#include "quakedef.h"
-
-cvar_t gl_transform = {"gl_transform", "1"};
-cvar_t gl_lockarrays = {"gl_lockarrays", "1"};
+#include "cl_collision.h"
+#include "r_shadow.h"
typedef struct
{
float m[3][4];
} zymbonematrix;
-// LordHavoc: vertex array
-float *aliasvert;
-float *aliasvertnorm;
-byte *aliasvertcolor;
-byte *aliasvertcolor2;
-zymbonematrix *zymbonepose;
+// LordHavoc: vertex arrays
+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;
-rtexture_t *chrometexture;
+mempool_t *gl_models_mempool;
-int arraylocked = false;
-void GL_LockArray(int first, int count)
-{
- if (gl_supportslockarrays && gl_lockarrays.value)
- {
- qglLockArraysEXT(first, count);
- arraylocked = true;
- }
-}
+#define expandaliasvert(newmax) if ((newmax) > aliasvertmax) gl_models_allocarrays(newmax)
-void GL_UnlockArray(void)
+void gl_models_allocarrays(int newmax)
{
- if (arraylocked)
- {
- qglUnlockArraysEXT();
- arraylocked = false;
- }
+ qbyte *data;
+ aliasvertmax = newmax;
+ if (aliasvertarrays != NULL)
+ Mem_Free(aliasvertarrays);
+ aliasvertarrays = Mem_Alloc(gl_models_mempool, aliasvertmax * (sizeof(float[4+4+3+3+3+3]) + sizeof(int[3])));
+ data = aliasvertarrays;
+ aliasvertcolor4f = aliasvertcolor4fbuf = (void *)data;data += aliasvertmax * sizeof(float[4]);
+ aliasvertcolor2_4f = (void *)data;data += aliasvertmax * sizeof(float[4]); // used temporarily for tinted coloring
+ aliasvert_vertex3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
+ aliasvert_svector3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
+ aliasvert_tvector3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
+ aliasvert_normal3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
+ aliasvertusage = (void *)data;data += aliasvertmax * sizeof(int[3]);
}
-void GL_SetupModelTransform (vec3_t origin, vec3_t angles, vec_t scale)
+void gl_models_freearrays(void)
{
- glTranslatef (origin[0], origin[1], origin[2]);
-
- if (scale != 1)
- glScalef (scale, scale, scale);
- if (angles[1])
- glRotatef (angles[1], 0, 0, 1);
- if (angles[0])
- glRotatef (-angles[0], 0, 1, 0);
- if (angles[2])
- glRotatef (angles[2], 1, 0, 0);
-}
-
-void makechrometexture(void)
-{
- int i;
- byte noise[64*64];
- byte 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 ("chrometexture", 64, 64, &data[0][0], TEXF_MIPMAP | TEXF_RGBA | 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;
}
void gl_models_start(void)
{
// allocate vertex processing arrays
- aliasvert = qmalloc(sizeof(float[MD2MAX_VERTS][3]));
- aliasvertnorm = qmalloc(sizeof(float[MD2MAX_VERTS][3]));
- aliasvertcolor = qmalloc(sizeof(byte[MD2MAX_VERTS][4]));
- aliasvertcolor2 = qmalloc(sizeof(byte[MD2MAX_VERTS][4])); // used temporarily for tinted coloring
- zymbonepose = qmalloc(sizeof(zymbonematrix[256]));
- aliasvertusage = qmalloc(sizeof(int[MD2MAX_VERTS]));
- makechrometexture();
+ gl_models_mempool = Mem_AllocPool("GL_Models");
+ zymbonepose = Mem_Alloc(gl_models_mempool, sizeof(zymbonematrix[256]));
+ gl_models_allocarrays(4096);
}
void gl_models_shutdown(void)
{
- qfree(aliasvert);
- qfree(aliasvertnorm);
- qfree(aliasvertcolor);
- qfree(aliasvertcolor2);
- qfree(zymbonepose);
- qfree(aliasvertusage);
+ gl_models_freearrays();
+ Mem_FreePool(&gl_models_mempool);
}
void gl_models_newmap(void)
void GL_Models_Init(void)
{
- Cvar_RegisterVariable(&gl_transform);
- Cvar_RegisterVariable(&gl_lockarrays);
-
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)
{
- int i;
- vec3_t point, matrix_x, matrix_y, matrix_z;
- float *av, *avn;
- av = aliasvert;
- avn = aliasvertnorm;
- matrix_x[0] = softwaretransform_x[0] * softwaretransform_scale;
- matrix_x[1] = softwaretransform_y[0] * softwaretransform_scale;
- matrix_x[2] = softwaretransform_z[0] * softwaretransform_scale;
- matrix_y[0] = softwaretransform_x[1] * softwaretransform_scale;
- matrix_y[1] = softwaretransform_y[1] * softwaretransform_scale;
- matrix_y[2] = softwaretransform_z[1] * softwaretransform_scale;
