X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_models.c;h=f05c9ef2c94557a86e6af6ae58ef50fc34479e2b;hp=a496b1b345afb7219e960bfaf8f2eee690368ced;hb=ea4fc545e8444f579d88d8f096b054dcd7bc482f;hpb=ccf0849cbfe3013a00dff7f37cc68e774b241cb5 diff --git a/gl_models.c b/gl_models.c index a496b1b3..f05c9ef2 100644 --- a/gl_models.c +++ b/gl_models.c @@ -1,1198 +1,318 @@ #include "quakedef.h" +#include "r_shadow.h" -typedef struct +void GL_Models_Init(void) { - float m[3][4]; -} zymbonematrix; - -// LordHavoc: vertex array -float *aliasvert; -float *modelaliasvert; -float *aliasvertnorm; -byte *aliasvertcolor; -byte *aliasvertcolor2; -zymbonematrix *zymbonepose; -int *aliasvertusage; - -int chrometexture; - -void makechrometexture() -{ - int i; - byte noise[64*64]; - byte data[64*64][4]; - - fractalnoise(noise, 64, 16); - - // 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 = GL_LoadTexture ("chrometexture", 64, 64, &data[0][0], true, false, 4); -} - -void gl_models_start() -{ - // allocate vertex processing arrays - aliasvert = qmalloc(sizeof(float[MD2MAX_VERTS][3])); - modelaliasvert = 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(); -} - -void gl_models_shutdown() -{ - qfree(aliasvert); - qfree(aliasvertnorm); - qfree(aliasvertcolor); - qfree(aliasvertcolor2); - qfree(zymbonepose); - qfree(aliasvertusage); -} - -void GL_Models_Init() -{ - 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; -extern cvar_t r_modelsdonttransformnormals; -void R_AliasLerpVerts(int vertcount, float lerp, trivert2 *verts1, vec3_t scale1, vec3_t translate1, trivert2 *verts2, vec3_t scale2, vec3_t translate2) -{ - 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; - 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 - if (r_modelsdonttransformnormals.value) - { - float *modelav = modelaliasvert; - 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; - // save mostly un-transformed copy for lighting - modelav[0] = point[0] * softwaretransform_scale; - modelav[1] = point[1] * softwaretransform_scale; - modelav[2] = point[2] * softwaretransform_scale; - av[0] = point[0] * matrix_x[0] + point[1] * matrix_y[0] + point[2] * matrix_z[0] + softwaretransform_offset[0]; - av[1] = point[0] * matrix_x[1] + point[1] * matrix_y[1] + point[2] * matrix_z[1] + softwaretransform_offset[1]; - av[2] = point[0] * matrix_x[2] + point[1] * matrix_y[2] + point[2] * matrix_z[2] + softwaretransform_offset[2]; - // decompress but do not transform the normals - avn[0] = verts1->n[0] * ilerp127 + verts2->n[0] * lerp127; - avn[1] = verts1->n[1] * ilerp127 + verts2->n[1] * lerp127; - avn[2] = verts1->n[2] * ilerp127 + verts2->n[2] * lerp127; - modelav += 3; - av += 3; - avn += 3; - verts1++;verts2++; - } - } - else - { - 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[0] = point[0] * matrix_x[0] + point[1] * matrix_y[0] + point[2] * matrix_z[0] + softwaretransform_offset[0]; - av[1] = point[0] * matrix_x[1] + point[1] * matrix_y[1] + point[2] * matrix_z[1] + softwaretransform_offset[1]; - av[2] = 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[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; - verts1++;verts2++; - } - } - } - else - { - // generate vertices - if (r_modelsdonttransformnormals.value) - { - float *modelav = modelaliasvert; - 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]; - // save mostly un-transformed copy for lighting - modelav[0] = point[0] * softwaretransform_scale; - modelav[1] = point[1] * softwaretransform_scale; - modelav[2] = point[2] * softwaretransform_scale; - av[0] = point[0] * matrix_x[0] + point[1] * matrix_y[0] + point[2] * matrix_z[0] + softwaretransform_offset[0]; - av[1] = point[0] * matrix_x[1] + point[1] * matrix_y[1] + point[2] * matrix_z[1] + softwaretransform_offset[1]; - av[2] = point[0] * matrix_x[2] + point[1] * matrix_y[2] + point[2] * matrix_z[2] + softwaretransform_offset[2]; - // decompress