#include "quakedef.h"
-#include "cl_collision.h"
#include "r_shadow.h"
-typedef struct
-{
- float m[3][4];
-} zymbonematrix;
-
-// LordHavoc: vertex arrays
-
-float *aliasvertcolorbuf;
-float *aliasvertcolor; // this may point at aliasvertcolorbuf or at vertex arrays in the mesh backend
-float *aliasvert_svectors;
-float *aliasvert_tvectors;
-float *aliasvert_normals;
-
-float *aliasvertcolor2;
-int *aliasvertusage;
-zymbonematrix *zymbonepose;
-
-mempool_t *gl_models_mempool;
-
-void gl_models_start(void)
-{
- // allocate vertex processing arrays
- gl_models_mempool = Mem_AllocPool("GL_Models");
- aliasvertcolor = aliasvertcolorbuf = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
- aliasvert_svectors = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
- aliasvert_tvectors = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
- aliasvert_normals = 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]));
-}
-
-void gl_models_shutdown(void)
-{
- Mem_FreePool(&gl_models_mempool);
-}
-
-void gl_models_newmap(void)
-{
-}
-
void GL_Models_Init(void)
{
- R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap);
}
-void R_Model_Alias_GetMeshVerts(const entity_render_t *ent, aliasmesh_t *mesh, float *vertices, float *normals, float *svectors, float *tvectors)
+static texture_t r_aliasnotexture;
+static texture_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mesh)
{
- int i, vertcount;
- float lerp1, lerp2, lerp3, lerp4;
- const aliasvertex_t *verts1, *verts2, *verts3, *verts4;
-
- if (vertices == NULL)
- Host_Error("R_Model_Alias_GetMeshVerts: vertices == NULL.\n");
- if (svectors != NULL && (tvectors == NULL || normals == NULL))
- Host_Error("R_Model_Alias_GetMeshVerts: svectors requires tvectors and normals.\n");
- if (tvectors != NULL && (svectors == NULL || normals == NULL))
- Host_Error("R_Model_Alias_GetMeshVerts: tvectors requires svectors and normals.\n");
-
- vertcount = mesh->num_vertices;
- verts1 = mesh->data_vertices + ent->frameblend[0].frame * vertcount;
- lerp1 = ent->frameblend[0].lerp;
- if (ent->frameblend[1].lerp)
+ model_t *model = ent->model;
+ if (model->numskins)
{
- verts2 = mesh->data_vertices + ent->frameblend[1].frame * vertcount;
- lerp2 = ent->frameblend[1].lerp;
- if (ent->frameblend[2].lerp)
- {
- verts3 = mesh->data_vertices + ent->frameblend[2].frame * vertcount;
- lerp3 = ent->frameblend[2].lerp;
- if (ent->frameblend[3].lerp)
- {
- verts4 = mesh->data_vertices + ent->frameblend[3].frame * vertcount;
- lerp4 = ent->frameblend[3].lerp;
- // generate vertices
- if (svectors != NULL)
- {
- for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, svectors += 4, tvectors += 4, verts1++, verts2++, verts3++, verts4++)
- {
- VectorMAMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, lerp4, verts4->origin, vertices);
- VectorMAMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, lerp4, verts4->normal, normals);
- VectorMAMAMAM(lerp1, verts1->svector, lerp2, verts2->svector, lerp3, verts3->svector, lerp4, verts4->svector, svectors);
- CrossProduct(svectors, normals, tvectors);
- }
- }
- else if (normals != NULL)
- {
- for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, verts1++, verts2++, verts3++, verts4++)
- {
- VectorMAMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, lerp4, verts4->origin, vertices);
- VectorMAMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, lerp4, verts4->normal, normals);
- }
- }
- else
- for (i = 0;i < vertcount;i++, vertices += 4, verts1++, verts2++, verts3++, verts4++)
- VectorMAMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, lerp4, verts4->origin, vertices);
- }
- else
- {
- // generate vertices
- if (svectors != NULL)
- {
- for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, svectors += 4, tvectors += 4, verts1++, verts2++, verts3++)
- {
- VectorMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, vertices);
- VectorMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, normals);
- VectorMAMAM(lerp1, verts1->svector, lerp2, verts2->svector, lerp3, verts3->svector, svectors);
- CrossProduct(svectors, normals, tvectors);
- }
- }
- else if (normals != NULL)
- {
- for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, verts1++, verts2++, verts3++)
- {
- VectorMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, vertices);
- VectorMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, normals);
- }
- }
- else
- for (i = 0;i < vertcount;i++, vertices += 4, verts1++, verts2++, verts3++)
- VectorMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, vertices);
- }
- }
+ 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 + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
else
- {
- // generate vertices
- if (svectors != NULL)
- {
- for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, svectors += 4, tvectors += 4, verts1++, verts2++)
- {
- VectorMAM(lerp1, verts1->origin, lerp2, verts2->origin, vertices);
- VectorMAM(lerp1, verts1->normal, lerp2, verts2->normal, normals);
- VectorMAM(lerp1, verts1->svector, lerp2, verts2->svector, svectors);
- CrossProduct(svectors, normals, tvectors);
- }
- }
- else if (normals != NULL)
- {
- for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, verts1++, verts2++)
- {
- VectorMAM(lerp1, verts1->origin, lerp2, verts2->origin, vertices);
- VectorMAM(lerp1, verts1->normal, lerp2, verts2->normal, normals);
- }
- }
- else
- for (i = 0;i < vertcount;i++, vertices += 4, verts1++, verts2++)
- VectorMAM(lerp1, verts1->origin, lerp2, verts2->origin, vertices);
- }
+ s = model->skinscenes[s].firstframe;
+ if (s >= mesh->num_skins)
+ s = 0;
+ return mesh->data_skins + s;
}
else
{
- // generate vertices
- if (svectors != NULL)
- {
- for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, svectors += 4, tvectors += 4, verts1++)
- {
- VectorM(lerp1, verts1->origin, vertices);
- VectorM(lerp1, verts1->normal, normals);
- VectorM(lerp1, verts1->svector, svectors);
- CrossProduct(svectors, normals, tvectors);
- }
- }
- else if (normals != NULL)
- {
- for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, verts1++)
- {
- VectorM(lerp1, verts1->origin, vertices);
- VectorM(lerp1, verts1->normal, normals);
- }
- }
- else if (lerp1 != 1)
- {
- for (i = 0;i < vertcount;i++, vertices += 4, verts1++)
- VectorM(lerp1, verts1->origin, vertices);
- }
- else
- for (i = 0;i < vertcount;i++, vertices += 4, verts1++)
- VectorCopy(verts1->origin, vertices);
+ memset(&r_aliasnotexture, 0, sizeof(r_aliasnotexture));
+ r_aliasnotexture.skin.base = r_texture_notexture;
+ return &r_aliasnotexture;
}
}
-aliasskin_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mesh)
-{
- model_t *model = ent->model;
- 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;
-}
-
-void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
+static void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
{
- int c, fullbright, layernum;
- float tint[3], fog, ifog, colorscale;
+ int c, fbbase, fbpants, fbshirt, doglow;
+ float tint[3], fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3], colorbase[3], colorpants[3], colorshirt[3];
+ float *vertex3f, *normal3f;
vec3_t diff;
qbyte *bcolor;
rmeshstate_t m;
const entity_render_t *ent = calldata1;
- aliasmesh_t *mesh = ent->model->aliasdata_meshes + calldata2;
- aliaslayer_t *layer;
- aliasskin_t *skin;
+ aliasmesh_t *mesh = ent->model->alias.aliasdata_meshes + calldata2;
+ texture_t *texture;
R_Mesh_Matrix(&ent->matrix);
fog = 0;
if (fogenabled)
{
- VectorSubtract(ent->origin, r_origin, diff);
+ VectorSubtract(ent->origin, r_vieworigin, diff);
fog = DotProduct(diff,diff);
if (fog < 0.01f)
fog = 0.01f;
}
ifog = 1 - fog;
+ VectorScale(ent->colormod, ifog, colorbase);
+ VectorClear(colorpants);
+ VectorClear(colorshirt);
+ fbbase = ent->effects & EF_FULLBRIGHT;
+ fbpants = fbbase;
+ fbshirt = fbbase;
+ if (ent->colormap >= 0)
+ {
+ // 128-224 are backwards ranges
+ c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
+ if (c >= 224)
+ fbpants = true;
+ bcolor = (qbyte *) (&palette_complete[c]);
+ colorpants[0] = colorbase[0] * bcolor[0] * (1.0f / 255.0f);
+ colorpants[1] = colorbase[1] * bcolor[1] * (1.0f / 255.0f);
+ colorpants[2] = colorbase[2] * bcolor[2] * (1.0f / 255.0f);
+ // 128-224 are backwards ranges
+ c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
+ if (c >= 224)
+ fbshirt = true;
+ bcolor = (qbyte *) (&palette_complete[c]);
+ colorshirt[0] = colorbase[0] * bcolor[0] * (1.0f / 255.0f);
+ colorshirt[1] = colorbase[1] * bcolor[1] * (1.0f / 255.0f);
+ colorshirt[2] = colorbase[2] * bcolor[2] * (1.0f / 255.0f);
+ }
+
+ texture = R_FetchAliasSkin(ent, mesh);