- matrix_z[0] = softwaretransform_x[2] * softwaretransform_scale;
- matrix_z[1] = softwaretransform_y[2] * softwaretransform_scale;
- matrix_z[2] = softwaretransform_z[2] * softwaretransform_scale;
- for (i = 0;i < vertcount;i++)
+ int i, vertcount;
+ float lerp1, lerp2, lerp3, lerp4;
+ const float *vertsbase, *verts1, *verts2, *verts3, *verts4;
+
+ switch(whicharray)
{
- // rotate, scale, and translate the vertex locations
- VectorCopy(av, point);
- av[0] = DotProduct(point, matrix_x) + softwaretransform_offset[0];
- av[1] = DotProduct(point, matrix_y) + softwaretransform_offset[1];
- av[2] = DotProduct(point, matrix_z) + softwaretransform_offset[2];
- // rotate the normals
- VectorCopy(avn, point);
- avn[0] = point[0] * softwaretransform_x[0] + point[1] * softwaretransform_y[0] + point[2] * softwaretransform_z[0];
- avn[1] = point[0] * softwaretransform_x[1] + point[1] * softwaretransform_y[1] + point[2] * softwaretransform_z[1];
- avn[2] = point[0] * softwaretransform_x[2] + point[1] * softwaretransform_y[2] + point[2] * softwaretransform_z[2];
- av += 3;
- avn += 3;
+ 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 += 3;
- 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 += 3;
- 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 += 3;
- 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 += 3;
- 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 += 3;
- avn += 3;
- verts1++;
- }
- }
- }
+ memcpy(out3f, verts1, vertcount * sizeof(float[3]));
}
-void GL_DrawModelMesh(rtexture_t *skin, byte *colors, maliashdr_t *maliashdr)
+aliaslayer_t r_aliasnoskinlayers[2] = {{ALIASLAYER_DIFFUSE, NULL, NULL}, {ALIASLAYER_FOG | ALIASLAYER_FORCEDRAW_IF_FIRSTPASS, NULL, NULL}};
+aliasskin_t r_aliasnoskin = {0, 2, r_aliasnoskinlayers};
+aliasskin_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mesh)
{
- if (!r_render.value)
- return;
- glBindTexture(GL_TEXTURE_2D, R_GetTexture(skin));
- if (!colors)
+ model_t *model = ent->model;
+ if (model->numskins)
{
- if (lighthalf)
- glColor3f(0.5f, 0.5f, 0.5f);
+ 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
- glColor3f(1.0f, 1.0f, 1.0f);
+ s = model->skinscenes[s].firstframe;
+ if (s >= mesh->num_skins)
+ s = 0;
+ return mesh->data_skins + s;
}
- if (colors)
+ else
{
- glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(byte[4]), colors);
- glEnableClientState(GL_COLOR_ARRAY);
+ r_aliasnoskinlayers[0].texture = r_notexture;
+ return &r_aliasnoskin;
}
-
- glDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata));
-
- if (colors)
- glDisableClientState(GL_COLOR_ARRAY);
- // leave it in a state for additional passes
- glDepthMask(0);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive
}
-void R_TintModel(byte *in, byte *out, int verts, byte *color)
+void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
{
- int i;
- byte r = color[0];
- byte g = color[1];
- byte b = color[2];
- for (i = 0;i < verts;i++)
- {
- out[0] = (byte) ((in[0] * r) >> 8);
- out[1] = (byte) ((in[1] * g) >> 8);
- out[2] = (byte) ((in[2] * b) >> 8);
- out[3] = in[3];
- in += 4;
- out += 4;
- }
-}
+ 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;
-/*
-=================
-R_DrawAliasFrame
+ R_Mesh_Matrix(&ent->matrix);
-=================
-*/
-void R_LightModel(entity_t *ent, int numverts, vec3_t center, vec3_t basecolor);
-void R_DrawAliasFrame (maliashdr_t *maliashdr, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, vec3_t angles, vec_t scale, frameblend_t *blend, rtexture_t **skin, int colormap, int effects, int flags)
-{
- if (gl_transform.value)
- {
- if (r_render.value)
- {
- glPushMatrix();
- GL_SetupModelTransform(org, angles, scale);
- }
- }
- // always needed, for model lighting
- softwaretransformforentity(ent);
-
- R_AliasLerpVerts(maliashdr->numverts,
- blend[0].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[0].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin,
- blend[1].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[1].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin,