normal but do not rotate it - avn[0] = verts1->n[0] * (1.0f / 127.0f); - avn[1] = verts1->n[1] * (1.0f / 127.0f); - avn[2] = verts1->n[2] * (1.0f / 127.0f); - modelav += 3; - av += 3; - avn += 3; - verts1++; - } - } - else - { - 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[0] = point[0] * matrix_x[0] + point[1] * matrix_y[0] + point[2] * matrix_z[0] + softwaretransform_offset[0]; - av[1] = point[0] * matrix_x[1] + point[1] * matrix_y[1] + point[2] * matrix_z[1] + softwaretransform_offset[1]; - av[2] = 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[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; - verts1++; - } - } - } } -float R_CalcAnimLerp(entity_t *ent, int pose, float lerpscale) +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) { - if (ent->draw_lastmodel == ent->model && ent->draw_lerpstart <= cl.time) - { - if (pose != ent->draw_pose) - { - ent->draw_lastpose = ent->draw_pose; - ent->draw_pose = pose; - ent->draw_lerpstart = cl.time; - return 0; - } + model_t *model = ent->model; + 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 - return ((cl.time - ent->draw_lerpstart) * lerpscale); - } - else // uninitialized - { - ent->draw_lastmodel = ent->model; - ent->draw_lastpose = ent->draw_pose = pose; - ent->draw_lerpstart = cl.time; - return 0; - } -} - -void GL_DrawModelMesh(int skin, byte *colors, maliashdr_t *maliashdr) -{ - int i; - if (!r_render.value) - return; - glBindTexture(GL_TEXTURE_2D, skin); - if (!colors) - { - if (lighthalf) - glColor3f(0.5f, 0.5f, 0.5f); - 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); - } - - 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); + s = model->skinscenes[s].firstframe; + if (s >= mesh->num_skins) + s = 0; + return mesh->data_skins + s; } 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++) - { - 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]); - } - 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) -{ - 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; + r_aliasnoskinlayers[0].texture = r_notexture; + return &r_aliasnoskin; } } -/* -================= -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, vec3_t angles, int frame, int *skin, int colormap, int effects, int flags) +void R_DrawAliasModelCallback (const void *calldata1, int calldata2) { - int i, pose; - float lerpscale, lerp; - maliasframe_t *frameinfo; - - softwaretransformforentity(ent); - - if ((frame >= maliashdr->numframes) || (frame < 0)) - { - Con_DPrintf ("R_AliasSetupFrame: no such frame %d\n", frame); - frame = 0; - } - - frameinfo = ((maliasframe_t *)((int) maliashdr + maliashdr->framedata)) + frame; - pose = frameinfo->start; - - if (frameinfo->length > 1) - { - lerpscale = frameinfo->rate; - pose += (int)(cl.time * frameinfo->rate) % frameinfo->length; - } - else - lerpscale = 10.0f; - - lerp = R_CalcAnimLerp(ent, pose, lerpscale); + int c, fullbright, layernum, firstpass; + float tint[3], fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3]; + float *vertex3f, *normal3f; + vec3_t diff; + qbyte *bcolor; + rmeshstate_t m; + const entity_render_t *ent = calldata1; + aliasmesh_t *mesh = ent->model->alias.aliasdata_meshes + calldata2; + aliaslayer_t *layer; + aliasskin_t *skin; - 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); + R_Mesh_Matrix(&ent->matrix); - // prep the vertex array as early as possible - if (r_render.value) + fog = 0; + if (fogenabled) { - if (gl_vertexarrays.value) - { - qglVertexPointer(3, GL_FLOAT, 