#include "quakedef.h"
//cvar_t gl_transform = {0, "gl_transform", "1"};
-cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
+cvar_t r_quickmodels = {0, "r_quickmodels", "1"};
typedef struct
{
float m[3][4];
} zymbonematrix;
-// LordHavoc: vertex array
-float *aliasvert;
-float *aliasvertnorm;
-float *aliasvertcolor;
+// 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;
-zymbonematrix *zymbonepose;
+float *aliasvertnorm;
int *aliasvertusage;
+zymbonematrix *zymbonepose;
rmeshinfo_t aliasmeshinfo;
-rtexture_t *chrometexture;
-
-int arraylocked = false;
-void GL_LockArray(int first, int count)
-{
- if (gl_supportslockarrays && gl_lockarrays.integer)
- {
- qglLockArraysEXT(first, count);
- arraylocked = true;
- }
-}
-
-void GL_UnlockArray(void)
-{
- if (arraylocked)
- {
- qglUnlockArraysEXT();
- arraylocked = false;
- }
-}
-
/*
void GL_SetupModelTransform (vec3_t origin, vec3_t angles, vec_t scale)
{
- glTranslatef (origin[0], origin[1], origin[2]);
+ glTranslatef (origin[0], origin[1], origin[2]);
if (scale != 1)
glScalef (scale, scale, scale);
}
*/
+/*
rtexturepool_t *chrometexturepool;
+rtexture_t *chrometexture;
// currently unused reflection effect texture
void makechrometexture(void)
{
int i;
- byte noise[64*64];
- byte data[64*64][4];
+ qbyte noise[64*64];
+ qbyte data[64*64][4];
fractalnoise(noise, 64, 8);
chrometexture = R_LoadTexture (chrometexturepool, "chrometexture", 64, 64, &data[0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE);
}
+*/
mempool_t *gl_models_mempool;
{
// allocate vertex processing arrays
gl_models_mempool = Mem_AllocPool("GL_Models");
- aliasvert = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][3]));
+ 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]));
- aliasvertcolor = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
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();
+ //chrometexturepool = R_AllocTexturePool();
+ //makechrometexture();
}
void gl_models_shutdown(void)
{
- R_FreeTexturePool(&chrometexturepool);
+ //R_FreeTexturePool(&chrometexturepool);
Mem_FreePool(&gl_models_mempool);
}
void GL_Models_Init(void)
{
// Cvar_RegisterVariable(&gl_transform);
- Cvar_RegisterVariable(&gl_lockarrays);
+ Cvar_RegisterVariable(&r_quickmodels);
R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap);
}
void R_AliasTransformVerts(int vertcount)
{
vec3_t point;
- float *av, *avn;
+ float *av;
+// float *avn;
av = aliasvert;
- avn = aliasvertnorm;
+// avn = aliasvertnorm;
while (vertcount >= 4)
{
- VectorCopy(av, point);softwaretransform(point, av);av += 3;
- VectorCopy(av, point);softwaretransform(point, av);av += 3;
- VectorCopy(av, point);softwaretransform(point, av);av += 3;
- VectorCopy(av, point);softwaretransform(point, av);av += 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;
- VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
+ VectorCopy(av, point);softwaretransform(point, av);av += 4;
+ VectorCopy(av, point);softwaretransform(point, av);av += 4;
+ VectorCopy(av, point);softwaretransform(point, av);av += 4;
+ VectorCopy(av, point);softwaretransform(point, av);av += 4;
+// 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)
{
- VectorCopy(av, point);softwaretransform(point, av);av += 3;
- VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
+ VectorCopy(av, point);softwaretransform(point, av);av += 4;
+// VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
vertcount--;
}
}
avn[0] = n1[0] * lerp1 + n2[0] * lerp2 + n3[0] * lerp3 + n4[0] * lerp4;
avn[1] = n1[1] * lerp1 + n2[1] * lerp2 + n3[1] * lerp3 + n4[1] * lerp4;
avn[2] = n1[2] * lerp1 + n2[2] * lerp2 + n3[2] * lerp3 + n4[2] * lerp4;
- av += 3;
+ av += 4;
avn += 3;
verts1++;verts2++;verts3++;verts4++;
}
avn[0] = n1[0] * lerp1 + n2[0] * lerp2 + n3[0] * lerp3;
avn[1] = n1[1] * lerp1 + n2[1] * lerp2 + n3[1] * lerp3;
avn[2] = n1[2] * lerp1 + n2[2] * lerp2 + n3[2] * lerp3;
- av += 3;
+ av += 4;
avn += 3;
verts1++;verts2++;verts3++;
}
avn[0] = n1[0] * lerp1 + n2[0] * lerp2;
avn[1] = n1[1] * lerp1 + n2[1] * lerp2;
avn[2] = n1[2] * lerp1 + n2[2] * lerp2;
- av += 3;
+ av += 4;
avn += 3;
verts1++;verts2++;
}
avn[0] = n1[0] * lerp1;
avn[1] = n1[1] * lerp1;
avn[2] = n1[2] * lerp1;
- av += 3;
+ av += 4;
avn += 3;
verts1++;
}
av[1] = verts1->v[1] * scale1[1] + translate[1];
av[2] = verts1->v[2] * scale1[2] + translate[2];
VectorCopy(m_bytenormals[verts1->lightnormalindex], avn);
- av += 3;
+ av += 4;
avn += 3;
verts1++;
}
}
}
-void GL_DrawModelMesh(rtexture_t *skin, float *colors, float cred, float cgreen, float cblue)
+void R_DrawModelMesh(rtexture_t *skin, float *colors, float cred, float cgreen, float cblue)
{
aliasmeshinfo.tex[0] = R_GetTexture(skin);
aliasmeshinfo.color = colors;
aliasmeshinfo.ca = currentrenderentity->alpha;
}
+ c_alias_polys += aliasmeshinfo.numtriangles;
R_Mesh_Draw(&aliasmeshinfo);
// leave it in a state for additional passes
}
}
-void R_SetupMDLMD2Frames(skinframe_t **skinframe)
+skinframe_t *R_FetchSkinFrame(void)
+{
+ model_t *model = currentrenderentity->model;
+ if (model->skinscenes[currentrenderentity->skinnum].framecount > 1)
+ return &model->skinframes[model->skinscenes[currentrenderentity->skinnum].firstframe + (int) (cl.time * 10) % model->skinscenes[currentrenderentity->skinnum].framecount];
+ else
+ return &model->skinframes[model->skinscenes[currentrenderentity->skinnum].firstframe];
+}
+
+void R_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;
- if (model->skinscenes[currentrenderentity->skinnum].framecount > 1)
- *skinframe = &model->skinframes[model->skinscenes[currentrenderentity->skinnum].firstframe + (int) (cl.time * 10) % model->skinscenes[currentrenderentity->skinnum].framecount];
- else
- *skinframe = &model->skinframes[model->skinscenes[currentrenderentity->skinnum].firstframe];
-
- softwaretransformforentity(currentrenderentity);
-
frame1 = &model->mdlmd2data_frames[currentrenderentity->frameblend[0].frame];
frame2 = &model->mdlmd2data_frames[currentrenderentity->frameblend[1].frame];
frame3 = &model->mdlmd2data_frames[currentrenderentity->frameblend[2].frame];
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];
- /*
- if (currentrenderentity->frameblend[0].lerp)
- Con_Printf("frame1: %i/%i %s scale %f %f %f translate %f %f %f\n", currentrenderentity->frameblend[0].frame, model->numframes, frame1->name, frame1->scale[0], frame1->scale[1], frame1->scale[2], frame1->translate[0], frame1->translate[1], frame1->translate[2]);
- if (currentrenderentity->frameblend[1].lerp)
- Con_Printf("frame2: %i/%i %s scale %f %f %f translate %f %f %f\n", currentrenderentity->frameblend[0].frame, model->numframes, frame2->name, frame2->scale[0], frame2->scale[1], frame2->scale[2], frame2->translate[0], frame2->translate[1], frame2->translate[2]);
