +#define MODELARRAY_TVECTOR 2 +#define MODELARRAY_NORMAL 3 + +void R_Model_Alias_GetMesh_Array3f(const entity_render_t *ent, const aliasmesh_t *mesh, int whicharray, float *out3f) { - vec3_t point; - float *av; - av = aliasvert; - while (vertcount >= 4) - { - VectorCopy(av, point);softwaretransform(point, av);av += 4; - VectorCopy(av, point);softwaretransform(point, av);av += 4; - VectorCopy(av, point);softwaretransform(point, av);av += 4; - VectorCopy(av, point);softwaretransform(point, av);av += 4; - vertcount -= 4; - } - while(vertcount > 0) + int i, vertcount; + float lerp1, lerp2, lerp3, lerp4; + const float *vertsbase, *verts1, *verts2, *verts3, *verts4; + + switch(whicharray) { - VectorCopy(av, point);softwaretransform(point, av);av += 4; - vertcount--; + case MODELARRAY_VERTEX:vertsbase = mesh->data_aliasvertex3f;break; + case MODELARRAY_SVECTOR:vertsbase = mesh->data_aliassvector3f;break; + case MODELARRAY_TVECTOR:vertsbase = mesh->data_aliastvector3f;break; + case MODELARRAY_NORMAL:vertsbase = mesh->data_aliasnormal3f;break; + default: + Host_Error("R_Model_Alias_GetBlendedArray: unknown whicharray %i\n", whicharray); + return; } -} -*/ -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; - 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) + vertcount = mesh->num_vertices; + verts1 = vertsbase + ent->frameblend[0].frame * vertcount * 3; + lerp1 = ent->frameblend[0].lerp; + if (ent->frameblend[1].lerp) { - VectorScale(fscale2, lerp2, scale2); - if (lerp3) + verts2 = vertsbase + ent->frameblend[1].frame * vertcount * 3; + lerp2 = ent->frameblend[1].lerp; + if (ent->frameblend[2].lerp) { - VectorScale(fscale3, lerp3, scale3); - if (lerp4) + verts3 = vertsbase + ent->frameblend[2].frame * vertcount * 3; + lerp3 = ent->frameblend[2].lerp; + if (ent->frameblend[3].lerp) { - VectorScale(fscale4, lerp4, scale4); - translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2 + translate3[0] * lerp3 + translate4[0] * lerp4; - translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2 + translate3[1] * lerp3 + translate4[1] * lerp4; - translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2 + translate3[2] * lerp3 + translate4[2] * lerp4; - // 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++; - } + verts4 = vertsbase + ent->frameblend[3].frame * vertcount * 3; + lerp4 = ent->frameblend[3].lerp; + for (i = 0;i < vertcount * 3;i++) + VectorMAMAMAM(lerp1, verts1 + i, lerp2, verts2 + i, lerp3, verts3 + i, lerp4, verts4 + i, out3f + i); } else - { - 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++; - } - } + for (i = 0;i < vertcount * 3;i++) + VectorMAMAM(lerp1, verts1 + i, lerp2, verts2 + i, lerp3, verts3 + i, out3f + i); } else - { - translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2; - translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2; - translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2; - // generate vertices - for (i = 0;i < vertcount;i++) - { - av[0] = verts1->v[0] * scale1[0] + verts2->v[0] * scale2[0] + translate[0]; - av[1] = verts1->v[1] * scale1[1] + verts2->v[1] * scale2[1] + translate[1]; - av[2] = verts1->v[2] * scale1[2] + verts2->v[2] * scale2[2] + translate[2]; - n1 = m_bytenormals[verts1->lightnormalindex]; - n2 = m_bytenormals[verts2->lightnormalindex]; - avn[0] = n1[0] * lerp1 + n2[0] * lerp2; - avn[1] = n1[1] * lerp1 + n2[1] * lerp2; - avn[2] = n1[2] * lerp1 + n2[2] * lerp2; - av += 4; - avn += 3; - verts1++;verts2++; - } - } + for (i = 0;i < vertcount * 3;i++) + VectorMAM(lerp1, verts1 + i, lerp2, verts2 + i, out3f + i); } else - { - translate[0] = translate1[0] * lerp1; - translate[1] = translate1[1] * lerp1; - translate[2] = translate1[2] * lerp1; - // generate vertices - if (lerp1 != 1) - { - // 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++; - } - } - } + memcpy(out3f, verts1, vertcount * sizeof(float[3])); } -skinframe_t *R_FetchSkinFrame(const entity_render_t *ent) +aliaslayer_t r_aliasnoskinlayers[2] = {{ALIASLAYER_DIFFUSE, NULL, NULL}, {ALIASLAYER_FOG | ALIASLAYER_FORCEDRAW_IF_FIRSTPASS, NULL, NULL}}; +aliasskin_t r_aliasnoskin = {0, 2, r_aliasnoskinlayers}; +aliasskin_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mesh) { 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]; + if (model->numskins) + { + int s = ent->skinnum; + if ((unsigned int)s >= (unsigned int)model->numskins) + s = 0; + if (model->skinscenes[s].framecount > 1) + s = model->skinscenes[s].firstframe + (int) (cl.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount; + else + s = model->skinscenes[s].firstframe; + if (s >= mesh->num_skins) + s = 0; + return mesh->data_skins + s; + } else - return &model->skinframes[model->skinscenes[s].firstframe]; -} - -void R_SetupMDLMD2Frames(const entity_render_t *ent, float colorr, float colorg, float colorb) -{ - const md2frame_t *frame1, *frame2, *frame3, *frame4; - const trivertx_t *frame1verts, *frame2verts, *frame3verts, *frame4verts; - const model_t *model = ent->model; - - frame1 = &model->mdlmd2data_frames[ent->frameblend[0].frame]; - frame2 = &model->mdlmd2data_frames[ent->frameblend[1].frame]; - frame3 = &model->mdlmd2data_frames[ent->frameblend[2].frame]; - frame4 = &model->mdlmd2data_frames[ent->frameblend[3].frame]; - frame1verts = &model->mdlmd2data_pose[ent->frameblend[0].frame * model->numverts]; - frame2verts = &model->mdlmd2data_pose[ent->frameblend[1].frame * model->numverts]; - frame3verts = &model->mdlmd2data_pose[ent->frameblend[2].frame * model->numverts]; - frame4verts = &model->mdlmd2data_pose[ent->frameblend[3].frame * model->numverts]; - R_AliasLerpVerts(model->numverts, - ent->frameblend[0].lerp, frame1verts, frame1->scale, frame1->translate, - ent->frameblend[1].lerp, frame2verts, frame2->scale, frame2->translate, - ent->frameblend[2].lerp, frame3verts, frame3->scale, frame3->translate, - ent->frameblend[3].lerp, frame4verts, frame4->scale, frame4->translate); - - R_LightModel(ent, model->numverts, colorr, colorg, colorb, false); - - //R_AliasTransformVerts(model->numverts); + { + r_aliasnoskinlayers[0].texture = r_notexture; + return &r_aliasnoskin; + } } -void R_DrawQ1Q2AliasModelCallback (const void *calldata1, int calldata2) +void R_DrawAliasModelCallback (const void *calldata1, int calldata2) { - int i, c, pantsfullbright, shirtfullbright, colormapped; - float pantscolor[3], shirtcolor[3]; - float fog; + int c, fullbright, layernum, firstpass; + float tint[3], fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3]; vec3_t diff; qbyte *bcolor; - rmeshbufferinfo_t m; - model_t *model; - skinframe_t *skinframe; + rmeshstate_t m; const entity_render_t *ent = calldata1; - int blendfunc1, blendfunc2; + aliasmesh_t *mesh = ent->model->alias.aliasdata_meshes + calldata2; + aliaslayer_t *layer; + aliasskin_t *skin; -// softwaretransformforentity(ent); + R_Mesh_Matrix(&ent->matrix); fog = 0; if (fogenabled) { - VectorSubtract(ent->origin, r_origin, diff); + VectorSubtract(ent->origin, r_vieworigin, diff); fog = DotProduct(diff,diff); if (fog < 0.01f) fog = 0.01f; @@ -268,216 +188,229 @@ void R_DrawQ1Q2AliasModelCallback (const void *calldata1, int calldata2) // 1. render model as normal, scaled by inverse of fog alpha (darkens it) // 2. render fog as additive } + ifog = 1 - fog; - model = ent->model; - - skinframe = R_FetchSkinFrame(ent); - - if (ent->effects & EF_ADDITIVE) + firstpass = true; + skin = R_FetchAliasSkin(ent, mesh); + for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++) { - 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 - { - blendfunc1 = GL_ONE; - blendfunc2 = GL_ZERO; - } - - if (!skinframe->base && !skinframe->pants && !skinframe->shirt && !skinframe->glow) - { - // untextured - memset(&m, 0, sizeof(m)); - m.blendfunc1 = blendfunc1; - m.blendfunc2 = blendfunc2; - m.numtriangles = model->numtris; - m.numverts = model->numverts; - m.tex[0] = R_GetTexture(r_notexture); - m.matrix = ent->matrix; - - c_alias_polys += m.numtriangles; - if (R_Mesh_Draw_GetBuffer(&m, true)) + if (!