+
+ if ((ent->effects & EF_ADDITIVE))
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ }
+ else if (texture->skin.fog || 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(!(ent->effects & EF_NODEPTHTEST));
+ colorscale = 1.0f;
+ if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1)
+ {
+ vertex3f = mesh->data_basevertex3f;
+ normal3f = mesh->data_basenormal3f;
+ }
+ else
+ {
+ vertex3f = varray_vertex3f;
+ Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f);
+ normal3f = NULL;
+ }
+
+ doglow = texture->skin.glow != NULL;
+
memset(&m, 0, sizeof(m));
- skin = R_FetchAliasSkin(ent, mesh);
- R_Mesh_ResizeCheck(mesh->num_vertices);
- R_Model_Alias_GetMeshVerts(ent, mesh, varray_vertex, aliasvert_normals, NULL, NULL);
- memcpy(varray_texcoord[0], mesh->data_texcoords, mesh->num_vertices * sizeof(float[4]));
- for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
+ m.pointer_vertex = vertex3f;
+ m.pointer_texcoord[0] = mesh->data_texcoord2f;
+ if (gl_combine.integer)
{
- if (((layer->flags & ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED) && ent->colormap < 0)
- || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0)
- || (layer->flags & ALIASLAYER_DRAW_PER_LIGHT))
- continue;
- if (layer->flags & ALIASLAYER_FOG)
- {
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- colorscale = r_colorscale;
- m.texrgbscale[0] = 1;
- m.tex[0] = R_GetTexture(layer->texture);
- R_Mesh_State(&m);
- GL_Color(fogcolor[0] * fog * colorscale, fogcolor[1] * fog * colorscale, fogcolor[2] * fog * colorscale, ent->alpha);
- c_alias_polys += mesh->num_triangles;
- R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_elements);
- continue;
- }
- if ((layer->flags & ALIASLAYER_ADD) || ((layer->flags & ALIASLAYER_ALPHA) && (ent->effects & EF_ADDITIVE)))
+ colorscale *= 0.25f;
+ m.texrgbscale[0] = 4;
+ }
+
+ m.tex[0] = R_GetTexture((ent->colormap >= 0 || !texture->skin.merged) ? texture->skin.base : texture->skin.merged);
+ VectorScale(colorbase, colorscale, tint);
+ m.pointer_color = NULL;
+ if (fbbase)
+ GL_Color(tint[0], tint[1], tint[2], ent->alpha);
+ else if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0], tint[1], tint[2], ent->alpha, false))
+ {
+ m.pointer_color = varray_color4f;
+ if (normal3f == NULL)
{
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
+ normal3f = varray_normal3f;
+ Mod_BuildNormals(0, mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, normal3f);
}
- else if ((layer->flags & ALIASLAYER_ALPHA) || ent->alpha != 1.0)
+ R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, vertex3f, normal3f, varray_color4f);
+ }
+ else
+ GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
+ if (gl_combine.integer && doglow)
+ {
+ doglow = false;
+ m.tex[1] = R_GetTexture(texture->skin.glow);
+ m.pointer_texcoord[1] = mesh->data_texcoord2f;
+ m.texcombinergb[1] = GL_ADD;
+ }
+ R_Mesh_State(&m);
+ c_alias_polys += mesh->num_triangles;
+ GL_LockArrays(0, mesh->num_vertices);
+ R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
+ GL_LockArrays(0, 0);
+ m.tex[1] = 0;
+ m.pointer_texcoord[1] = NULL;
+ m.texcombinergb[1] = 0;
+
+ VectorScale(colorpants, colorscale, tint);
+ if (ent->colormap >= 0 && texture->skin.pants && VectorLength2(tint) >= 0.001)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ m.tex[0] = R_GetTexture(texture->skin.pants);
+ m.pointer_color = NULL;
+ if (fbpants)
+ GL_Color(tint[0], tint[1], tint[2], ent->alpha);
+ else if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0], tint[1], tint[2], ent->alpha, false))
{
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ m.pointer_color = varray_color4f;
+ if (normal3f == NULL)
+ {
+ normal3f = varray_normal3f;
+ Mod_BuildNormals(0, mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, normal3f);
+ }
+ R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, vertex3f, normal3f, varray_color4f);
}
else
- {
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
- }
- colorscale = r_colorscale;
- m.texrgbscale[0] = 1;
- if (gl_combine.integer)
- {
- colorscale *= 0.25f;
- m.texrgbscale[0] = 4;
- }
- m.tex[0] = R_GetTexture(layer->texture);
+ GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
R_Mesh_State(&m);
- if (layer->flags & ALIASLAYER_COLORMAP_PANTS)
- {
- // 128-224 are backwards ranges