- if (currentrenderentity->frameblend[2].lerp)
- Con_Printf("frame3: %i/%i %s scale %f %f %f translate %f %f %f\n", currentrenderentity->frameblend[0].frame, model->numframes, frame3->name, frame3->scale[0], frame3->scale[1], frame3->scale[2], frame3->translate[0], frame3->translate[1], frame3->translate[2]);
- if (currentrenderentity->frameblend[3].lerp)
- Con_Printf("frame4: %i/%i %s scale %f %f %f translate %f %f %f\n", currentrenderentity->frameblend[0].frame, model->numframes, frame4->name, frame4->scale[0], frame4->scale[1], frame4->scale[2], frame4->translate[0], frame4->translate[1], frame4->translate[2]);
- */
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_AliasTransformVerts(model->numverts);
- R_LightModel(model->numverts);
+ R_LightModel(model->numverts, colorr, colorg, colorb, false);
+
+ R_AliasTransformVerts(model->numverts);
}
-void R_DrawQ1AliasModel (void)
+void R_DrawQ1Q2AliasModel (float fog)
{
- float fog;
- vec3_t diff;
model_t *model;
skinframe_t *skinframe;
model = currentrenderentity->model;
- R_SetupMDLMD2Frames(&skinframe);
-
- memset(&aliasmeshinfo, 0, sizeof(aliasmeshinfo));
-
- aliasmeshinfo.vertex = aliasvert;
- aliasmeshinfo.vertexstep = sizeof(float[3]);
- aliasmeshinfo.numverts = model->numverts;
- aliasmeshinfo.numtriangles = model->numtris;
- aliasmeshinfo.index = model->mdldata_indices;
- aliasmeshinfo.colorstep = sizeof(float[4]);
- aliasmeshinfo.texcoords[0] = model->mdldata_texcoords;
- aliasmeshinfo.texcoordstep[0] = sizeof(float[2]);
-
- fog = 0;
- if (fogenabled)
+ skinframe = R_FetchSkinFrame();
+ if (fog && !(currentrenderentity->effects & EF_ADDITIVE))
{
- VectorSubtract(currentrenderentity->origin, r_origin, diff);
- fog = exp(fogdensity/DotProduct(diff,diff));
- 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
- }
+ R_SetupMDLMD2Frames(1 - fog, 1 - fog, 1 - fog);
- if (currentrenderentity->effects & EF_ADDITIVE)
- {
- aliasmeshinfo.transparent = true;
- aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
- aliasmeshinfo.blendfunc2 = GL_ONE;
- }
- else if (currentrenderentity->alpha != 1.0 || skinframe->fog != NULL)
- {
- aliasmeshinfo.transparent = true;
- aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
- aliasmeshinfo.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- }
- else
- {
- aliasmeshinfo.transparent = false;
- aliasmeshinfo.blendfunc1 = GL_ONE;
- aliasmeshinfo.blendfunc2 = GL_ZERO;
- }
+ memset(&aliasmeshinfo, 0, sizeof(aliasmeshinfo));
- // darken source
- if (fog)
- R_TintModel(aliasvertcolor, aliasvertcolor, model->numverts, 1 - fog, 1 - fog, 1 - fog);
+ 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 (skinframe->base || skinframe->pants || skinframe->shirt || skinframe->glow || skinframe->merged)
- {
- if (currentrenderentity->colormap >= 0 && (skinframe->base || skinframe->pants || skinframe->shirt))
+ if (currentrenderentity->effects & EF_ADDITIVE)
+ {
+ aliasmeshinfo.transparent = true;
+ aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
+ aliasmeshinfo.blendfunc2 = GL_ONE;
+ }
+ else if (currentrenderentity->alpha != 1.0 || skinframe->fog != NULL)
+ {
+ aliasmeshinfo.transparent = true;
+ aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
+ aliasmeshinfo.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ }
+ else
{
- int c;
- byte *color;
- if (skinframe->base)
- GL_DrawModelMesh(skinframe->base, aliasvertcolor, 0, 0, 0);