(layer->flags & ALIASLAYER_FORCEDRAW_IF_FIRSTPASS) || !firstpass) { - memcpy(m.index, model->mdlmd2data_indices, m.numtriangles * sizeof(int[3])); - for (i = 0;i < m.numverts * 2;i++) - m.texcoords[0][i] = model->mdlmd2data_texcoords[i] * 8.0f; - - aliasvert = m.vertex; - aliasvertcolor = m.color; - R_SetupMDLMD2Frames(ent, m.colorscale, m.colorscale, m.colorscale); - aliasvert = aliasvertbuf; - aliasvertcolor = aliasvertcolorbuf; - - R_Mesh_Render(); + if (((layer->flags & ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED) && ent->colormap < 0) + || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0) + || ((layer->flags & ALIASLAYER_FOG) && !fogenabled) + || (layer->flags & ALIASLAYER_SPECULAR) + || ((layer->flags & ALIASLAYER_DIFFUSE) && (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0 && r_ambient.integer <= 0 && r_fullbright.integer == 0 && !(ent->effects & EF_FULLBRIGHT)))) + continue; } - return; - } - + if (!firstpass || (ent->effects & EF_ADDITIVE)) + { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + } + else if ((skin->flags & ALIASSKIN_TRANSPARENT) || ent->alpha != 1.0) + { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + } + else + { + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + } + GL_DepthTest(true); + firstpass = false; + expandaliasvert(mesh->num_vertices); + colorscale = 1.0f; - colormapped = !skinframe->merged || (ent->colormap >= 0 && skinframe->base && (skinframe->pants || skinframe->shirt)); - if (!colormapped && !fog && !skinframe->glow && !skinframe->fog) - { - // fastpath for the normal situation (one texture) memset(&m, 0, sizeof(m)); - m.blendfunc1 = blendfunc1; - m.blendfunc2 = blendfunc2; - m.numtriangles = model->numtris; - m.numverts = model->numverts; - m.tex[0] = R_GetTexture(skinframe->merged); - m.matrix = ent->matrix; - - c_alias_polys += m.numtriangles; - if (R_Mesh_Draw_GetBuffer(&m, true)) + if (layer->texture != NULL) { - memcpy(m.index, model->mdlmd2data_indices, m.numtriangles * sizeof(int[3])); - memcpy(m.texcoords[0], model->mdlmd2data_texcoords, m.numverts * sizeof(float[2])); - - aliasvert = m.vertex; - aliasvertcolor = m.color; - R_SetupMDLMD2Frames(ent, m.colorscale, m.colorscale, m.colorscale); - aliasvert = aliasvertbuf; - aliasvertcolor = aliasvertcolorbuf; + m.tex[0] = R_GetTexture(layer->texture); + m.pointer_texcoord[0] = mesh->data_texcoord2f; + if (gl_combine.integer && layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR)) + { + colorscale *= 0.25f; + m.texrgbscale[0] = 4; + } + } + R_Mesh_State_Texture(&m); - R_Mesh_Render(); + c_alias_polys += mesh->num_triangles; + GL_VertexPointer(varray_vertex3f); + R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f); + if (layer->flags & ALIASLAYER_FOG) + { + colorscale *= fog; + GL_Color(fogcolor[0] * colorscale, fogcolor[1] * colorscale, fogcolor[2] * colorscale, ent->alpha); } - return; + else + { + fullbright = !(layer->flags & ALIASLAYER_DIFFUSE) || r_fullbright.integer || (ent->effects & EF_FULLBRIGHT); + if (layer->flags & (ALIASLAYER_COLORMAP_PANTS | ALIASLAYER_COLORMAP_SHIRT)) + { + // 128-224 are backwards ranges + if (layer->flags & ALIASLAYER_COLORMAP_PANTS) + c = (ent->colormap & 0xF) << 4; + else //if (layer->flags & ALIASLAYER_COLORMAP_SHIRT) + c = (ent->colormap & 0xF0); + c += (c >= 128 && c < 224) ? 