- c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
- bcolor = (qbyte *) (&palette_complete[c]);
- fullbright = c >= 224;
- VectorScale(bcolor, (1.0f / 255.0f), tint);
- }
- else if (layer->flags & ALIASLAYER_COLORMAP_SHIRT)
- {
- // 128-224 are backwards ranges
- c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
- bcolor = (qbyte *) (&palette_complete[c]);
- fullbright = c >= 224;
- VectorScale(bcolor, (1.0f / 255.0f), tint);
- }
- else
+ c_alias_polys += mesh->num_triangles;
+ GL_LockArrays(0, mesh->num_vertices);
+ R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
+ GL_LockArrays(0, 0);
+ }
+
+ VectorScale(colorshirt, colorscale, tint);
+ if (ent->colormap >= 0 && texture->skin.shirt && VectorLength2(tint) >= 0.001)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ m.tex[0] = R_GetTexture(texture->skin.shirt);
+ m.pointer_color = NULL;
+ if (fbshirt)
+ GL_Color(tint[0], tint[1], tint[2], ent->alpha);
+ else if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0], tint[1], tint[2], ent->alpha, false))
{
- tint[0] = tint[1] = tint[2] = 1;
- fullbright = false;
+ m.pointer_color = varray_color4f;
+ if (normal3f == NULL)
+ {
+ normal3f = varray_normal3f;
+ Mod_BuildNormals(0, mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, normal3f);
+ }
+ R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, vertex3f, normal3f, varray_color4f);
}
- VectorScale(tint, ifog * colorscale, tint);
- if (!(layer->flags & ALIASLAYER_DIFFUSE))
- fullbright = true;
- if (ent->effects & EF_FULLBRIGHT)
- fullbright = true;
- if (fullbright)
- GL_Color(tint[0], tint[1], tint[2], ent->alpha);
else
- R_LightModel(ent, mesh->num_vertices, varray_vertex, aliasvert_normals, varray_color, tint[0], tint[1], tint[2], false);
+ GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
+ R_Mesh_State(&m);
+ c_alias_polys += mesh->num_triangles;
+ GL_LockArrays(0, mesh->num_vertices);
+ R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
+ GL_LockArrays(0, 0);
+ }
+
+ colorscale = 1;
+ m.texrgbscale[0] = 0;
+
+ if (texture->skin.glow)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ m.tex[0] = R_GetTexture(texture->skin.glow);
+ m.pointer_color = NULL;
+ GL_Color(1, 1, 1, ent->alpha);
+ R_Mesh_State(&m);
+ c_alias_polys += mesh->num_triangles;
+ GL_LockArrays(0, mesh->num_vertices);
+ R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
+ GL_LockArrays(0, 0);
+ }
+
+ if (fog > 0)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ m.tex[0] = R_GetTexture(texture->skin.fog);
+ m.pointer_color = NULL;
+ GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], fog * ent->alpha);
+ R_Mesh_State(&m);
c_alias_polys += mesh->num_triangles;
- R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_elements);
+ GL_LockArrays(0, mesh->num_vertices);
+ R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
+ GL_LockArrays(0, 0);
}
}
c_models++;
- for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++, mesh++)
+ 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);
+ if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchAliasSkin(ent, mesh)->skin.fog)
+ R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawAliasModelCallback, ent, meshnum);
else
R_DrawAliasModelCallback(ent, meshnum);
}
}
-void R_Model_Alias_DrawFakeShadow (entity_render_t *ent)
-{
- int i, meshnum;
- aliasmesh_t *mesh;
- aliasskin_t *skin;
- rmeshstate_t m;
- float *v, planenormal[3], planedist, dist, projection[3], floororigin[3], surfnormal[3], lightdirection[3], v2[3];
-
- if ((ent->effects & EF_ADDITIVE) || ent->alpha < 1)
- return;
-
- lightdirection[0] = 0.5;
- lightdirection[1] = 0.2;
- lightdirection[2] = -1;
- VectorNormalizeFast(lightdirection);
-
- VectorMA(ent->origin, 65536.0f, lightdirection, v2);
- if (CL_TraceLine(ent->origin, v2, floororigin, surfnormal, 0, false, NULL) == 1)
- return;
-
- R_Mesh_Matrix(&ent->matrix);
-
- memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- R_Mesh_State(&m);
- GL_Color(0, 0, 0, 0.5);
-
- // put a light direction in the entity's coordinate space
- Matrix4x4_Transform3x3(&ent->inversematrix, lightdirection, projection);
- VectorNormalizeFast(projection);
-
- // put the plane's normal in the entity's coordinate space
- Matrix4x4_Transform3x3(&ent->inversematrix, surfnormal, planenormal);