- if (skinframe->pants)
+ 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))
{
- c = (currentrenderentity->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
- color = (byte *) (&d_8to24table[c]);
- if (c >= 224) // fullbright ranges
- GL_DrawModelMesh(skinframe->pants, NULL, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
- else
+ 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)
{
- R_TintModel(aliasvertcolor, aliasvertcolor2, model->numverts, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
- GL_DrawModelMesh(skinframe->pants, aliasvertcolor2, 0, 0, 0);
+ 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);
+ }
}
}
- if (skinframe->shirt)
+ else
{
- c = currentrenderentity->colormap & 0xF0 ;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
- color = (byte *) (&d_8to24table[c]);
- if (c >= 224) // fullbright ranges
- GL_DrawModelMesh(skinframe->shirt, NULL, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
+ if (skinframe->merged)
+ R_DrawModelMesh(skinframe->merged, aliasvertcolor, 0, 0, 0);
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));
- GL_DrawModelMesh(skinframe->shirt, aliasvertcolor2, 0, 0, 0);
+ if (skinframe->base) R_DrawModelMesh(skinframe->base, aliasvertcolor, 0, 0, 0);
+ if (skinframe->pants) R_DrawModelMesh(skinframe->pants, aliasvertcolor, 0, 0, 0);
+ if (skinframe->shirt) R_DrawModelMesh(skinframe->shirt, aliasvertcolor, 0, 0, 0);
}
}
+ if (skinframe->glow) R_DrawModelMesh(skinframe->glow, NULL, 1 - fog, 1 - fog, 1 - fog);
}
else
- {
- if (skinframe->merged)
- GL_DrawModelMesh(skinframe->merged, aliasvertcolor, 0, 0, 0);
- else
- {
- if (skinframe->base) GL_DrawModelMesh(skinframe->base, aliasvertcolor, 0, 0, 0);
- if (skinframe->pants) GL_DrawModelMesh(skinframe->pants, aliasvertcolor, 0, 0, 0);
- if (skinframe->shirt) GL_DrawModelMesh(skinframe->shirt, aliasvertcolor, 0, 0, 0);
- }
- }
- if (skinframe->glow) GL_DrawModelMesh(skinframe->glow, NULL, 1 - fog, 1 - fog, 1 - fog);
- }
- else
- GL_DrawModelMesh(0, NULL, 1 - fog, 1 - fog, 1 - fog);
+ R_DrawModelMesh(0, NULL, 1 - fog, 1 - fog, 1 - fog);
- if (fog)
- {
aliasmeshinfo.tex[0] = R_GetTexture(skinframe->fog);
aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
aliasmeshinfo.blendfunc2 = GL_ONE;
aliasmeshinfo.cb = fogcolor[2];
aliasmeshinfo.ca = currentrenderentity->alpha * fog;
+ c_alias_polys += aliasmeshinfo.numtriangles;
R_Mesh_Draw(&aliasmeshinfo);
}
-}
-
-void R_DrawQ2AliasModel (void)
-{
- int *order, count;
- vec3_t diff;
- skinframe_t *skinframe;
- model_t *model;
-
- model = currentrenderentity->model;
-
- R_SetupMDLMD2Frames(&skinframe);
-
- if (!r_render.integer)
- return;
-
- // FIXME FIXME FIXME rewrite loader to convert to triangle mesh
- glBindTexture(GL_TEXTURE_2D, R_GetTexture(skinframe->base));
-
- if (currentrenderentity->effects & EF_ADDITIVE)
- {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
- glEnable(GL_BLEND);
- glDepthMask(0);
- }
- else if (currentrenderentity->alpha != 1.0 || R_TextureHasAlpha(skinframe->base))
+ else if (currentrenderentity->colormap >= 0 || !skinframe->merged || skinframe->glow || !r_quickmodels.integer)
{
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glDepthMask(0);
- }
- else
- {
- glDisable(GL_BLEND);
- glDepthMask(1);
- }
+ R_SetupMDLMD2Frames(1 - fog, 1 - fog, 1 - fog);
- // LordHavoc: big mess...
