-#include "quakedef.h"
-#include "r_shadow.h"
-
-void GL_Models_Init(void)
-{
-}
-
-void R_Model_Alias_GetMesh_Vertex3f(const entity_render_t *ent, const aliasmesh_t *mesh, float *out3f)
-{
- if (mesh->num_vertexboneweights)
- {
- int i, k, blends;
- aliasvertexboneweight_t *v;
- float *out, *matrix, m[12], bonepose[256][12];
- // vertex weighted skeletal
- // interpolate matrices and concatenate them to their parents
- for (i = 0;i < ent->model->alias.aliasnum_bones;i++)
- {
- for (k = 0;k < 12;k++)
- m[k] = 0;
- for (blends = 0;blends < 4 && ent->frameblend[blends].lerp > 0;blends++)
- {
- matrix = ent->model->alias.aliasdata_poses + (ent->frameblend[blends].frame * ent->model->alias.aliasnum_bones + i) * 12;
- for (k = 0;k < 12;k++)
- m[k] += matrix[k] * ent->frameblend[blends].lerp;
- }
- if (ent->model->alias.aliasdata_bones[i].parent >= 0)
- R_ConcatTransforms(bonepose[ent->model->alias.aliasdata_bones[i].parent], m, bonepose[i]);
- else
- for (k = 0;k < 12;k++)
- bonepose[i][k] = m[k];
- }
- // blend the vertex bone weights
- memset(out3f, 0, mesh->num_vertices * sizeof(float[3]));
- v = mesh->data_vertexboneweights;
- for (i = 0;i < mesh->num_vertexboneweights;i++, v++)
- {
- out = out3f + v->vertexindex * 3;
- matrix = bonepose[v->boneindex];
- // FIXME: this can very easily be optimized with SSE or 3DNow
- out[0] += v->origin[0] * matrix[0] + v->origin[1] * matrix[1] + v->origin[2] * matrix[ 2] + v->origin[3] * matrix[ 3];
- out[1] += v->origin[0] * matrix[4] + v->origin[1] * matrix[5] + v->origin[2] * matrix[ 6] + v->origin[3] * matrix[ 7];
- out[2] += v->origin[0] * matrix[8] + v->origin[1] * matrix[9] + v->origin[2] * matrix[10] + v->origin[3] * matrix[11];
- }
- }
- else
- {
- int i, vertcount;
- float lerp1, lerp2, lerp3, lerp4;
- const float *vertsbase, *verts1, *verts2, *verts3, *verts4;
- // vertex morph
- vertsbase = mesh->data_morphvertex3f;
- vertcount = mesh->num_vertices;
- verts1 = vertsbase + ent->frameblend[0].frame * vertcount * 3;
- lerp1 = ent->frameblend[0].lerp;
- if (ent->frameblend[1].lerp)
- {
- verts2 = vertsbase + ent->frameblend[1].frame * vertcount * 3;
- lerp2 = ent->frameblend[1].lerp;
- if (ent->frameblend[2].lerp)
- {
- verts3 = vertsbase + ent->frameblend[2].frame * vertcount * 3;
- lerp3 = ent->frameblend[2].lerp;
- if (ent->frameblend[3].lerp)
- {
- 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
- for (i = 0;i < vertcount * 3;i++)
- VectorMAMAM(lerp1, verts1 + i, lerp2, verts2 + i, lerp3, verts3 + i, out3f + i);
- }
- else
- for (i = 0;i < vertcount * 3;i++)
- VectorMAM(lerp1, verts1 + i, lerp2, verts2 + i, out3f + i);
- }
- else
- memcpy(out3f, verts1, vertcount * sizeof(float[3]));
- }
-}
-
-aliaslayer_t r_aliasnoskinlayers[2] = {{ALIASLAYER_DIFFUSE, NULL, NULL}, {ALIASLAYER_FOG | ALIASLAYER_FORCEDRAW_IF_FIRSTPASS, NULL, NULL}};
-aliasskin_t r_aliasnoskin = {0, 2, r_aliasnoskinlayers};
-aliasskin_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mesh)
-{
- model_t *model = ent->model;
- if (model->numskins)
- {
- int s = ent->skinnum;
- if ((unsigned int)s >= (unsigned int)model->numskins)
- s = 0;
- if (model->skinscenes[s].framecount > 1)
- s = model->skinscenes[s].firstframe + (int) (cl.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
- else
- s = model->skinscenes[s].firstframe;
- if (s >= mesh->num_skins)
- s = 0;
- return mesh->data_skins + s;
- }
- else
- {
- r_aliasnoskinlayers[0].texture = r_notexture;
- return &r_aliasnoskin;
- }
-}
-
-void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
-{
- int c, fullbright, layernum, firstpass, generatenormals = true;
- 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;
-
- 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;
-
- firstpass = true;
- skin = R_FetchAliasSkin(ent, mesh);
- R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f);
- for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
- {
