#include "quakedef.h"
-
-//cvar_t gl_transform = {0, "gl_transform", "1"};
-cvar_t r_quickmodels = {0, "r_quickmodels", "1"};
+#include "cl_collision.h"
+#include "r_shadow.h"
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;
-rmeshinfo_t aliasmeshinfo;
+mempool_t *gl_models_mempool;
+
+#define expandaliasvert(newmax) if ((newmax) > aliasvertmax) gl_models_allocarrays(newmax)
-/*
-void GL_SetupModelTransform (vec3_t origin, vec3_t angles, vec_t scale)
+void gl_models_allocarrays(int newmax)
{
- qglTranslatef (origin[0], origin[1], origin[2]);
-
- if (scale != 1)
- qglScalef (scale, scale, scale);
- if (angles[1])
- qglRotatef (angles[1], 0, 0, 1);
- if (angles[0])
- qglRotatef (-angles[0], 0, 1, 0);
- if (angles[2])
- qglRotatef (angles[2], 1, 0, 0);
+ 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]);
}
-*/
-
-/*
-rtexturepool_t *chrometexturepool;
-rtexture_t *chrometexture;
-// currently unused reflection effect texture
-void makechrometexture(void)
+void gl_models_freearrays(void)
{
- int i;
- qbyte noise[64*64];
- qbyte data[64*64][4];
-
- fractalnoise(noise, 64, 8);
-
- // convert to RGBA data
- for (i = 0;i < 64*64;i++)
- {
- data[i][0] = data[i][1] = data[i][2] = noise[i];
- data[i][3] = 255;
- }
-
- chrometexture = R_LoadTexture (chrometexturepool, "chrometexture", 64, 64, &data[0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE);
+ 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;
}
-*/
-
-mempool_t *gl_models_mempool;
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]));
- //chrometexturepool = R_AllocTexturePool();
- //makechrometexture();
+ gl_models_allocarrays(4096);
}
void gl_models_shutdown(void)
{
- //R_FreeTexturePool(&chrometexturepool);
+ gl_models_freearrays();
Mem_FreePool(&gl_models_mempool);
}
void GL_Models_Init(void)
{
-// Cvar_RegisterVariable(&gl_transform);
- 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;
-// float *avn;
- av = aliasvert;
-// avn = aliasvertnorm;
- 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;
-// VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
-// VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
-// VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
-// VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
- 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;
-// VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
- 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, trivertx_t *verts1, vec3_t fscale1, vec3_t translate1,
- float lerp2, trivertx_t *verts2, vec3_t fscale2, vec3_t translate2,
- float lerp3, trivertx_t *verts3, vec3_t fscale3, vec3_t translate3,
- float lerp4, trivertx_t *verts4, vec3_t fscale4, vec3_t translate4)
-{
- int i;
- vec3_t scale1, scale2, scale3, scale4, translate;
- 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]));
}
-void R_DrawModelMesh(rtexture_t *skin, float *colors, float cred, float cgreen, float cblue)
+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)
{
- aliasmeshinfo.tex[0] = R_GetTexture(skin);
- aliasmeshinfo.color = colors;
- if (colors == NULL)
+ model_t *model = ent->model;
+ if (model->numskins)
{
- aliasmeshinfo.cr = cred;
- aliasmeshinfo.cg = cgreen;
- aliasmeshinfo.cb = cblue;
- aliasmeshinfo.ca = currentrenderentity->alpha;
+ 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;
}
-
- c_alias_polys += aliasmeshinfo.numtriangles;
- R_Mesh_Draw(&aliasmeshinfo);
-
- // leave it in a state for additional passes
- aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
- aliasmeshinfo.blendfunc2 = GL_ONE;
-}
-
-void R_TintModel(float *in, float *out, int verts, float r, float g, float b)
-{
- int i;
- for (i = 0;i < verts;i++)
+ else
{
- out[0] = in[0] * r;
- out[1] = in[1] * g;