0, aliasvert); - glEnableClientState(GL_VERTEX_ARRAY); - } + 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; - R_LightModel(maliashdr->numverts, org, color); + firstpass = true; + skin = R_FetchAliasSkin(ent, mesh); - if (!r_render.value) - return; - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); - glShadeModel(GL_SMOOTH); - if (effects & EF_ADDITIVE) + if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1) { - 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); + vertex3f = mesh->data_basevertex3f; + normal3f = mesh->data_basenormal3f; } else { - glDisable(GL_BLEND); - glDepthMask(1); + vertex3f = varray_vertex3f; + Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f); + normal3f = NULL; } - - if (colormap >= 0) + for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++) { - if (!skin[0] && !skin[1] && !skin[2] && !skin[3]) - GL_DrawModelMesh(0, NULL, maliashdr); - else + if (!(layer->flags & ALIASLAYER_FORCEDRAW_IF_FIRSTPASS) || !firstpass) { - 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); - } - if (skin[3]) GL_DrawModelMesh(skin[3], NULL, maliashdr); + 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) && (ent->flags & RENDER_LIGHT) && r_lightmapintensity <= 0 && !(ent->flags & RENDER_TRANSPARENT) && r_ambient.integer <= 0)) + continue; } - } - else - { - if (!skin[3] && !skin[4]) - GL_DrawModelMesh(0, NULL, maliashdr); - else + if (!firstpass || (ent->effects & EF_ADDITIVE)) { - if (skin[4]) GL_DrawModelMesh(skin[4], aliasvertcolor, maliashdr); - if (skin[3]) GL_DrawModelMesh(skin[3], NULL, maliashdr); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); } - } - - 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 - - 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); - } - 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) + else if ((skin->flags & ALIASSKIN_TRANSPARENT) || ent->alpha != 1.0) { - 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); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); } 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, vec3_t angles, int frame, int skin, int effects, int flags) -{ - 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) - { - // 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) - { - if (!(count = *order++)) - break; - if (count > 0) - glBegin(GL_TRIANGLE_STRIP); - else - { - glBegin(GL_TRIANGLE_FAN); - count = -count; - } - do - { - glTexCoord2f(((float *)order)[0], ((float *)order)[1]); - qglArrayElement(order[2]); - order += 3; - } - while (count--); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); } + GL_DepthTest(true); + firstpass = false; + colorscale = 1.0f; - glDisableClientState(GL_COLOR_ARRAY); - glDisableClientState(GL_VERTEX_ARRAY); - } - else - { - order = (int *)((int)pheader + pheader->ofs_glcmds); - while(1) + memset(&m, 0, sizeof(m)); + if (layer->texture != NULL) { - if (!(count = *order++)) - break; - if (count > 0) - glBegin(GL_TRIANGLE_STRIP); - else - { - glBegin(GL_TRIANGLE_FAN); - count = -count; - } - do + m.tex[0] = R_GetTexture(layer->texture); + m.pointer_texcoord[0] = mesh->data_texcoord2f; + if (gl_combine.integer && layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR)) { - 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; + colorscale *= 0.25f; + m.texrgbscale[0] = 4; } - while (count--); - } - } - - if (fogenabled) - { - glDisable (GL_TEXTURE_2D); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable (GL_BLEND); - glDepthMask(0); // disable zbuffer updates - { - vec3_t diff; - VectorSubtract(org, r_refdef.vieworg, diff); - glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff))); } + m.pointer_vertex = vertex3f; - if (gl_vertexarrays.value) + c_alias_polys += mesh->num_triangles; + if (layer->flags & ALIASLAYER_FOG) { - // 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) - { - 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); + colorscale *= fog; + GL_Color(fogcolor[0] * colorscale, fogcolor[1] * colorscale, fogcolor[2] * colorscale, ent->alpha); } else { - order = (int *)((int)pheader + pheader->ofs_glcmds); - while(1) + fullbright = !