- if (!(layer->flags & ALIASLAYER_FORCEDRAW_IF_FIRSTPASS) || !firstpass)
- {
- 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;
- }
- if (!firstpass || (ent->effects & EF_ADDITIVE))
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- }
- else if ((skin->flags & ALIASSKIN_TRANSPARENT) || ent->alpha != 1.0)
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_DepthMask(false);
- }
- else
- {
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- }
- GL_DepthTest(true);
- firstpass = false;
- colorscale = 1.0f;
-
- memset(&m, 0, sizeof(m));
- if (layer->texture != NULL)
- {
- m.tex[0] = R_GetTexture(layer->texture);
- m.pointer_texcoord[0] = mesh->data_texcoord2f;
- if (gl_combine.integer && layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR))
- {
- colorscale *= 0.25f;
- m.texrgbscale[0] = 4;
- }
- }
- m.pointer_vertex = varray_vertex3f;
-
- c_alias_polys += mesh->num_triangles;
- if (layer->flags & ALIASLAYER_FOG)
- {
- colorscale *= fog;
- GL_Color(fogcolor[0] * colorscale, fogcolor[1] * colorscale, fogcolor[2] * colorscale, ent->alpha);
- }
- else
- {
- fullbright = !(layer->flags & ALIASLAYER_DIFFUSE) || r_fullbright.integer || (ent->effects & EF_FULLBRIGHT);
- if (layer->flags & (ALIASLAYER_COLORMAP_PANTS | ALIASLAYER_COLORMAP_SHIRT))
- {
- // 128-224 are backwards ranges
- if (layer->flags & ALIASLAYER_COLORMAP_PANTS)
- c = (ent->colormap & 0xF) << 4;
- else //if (layer->flags & ALIASLAYER_COLORMAP_SHIRT)
- c = (ent->colormap & 0xF0);
- c += (c >= 128 && c < 224) ? 4 : 12;
- bcolor = (qbyte *) (&palette_complete[c]);
- fullbright = fullbright || c >= 224;
- VectorScale(bcolor, (1.0f / 255.0f), tint);
- }
- else
- tint[0] = tint[1] = tint[2] = 1;
- if (r_shadow_realtime_world.integer && !fullbright)
- VectorScale(tint, r_shadow_realtime_world_lightmaps.value, tint);
- colorscale *= ifog;
- if (fullbright)
- GL_Color(tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha);
- else
- {
- if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false))
- {
- m.pointer_color = varray_color4f;
- if (generatenormals)
- {
- generatenormals = false;
- Mod_BuildTextureVectorsAndNormals(mesh->num_vertices, mesh->num_triangles, varray_vertex3f, mesh->data_texcoord2f, mesh->data_element3i, NULL, NULL, varray_normal3f);
- }
- R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, varray_vertex3f, varray_normal3f, varray_color4f);
- }
- else
- GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
- }
- }
- R_Mesh_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 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++)
- {
- 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++)
- {
- skin = R_FetchAliasSkin(ent, mesh);
- if (skin->flags & ALIASSKIN_TRANSPARENT)
- continue;
- R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f);
- R_Shadow_VolumeFromSphere(mesh->num_vertices, mesh->num_triangles, varray_vertex3f, mesh->data_element3i, mesh->data_neighbor3i, relativelightorigin, projectdistance, lightradius);
- }
- }
-}
-
-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;
-
- if (ent->effects & (EF_ADDITIVE | EF_FULLBRIGHT) || ent->alpha < 1)
- return;
-
- 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;
-
- for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
- {
- skin = R_FetchAliasSkin(ent, mesh);
- if (skin->flags & ALIASSKIN_TRANSPARENT)
- continue;
- R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f);
- Mod_BuildTextureVectorsAndNormals(mesh->num_vertices, mesh->num_triangles, varray_vertex3f, mesh->data_texcoord2f, mesh->data_element3i, varray_svector3f, varray_tvector3f, varray_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, varray_vertex3f, varray_svector3f, varray_tvector3f, varray_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, varray_vertex3f, varray_svector3f, varray_tvector3f, varray_normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, LIGHTING_DIFFUSE);
- }
- }
- }
-}
-