- blend[2].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[2].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin,
- blend[3].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[3].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin);
- if (!gl_transform.value)
- R_AliasTransformVerts(maliashdr->numverts);
-
- // prep the vertex array as early as possible
- if (r_render.value)
+ fog = 0;
+ if (fogenabled)
{
- glVertexPointer(3, GL_FLOAT, sizeof(float[3]), aliasvert);
- glEnableClientState(GL_VERTEX_ARRAY);
- glTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), (void *)((int) maliashdr->texdata + (int) maliashdr));
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- GL_LockArray(0, maliashdr->numverts);
+ VectorSubtract(ent->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
}
+ ifog = 1 - fog;
- R_LightModel(ent, maliashdr->numverts, org, color);
-
- if (!r_render.value)
- return;
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glShadeModel(GL_SMOOTH);
- if (effects & EF_ADDITIVE)
- {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
- glEnable(GL_BLEND);
- glDepthMask(0);
- }
- else if (alpha != 1.0)
- {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glDepthMask(0);
- }
- else
+ firstpass = true;
+ skin = R_FetchAliasSkin(ent, mesh);
+ for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
{
- glDisable(GL_BLEND);
- glDepthMask(1);
- }
+ 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_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;
+ expandaliasvert(mesh->num_vertices);
+ colorscale = 1.0f;
- if (skin[0] || skin[1] || skin[2] || skin[3] || skin[4])
- {
- if (colormap >= 0 && (skin[0] || skin[1] || skin[2]))
+ memset(&m, 0, sizeof(m));
+ if (layer->texture != NULL)
{
- int c;
- if (skin[0])
- GL_DrawModelMesh(skin[0], aliasvertcolor, maliashdr);
- if (skin[1])
- {
- c = (colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
- R_TintModel(aliasvertcolor, aliasvertcolor2, maliashdr->numverts, (byte *) (&d_8to24table[c]));
- GL_DrawModelMesh(skin[1], aliasvertcolor2, maliashdr);
- }
- if (skin[2])
+ m.tex[0] = R_GetTexture(layer->texture);
+ m.pointer_texcoord[0] = mesh->data_texcoord2f;
+ if (gl_combine.integer && layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR))
{
- c = colormap & 0xF0 ;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
- R_TintModel(aliasvertcolor, aliasvertcolor2, maliashdr->numverts, (byte *) (&d_8to24table[c]));
- GL_DrawModelMesh(skin[2], aliasvertcolor2, maliashdr);
+ colorscale *= 0.25f;
+ m.texrgbscale[0] = 4;
}
}
+ R_Mesh_State_Texture(&m);
+
+ c_alias_polys += mesh->num_triangles;
+ GL_VertexPointer(varray_vertex3f);
+ R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f);
+ if (layer->flags & ALIASLAYER_FOG)
+ {
+ colorscale *= fog;
+ GL_Color(fogcolor[0] * colorscale, fogcolor[1] * colorscale, fogcolor[2] * colorscale, ent->alpha);
+ }
else
{
- if (skin[4]) GL_DrawModelMesh(skin[4], aliasvertcolor, maliashdr);
+ fullbright = !(layer->flags & ALIASLAYER_DIFFUSE) || r_fullbright.integer || (ent->effects & EF_FULLBRIGHT);
+ if (r_shadow_realtime_world.integer && !fullbright)
+ {
+ colorscale *= r_ambient.value * (2.0f / 128.0f);
+ fullbright = true;
+ }
+ 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;
+ colorscale *= ifog;
+ if (fullbright)
+ GL_Color(tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha);
else
{
- if (skin[0]) GL_DrawModelMesh(skin[0], aliasvertcolor, maliashdr);
- if (skin[1]) GL_DrawModelMesh(skin[1], aliasvertcolor, maliashdr);
- if (skin[2]) GL_DrawModelMesh(skin[2], aliasvertcolor, maliashdr);
+ if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false))
+ {
+ GL_ColorPointer(varray_color4f);
+ R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_NORMAL, varray_normal3f);
+ R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, varray_vertex3f, varray_normal3f, varray_color4f);
+ }
+ else
+ GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
}
}
- if (skin[3]) GL_DrawModelMesh(skin[3], NULL, maliashdr);
- }
- else
- GL_DrawModelMesh(0, NULL, maliashdr);
-
- if (fogenabled)
- {
- vec3_t diff;
- glDisable (GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(0); // disable zbuffer updates
-
- VectorSubtract(org, r_origin, diff);
- glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
-
- glDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata));
-
- glEnable (GL_TEXTURE_2D);
- glColor3f (1,1,1);
+ R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
}
- GL_UnlockArray();
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
-
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(1);
-
- glPopMatrix();
}
-/*
-=================
-R_DrawQ2AliasFrame
-
-=================
-*/
-void R_DrawQ2AliasFrame (md2mem_t *pheader, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, vec3_t angles, vec_t scale, frameblend_t *blend, rtexture_t *skin, int effects, int flags)
+void R_Model_Alias_Draw(entity_render_t *ent)
{
- int *order, count;
- md2frame_t *frame1, *frame2, *frame3, *frame4;
+ int meshnum;
+ aliasmesh_t *mesh;
+ if (ent->alpha < (1.0f / 64.0f))
+ return; // basically completely transparent
- if (r_render.value)
- glBindTexture(GL_TEXTURE_2D, R_GetTexture(skin));
+ c_models++;
- if (gl_transform.value)
+ for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
{
- if (r_render.value)
- {
- glPushMatrix();
- GL_SetupModelTransform(org, angles, scale);
- }
+ 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);
}
- // always needed, for model lighting
- softwaretransformforentity(ent);
-
- frame1 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[0].frame));
- frame2 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[1].frame));
- frame3 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[2].frame));
- frame4 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[3].frame));
- R_AliasLerpVerts(pheader->num_xyz,
- blend[0].lerp, frame1->verts, frame1->scale, frame1->translate,
- blend[1].lerp, frame2->verts, frame2->scale, frame2->translate,
- blend[2].lerp, frame3->verts, frame3->scale, frame3->translate,
- blend[3].lerp, frame4->verts, frame4->scale, frame4->translate);
- if (!gl_transform.value)
- R_AliasTransformVerts(pheader->num_xyz);
-
- R_LightModel(ent, pheader->num_xyz, org, color);
-
- if (!r_render.value)
+}
+
+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;
- // 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_UNSIGNED_BYTE, sizeof(byte[4]), aliasvertcolor);
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_COLOR_ARRAY);
-
- order = (int *)((int)pheader + pheader->ofs_glcmds);
- while(1)
+ projectdistance = lightradius + ent->model->radius - sqrt(DotProduct(relativelightorigin, relativelightorigin));
+ if (projectdistance > 0.1)
{
- if (!(count = *order++))
- break;
- if (count > 0)
- glBegin(GL_TRIANGLE_STRIP);
- else
+ R_Mesh_Matrix(&ent->matrix);
+ for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
{
- glBegin(GL_TRIANGLE_FAN);
- count = -count;
+ skin = R_FetchAliasSkin(ent, mesh);
+ if (skin->flags & ALIASSKIN_TRANSPARENT)
+ continue;
+ R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f);
+ R_Shadow_Volume(mesh->num_vertices, mesh->num_triangles, varray_vertex3f, mesh->data_element3i, mesh->data_neighbor3i, relativelightorigin, lightradius, projectdistance);
}
- do
- {
- glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
- glArrayElement(order[2]);
- order += 3;
- }
- while (count--);
}
+}
+
+void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
+{
+ int c, meshnum, layernum;
+ float fog, ifog, lightcolor2[3];
+ vec3_t diff;
+ qbyte *bcolor;
+ aliasmesh_t *mesh;
+ aliaslayer_t *layer;
+ aliasskin_t *skin;
- glDisableClientState(GL_COLOR_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
+ if (ent->effects & (EF_ADDITIVE | EF_FULLBRIGHT) || ent->alpha < 1)
+ return;
+
+ R_Mesh_Matrix(&ent->matrix);
+ fog = 0;
if (fogenabled)