- // using vertex arrays only slightly, although it is enough to prevent duplicates
- // (saving half the transforms)
- glVertexPointer(3, GL_FLOAT, sizeof(float[3]), aliasvert);
- glColorPointer(4, GL_FLOAT, sizeof(float[4]), aliasvertcolor);
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_COLOR_ARRAY);
+ memset(&aliasmeshinfo, 0, sizeof(aliasmeshinfo));
- GL_LockArray(0, model->numverts);
+ 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]);
- order = model->md2data_glcmds;
- while(1)
- {
- if (!(count = *order++))
- break;
- if (count > 0)
- glBegin(GL_TRIANGLE_STRIP);
- else
+ if (currentrenderentity->effects & EF_ADDITIVE)
{
- glBegin(GL_TRIANGLE_FAN);
- count = -count;
+ 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;
}
- do
+ else
{
- glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
- glArrayElement(order[2]);
- order += 3;
+ aliasmeshinfo.transparent = false;
+ aliasmeshinfo.blendfunc1 = GL_ONE;
+ aliasmeshinfo.blendfunc2 = GL_ZERO;
}
- while (count--);
- }
-
- GL_UnlockArray();
-
- glDisableClientState(GL_COLOR_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
-
- if (fogenabled)
- {
- glDisable (GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(0); // disable zbuffer updates
-
- VectorSubtract(currentrenderentity->origin, r_origin, diff);
- glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff)));
-
- // LordHavoc: big mess...
- // using vertex arrays only slightly, although it is enough to prevent duplicates
- // (saving half the transforms)
- glVertexPointer(3, GL_FLOAT, sizeof(float[3]), aliasvert);
- glEnableClientState(GL_VERTEX_ARRAY);
- GL_LockArray(0, model->numverts);
-
- order = model->md2data_glcmds;
- while(1)
+ if (skinframe->base || skinframe->pants || skinframe->shirt || skinframe->glow || skinframe->merged)
{
- if (!(count = *order++))
- break;
- if (count > 0)
- glBegin(GL_TRIANGLE_STRIP);
- else
+ if (currentrenderentity->colormap >= 0 && (skinframe->base || skinframe->pants || skinframe->shirt))
{
- glBegin(GL_TRIANGLE_FAN);
- count = -count;
+ int c;
+ qbyte *color;
+ if (skinframe->base)
+ R_DrawModelMesh(skinframe->base, aliasvertcolor, 0, 0, 0);
+ if (skinframe->pants)
+ {
+ c = (currentrenderentity->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
+ color = (qbyte *) (&d_8to24table[c]);
+ if (c >= 224) // fullbright ranges
+ R_DrawModelMesh(skinframe->pants, NULL, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
+ else
+ {
+ R_TintModel(aliasvertcolor, aliasvertcolor2, model->numverts, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
+ R_DrawModelMesh(skinframe->pants, aliasvertcolor2, 0, 0, 0);
+ }
+ }
+ if (skinframe->shirt)
+ {
+ c = currentrenderentity->colormap & 0xF0 ;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
+ color = (qbyte *) (&d_8to24table[c]);
+ if (c >= 224) // fullbright ranges
+ R_DrawModelMesh(skinframe->shirt, NULL, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
+ else
+ {
+ R_TintModel(aliasvertcolor, aliasvertcolor2, model->numverts, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
+ R_DrawModelMesh(skinframe->shirt, aliasvertcolor2, 0, 0, 0);
+ }
+ }
}
- do
+ else
{
- glArrayElement(order[2]);