4 : 12; + bcolor = (qbyte *) (&palette_complete[c]); + fullbright = fullbright || c >= 224; + VectorScale(bcolor, (1.0f / 255.0f), tint); + } + else + tint[0] = tint[1] = tint[2] = 1; + if (r_shadow_realtime_world.integer && !fullbright) + VectorScale(tint, r_shadow_realtime_world_lightmaps.value, tint); + colorscale *= ifog; + if (fullbright) + GL_Color(tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha); + else + { + if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false)) + { + GL_ColorPointer(varray_color4f); + R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_NORMAL, varray_normal3f); + R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, varray_vertex3f, varray_normal3f, varray_color4f); + } + else + GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]); + } + } + R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i); } +} + +void R_Model_Alias_Draw(entity_render_t *ent) +{ + int meshnum; + aliasmesh_t *mesh; + if (ent->alpha < (1.0f / 64.0f)) + return; // basically completely transparent - R_SetupMDLMD2Frames(ent, 1 - fog, 1 - fog, 1 - fog); + c_models++; - if (colormapped) + for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++) { - // 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); + if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchAliasSkin(ent, mesh)->flags & ALIASSKIN_TRANSPARENT) + R_MeshQueue_AddTransparent(ent->origin, R_DrawAliasModelCallback, ent, meshnum); + else + R_DrawAliasModelCallback(ent, meshnum); } - else +} + +void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius) +{ + int meshnum; + aliasmesh_t *mesh; + aliasskin_t *skin; + float projectdistance; + if (ent->effects & EF_ADDITIVE || ent->alpha < 1) + return; + projectdistance = lightradius + ent->model->radius - sqrt(DotProduct(relativelightorigin, relativelightorigin)); + if (projectdistance > 0.1) { - pantscolor[0] = pantscolor[1] = pantscolor[2] = shirtcolor[0] = shirtcolor[1] = shirtcolor[2] = 1; - pantsfullbright = shirtfullbright = false; + R_Mesh_Matrix(&ent->matrix); + for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++) + { + skin = R_FetchAliasSkin(ent, mesh); + if (skin->flags & ALIASSKIN_TRANSPARENT) + continue; + R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f); + R_Shadow_Volume(mesh->num_vertices, mesh->num_triangles, varray_vertex3f, mesh->data_element3i, mesh->data_neighbor3i, relativelightorigin, lightradius, projectdistance); + } } +} + +void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap) +{ + int c, meshnum, layernum; + float fog, ifog, lightcolor2[3]; + vec3_t diff; + qbyte *bcolor; + aliasmesh_t *mesh; + aliaslayer_t *layer; + aliasskin_t *skin; - memset(&m, 0, sizeof(m)); - m.blendfunc1 = blendfunc1; - m.blendfunc2 = blendfunc2; - m.numtriangles = model->numtris; - m.numverts = model->numverts; - m.matrix = ent->matrix; - m.tex[0] = colormapped ? R_GetTexture(skinframe->base) : R_GetTexture(skinframe->merged); - if (m.tex[0] && R_Mesh_Draw_GetBuffer(&m, true)) + if (ent->effects & (EF_ADDITIVE | EF_FULLBRIGHT) || ent->alpha < 1) + return; + + R_Mesh_Matrix(&ent->matrix); + + fog = 0; + if (fogenabled) { - blendfunc1 = GL_SRC_ALPHA; - blendfunc2 = GL_ONE; - c_alias_polys += m.numtriangles; - R_ModulateColors(aliasvertcolor, m.color, m.numverts, m.colorscale, m.colorscale, m.colorscale); - memcpy(m.index, model->mdlmd2data_indices, m.numtriangles * sizeof(int[3])); - memcpy(m.vertex, aliasvert, m.numverts * sizeof(float[4])); - memcpy(m.texcoords[0], model->mdlmd2data_texcoords, m.numverts * sizeof(float[2])); - R_Mesh_Render(); + VectorSubtract(ent->origin, r_vieworigin, diff); + fog = DotProduct(diff,diff); + if (fog < 0.01f) + fog = 0.01f; + fog = exp(fogdensity/fog); + if (fog > 1) + fog = 1; + if (fog < 0.01f) + fog = 0; + // fog method: darken, additive fog + // 1. render model as normal, scaled by inverse of fog alpha (darkens it) + // 2. render fog as additive } + ifog = 1 - fog; - if (colormapped) + for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++) { - if (skinframe->pants) + skin = R_FetchAliasSkin(ent, mesh); + if (skin->flags & ALIASSKIN_TRANSPARENT) + continue; + expandaliasvert(mesh->num_vertices); + R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, aliasvert_vertex3f); + R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_SVECTOR, aliasvert_svector3f); + R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_TVECTOR, aliasvert_tvector3f); + R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_NORMAL, aliasvert_normal3f); + for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++) { - memset(&m, 0, sizeof(m)); - m.blendfunc1 = blendfunc1; - m.blendfunc2 = blendfunc2; - m.numtriangles = model->numtris; - m.numverts = model->numverts; - m.matrix = ent->matrix; - m.tex[0] = R_GetTexture(skinframe->pants); - if (m.tex[0] && R_Mesh_Draw_GetBuffer(&m, true)) + if (!(layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR)) + || ((layer->flags & ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED) && ent->colormap < 0) + || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0)) + continue; + lightcolor2[0] = lightcolor[0] * ifog; + lightcolor2[1] = lightcolor[1] * ifog; + lightcolor2[2] = lightcolor[2] * ifog; + if (layer->flags & ALIASLAYER_SPECULAR) { - blendfunc1 = GL_SRC_ALPHA; - blendfunc2 = GL_ONE; - c_alias_polys += m.numtriangles; - if (pantsfullbright) - R_FillColors(m.color, m.numverts, pantscolor[0] * m.colorscale, pantscolor[1] * m.colorscale, pantscolor[2] * m.colorscale, ent->alpha); - else - R_ModulateColors(aliasvertcolor, m.color, m.numverts, pantscolor[0] * m.colorscale, pantscolor[1] * m.colorscale, pantscolor[2] * m.colorscale); - memcpy(m.index, model->mdlmd2data_indices, m.numtriangles * sizeof(int[3])); - memcpy(m.vertex, aliasvert, m.numverts * sizeof(float[4])); - memcpy(m.texcoords[0], model->mdlmd2data_texcoords, m.numverts * sizeof(float[2])); - R_Mesh_Render(); + c_alias_polys += mesh->num_triangles; + R_Shadow_SpecularLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, aliasvert_vertex3f, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, lightcubemap); } - } - if (skinframe->shirt) - { - memset(&m, 0, sizeof(m)); - m.blendfunc1 = blendfunc1; - m.blendfunc2 = blendfunc2; - m.numtriangles = model->numtris; - m.numverts = model->numverts; - m.matrix = ent->matrix; - m.tex[0] = R_GetTexture(skinframe->shirt); - if (m.tex[0] && R_Mesh_Draw_GetBuffer(&m, true)) + else if (layer->flags & ALIASLAYER_DIFFUSE) { - blendfunc1 = GL_SRC_ALPHA; - blendfunc2 = GL_ONE; - c_alias_polys += m.numtriangles; - if (shirtfullbright) - R_FillColors(m.color, m.numverts, shirtcolor[0] * m.colorscale, shirtcolor[1] * m.colorscale, shirtcolor[2] * m.colorscale, ent->alpha); - else - R_ModulateColors(aliasvertcolor, m.color, m.numverts, shirtcolor[0] * m.colorscale, shirtcolor[1] * m.colorscale, shirtcolor[2] * m.colorscale); - memcpy(m.index, model->mdlmd2data_indices, m.numtriangles * sizeof(int[3])); - memcpy(m.vertex, aliasvert, m.numverts * sizeof(float[4])); - memcpy(m.texcoords[0], model->mdlmd2data_texcoords, m.numverts * sizeof(float[2])); - R_Mesh_Render(); + if (layer->flags & ALIASLAYER_COLORMAP_PANTS) + { + // 128-224 are backwards ranges + c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12; + // fullbright passes were already taken care of, so skip them in realtime lighting passes + if (c >= 224) + continue; + bcolor = (qbyte *) (&palette_complete[c]); + lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f); + lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f); + lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f); + } + else if (layer->flags & ALIASLAYER_COLORMAP_SHIRT) + { + // 128-224 are backwards ranges + c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12; + // fullbright passes were already taken care of, so skip them in realtime lighting passes + if (c >= 224) + continue; + bcolor = (qbyte *) (&palette_complete[c]); + lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f); + lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f); + lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f); + } + c_alias_polys += mesh->num_triangles; + R_Shadow_DiffuseLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, aliasvert_vertex3f, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, lightradius, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, lightcubemap); } } } - if (skinframe->glow) - { - memset(&m, 0, sizeof(m)); - m.blendfunc1 = blendfunc1; - m.blendfunc2 = blendfunc2; - m.numtriangles = model->numtris; - m.numverts = model->numverts; - m.matrix = ent->matrix; - m.tex[0] = R_GetTexture(skinframe->glow); - if (m.tex[0] && R_Mesh_Draw_GetBuffer(&m, true)) - { - blendfunc1 = GL_SRC_ALPHA; - blendfunc2 = GL_ONE; - c_alias_polys += m.numtriangles; - R_FillColors(m.color, m.numverts, (1 - fog) * m.colorscale, (1 - fog) * m.colorscale, (1 - fog) * m.colorscale, ent->alpha); - memcpy(m.index, model->mdlmd2data_indices, m.numtriangles * sizeof(int[3])); - memcpy(m.vertex, aliasvert, m.numverts * sizeof(float[4])); - memcpy(m.texcoords[0], model->mdlmd2data_texcoords, m.numverts * sizeof(float[2])); - R_Mesh_Render(); - } - } - if (fog) - { - memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - m.numtriangles = model->numtris; - m.numverts = model->numverts; - m.matrix = ent->matrix; - m.tex[0] = R_GetTexture(skinframe->fog); - if (R_Mesh_Draw_GetBuffer(&m, true)) - { - c_alias_polys += m.numtriangles; - R_FillColors(m.color, m.numverts, fogcolor[0] * fog * m.colorscale, fogcolor[1] * fog * m.colorscale, fogcolor[2] * fog * m.colorscale, ent->alpha); - memcpy(m.index, model->mdlmd2data_indices, m.numtriangles * sizeof(int[3])); - memcpy(m.vertex, aliasvert, m.numverts * sizeof(float[4])); - memcpy(m.texcoords[0], model->mdlmd2data_texcoords, m.numverts * sizeof(float[2])); - R_Mesh_Render(); - } - } } int ZymoticLerpBones(int count, const zymbonematrix *bonebase, const frameblend_t *blend, const zymbone_t *bone) @@ -487,21 +420,6 @@ int ZymoticLerpBones(int count, const zymbonematrix *bonebase, const frameblend_ 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; @@ -659,10 +577,10 @@ int ZymoticLerpBones(int count, const zymbonematrix *bonebase, const frameblend_ return true; } -void ZymoticTransformVerts(int vertcount, int *bonecounts, zymvertex_t *vert) +void ZymoticTransformVerts(int vertcount, float *vertex, int *bonecounts, zymvertex_t *vert) { int c; - float *out = aliasvert; + float *out = vertex; zymbonematrix *matrix; while(vertcount--) { @@ -689,17 +607,17 @@ void ZymoticTransformVerts(int vertcount, int *bonecounts, zymvertex_t *vert) vert++; } } - out += 4; + out += 3; } } -void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist) +void ZymoticCalcNormal3f(int vertcount, float *vertex3f, float *normal3f, int shadercount, int *renderlist) { int a, b, c, d; float *out, v1[3], v2[3], normal[3], s; int *u; // clear normals - memset(aliasvertnorm, 0, sizeof(float) * vertcount * 3); + memset(normal3f, 0, sizeof(float) * vertcount * 3); memset(aliasvertusage, 0, sizeof(int) * vertcount); // parse render list and accumulate surface normals while(shadercount--) @@ -710,36 +628,36 @@ void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist) a = renderlist[0]*4; b = renderlist[1]*4; c = renderlist[2]*4; - v1[0] = aliasvert[a+0] - aliasvert[b+0]; - v1[1] = aliasvert[a+1] - aliasvert[b+1]; - v1[2] = aliasvert[a+2] - aliasvert[b+2]; - v2[0] = aliasvert[c+0] - aliasvert[b+0]; - v2[1] = aliasvert[c+1] - aliasvert[b+1]; - v2[2] = aliasvert[c+2] - aliasvert[b+2]; + v1[0] = vertex3f[a+0] - vertex3f[b+0]; + v1[1] = vertex3f[a+1] - vertex3f[b+1]; + v1[2] = vertex3f[a+2] - vertex3f[b+2]; + v2[0] = vertex3f[c+0] - vertex3f[b+0]; + v2[1] = vertex3f[c+1] - vertex3f[b+1]; + v2[2] = vertex3f[c+2] - vertex3f[b+2]; CrossProduct(v1, v2, normal); VectorNormalizeFast(normal); // add