- out[2] = in[2] * b;
- out[3] = in[3];
- in += 4;
- out += 4;
+ r_aliasnoskinlayers[0].texture = r_notexture;
+ return &r_aliasnoskin;
}
}
-skinframe_t *R_FetchSkinFrame(void)
+void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
{
- model_t *model = currentrenderentity->model;
- if (model->skinscenes[currentrenderentity->skinnum].framecount > 1)
- return &model->skinframes[model->skinscenes[currentrenderentity->skinnum].firstframe + (int) (cl.time * 10) % model->skinscenes[currentrenderentity->skinnum].framecount];
- else
- return &model->skinframes[model->skinscenes[currentrenderentity->skinnum].firstframe];
-}
-
-void R_SetupMDLMD2Frames(float colorr, float colorg, float colorb)
-{
- md2frame_t *frame1, *frame2, *frame3, *frame4;
- trivertx_t *frame1verts, *frame2verts, *frame3verts, *frame4verts;
- model_t *model;
- model = currentrenderentity->model;
-
- frame1 = &model->mdlmd2data_frames[currentrenderentity->frameblend[0].frame];
- frame2 = &model->mdlmd2data_frames[currentrenderentity->frameblend[1].frame];
- frame3 = &model->mdlmd2data_frames[currentrenderentity->frameblend[2].frame];
- frame4 = &model->mdlmd2data_frames[currentrenderentity->frameblend[3].frame];
- frame1verts = &model->mdlmd2data_pose[currentrenderentity->frameblend[0].frame * model->numverts];
- frame2verts = &model->mdlmd2data_pose[currentrenderentity->frameblend[1].frame * model->numverts];
- frame3verts = &model->mdlmd2data_pose[currentrenderentity->frameblend[2].frame * model->numverts];
- frame4verts = &model->mdlmd2data_pose[currentrenderentity->frameblend[3].frame * model->numverts];
- R_AliasLerpVerts(model->numverts,
- currentrenderentity->frameblend[0].lerp, frame1verts, frame1->scale, frame1->translate,
- currentrenderentity->frameblend[1].lerp, frame2verts, frame2->scale, frame2->translate,
- currentrenderentity->frameblend[2].lerp, frame3verts, frame3->scale, frame3->translate,
- currentrenderentity->frameblend[3].lerp, frame4verts, frame4->scale, frame4->translate);
-
- R_LightModel(model->numverts, colorr, colorg, colorb, false);
-
- R_AliasTransformVerts(model->numverts);
-}
-
-void R_DrawQ1Q2AliasModel (float fog)
-{
- model_t *model;
- skinframe_t *skinframe;
+ int c, fullbright, layernum, firstpass;
+ float tint[3], fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3];
+ 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;
- model = currentrenderentity->model;
+ R_Mesh_Matrix(&ent->matrix);
- skinframe = R_FetchSkinFrame();
- if (fog && !(currentrenderentity->effects & EF_ADDITIVE))
+ fog = 0;
+ if (fogenabled)
{
- R_SetupMDLMD2Frames(1 - fog, 1 - fog, 1 - fog);
-
- memset(&aliasmeshinfo, 0, sizeof(aliasmeshinfo));
-
- aliasmeshinfo.vertex = aliasvert;
- aliasmeshinfo.vertexstep = sizeof(float[4]);
- aliasmeshinfo.numverts = model->numverts;
- aliasmeshinfo.numtriangles = model->numtris;
- aliasmeshinfo.index = model->mdlmd2data_indices;
- aliasmeshinfo.colorstep = sizeof(float[4]);
- aliasmeshinfo.texcoords[0] = model->mdlmd2data_texcoords;
- aliasmeshinfo.texcoordstep[0] = sizeof(float[2]);
+ 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 (currentrenderentity->effects & EF_ADDITIVE)
+ firstpass = true;
+ skin = R_FetchAliasSkin(ent, mesh);
+ for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
+ {
+ if (!(layer->flags & ALIASLAYER_FORCEDRAW_IF_FIRSTPASS) || !firstpass)
{
- aliasmeshinfo.transparent = true;
- aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
- aliasmeshinfo.blendfunc2 = GL_ONE;
+ 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;
}
- else if (currentrenderentity->alpha != 1.0 || skinframe->fog != NULL)
+ if (!firstpass || (ent->effects & EF_ADDITIVE))
{
- aliasmeshinfo.transparent = true;
- aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
- aliasmeshinfo.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ 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
{
- aliasmeshinfo.transparent = false;
- aliasmeshinfo.blendfunc1 = GL_ONE;
- aliasmeshinfo.blendfunc2 = GL_ZERO;
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
}
+ GL_DepthTest(true);
+ firstpass = false;
+ expandaliasvert(mesh->num_vertices);
+ colorscale = 1.0f;
- if (skinframe->base || skinframe->pants || skinframe->shirt || skinframe->glow || skinframe->merged)
+ memset(&m, 0, sizeof(m));
+ if (layer->texture != NULL)
{
- if (currentrenderentity->colormap >= 0 && (skinframe->base || skinframe->pants || skinframe->shirt))
- {
- int c;
- qbyte *color;
- if (skinframe->base)
- R_DrawModelMesh(skinframe->base, aliasvertcolor, 0, 0, 0);
- if (skinframe->pants)
- {
- c = (currentrenderentity->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
- color = (qbyte *) (&d_8to24table[c]);
- if (c >= 224) // fullbright ranges
- R_DrawModelMesh(skinframe->pants, NULL, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
- else
- {
- R_TintModel(aliasvertcolor, aliasvertcolor2, model->numverts, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
- R_DrawModelMesh(skinframe->pants, aliasvertcolor2, 0, 0, 0);
- }
- }
- if (skinframe->shirt)
- {
- c = currentrenderentity->colormap & 0xF0 ;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
- color = (qbyte *) (&d_8to24table[c]);
- if (c >= 224) // fullbright ranges
- R_DrawModelMesh(skinframe->shirt, NULL, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
- else
- {
- R_TintModel(aliasvertcolor, aliasvertcolor2, model->numverts, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
- R_DrawModelMesh(skinframe->shirt, aliasvertcolor2, 0, 0, 0);
- }
- }
- }
- else
+ m.tex[0] = R_GetTexture(layer->texture);
+ m.pointer_texcoord[0] = mesh->data_texcoord2f;
+ if (gl_combine.integer && layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR))
{
- if (skinframe->merged)
- R_DrawModelMesh(skinframe->merged, aliasvertcolor, 0, 0, 0);
- else
- {
- if (skinframe->base) R_DrawModelMesh(skinframe->base, aliasvertcolor, 0, 0, 0);
- if (skinframe->pants) R_DrawModelMesh(skinframe->pants, aliasvertcolor, 0, 0, 0);
- if (skinframe->shirt) R_DrawModelMesh(skinframe->shirt, aliasvertcolor, 0, 0, 0);
- }
+ colorscale *= 0.25f;
+ m.texrgbscale[0] = 4;
}
- if (skinframe->glow) R_DrawModelMesh(skinframe->glow, NULL, 1 - fog, 1 - fog, 1 - fog);
}
- else
- R_DrawModelMesh(0, NULL, 1 - fog, 1 - fog, 1 - fog);
-
- aliasmeshinfo.tex[0] = R_GetTexture(skinframe->fog);
- aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
- aliasmeshinfo.blendfunc2 = GL_ONE;
- aliasmeshinfo.color = NULL;
+ m.pointer_vertex = varray_vertex3f;
- aliasmeshinfo.cr = fogcolor[0];
- aliasmeshinfo.cg = fogcolor[1];
- aliasmeshinfo.cb = fogcolor[2];
- aliasmeshinfo.ca = currentrenderentity->alpha * fog;
-
- c_alias_polys += aliasmeshinfo.numtriangles;
- R_Mesh_Draw(&aliasmeshinfo);
- }
- else if (currentrenderentity->colormap >= 0 || !skinframe->merged || skinframe->glow || !r_quickmodels.integer)
- {
- R_SetupMDLMD2Frames(1 - fog, 1 - fog, 1 - fog);
-
- memset(&aliasmeshinfo, 0, sizeof(aliasmeshinfo));
-
- aliasmeshinfo.vertex = aliasvert;
- aliasmeshinfo.vertexstep = sizeof(float[4]);
- aliasmeshinfo.numverts = model->numverts;
- aliasmeshinfo.numtriangles = model->numtris;
- aliasmeshinfo.index = model->mdlmd2data_indices;
- aliasmeshinfo.colorstep = sizeof(float[4]);
- aliasmeshinfo.texcoords[0] = model->mdlmd2data_texcoords;
- aliasmeshinfo.texcoordstep[0] = sizeof(float[2]);
-
- if (currentrenderentity->effects & EF_ADDITIVE)
+ c_alias_polys += mesh->num_triangles;
+ R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f);