{
- glDisable (GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(0); // disable zbuffer updates
- {
- vec3_t diff;
- VectorSubtract(org, r_origin, diff);
- glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], 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);
+ VectorSubtract(ent->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
+ }
+ ifog = 1 - fog;
- order = (int *)((int)pheader + pheader->ofs_glcmds);
- while(1)
+ 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 (!(count = *order++))
- break;
- if (count > 0)
- glBegin(GL_TRIANGLE_STRIP);
- else
+ 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)
{
- glBegin(GL_TRIANGLE_FAN);
- count = -count;
+ c_alias_polys += mesh->num_triangles;
+ R_Shadow_SpecularLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, aliasvert_vertex3f, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor2, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, NULL);
}
- do
+ else if (layer->flags & ALIASLAYER_DIFFUSE)
{
- glArrayElement(order[2]);
- order += 3;
+ if (layer->flags & ALIASLAYER_COLORMAP_PANTS)
+ {
+ // 128-224 are backwards ranges
+ c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
+ // fullbright passes were already taken care of, so skip them in realtime lighting passes
+ if (c >= 224)
+ continue;
+ bcolor = (qbyte *) (&palette_complete[c]);
+ lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f);
+ lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f);
+ lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
+ }
+ else if (layer->flags & ALIASLAYER_COLORMAP_SHIRT)
+ {
+ // 128-224 are backwards ranges
+ c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
+ // fullbright passes were already taken care of, so skip them in realtime lighting passes
+ if (c >= 224)
+ continue;
+ bcolor = (qbyte *) (&palette_complete[c]);
+ lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f);
+ lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f);
+ lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
+ }
+ c_alias_polys += mesh->num_triangles;
+ R_Shadow_DiffuseLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, aliasvert_vertex3f, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, lightradius, lightcolor2, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, NULL);
}
- while (count--);
}
-
- glDisableClientState(GL_VERTEX_ARRAY);
-
- glEnable (GL_TEXTURE_2D);
- glColor3f (1,1,1);
}
-
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(1);
-
- if (gl_transform.value)
- glPopMatrix();
}
-void ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, zymbone_t *bone, float rootorigin[3], float rootangles[3], float rootscale)
+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;
- 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];
+ 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;
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;
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++;
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;
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++;
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;
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++;
- 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;
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++;
- 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(&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++;
- out++;
}
}
}
+ 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--)
{
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];
}
}
-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];
+ float *out, v1[3], v2[3], normal[3], s;
int *u;
// clear normals
- memset(aliasvertnorm, 0, sizeof(float[3]) * vertcount);
+ memset(normal3f, 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;
- 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];
+ a = renderlist[0]*4;
+ b = renderlist[1]*4;
+ c = renderlist[2]*4;
+ 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);