- VectorNormalizeFast(planenormal);
-
- // put the plane's distance in the entity's coordinate space
- VectorSubtract(floororigin, ent->origin, floororigin);
- planedist = DotProduct(floororigin, surfnormal) + 2;
-
- dist = -1.0f / DotProduct(projection, planenormal);
- VectorScale(projection, dist, projection);
- for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++)
- {
- skin = R_FetchAliasSkin(ent, mesh);
- if (skin->flags & ALIASSKIN_TRANSPARENT)
- continue;
- R_Mesh_ResizeCheck(mesh->num_vertices);
- R_Model_Alias_GetMeshVerts(ent, mesh, varray_vertex, NULL, NULL, NULL);
- for (i = 0, v = varray_vertex;i < mesh->num_vertices;i++, v += 4)
- {
- dist = DotProduct(v, planenormal) - planedist;
- if (dist > 0)
- VectorMA(v, dist, projection, v);
- }
- c_alias_polys += mesh->num_triangles;
- R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_elements);
- }
-}
-
-void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
+void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
{
int meshnum;
aliasmesh_t *mesh;
- aliasskin_t *skin;
- float projectdistance;
- if (ent->effects & EF_ADDITIVE || ent->alpha < 1)
+ texture_t *texture;
+ float projectdistance, *vertex3f;
+ if (!(ent->flags & RENDER_SHADOW))
+ return;
+ // check the box in modelspace, it was already checked in worldspace
+ if (!BoxesOverlap(ent->model->normalmins, ent->model->normalmaxs, lightmins, lightmaxs))
return;
- projectdistance = lightradius + ent->model->radius - sqrt(DotProduct(relativelightorigin, relativelightorigin));
+ projectdistance = lightradius + ent->model->radius;// - sqrt(DotProduct(relativelightorigin, relativelightorigin));
if (projectdistance > 0.1)
{
R_Mesh_Matrix(&ent->matrix);
- for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++, mesh++)
+ 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)
+ texture = R_FetchAliasSkin(ent, mesh);
+ if (texture->skin.fog)
continue;
- R_Mesh_ResizeCheck(mesh->num_vertices * 2);
- R_Model_Alias_GetMeshVerts(ent, mesh, varray_vertex, NULL, NULL, NULL);
- R_Shadow_Volume(mesh->num_vertices, mesh->num_triangles, mesh->data_elements, mesh->data_neighbors, relativelightorigin, lightradius, projectdistance);
+ if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1)
+ vertex3f = mesh->data_basevertex3f;
+ else
+ {
+ vertex3f = varray_vertex3f;
+ Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f);
+ }
+ // identify lit faces within the bounding box
+ R_Shadow_PrepareShadowMark(mesh->num_triangles);
+ R_Shadow_MarkVolumeFromBox(0, mesh->num_triangles, vertex3f, mesh->data_element3i, relativelightorigin, lightmins, lightmaxs, ent->model->normalmins, ent->model->normalmaxs);
+ R_Shadow_VolumeFromList(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, mesh->data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
}
}
}
-void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor)
+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, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist)
{
- int c, meshnum, layernum;
- float fog, ifog, lightcolor2[3];
+ int c, meshnum;
+ float fog, ifog, lightcolorbase[3], lightcolorpants[3], lightcolorshirt[3];
+ float *vertex3f, *svector3f, *tvector3f, *normal3f;
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;
+ texture_t *texture;
R_Mesh_Matrix(&ent->matrix);
fog = 0;
if (fogenabled)
{
- VectorSubtract(ent->origin, r_origin, diff);
+ VectorSubtract(ent->origin, r_vieworigin, diff);
fog = DotProduct(diff,diff);
if (fog < 0.01f)
fog = 0.01f;
}
ifog = 1 - fog;
- for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++, mesh++)
- {
- skin = R_FetchAliasSkin(ent, mesh);
- if (skin->flags & ALIASSKIN_TRANSPARENT)
- continue;
- R_Mesh_ResizeCheck(mesh->num_vertices);
- R_Model_Alias_GetMeshVerts(ent, mesh, varray_vertex, aliasvert_normals, aliasvert_svectors, aliasvert_tvectors);
- for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
- {
- if (!(layer->flags & ALIASLAYER_DRAW_PER_LIGHT)
- || ((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_SpecularLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_elements, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, mesh->data_texcoords, relativelightorigin, relativeeyeorigin, lightradius, lightcolor2, layer->texture, layer->nmap, NULL);
- }