(layer->flags & ALIASLAYER_DIFFUSE) || !(ent->flags & RENDER_LIGHT); + if (layer->flags & (ALIASLAYER_COLORMAP_PANTS | ALIASLAYER_COLORMAP_SHIRT)) { - 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--); + // 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); } - } - - glEnable (GL_TEXTURE_2D); - glColor3f (1,1,1); - } - - if (!fogenabled && r_shadows.value && !(effects & EF_ADDITIVE) && shadow) - { - 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) - { - 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); - } - else - { - while(1) + else + tint[0] = tint[1] = tint[2] = 1; + if (!fullbright && !(ent->flags & RENDER_TRANSPARENT)) + colorscale *= r_lightmapintensity; + 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)) { - if (!(count = *order++)) - break; - if (count > 0) - glBegin(GL_TRIANGLE_STRIP); - else - { - glBegin(GL_TRIANGLE_FAN); - count = -count; - } - do + m.pointer_color = varray_color4f; + if (normal3f == NULL) { - glVertex3fv(&aliasvert[order[2] * 3]); - order += 3; + normal3f = varray_normal3f; + Mod_BuildNormals(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, normal3f); } - while (count--); + R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, vertex3f, normal3f, varray_color4f); } - } - - glEnable (GL_TEXTURE_2D); - glColor3f (1,1,1); - } - - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable (GL_BLEND); - glDepthMask(1); -} - -void ZymoticLerpBones(int count, float lerp2, zymbonematrix *bone1, zymbonematrix *bone2, zymbone_t *bone, float rootorigin[3], float rootangles[3]) -{ - float lerp1; - zymbonematrix *out, rootmatrix, m; - lerp1 = 1 - lerp2; - out = zymbonepose; - AngleVectors(rootangles, rootmatrix.m[0], rootmatrix.m[1], rootmatrix.m[2]); - rootmatrix.m[0][3] = rootorigin[0]; - rootmatrix.m[1][3] = rootorigin[1]; - rootmatrix.m[2][3] = rootorigin[2]; - if (lerp1 != 1) // interpolation - { - while(count--) - { - // 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], &m.m[0], &out->m[0]); - else - R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]); - bone1++; - bone2++; - bone++; - out++; - } - } - else // no interpolation - { - while(count--) - { - if (bone->parent >= 0) - R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &bone1->m[0], &out->m[0]); else - R_ConcatTransforms(&rootmatrix.m[0], &bone1->m[0], &out->m[0]); - bone1++; - bone++; - out++; + GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]); } + R_Mesh_State(&m); + GL_LockArrays(0, mesh->num_vertices); + R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i); + GL_LockArrays(0, 0); } } -void ZymoticTransformVerts(int vertcount, int *bonecounts, zymvertex_t *vert) +void R_Model_Alias_Draw(entity_render_t *ent) { - int c; - float *out = aliasvert; - zymbonematrix *matrix; - while(vertcount--) - { - c = *bonecounts++; - if (c == 1) - { - 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 - { - VectorClear(out); - while(c--) - { - 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++; - } - } - out += 3; - } -} + int meshnum; + aliasmesh_t *mesh; + if (ent->alpha < (1.0f / 64.0f)) + return; // basically completely transparent -float ixtable[4096]; + c_models++; -void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist) -{ - int a, b, c, d; - float *out, v1[3], v2[3], normal[3]; - int *u; - if (!ixtable[1]) - { - ixtable[0] = 0; - for (a = 1;a < 4096;a++) - ixtable[a] = 1.0f / a; - } - // clear normals - memset(aliasvertnorm, 0, sizeof(float[3]) * vertcount); - memset(aliasvertusage, 0, sizeof(int) * vertcount); - // parse render list and accumulate surface normals - while(shadercount--) + for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++) { - d = *renderlist++; - while (d--) - { - a = renderlist[0]*3; - b = renderlist[1]*3; - c = renderlist[2]*3; - 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); - VectorNormalize(normal); - // add surface normal to vertices - 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]++; - renderlist += 3; - } - } - // average surface normals - out = aliasvertnorm; - u = aliasvertusage; - while(vertcount--) - { - if (*u > 1) - { - a = ixtable[*u]; - out[0] *= a; - out[1] *= a; - out[2] *= a; - } - u++; - out += 3; + 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); } } -void GL_DrawZymoticModelMesh(byte *colors, zymtype1header_t *m) +void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius) { - int i, c, *renderlist, *texturenum; - if (!r_render.value) + int meshnum; + aliasmesh_t *mesh; + aliasskin_t *skin; + float projectdistance, *vertex3f; + if (!(ent->flags & RENDER_SHADOW)) return; - renderlist = (int *)(m->lump_render.start + (int) m); - texturenum = (int *)(m->lump_shaders.start + (int) m); - if (gl_vertexarrays.value) + projectdistance = lightradius + ent->model->radius;// - sqrt(DotProduct(relativelightorigin, relativelightorigin)); + if (projectdistance > 0.1) { - qglVertexPointer(3, GL_FLOAT, 0, aliasvert); - glEnableClientState(GL_VERTEX_ARRAY); - - qglColorPointer(4, GL_UNSIGNED_BYTE, 0, colors); - glEnableClientState(GL_COLOR_ARRAY); - - qglTexCoordPointer(2, GL_FLOAT, 0, (float *)(m->lump_texcoords.start + (int) m)); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); - - for (i = 0;i < m->numshaders;i++) + R_Mesh_Matrix(&ent->matrix); + for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++) { - c = (*renderlist++) * 3; - glBindTexture(GL_TEXTURE_2D, *texturenum++); - qglDrawElements(GL_TRIANGLES, c, GL_UNSIGNED_INT, renderlist); - renderlist += c; - } - - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - - glDisableClientState(GL_COLOR_ARRAY); - - glDisableClientState(GL_VERTEX_ARRAY); - } - else - { - int index; - float *tex; - tex = (float *)(m->lump_texcoords.start + (int) m); - - for (i = 0;i < m->numshaders;i++) - { - c = *renderlist++; - glBindTexture(GL_TEXTURE_2D, *texturenum++); - glBegin(GL_TRIANGLES); - while (c--) + skin = R_FetchAliasSkin(ent, mesh); + if (skin->flags & ALIASSKIN_TRANSPARENT) + continue; + if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1) + vertex3f = mesh->data_basevertex3f; + else { - index = *renderlist++; - glTexCoord2fv(tex + index*2); - glColor4ubv(colors + index*4); - glVertex3fv(aliasvert + index*3); - index = *renderlist++; - glTexCoord2fv(tex + index*2); - glColor4ubv(colors + index*4); - glVertex3fv(aliasvert + index*3); - index = *renderlist++; - glTexCoord2fv(tex + index*2); - glColor4ubv(colors + index*4); - glVertex3fv(aliasvert + index*3); + vertex3f = varray_vertex3f; + Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f); } - glEnd(); + R_Shadow_VolumeFromSphere(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, mesh->data_neighbor3i, relativelightorigin, projectdistance, lightradius); } } } -void GL_DrawZymoticModelMeshFog(vec3_t org, zymtype1header_t *m) +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]; + float *vertex3f, *svector3f, *tvector3f, *normal3f; vec3_t diff; - int i, c, *renderlist; - if (!r_render.value) - return; - 