- VectorNormalize(normal);
+ VectorNormalizeFast(normal);
// add surface normal to vertices
- aliasvertnorm[a+0] += normal[0];
- aliasvertnorm[a+1] += normal[1];
- aliasvertnorm[a+2] += normal[2];
- aliasvertusage[a]++;
- aliasvertnorm[b+0] += normal[0];
- aliasvertnorm[b+1] += normal[1];
- aliasvertnorm[b+2] += normal[2];
- aliasvertusage[b]++;
- aliasvertnorm[c+0] += normal[0];
- aliasvertnorm[c+1] += normal[1];
- aliasvertnorm[c+2] += normal[2];
- aliasvertusage[c]++;
+ a = renderlist[0] * 3;
+ normal3f[a+0] += normal[0];
+ normal3f[a+1] += normal[1];
+ normal3f[a+2] += normal[2];
+ aliasvertusage[renderlist[0]]++;
+ a = renderlist[1] * 3;
+ normal3f[a+0] += normal[0];
+ normal3f[a+1] += normal[1];
+ normal3f[a+2] += normal[2];
+ aliasvertusage[renderlist[1]]++;
+ a = renderlist[2] * 3;
+ 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--)
{
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(byte *colors, zymtype1header_t *m)
+void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2)
{
- int i, c, *renderlist;
- rtexture_t **texture;
- if (!r_render.value)
- return;
- renderlist = (int *)(m->lump_render.start + (int) m);
- texture = (rtexture_t **)(m->lump_shaders.start + (int) m);
- glVertexPointer(3, GL_FLOAT, sizeof(float[3]), aliasvert);
- glEnableClientState(GL_VERTEX_ARRAY);
-
- glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(byte[4]), colors);
- glEnableClientState(GL_COLOR_ARRAY);
-
- glTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), (float *)(m->lump_texcoords.start + (int) m));
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-
- for (i = 0;i < m->numshaders;i++)
- {
- c = (*renderlist++) * 3;
- glBindTexture(GL_TEXTURE_2D, R_GetTexture(*texture));
- texture++;
- glDrawElements(GL_TRIANGLES, c, GL_UNSIGNED_INT, renderlist);
- renderlist += c;
- }
+ 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;
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ R_Mesh_Matrix(&ent->matrix);
- glDisableClientState(GL_COLOR_ARRAY);
+ // 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];
- glDisableClientState(GL_VERTEX_ARRAY);
-}
+ numverts = ent->model->alias.zymnum_verts;
+ numtriangles = *renderlist++;
+ elements = renderlist;
-void GL_DrawZymoticModelMeshFog(vec3_t org, zymtype1header_t *m)
-{
- vec3_t diff;
- int i, c, *renderlist;
- if (!r_render.value)
- return;
- renderlist = (int *)(m->lump_render.start + (int) m);
- glDisable(GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(0); // disable zbuffer updates
+ expandaliasvert(numverts);
- VectorSubtract(org, r_origin, diff);
- glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
-
- glVertexPointer(3, GL_FLOAT, sizeof(float[3]), aliasvert);
- glEnableClientState(GL_VERTEX_ARRAY);
-
- for (i = 0;i < m->numshaders;i++)
+ fog = 0;
+ if (fogenabled)
{
- c = (*renderlist++) * 3;
- glDrawElements(GL_TRIANGLES, c, GL_UNSIGNED_INT, renderlist);
- renderlist += c;
+ VectorSubtract(ent->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
}
+ ifog = 1 - fog;
- glDisableClientState(GL_VERTEX_ARRAY);
-
- glEnable(GL_TEXTURE_2D);
- glColor3f (1,1,1);
-}
-
-/*
-=================
-R_DrawZymoticFrame
-=================
-*/
-void R_DrawZymoticFrame (zymtype1header_t *m, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, vec3_t angles, vec_t scale, frameblend_t *blend, int skinblah, int effects, int flags)
-{
- ZymoticLerpBones(m->numbones, (zymbonematrix *)(m->lump_poses.start + (int) m), blend, (zymbone_t *)(m->lump_bones.start + (int) m), org, angles, scale);
- ZymoticTransformVerts(m->numverts, (int *)(m->lump_vertbonecounts.start + (int) m), (zymvertex_t *)(m->lump_verts.start + (int) m));
- ZymoticCalcNormals(m->numverts, m->numshaders, (int *)(m->lump_render.start + (int) m));
-
- R_LightModel(ent, m->numverts, org, color);
-
- if (!r_render.value)
- return;
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glShadeModel(GL_SMOOTH);
- if (effects & EF_ADDITIVE)