- 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_DiffuseLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_elements, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, mesh->data_texcoords, relativelightorigin, lightradius, lightcolor2, layer->texture, layer->nmap, NULL);
- }
- }
- }
-}
-
-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;
- 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)
- {
- bone2 = bonebase + blend[1].frame * count;
- lerp2 = blend[1].lerp;
- if (blend[2].lerp)
- {
- bone3 = bonebase + blend[2].frame * count;
- lerp3 = blend[2].lerp;
- if (blend[3].lerp)
- {
- // 4 poses
- bone4 = bonebase + blend[3].frame * count;
- lerp4 = blend[3].lerp;
- 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[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3 + bone4->m[0][1] * lerp4;
- m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3 + bone4->m[0][2] * lerp4;
- m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3 + bone4->m[0][3] * lerp4;
- m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3 + bone4->m[1][0] * lerp4;
- m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3 + bone4->m[1][1] * lerp4;
- m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3 + bone4->m[1][2] * lerp4;
- m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3 + bone4->m[1][3] * lerp4;
- m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3 + bone4->m[2][0] * lerp4;
- m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3 + bone4->m[2][1] * 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][0], &m.m[0][0], &out->m[0][0]);
- else
- R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
- bone1++;
- bone2++;
- bone3++;
- bone4++;
- bone++;
- }
- }
- else
- {
- // 3 poses
- 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[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3;
- m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3;
- m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3;
- m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3;
- m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3;
- m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3;
- m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3;
- m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3;
- m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * 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][0], &m.m[0][0], &out->m[0][0]);
- else
- R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
- bone1++;
- bone2++;
- bone3++;
- bone++;
- }
- }
- }
- else
- {
- // 2 poses
- 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[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2;
- m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2;
- m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2;
- m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2;
- m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2;
- m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2;
- m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2;
- m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2;
- m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2;
- m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2;
- m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2;
- if (bone->parent >= 0)
- R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
- else
- R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
- bone1++;
- bone2++;
- bone++;
- }
- }
- }
- else
+ VectorScale(lightcolor, ifog, lightcolorbase);
+ if (VectorLength2(lightcolorbase) < 0.001)
+ return;
+ VectorClear(lightcolorpants);
+ VectorClear(lightcolorshirt);
+ if (ent->colormap >= 0)
{
- // 1 pose
- if (lerp1 != 1)
+ // 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)
{
- // lerp != 1.0
- for (i = 0, out = zymbonepose;i < count;i++, out++)
- {
- // interpolate matrices
- m.m[0][0] = bone1->m[0][0] * lerp1;
- m.m[0][1] = bone1->m[0][1] * lerp1;
- m.m[0][2] = bone1->m[0][2] * lerp1;
- m.m[0][3] = bone1->m[0][3] * lerp1;
- m.m[1][0] = bone1->m[1][0] * lerp1;
- m.m[1][1] = bone1->m[1][1] * lerp1;
- m.m[1][2] = bone1->m[1][2] * lerp1;
- m.m[1][3] = bone1->m[1][3] * lerp1;
- m.m[2][0] = bone1->m[2][0] * lerp1;
- m.m[2][1] = bone1->m[2][1] * 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][0], &m.m[0][0], &out->m[0][0]);
- else
- R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