+ if (layer->flags & ALIASLAYER_FOG)
{
- aliasmeshinfo.transparent = true;
- aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
- aliasmeshinfo.blendfunc2 = GL_ONE;
- }
- else if (currentrenderentity->alpha != 1.0 || skinframe->fog != NULL)
- {
- aliasmeshinfo.transparent = true;
- aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
- aliasmeshinfo.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ colorscale *= fog;
+ GL_Color(fogcolor[0] * colorscale, fogcolor[1] * colorscale, fogcolor[2] * colorscale, ent->alpha);
}
else
{
- aliasmeshinfo.transparent = false;
- aliasmeshinfo.blendfunc1 = GL_ONE;
- aliasmeshinfo.blendfunc2 = GL_ZERO;
- }
-
- if (skinframe->base || skinframe->pants || skinframe->shirt || skinframe->glow || skinframe->merged)
- {
- if (currentrenderentity->colormap >= 0 && (skinframe->base || skinframe->pants || skinframe->shirt))
+ fullbright = !(layer->flags & ALIASLAYER_DIFFUSE) || r_fullbright.integer || (ent->effects & EF_FULLBRIGHT);
+ if (layer->flags & (ALIASLAYER_COLORMAP_PANTS | ALIASLAYER_COLORMAP_SHIRT))
{
- int c;
- qbyte *color;
- if (skinframe->base)
- R_DrawModelMesh(skinframe->base, aliasvertcolor, 0, 0, 0);
- if (skinframe->pants)
- {
- c = (currentrenderentity->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
- color = (qbyte *) (&d_8to24table[c]);
- if (c >= 224) // fullbright ranges
- R_DrawModelMesh(skinframe->pants, NULL, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
- else
- {
- R_TintModel(aliasvertcolor, aliasvertcolor2, model->numverts, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
- R_DrawModelMesh(skinframe->pants, aliasvertcolor2, 0, 0, 0);
- }
- }
- if (skinframe->shirt)
- {
- c = currentrenderentity->colormap & 0xF0 ;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
- color = (qbyte *) (&d_8to24table[c]);
- if (c >= 224) // fullbright ranges
- R_DrawModelMesh(skinframe->shirt, NULL, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
- else
- {
- R_TintModel(aliasvertcolor, aliasvertcolor2, model->numverts, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
- R_DrawModelMesh(skinframe->shirt, aliasvertcolor2, 0, 0, 0);
- }
- }
+ // 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 (skinframe->merged)
- R_DrawModelMesh(skinframe->merged, aliasvertcolor, 0, 0, 0);
- else
+ if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false))
{
- if (skinframe->base) R_DrawModelMesh(skinframe->base, aliasvertcolor, 0, 0, 0);
- if (skinframe->pants) R_DrawModelMesh(skinframe->pants, aliasvertcolor, 0, 0, 0);
- if (skinframe->shirt) R_DrawModelMesh(skinframe->shirt, aliasvertcolor, 0, 0, 0);
+ m.pointer_color = 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]);
}
- if (skinframe->glow) R_DrawModelMesh(skinframe->glow, NULL, 1 - fog, 1 - fog, 1 - fog);
}
- else
- R_DrawModelMesh(0, NULL, 1 - fog, 1 - fog, 1 - fog);
+ 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);
}
- else
+}
+
+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
+
+ c_models++;
+
+ for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
{
- rmeshbufferinfo_t bufmesh;
- memset(&bufmesh, 0, sizeof(bufmesh));
- if (currentrenderentity->effects & EF_ADDITIVE)
- {
- bufmesh.transparent = true;
- bufmesh.blendfunc1 = GL_SRC_ALPHA;
- bufmesh.blendfunc2 = GL_ONE;
- }
- else if (currentrenderentity->alpha != 1.0 || skinframe->fog != NULL)
- {
- bufmesh.transparent = true;
- bufmesh.blendfunc1 = GL_SRC_ALPHA;
- bufmesh.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- }
+ 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 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)
+ {
+ R_Mesh_Matrix(&ent->matrix);
+ for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