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_refdef.vieworg, diff); - glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff))); - if (gl_vertexarrays.value) - { - qglVertexPointer(3, GL_FLOAT, 0, aliasvert); - glEnableClientState(GL_VERTEX_ARRAY); + qbyte *bcolor; + aliasmesh_t *mesh; + aliaslayer_t *layer; + aliasskin_t *skin; - for (i = 0;i < m->numshaders;i++) - { - c = (*renderlist++) * 3; - qglDrawElements(GL_TRIANGLES, c, GL_UNSIGNED_INT, renderlist); - renderlist += c; - } + R_Mesh_Matrix(&ent->matrix); - glDisableClientState(GL_VERTEX_ARRAY); - } - else + fog = 0; + if (fogenabled) { - int index; - float *tex; - tex = (float *)(m->lump_texcoords.start + (int) m); - - glBegin(GL_TRIANGLES); - for (i = 0;i < m->numshaders;i++) + 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; + + for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++) + { + skin = R_FetchAliasSkin(ent, mesh); + // FIXME: transparent skins need to be lit during the transparent render + if (skin->flags & ALIASSKIN_TRANSPARENT) + continue; + if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1) + { + vertex3f = mesh->data_basevertex3f; + svector3f = mesh->data_basesvector3f; + tvector3f = mesh->data_basetvector3f; + normal3f = mesh->data_basenormal3f; + } + else { - c = *renderlist++; - while (c--) + vertex3f = varray_vertex3f; + svector3f = varray_svector3f; + tvector3f = varray_tvector3f; + normal3f = varray_normal3f; + Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f); + Mod_BuildTextureVectorsAndNormals(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_texcoord2f, mesh->data_element3i, svector3f, tvector3f, normal3f); + } + for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++) + { + 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) { - index = *renderlist++; - glVertex3fv(aliasvert + index*3); - index = *renderlist++; - glVertex3fv(aliasvert + index*3); - index = *renderlist++; - glVertex3fv(aliasvert + index*3); + c_alias_polys += mesh->num_triangles; + R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertex3f, svector3f, tvector3f, normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, LIGHTING_SPECULAR); } - } - glEnd(); - } - glEnable(GL_TEXTURE_2D); - glColor3f (1,1,1); -} - -void GL_DrawZymoticModelMeshShadow(zymtype1header_t *m) -{ - int i, c, *renderlist; - float *av, l; - if (!r_render.value) - return; - - // flatten it to make a shadow - av = aliasvert + 2; - l = lightspot[2] + 0.125; - for (i = 0;i < m->numverts;i++, av+=3) - if (*av > l) - *av = l; - - 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 - - glColor4f(0.0f, 0.0f, 0.0f, 0.5f); - if (gl_vertexarrays.value) - { - qglVertexPointer(3, GL_FLOAT, 0, aliasvert); - glEnableClientState(GL_VERTEX_ARRAY); - - for (i = 0;i < m->numshaders;i++) - { - c = (*renderlist++) * 3; - qglDrawElements(GL_TRIANGLES, c, GL_UNSIGNED_INT, renderlist); - renderlist += c; - } - - glDisableClientState(GL_VERTEX_ARRAY); - } - else - { - int index; - float *tex; - tex = (float *)(m->lump_texcoords.start + (int) m); - - glBegin(GL_TRIANGLES); - for (i = 0;i < m->numshaders;i++) - { - c = *renderlist++; - while (c--) + else if (layer->flags & ALIASLAYER_DIFFUSE) { - index = *renderlist++; - glVertex3fv(aliasvert + index*3); - index = *renderlist++; - glVertex3fv(aliasvert + index*3); - index = *renderlist++; - glVertex3fv(aliasvert + index*3); + 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_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertex3f, svector3f, tvector3f, normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, LIGHTING_DIFFUSE); } } - glEnd(); } - 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, int frame, int skinblah, int effects, int flags) -{ - zymscene_t *scene; - float scenetime, scenefrac; - int sceneframe1, sceneframe2; - zymbonematrix *basebonepose; - if ((frame >= m->numscenes) || (frame < 0)) - { - Con_DPrintf ("R_ZymoticSetupFrame: no such frame %d\n", frame); - frame = 0; - } - - scene = (zymscene_t *)(m->lump_scenes.start + (int) m) + frame; - if (ent->draw_lastmodel != ent->model || ent->draw_pose != frame || ent->draw_lerpstart >= cl.time) - { - ent->draw_lastmodel = ent->model; - ent->draw_lastpose = -1; - ent->draw_pose = frame; - ent->draw_lerpstart = cl.time; - } - scenetime = (cl.time - ent->draw_lerpstart) * scene->framerate; - sceneframe1 = (int) scenetime; - sceneframe2 = sceneframe1 + 1; - scenefrac = scenetime - sceneframe1; - if (scene->flags & ZYMSCENEFLAG_NOLOOP) - { - if (sceneframe1 > (scene->length - 1)) - sceneframe1 = (scene->length - 1); - if (sceneframe2 > (scene->length - 1)) - sceneframe2 = (scene->length - 1); - } - else - { - sceneframe1 %= scene->length; - sceneframe2 %= scene->length; - } - if (sceneframe2 == sceneframe1) - scenefrac = 0; - - basebonepose = (zymbonematrix *)(m->lump_poses.start + (int) m); - ZymoticLerpBones(m->numbones, scenefrac, basebonepose + sceneframe1 * m->numbones, basebonepose + sceneframe2 * m->numbones, (zymbone_t *)(m->lump_bones.start + (int) m), org, angles); - 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(m->numverts, org, color); - - if (!r_render.value) - return; - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); - glShadeModel(GL_SMOOTH); - if (effects & EF_ADDITIVE) - { - 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); - } - - GL_DrawZymoticModelMesh(aliasvertcolor, m); - - if (fogenabled) - GL_DrawZymoticModelMeshFog(org, m); - - if (!fogenabled && r_shadows.value && !(effects & EF_ADDITIVE) && shadow) - GL_DrawZymoticModelMeshShadow(m); - - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable (GL_BLEND); - glDepthMask(1); -} - -int modeldlightbits[8]; -extern int r_dlightframecount; - -/* -================= -R_DrawAliasModel - -================= -*/ -void R_DrawAliasModel (entity_t *ent, int cull, float alpha, model_t *clmodel, int frame, int skin, vec3_t org, vec3_t angles, int effects, int flags, int colormap) -{ - 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); - - if (cull && R_CullBox (mins, maxs)) - return; - - c_models++; - - 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; - - // get lighting information - - if ((flags & EF_FULLBRIGHT) || (effects & EF_FULLBRIGHT)) - color[0] = color[1] = color[2] = 256; - 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); - } - - if (skin < 0 || skin >= clmodel->numskins) - { - skin = 0; - Con_DPrintf("invalid skin number %d for model %s\n", skin, clmodel->name); - } - - modelheader = Mod_Extradata (clmodel); - - { -// int *skinanimrange = (int *) (clmodel->skinanimrange + (int) modelheader) + skin * 2; -// int *skinanim = (int *) (clmodel->skinanim + (int) modelheader); - int *skinanimrange = clmodel->skinanimrange + skin * 2; - int *skinanim = clmodel->skinanim; - i = skinanimrange[0]; - if (skinanimrange[1] > 1) // animated - i += ((int) (cl.time * 10) % skinanimrange[1]); - skinset = skinanim + i*5; - } - - if (r_render.value) - glEnable (GL_TEXTURE_2D); - - c_alias_polys += clmodel->numtris; - if (clmodel->aliastype == ALIASTYPE_ZYM) - R_DrawZymoticFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, frame, 0, effects, flags); - else if (clmodel->aliastype == ALIASTYPE_MD2) - R_DrawQ2AliasFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, frame, skinset[0], effects, flags); - else - R_DrawAliasFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, frame, skinset, colormap, effects, flags); -}