- bone1++;
- bone++;
- }
+ bcolor = (qbyte *) (&palette_complete[c]);
+ lightcolorpants[0] = lightcolorbase[0] * bcolor[0] * (1.0f / 255.0f);
+ lightcolorpants[1] = lightcolorbase[1] * bcolor[1] * (1.0f / 255.0f);
+ lightcolorpants[2] = lightcolorbase[2] * bcolor[2] * (1.0f / 255.0f);
}
- else
+ // 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)
{
- // lerp == 1.0
- for (i = 0, out = zymbonepose;i < count;i++, out++)
- {
- if (bone->parent >= 0)
- R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &bone1->m[0][0], &out->m[0][0]);
- else
- R_ConcatTransforms(&rootmatrix.m[0][0], &bone1->m[0][0], &out->m[0][0]);
- bone1++;
- bone++;
- }
+ bcolor = (qbyte *) (&palette_complete[c]);
+ lightcolorshirt[0] = lightcolorbase[0] * bcolor[0] * (1.0f / 255.0f);
+ lightcolorshirt[1] = lightcolorbase[1] * bcolor[1] * (1.0f / 255.0f);
+ lightcolorshirt[2] = lightcolorbase[2] * bcolor[2] * (1.0f / 255.0f);
}
}
- return true;
-}
-void ZymoticTransformVerts(int vertcount, float *vertex, int *bonecounts, zymvertex_t *vert)
-{
- int c;
- float *out = vertex;
- zymbonematrix *matrix;
- while(vertcount--)
+ for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
{
- 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)
+ texture = R_FetchAliasSkin(ent, mesh);
+ // FIXME: transparent skins need to be lit during the transparent render
+ if (texture->skin.fog)
+ continue;
+ if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1)
{
- matrix = &zymbonepose[vert->bonenum];
- out[0] = vert->origin[0] * matrix->m[0][0] + vert->origin[1] * matrix->m[0][1] + vert->origin[2] * matrix->m[0][2] + matrix->m[0][3];
- out[1] = vert->origin[0] * matrix->m[1][0] + vert->origin[1] * matrix->m[1][1] + vert->origin[2] * matrix->m[1][2] + matrix->m[1][3];
- out[2] = vert->origin[0] * matrix->m[2][0] + vert->origin[1] * matrix->m[2][1] + vert->origin[2] * matrix->m[2][2] + matrix->m[2][3];
- vert++;
+ vertex3f = mesh->data_basevertex3f;
+ svector3f = mesh->data_basesvector3f;
+ tvector3f = mesh->data_basetvector3f;
+ normal3f = mesh->data_basenormal3f;
}
else
{
- VectorClear(out);
- while(c--)
- {
- matrix = &zymbonepose[vert->bonenum];
- out[0] += vert->origin[0] * matrix->m[0][0] + vert->origin[1] * matrix->m[0][1] + vert->origin[2] * matrix->m[0][2] + matrix->m[0][3];
- out[1] += vert->origin[0] * matrix->m[1][0] + vert->origin[1] * matrix->m[1][1] + vert->origin[2] * matrix->m[1][2] + matrix->m[1][3];
- out[2] += vert->origin[0] * matrix->m[2][0] + vert->origin[1] * matrix->m[2][1] + vert->origin[2] * matrix->m[2][2] + matrix->m[2][3];
- vert++;
- }
- }
- out += 4;
- }
-}
-
-void ZymoticCalcNormals(int vertcount, float *vertex, float *normals, int shadercount, int *renderlist)
-{
- int a, b, c, d;
- float *out, v1[3], v2[3], normal[3], s;
- int *u;
- // clear normals
- memset(normals, 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]*4;
- b = renderlist[1]*4;
- c = renderlist[2]*4;
- v1[0] = vertex[a+0] - vertex[b+0];
- v1[1] = vertex[a+1] - vertex[b+1];
- v1[2] = vertex[a+2] - vertex[b+2];
- v2[0] = vertex[c+0] - vertex[b+0];
- v2[1] = vertex[c+1] - vertex[b+1];
- v2[2] = vertex[c+2] - vertex[b+2];
- CrossProduct(v1, v2, normal);
- VectorNormalizeFast(normal);
- // add surface normal to vertices
- a = renderlist[0] * 3;
- normals[a+0] += normal[0];
- normals[a+1] += normal[1];
- normals[a+2] += normal[2];
- aliasvertusage[renderlist[0]]++;
- a = renderlist[1] * 3;
- normals[a+0] += normal[0];
- normals[a+1] += normal[1];
- normals[a+2] += normal[2];
- aliasvertusage[renderlist[1]]++;
- a = renderlist[2] * 3;
- normals[a+0] += normal[0];
- normals[a+1] += normal[1];
- normals[a+2] += normal[2];
- aliasvertusage[renderlist[2]]++;
- renderlist += 3;
+ vertex3f = varray_vertex3f;
+ svector3f = varray_svector3f;
+ tvector3f = varray_tvector3f;
+ normal3f = varray_normal3f;
+ Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f);
+ Mod_BuildTextureVectorsAndNormals(0, mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_texcoord2f, mesh->data_element3i, svector3f, tvector3f, normal3f);
}
- }
- // FIXME: precalc this
- // average surface normals
- out = normals;
- u = aliasvertusage;
- while(vertcount--)
- {
- if (*u > 1)
+ c_alias_polys += mesh->num_triangles;