{
- bufmesh.transparent = false;
- bufmesh.blendfunc1 = GL_ONE;
- bufmesh.blendfunc2 = GL_ZERO;
+ skin = R_FetchAliasSkin(ent, mesh);
+ if (skin->flags & ALIASSKIN_TRANSPARENT)
+ continue;
+ R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f);
+ R_Shadow_VolumeFromSphere(mesh->num_vertices, mesh->num_triangles, varray_vertex3f, mesh->data_element3i, mesh->data_neighbor3i, relativelightorigin, projectdistance, lightradius);
}
- bufmesh.numtriangles = model->numtris;
- bufmesh.numverts = model->numverts;
- bufmesh.tex[0] = R_GetTexture(skinframe->merged);
+ }
+}
- R_Mesh_Draw_GetBuffer(&bufmesh);
+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;
- aliasvert = bufmesh.vertex;
- aliasvertcolor = bufmesh.color;
- memcpy(bufmesh.index, model->mdlmd2data_indices, bufmesh.numtriangles * sizeof(int[3]));
- memcpy(bufmesh.texcoords[0], model->mdlmd2data_texcoords, bufmesh.numverts * sizeof(float[2]));
+ if (ent->effects & (EF_ADDITIVE | EF_FULLBRIGHT) || ent->alpha < 1)
+ return;
- fog = bufmesh.colorscale * (1 - fog);
- R_SetupMDLMD2Frames(fog, fog, fog);
+ R_Mesh_Matrix(&ent->matrix);
+
+ fog = 0;
+ if (fogenabled)
+ {
+ 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;
- aliasvert = aliasvertbuf;
- aliasvertcolor = aliasvertcolorbuf;
+ 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;
+ 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++)
+ {
+ 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)
+ {
+ c_alias_polys += mesh->num_triangles;
+ R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, aliasvert_vertex3f, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, LIGHTING_SPECULAR);
+ }
+ else if (layer->flags & ALIASLAYER_DIFFUSE)
+ {
+ 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, aliasvert_vertex3f, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, LIGHTING_DIFFUSE);
+ }
+ }
}
}
-int ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, zymbone_t *bone)
+int ZymoticLerpBones(int count, const zymbonematrix *bonebase, const frameblend_t *blend, const zymbone_t *bone)
{
int i;
float lerp1, lerp2, lerp3, lerp4;
- zymbonematrix *out, rootmatrix, m, *bone1, *bone2, *bone3, *bone4;
-
- /*
- m.m[0][0] = 0;
- m.m[0][1] = -1;
- m.m[0][2] = 0;
- m.m[0][3] = 0;
- m.m[1][0] = 1;
- m.m[1][1] = 0;
- m.m[1][2] = 0;
- m.m[1][3] = 0;
- m.m[2][0] = 0;
- m.m[2][1] = 0;
- m.m[2][2] = 1;
- m.m[2][3] = 0;
- R_ConcatTransforms(&softwaretransform_matrix[0], &m.m[0], &rootmatrix.m[0]);
- */
-
- // 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];
+ zymbonematrix *out, rootmatrix, m;
+ const zymbonematrix *bone1, *bone2, *bone3, *bone4;
+
+ 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;
m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3 + bone4->m[2][2] * lerp4;
m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3 + bone4->m[2][3] * lerp4;
if (bone->parent >= 0)
- R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
+ R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
else
- R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
+ R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
bone1++;
bone2++;
bone3++;
m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3;
m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3;
if (bone->parent >= 0)
- R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
+ R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
else
- R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
+ R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
bone1++;
bone2++;
bone3++;
m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2;
m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2;
if (bone->parent >= 0)
- R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