- order += 3;
+ if (skinframe->merged)
+ R_DrawModelMesh(skinframe->merged, aliasvertcolor, 0, 0, 0);
+ else
+ {
+ if (skinframe->base) R_DrawModelMesh(skinframe->base, aliasvertcolor, 0, 0, 0);
+ if (skinframe->pants) R_DrawModelMesh(skinframe->pants, aliasvertcolor, 0, 0, 0);
+ if (skinframe->shirt) R_DrawModelMesh(skinframe->shirt, aliasvertcolor, 0, 0, 0);
+ }
}
- while (count--);
+ if (skinframe->glow) R_DrawModelMesh(skinframe->glow, NULL, 1 - fog, 1 - fog, 1 - fog);
+ }
+ else
+ R_DrawModelMesh(0, NULL, 1 - fog, 1 - fog, 1 - fog);
+ }
+ else
+ {
+ rmeshbufferinfo_t bufmesh;
+ memset(&bufmesh, 0, sizeof(bufmesh));
+ if (currentrenderentity->effects & EF_ADDITIVE)
+ {
+ bufmesh.transparent = true;
+ bufmesh.blendfunc1 = GL_SRC_ALPHA;
+ bufmesh.blendfunc2 = GL_ONE;
+ }
+ else if (currentrenderentity->alpha != 1.0 || skinframe->fog != NULL)
+ {
+ bufmesh.transparent = true;
+ bufmesh.blendfunc1 = GL_SRC_ALPHA;
+ bufmesh.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ }
+ else
+ {
+ bufmesh.transparent = false;
+ bufmesh.blendfunc1 = GL_ONE;
+ bufmesh.blendfunc2 = GL_ZERO;
}
+ bufmesh.numtriangles = model->numtris;
+ bufmesh.numverts = model->numverts;
+ bufmesh.tex[0] = R_GetTexture(skinframe->merged);
- GL_UnlockArray();
+ R_Mesh_Draw_GetBuffer(&bufmesh);
- glDisableClientState(GL_VERTEX_ARRAY);
+ 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]));
- glEnable (GL_TEXTURE_2D);
- glColor3f (1,1,1);
- }
+ fog = bufmesh.colorscale * (1 - fog);
+ R_SetupMDLMD2Frames(fog, fog, fog);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(1);
+ aliasvert = aliasvertbuf;
+ aliasvertcolor = aliasvertcolorbuf;
+ }
}
-void ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, zymbone_t *bone, float rootorigin[3], float rootangles[3], float rootscale)
+int ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, zymbone_t *bone)
{
+ int i;
float lerp1, lerp2, lerp3, lerp4;
zymbonematrix *out, rootmatrix, m, *bone1, *bone2, *bone3, *bone4;
- out = zymbonepose;
- AngleVectors(rootangles, rootmatrix.m[0], rootmatrix.m[1], rootmatrix.m[2]);
- VectorScale(rootmatrix.m[0], rootscale, rootmatrix.m[0]);
- VectorScale(rootmatrix.m[1], rootscale, rootmatrix.m[1]);
- VectorScale(rootmatrix.m[2], rootscale, rootmatrix.m[2]);
- rootmatrix.m[0][3] = rootorigin[0];
- rootmatrix.m[1][3] = rootorigin[1];
- rootmatrix.m[2][3] = rootorigin[2];
+
+ /*
+ 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];
+
bone1 = bonebase + blend[0].frame * count;
lerp1 = blend[0].lerp;
if (blend[1].lerp)
// 4 poses
bone4 = bonebase + blend[3].frame * count;
lerp4 = blend[3].lerp;
- while(count--)
+ for (i = 0, out = zymbonepose;i < count;i++, out++)
{
// interpolate matrices
m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3 + bone4->m[0][0] * lerp4;
bone3++;
bone4++;
bone++;
- out++;
}
}
else
{
// 3 poses
- while(count--)
+ for (i = 0, out = zymbonepose;i < count;i++, out++)
{
// interpolate matrices
m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3;
bone2++;
bone3++;
bone++;
- out++;
}
}
}
else
{
// 2 poses
- while(count--)
+ for (i = 0, out = zymbonepose;i < count;i++, out++)
{
// interpolate matrices