surface normal to vertices a = renderlist[0] * 3; - aliasvertnorm[a+0] += normal[0]; - aliasvertnorm[a+1] += normal[1]; - aliasvertnorm[a+2] += normal[2]; + normal3f[a+0] += normal[0]; + normal3f[a+1] += normal[1]; + normal3f[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]; + normal3f[a+0] += normal[0]; + normal3f[a+1] += normal[1]; + normal3f[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]; + normal3f[a+0] += normal[0]; + normal3f[a+1] += normal[1]; + normal3f[a+2] += normal[2]; aliasvertusage[renderlist[2]]++; renderlist += 3; } } // FIXME: precalc this // average surface normals - out = aliasvertnorm; + out = normal3f; u = aliasvertusage; while(vertcount--) { @@ -757,26 +675,33 @@ void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist) void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2) { - float fog; + float fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3]; vec3_t diff; - int i, *renderlist; - zymtype1header_t *m; + int i, *renderlist, *elements; rtexture_t *texture; - rmeshbufferinfo_t mbuf; + rmeshstate_t mstate; const entity_render_t *ent = calldata1; int shadernum = calldata2; + int numverts, numtriangles; + + R_Mesh_Matrix(&ent->matrix); // find the vertex index list and texture - m = ent->model->zymdata_header; - renderlist = (int *)(m->lump_render.start + (int) m); + renderlist = ent->model->alias.zymdata_renderlist; for (i = 0;i < shadernum;i++) renderlist += renderlist[0] * 3 + 1; - texture = ((rtexture_t **)(m->lump_shaders.start + (int) m))[shadernum]; + texture = ent->model->alias.zymdata_textures[shadernum]; + + numverts = ent->model->alias.zymnum_verts; + numtriangles = *renderlist++; + elements = renderlist; + + expandaliasvert(numverts); fog = 0; if (fogenabled) { - VectorSubtract(ent->origin, r_origin, diff); + VectorSubtract(ent->origin, r_vieworigin, diff); fog = DotProduct(diff,diff); if (fog < 0.01f) fog = 0.01f; @@ -789,98 +714,96 @@ void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2) // 1. render model as normal, scaled by inverse of fog alpha (darkens it) // 2. render fog as additive } + ifog = 1 - fog; - ZymoticLerpBones(m->numbones, (zymbonematrix *)(m->lump_poses.start + (int) m), ent->frameblend, (zymbone_t *)(m->lump_bones.start + (int) m)); - ZymoticTransformVerts(m->numverts, (int *)(m->lump_vertbonecounts.start + (int) m), (zymvertex_t *)(m->lump_verts.start + (int) m)); - ZymoticCalcNormals(m->numverts, m->numshaders, (int *)(m->lump_render.start + (int) m)); - - R_LightModel(ent, m->numverts, 1 - fog, 1 - fog, 1 - fog, false); - - memset(&mbuf, 0, sizeof(mbuf)); - mbuf.numverts = m->numverts; - mbuf.numtriangles = renderlist[0]; if (ent->effects & EF_ADDITIVE) { - mbuf.blendfunc1 = GL_SRC_ALPHA; - mbuf.blendfunc2 = GL_ONE; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); } else if (ent->alpha != 1.0 || R_TextureHasAlpha(texture)) { - mbuf.blendfunc1 = GL_SRC_ALPHA; - mbuf.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); } else { - mbuf.blendfunc1 = GL_ONE; - mbuf.blendfunc2 = GL_ZERO; + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); } - mbuf.tex[0] = R_GetTexture(texture); - mbuf.matrix = ent->matrix; - if (R_Mesh_Draw_GetBuffer(&mbuf, true)) + GL_DepthTest(true); + GL_VertexPointer(varray_vertex3f); + + memset(&mstate, 0, sizeof(mstate)); + colorscale = 1.0f; + if (gl_combine.integer) { - c_alias_polys += mbuf.numtriangles; - memcpy(mbuf.index, renderlist + 1, mbuf.numtriangles * sizeof(int[3])); - memcpy(mbuf.vertex, aliasvert, mbuf.numverts * sizeof(float[4])); - R_ModulateColors(aliasvertcolor, mbuf.color, mbuf.numverts, mbuf.colorscale, mbuf.colorscale, mbuf.colorscale); - //memcpy(mbuf.color, aliasvertcolor, mbuf.numverts * sizeof(float[4])); - memcpy(mbuf.texcoords[0], (float *)(m->lump_texcoords.start + (int) m), mbuf.numverts * sizeof(float[2])); - R_Mesh_Render(); + mstate.texrgbscale[0] = 4; + colorscale *= 0.25f; } + mstate.tex[0] = R_GetTexture(texture); + mstate.pointer_texcoord[0] = ent->model->alias.zymdata_texcoords; + R_Mesh_State_Texture(&mstate); + + ZymoticLerpBones(ent->model->alias.zymnum_bones, (zymbonematrix *) ent->model->alias.zymdata_poses, ent->frameblend, ent->model->alias.zymdata_bones); + + ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->alias.zymdata_vertbonecounts, ent->model->alias.zymdata_verts); + ZymoticCalcNormal3f(numverts, varray_vertex3f, aliasvert_normal3f, ent->model->alias.zymnum_shaders, ent->model->alias.zymdata_renderlist); + if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, ifog * colorscale, ifog * colorscale, ifog * colorscale, ent->alpha, false)) + { + GL_ColorPointer(varray_color4f); + R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, numverts, varray_vertex3f, aliasvert_normal3f, varray_color4f); + } + else + GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]); + R_Mesh_Draw(numverts, numtriangles, elements); + c_alias_polys += numtriangles; if (fog) { - memset(&mbuf, 0, sizeof(mbuf)); - mbuf.numverts = m->numverts; - mbuf.numtriangles = renderlist[0]; - mbuf.blendfunc1 = GL_SRC_ALPHA; - mbuf.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + GL_DepthTest(true); + GL_VertexPointer(varray_vertex3f); + + memset(&mstate, 0, sizeof(mstate)); // FIXME: need alpha mask for fogging... - //mbuf.tex[0] = R_GetTexture(texture); - mbuf.matrix = ent->matrix; - if (R_Mesh_Draw_GetBuffer(&mbuf, false)) - { - c_alias_polys += mbuf.numtriangles; - memcpy(mbuf.index, renderlist + 1, mbuf.numtriangles * sizeof(int[3])); - memcpy(mbuf.vertex, aliasvert, mbuf.numverts * sizeof(float[4])); - R_FillColors(mbuf.color, mbuf.numverts, fogcolor[0] * mbuf.colorscale, fogcolor[1] * mbuf.colorscale, fogcolor[2] * mbuf.colorscale, ent->alpha * fog); - //memcpy(mbuf.texcoords[0], (float *)(m->lump_texcoords.start + (int) m), mbuf.numverts * sizeof(float[2])); - R_Mesh_Render(); - } + //mstate.tex[0] = R_GetTexture(texture); + //mstate.pointer_texcoord = ent->model->alias.zymdata_texcoords; + R_Mesh_State_Texture(&mstate); + + GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], ent->alpha * fog); + ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->alias.zymdata_vertbonecounts, ent->model->alias.zymdata_verts); + R_Mesh_Draw(numverts, numtriangles, elements); + c_alias_polys += numtriangles; } } -void R_DrawZymoticModel (entity_render_t *ent) +void R_Model_Zymotic_Draw(entity_render_t *ent) { int i; - zymtype1header_t *m; - rtexture_t *texture; if (ent->alpha < (1.0f / 64.0f)) return; // basically completely transparent c_models++; - m = ent->model->zymdata_header; - for (i = 0;i < m->numshaders;i++) + for (i = 0;i < ent->model->alias.zymnum_shaders;i++) { - texture = ((rtexture_t **)(m->lump_shaders.start + (int) m))[i]; - if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_TextureHasAlpha(texture)) + if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_TextureHasAlpha(ent->model->alias.zymdata_textures[i])) R_MeshQueue_AddTransparent(ent->origin, R_DrawZymoticModelMeshCallback, ent, i); else - R_MeshQueue_Add(R_DrawZymoticModelMeshCallback, ent, i); + R_DrawZymoticModelMeshCallback(ent, i); } } -void R_DrawQ1Q2AliasModel(entity_render_t *ent) +void R_Model_Zymotic_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius) { - if (ent->alpha < (1.0f / 64.0f)) - return; // basically completely transparent - - c_models++; + // FIXME +} - if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchSkinFrame(ent)->fog != NULL) - R_MeshQueue_AddTransparent(ent->origin, R_DrawQ1Q2AliasModelCallback, ent, 0); - else - R_MeshQueue_Add(R_DrawQ1Q2AliasModelCallback, ent, 0); +void R_Model_Zymotic_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap) +{ + // FIXME }