+ R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
else
- R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
+ R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
bone1++;
bone2++;
bone++;
m.m[2][2] = bone1->m[2][2] * lerp1;
m.m[2][3] = bone1->m[2][3] * lerp1;
if (bone->parent >= 0)
- R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
+ R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
else
- R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
+ R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
bone1++;
bone++;
}
for (i = 0, out = zymbonepose;i < count;i++, out++)
{
if (bone->parent >= 0)
- R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &bone1->m[0], &out->m[0]);
+ R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &bone1->m[0][0], &out->m[0][0]);
else
- R_ConcatTransforms(&rootmatrix.m[0], &bone1->m[0], &out->m[0]);
+ R_ConcatTransforms(&rootmatrix.m[0][0], &bone1->m[0][0], &out->m[0][0]);
bone1++;
bone++;
}
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--)
{
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--)
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--)
{
}
}
-void R_DrawZymoticModelMesh(zymtype1header_t *m)
+void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2)
{
- int i, *renderlist;
- rtexture_t **texture;
-
- // FIXME: do better fog
- renderlist = (int *)(m->lump_render.start + (int) m);
- texture = (rtexture_t **)(m->lump_shaders.start + (int) m);
-
- aliasmeshinfo.vertex = aliasvert;
- aliasmeshinfo.vertexstep = sizeof(float[4]);
- aliasmeshinfo.color = aliasvertcolor;
- aliasmeshinfo.colorstep = sizeof(float[4]);
- aliasmeshinfo.texcoords[0] = (float *)(m->lump_texcoords.start + (int) m);
- aliasmeshinfo.texcoordstep[0] = sizeof(float[2]);
-
- for (i = 0;i < m->numshaders;i++)
- {
- aliasmeshinfo.tex[0] = R_GetTexture(texture[i]);
- if (currentrenderentity->effects & EF_ADDITIVE)
- {
- aliasmeshinfo.transparent = true;
- aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
- aliasmeshinfo.blendfunc2 = GL_ONE;
- }
- else if (currentrenderentity->alpha != 1.0 || R_TextureHasAlpha(texture[i]))
- {
- aliasmeshinfo.transparent = true;
- aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
- aliasmeshinfo.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- }
- else
- {
- aliasmeshinfo.transparent = false;
- aliasmeshinfo.blendfunc1 = GL_ONE;
- aliasmeshinfo.blendfunc2 = GL_ZERO;
- }
- aliasmeshinfo.numtriangles = *renderlist++;
- aliasmeshinfo.index = renderlist;
- c_alias_polys += aliasmeshinfo.numtriangles;
- R_Mesh_Draw(&aliasmeshinfo);
- renderlist += aliasmeshinfo.numtriangles * 3;
- }
-}
+ float fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3];
+ vec3_t diff;
+ int i, *renderlist, *elements;
+ rtexture_t *texture;
+ rmeshstate_t mstate;
+ const entity_render_t *ent = calldata1;
+ int shadernum = calldata2;
+ int numverts, numtriangles;
-void R_DrawZymoticModelMeshFog(vec3_t org, zymtype1header_t *m, float fog)
-{
- int i, *renderlist;
+ R_Mesh_Matrix(&ent->matrix);
- // FIXME: do better fog
- renderlist = (int *)(m->lump_render.start + (int) m);
+ // find the vertex index list and texture
+ renderlist = ent->model->alias.zymdata_renderlist;
+ for (i = 0;i < shadernum;i++)
+ renderlist += renderlist[0] * 3 + 1;
+ texture = ent->model->alias.zymdata_textures[shadernum];
- aliasmeshinfo.tex[0] = 0;
- aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
- aliasmeshinfo.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ numverts = ent->model->alias.zymnum_verts;
+ numtriangles = *renderlist++;
+ elements = renderlist;
- aliasmeshinfo.cr = fogcolor[0];
- aliasmeshinfo.cg = fogcolor[1];
- aliasmeshinfo.cb = fogcolor[2];
- aliasmeshinfo.ca = currentrenderentity->alpha * fog;