+ if (ent->effects & EF_ADDITIVE)
{
- glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
- glEnable(GL_BLEND);
- glDepthMask(0);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
}
- else if (alpha != 1.0)
+ else if (ent->alpha != 1.0 || R_TextureHasAlpha(texture))
{
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glDepthMask(0);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
}
else
{
- glDisable(GL_BLEND);
- glDepthMask(1);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ }
+ GL_DepthTest(true);
+ GL_VertexPointer(varray_vertex3f);
+
+ 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;
+ R_Mesh_State_Texture(&mstate);
- GL_DrawZymoticModelMesh(aliasvertcolor, m);
+ ZymoticLerpBones(ent->model->alias.zymnum_bones, (zymbonematrix *) ent->model->alias.zymdata_poses, ent->frameblend, ent->model->alias.zymdata_bones);
- if (fogenabled)
- GL_DrawZymoticModelMeshFog(org, 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))
+ {
+ GL_ColorPointer(varray_color4f);
+ R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, numverts, varray_vertex3f, aliasvert_normal3f, varray_color4f);
+ }
+ else
+ GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_alias_polys += numtriangles;
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(1);
+ if (fog)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ GL_VertexPointer(varray_vertex3f);
+
+ memset(&mstate, 0, sizeof(mstate));
+ // FIXME: need alpha mask for fogging...
+ //mstate.tex[0] = R_GetTexture(texture);
+ //mstate.pointer_texcoord = ent->model->alias.zymdata_texcoords;
+ R_Mesh_State_Texture(&mstate);
+
+ GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], ent->alpha * fog);
+ ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->alias.zymdata_vertbonecounts, ent->model->alias.zymdata_verts);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_alias_polys += numtriangles;
+ }
}
-/*
-=================
-R_DrawAliasModel
-
-=================
-*/
-void R_DrawAliasModel (entity_t *ent, int cull, float alpha, model_t *clmodel, frameblend_t *blend, int skin, vec3_t org, vec3_t angles, vec_t scale, int effects, int flags, int colormap)
+void R_Model_Zymotic_Draw(entity_render_t *ent)
{
- int i;
- vec3_t mins, maxs, color;
- void *modelheader;
- rtexture_t **skinset;
+ int i;
- if (alpha < (1.0 / 64.0))
+ if (ent->alpha < (1.0f / 64.0f))
return; // basically completely transparent
- VectorAdd (org, clmodel->mins, mins);
- VectorAdd (org, clmodel->maxs, maxs);
-
-// if (cull && R_CullBox (mins, maxs))
-// return;
-
c_models++;
- if (skin < 0 || skin >= clmodel->numskins)
+ for (i = 0;i < ent->model->alias.zymnum_shaders;i++)
{
- skin = 0;
- Con_DPrintf("invalid skin number %d for model %s\n", skin, clmodel->name);
- }
-
- modelheader = Mod_Extradata (clmodel);
-
- {
-// int *skinanimrange = (int *) (clmodel->skinanimrange + (int) modelheader) + skin * 2;
-// int *skinanim = (int *) (clmodel->skinanim + (int) modelheader);
- int *skinanimrange = clmodel->skinanimrange + skin * 2;
- rtexture_t **skinanim = clmodel->skinanim;
- i = skinanimrange[0];
- if (skinanimrange[1] > 1) // animated
- i += ((int) (cl.time * 10) % skinanimrange[1]);
- skinset = skinanim + i*5;
+ 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 (r_render.value)
- glEnable (GL_TEXTURE_2D);
+void R_Model_Zymotic_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, float lightradius2, float lightdistbias, float lightsubtract, float *lightcolor)
+{
+ // FIXME
+}
- c_alias_polys += clmodel->numtris;
- if (clmodel->aliastype == ALIASTYPE_ZYM)
- R_DrawZymoticFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, 0 , effects, flags);
- else if (clmodel->aliastype == ALIASTYPE_MD2)
- R_DrawQ2AliasFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, skinset[0] , effects, flags);
- else
- R_DrawAliasFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, skinset , colormap, effects, flags);
+void R_Model_Zymotic_DrawOntoLight(entity_render_t *ent)
+{
+ // FIXME
}
+