m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2;
bone1++;
bone2++;
bone++;
- out++;
}
}
}
if (lerp1 != 1)
{
// lerp != 1.0
- while(count--)
+ for (i = 0, out = zymbonepose;i < count;i++, out++)
{
// interpolate matrices
m.m[0][0] = bone1->m[0][0] * lerp1;
R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
bone1++;
bone++;
- out++;
}
}
else
{
// lerp == 1.0
- while(count--)
+ for (i = 0, out = zymbonepose;i < count;i++, out++)
{
if (bone->parent >= 0)
R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &bone1->m[0], &out->m[0]);
R_ConcatTransforms(&rootmatrix.m[0], &bone1->m[0], &out->m[0]);
bone1++;
bone++;
- out++;
}
}
}
+ return true;
}
void ZymoticTransformVerts(int vertcount, int *bonecounts, zymvertex_t *vert)
{
c = *bonecounts++;
// FIXME: validate bonecounts at load time (must be >= 1)
+ // FIXME: need 4th component in origin, for how much of the translate to blend in
if (c == 1)
{
matrix = &zymbonepose[vert->bonenum];
vert++;
}
}
- out += 3;
+ out += 4;
}
}
void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist)
{
int a, b, c, d;
- float *out, v1[3], v2[3], normal[3];
+ float *out, v1[3], v2[3], normal[3], s;
int *u;
// clear normals
- memset(aliasvertnorm, 0, sizeof(float[3]) * vertcount);
+ memset(aliasvertnorm, 0, sizeof(float) * vertcount * 3);
memset(aliasvertusage, 0, sizeof(int) * vertcount);
// parse render list and accumulate surface normals
while(shadercount--)
d = *renderlist++;
while (d--)
{
- a = renderlist[0]*3;
- b = renderlist[1]*3;
- c = renderlist[2]*3;
+ a = renderlist[0]*4;
+ b = renderlist[1]*4;
+ c = renderlist[2]*4;
v1[0] = aliasvert[a+0] - aliasvert[b+0];
v1[1] = aliasvert[a+1] - aliasvert[b+1];
v1[2] = aliasvert[a+2] - aliasvert[b+2];
CrossProduct(v1, v2, normal);
VectorNormalizeFast(normal);
// add surface normal to vertices
+ a = renderlist[0] * 3;
+ aliasvertnorm[a+0] += normal[0];
+ aliasvertnorm[a+1] += normal[1];
+ aliasvertnorm[a+2] += normal[2];
+ aliasvertusage[renderlist[0]]++;
+ a = renderlist[1] * 3;
aliasvertnorm[a+0] += normal[0];
aliasvertnorm[a+1] += normal[1];
aliasvertnorm[a+2] += normal[2];
- aliasvertusage[a]++;
- aliasvertnorm[b+0] += normal[0];
- aliasvertnorm[b+1] += normal[1];
- aliasvertnorm[b+2] += normal[2];
- aliasvertusage[b]++;
- aliasvertnorm[c+0] += normal[0];
- aliasvertnorm[c+1] += normal[1];
- aliasvertnorm[c+2] += normal[2];
- aliasvertusage[c]++;
+ aliasvertusage[renderlist[1]]++;
+ a = renderlist[2] * 3;
+ aliasvertnorm[a+0] += normal[0];
+ aliasvertnorm[a+1] += normal[1];
+ aliasvertnorm[a+2] += normal[2];
+ aliasvertusage[renderlist[2]]++;
renderlist += 3;
}
}
+ // FIXME: precalc this
// average surface normals
out = aliasvertnorm;
u = aliasvertusage;
{
if (*u > 1)
{
- a = ixtable[*u];
- out[0] *= a;
- out[1] *= a;
- out[2] *= a;
+ s = ixtable[*u];
+ out[0] *= s;
+ out[1] *= s;
+ out[2] *= s;
}
u++;
out += 3;
}
}
-void GL_DrawZymoticModelMesh(zymtype1header_t *m)
+void R_DrawZymoticModelMesh(zymtype1header_t *m)
{
int i, *renderlist;
rtexture_t **texture;
texture = (rtexture_t **)(m->lump_shaders.start + (int) m);
aliasmeshinfo.vertex = aliasvert;
- aliasmeshinfo.vertexstep = sizeof(float[3]);
+ aliasmeshinfo.vertexstep = sizeof(float[4]);