+ expandaliasvert(numverts);
- for (i = 0;i < m->numshaders;i++)
+ fog = 0;
+ if (fogenabled)
{
- aliasmeshinfo.numtriangles = *renderlist++;
- aliasmeshinfo.index = renderlist;
- c_alias_polys += aliasmeshinfo.numtriangles;
- R_Mesh_Draw(&aliasmeshinfo);
- renderlist += aliasmeshinfo.numtriangles * 3;
+ 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;
-void R_DrawZymoticModel (float fog)
-{
- zymtype1header_t *m;
-
- // FIXME: do better fog
- m = currentrenderentity->model->zymdata_header;
- ZymoticLerpBones(m->numbones, (zymbonematrix *)(m->lump_poses.start + (int) m), currentrenderentity->frameblend, (zymbone_t *)(m->lump_bones.start + (int) m));
- ZymoticTransformVerts(m->numverts, (int *)(m->lump_vertbonecounts.start + (int) m), (zymvertex_t *)(m->lump_verts.start + (int) m));
- ZymoticCalcNormals(m->numverts, m->numshaders, (int *)(m->lump_render.start + (int) m));
+ if (ent->effects & EF_ADDITIVE)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ }
+ else if (ent->alpha != 1.0 || R_TextureHasAlpha(texture))
+ {
+ 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);
- R_LightModel(m->numverts, 1 - fog, 1 - fog, 1 - fog, true);
+ memset(&mstate, 0, sizeof(mstate));
+ colorscale = 1.0f;
+ if (gl_combine.integer)
+ {
+ mstate.texrgbscale[0] = 4;
+ colorscale *= 0.25f;
+ }
+ mstate.tex[0] = R_GetTexture(texture);
+ mstate.pointer_texcoord[0] = ent->model->alias.zymdata_texcoords;
+ mstate.pointer_vertex = varray_vertex3f;
- memset(&aliasmeshinfo, 0, sizeof(aliasmeshinfo));
- aliasmeshinfo.numverts = m->numverts;
+ ZymoticLerpBones(ent->model->alias.zymnum_bones, (zymbonematrix *) ent->model->alias.zymdata_poses, ent->frameblend, ent->model->alias.zymdata_bones);
- R_DrawZymoticModelMesh(m);
+ 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))
+ {
+ mstate.pointer_color = 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_State(&mstate);
+ GL_LockArrays(0, numverts);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(0, 0);
+ c_alias_polys += numtriangles;
if (fog)
- R_DrawZymoticModelMeshFog(currentrenderentity->origin, m, fog);
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+
+ memset(&mstate, 0, sizeof(mstate));
+ // FIXME: need alpha mask for fogging...
+ //mstate.tex[0] = R_GetTexture(texture);
+ //mstate.pointer_texcoord = ent->model->alias.zymdata_texcoords;
+ mstate.pointer_vertex = varray_vertex3f;
+ R_Mesh_State(&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_State(&mstate);
+ GL_LockArrays(0, numverts);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(0, 0);
+ c_alias_polys += numtriangles;
+ }
}
-void R_DrawAliasModel (void)
+void R_Model_Zymotic_Draw(entity_render_t *ent)
{
- float fog;
- vec3_t diff;
+ int i;
- if (currentrenderentity->alpha < (1.0f / 64.0f))
+ if (ent->alpha < (1.0f / 64.0f))
return; // basically completely transparent
c_models++;
- softwaretransformforentity(currentrenderentity);
-
- fog = 0;
- if (fogenabled)
+ for (i = 0;i < ent->model->alias.zymnum_shaders;i++)
{
- VectorSubtract(currentrenderentity->origin, r_origin, diff);
- fog = DotProduct(diff,diff);
- if (fog < 0.01f)
- fog = 0.01f;
- fog = exp(fogdensity/fog);
- if (fog > 1)
- fog = 1;
- if (fog < 0.01f)
- fog = 0;
- // fog method: darken, additive fog
- // 1. render model as normal, scaled by inverse of fog alpha (darkens it)
- // 2. render fog as additive
+ if (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_DrawZymoticModelMeshCallback(ent, i);
}
+}
- if (currentrenderentity->model->aliastype == ALIASTYPE_ZYM)
- R_DrawZymoticModel(fog);
- else
- R_DrawQ1Q2AliasModel(fog);
+void R_Model_Zymotic_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
+{
+ // FIXME
}
+
+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
+}
+