+ R_Shadow_RenderLighting(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertex3f, svector3f, tvector3f, normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorbase, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, (ent->colormap >= 0 || !texture->skin.merged) ? texture->skin.base : texture->skin.merged, texture->skin.nmap, texture->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale);
+ if (ent->colormap >= 0)
{
- s = ixtable[*u];
- out[0] *= s;
- out[1] *= s;
- out[2] *= s;
+ if (texture->skin.pants && VectorLength2(lightcolorpants) >= 0.001)
+ R_Shadow_RenderLighting(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertex3f, svector3f, tvector3f, normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, texture->skin.pants, texture->skin.nmap, NULL, lightcubemap, ambientscale, diffusescale, 0);
+ if (texture->skin.shirt && VectorLength2(lightcolorshirt) >= 0.001)
+ R_Shadow_RenderLighting(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertex3f, svector3f, tvector3f, normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, texture->skin.shirt, texture->skin.nmap, NULL, lightcubemap, ambientscale, diffusescale, 0);
}
- u++;
- out += 3;
}
}
-void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2)
-{
- float fog, ifog, colorscale;
- 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;
-
- R_Mesh_Matrix(&ent->matrix);
-
- // find the vertex index list and texture
- renderlist = ent->model->zymdata_renderlist;
- for (i = 0;i < shadernum;i++)
- renderlist += renderlist[0] * 3 + 1;
- texture = ent->model->zymdata_textures[shadernum];
-
- numverts = ent->model->zymnum_verts;
- numtriangles = *renderlist++;
- elements = renderlist;
- R_Mesh_ResizeCheck(numverts);
-
- fog = 0;
- if (fogenabled)
- {
- 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;
-
- memset(&mstate, 0, sizeof(mstate));
- if (ent->effects & EF_ADDITIVE)
- {
- mstate.blendfunc1 = GL_SRC_ALPHA;
- mstate.blendfunc2 = GL_ONE;
- }
- else if (ent->alpha != 1.0 || R_TextureHasAlpha(texture))
- {
- mstate.blendfunc1 = GL_SRC_ALPHA;
- mstate.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- }
- else
- {
- mstate.blendfunc1 = GL_ONE;
- mstate.blendfunc2 = GL_ZERO;
- }
- colorscale = r_colorscale;
- if (gl_combine.integer)
- {
- mstate.texrgbscale[0] = 4;
- colorscale *= 0.25f;
- }
- mstate.tex[0] = R_GetTexture(texture);
- R_Mesh_State(&mstate);
- ZymoticLerpBones(ent->model->zymnum_bones, (zymbonematrix *) ent->model->zymdata_poses, ent->frameblend, ent->model->zymdata_bones);
- ZymoticTransformVerts(numverts, varray_vertex, ent->model->zymdata_vertbonecounts, ent->model->zymdata_verts);
- ZymoticCalcNormals(numverts, varray_vertex, aliasvert_normals, ent->model->zymnum_shaders, ent->model->zymdata_renderlist);
- memcpy(varray_texcoord[0], ent->model->zymdata_texcoords, ent->model->zymnum_verts * sizeof(float[4]));
- GL_UseColorArray();
- R_LightModel(ent, numverts, varray_vertex, aliasvert_normals, varray_color, ifog * colorscale, ifog * colorscale, ifog * colorscale, false);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_alias_polys += numtriangles;
-
- if (fog)
- {
- memset(&mstate, 0, sizeof(mstate));
- mstate.blendfunc1 = GL_SRC_ALPHA;
- mstate.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- // FIXME: need alpha mask for fogging...
- //mstate.tex[0] = R_GetTexture(texture);
- R_Mesh_State(&mstate);
- GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, ent->alpha * fog);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_alias_polys += numtriangles;
- }
-}
-
-void R_Model_Zymotic_Draw(entity_render_t *ent)
-{
- int i;
-
- if (ent->alpha < (1.0f / 64.0f))
- return; // basically completely transparent
-
- c_models++;
-
- for (i = 0;i < ent->model->zymnum_shaders;i++)
- {
- if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_TextureHasAlpha(ent->model->zymdata_textures[i]))
- R_MeshQueue_AddTransparent(ent->origin, R_DrawZymoticModelMeshCallback, ent, i);
- else
- R_DrawZymoticModelMeshCallback(ent, i);
- }
-}
-
-void R_Model_Zymotic_DrawFakeShadow(entity_render_t *ent)
-{
- // FIXME
-}
-
-void R_Model_Zymotic_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, float lightradius2, float lightdistbias, float lightsubtract, float *lightcolor)
-{
- // FIXME
-}
-
-void R_Model_Zymotic_DrawOntoLight(entity_render_t *ent)
-{
- // FIXME
-}