aliasmeshinfo.color = aliasvertcolor;
aliasmeshinfo.colorstep = sizeof(float[4]);
aliasmeshinfo.texcoords[0] = (float *)(m->lump_texcoords.start + (int) m);
for (i = 0;i < m->numshaders;i++)
{
- aliasmeshinfo.tex[0] = R_GetTexture(*texture);
- aliasmeshinfo.tex[1] = 0;
+ 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))
+ else if (currentrenderentity->alpha != 1.0 || R_TextureHasAlpha(texture[i]))
{
aliasmeshinfo.transparent = true;
aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
}
aliasmeshinfo.numtriangles = *renderlist++;
aliasmeshinfo.index = renderlist;
+ c_alias_polys += aliasmeshinfo.numtriangles;
R_Mesh_Draw(&aliasmeshinfo);
renderlist += aliasmeshinfo.numtriangles * 3;
}
}
-void GL_DrawZymoticModelMeshFog(vec3_t org, zymtype1header_t *m)
+void R_DrawZymoticModelMeshFog(vec3_t org, zymtype1header_t *m, float fog)
{
int i, *renderlist;
- vec3_t diff;
// FIXME: do better fog
renderlist = (int *)(m->lump_render.start + (int) m);
aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
aliasmeshinfo.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- VectorSubtract(org, r_origin, diff);
aliasmeshinfo.cr = fogcolor[0];
aliasmeshinfo.cg = fogcolor[1];
aliasmeshinfo.cb = fogcolor[2];
- aliasmeshinfo.ca = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff));
+ aliasmeshinfo.ca = currentrenderentity->alpha * fog;
for (i = 0;i < m->numshaders;i++)
{
aliasmeshinfo.numtriangles = *renderlist++;
aliasmeshinfo.index = renderlist;
+ c_alias_polys += aliasmeshinfo.numtriangles;
R_Mesh_Draw(&aliasmeshinfo);
renderlist += aliasmeshinfo.numtriangles * 3;
}
}
-void R_DrawZymoticModel (void)
+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), currentrenderentity->origin, currentrenderentity->angles, currentrenderentity->scale);
+ ZymoticLerpBones(m->numbones, (zymbonematrix *)(m->lump_poses.start + (int) m), currentrenderentity->frameblend, (zymbone_t *)(m->lump_bones.start + (int) m));
ZymoticTransformVerts(m->numverts, (int *)(m->lump_vertbonecounts.start + (int) m), (zymvertex_t *)(m->lump_verts.start + (int) m));
ZymoticCalcNormals(m->numverts, m->numshaders, (int *)(m->lump_render.start + (int) m));
- R_LightModel(m->numverts);
+ R_LightModel(m->numverts, 1 - fog, 1 - fog, 1 - fog, true);
memset(&aliasmeshinfo, 0, sizeof(aliasmeshinfo));
aliasmeshinfo.numverts = m->numverts;
- GL_DrawZymoticModelMesh(m);
+ R_DrawZymoticModelMesh(m);
- if (fogenabled)
- GL_DrawZymoticModelMeshFog(currentrenderentity->origin, m);
+ if (fog)
+ R_DrawZymoticModelMeshFog(currentrenderentity->origin, m, fog);
}
void R_DrawAliasModel (void)
{
+ float fog;
+ vec3_t diff;
+
if (currentrenderentity->alpha < (1.0f / 64.0f))
return; // basically completely transparent
c_models++;
- c_alias_polys += currentrenderentity->model->numtris;
+ softwaretransformforentity(currentrenderentity);
+
+ fog = 0;
+ if (fogenabled)
+ {
+ 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 (currentrenderentity->model->aliastype == ALIASTYPE_ZYM)
- R_DrawZymoticModel ();
- else if (currentrenderentity->model->aliastype == ALIASTYPE_MD2)
- R_DrawQ2AliasModel ();
+ R_DrawZymoticModel(fog);
else
- R_DrawQ1AliasModel ();
+ R_DrawQ1Q2AliasModel(fog);
}