X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=gl_models.c;h=0d7676962a00c1be0e580398cb531279149290bd;hb=81d669d017e7e58c358335859c1ec357255a62af;hp=1a18c9512d3be1f57b9bb5994517a782149ba1fe;hpb=45982a9894c5bff60ff494a0f82865ec267d52f7;p=xonotic%2Fdarkplaces.git diff --git a/gl_models.c b/gl_models.c index 1a18c951..0d767696 100644 --- a/gl_models.c +++ b/gl_models.c @@ -1,994 +1,361 @@ #include "quakedef.h" +#include "r_shadow.h" -cvar_t gl_transform = {0, "gl_transform", "1"}; -cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"}; - -typedef struct -{ - float m[3][4]; -} zymbonematrix; - -// LordHavoc: vertex array -float *aliasvert; -float *aliasvertnorm; -byte *aliasvertcolor; -byte *aliasvertcolor2; -zymbonematrix *zymbonepose; -int *aliasvertusage; - -rtexture_t *chrometexture; - -int arraylocked = false; -void GL_LockArray(int first, int count) +void GL_Models_Init(void) { - if (gl_supportslockarrays && gl_lockarrays.value) - { - qglLockArraysEXT(first, count); - arraylocked = true; - } } -void GL_UnlockArray(void) +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 (arraylocked) - { - qglUnlockArraysEXT(); - arraylocked = false; + 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) (r_refdef.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 GL_SetupModelTransform (vec3_t origin, vec3_t angles, vec_t scale) -{ - 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); -} - -// currently unused reflection effect texture -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++) + else { - data[i][0] = data[i][1] = data[i][2] = noise[i]; - data[i][3] = 255; + r_aliasnoskinlayers[0].texture = r_notexture; + return &r_aliasnoskin; } - - chrometexture = R_LoadTexture ("chrometexture", 64, 64, &data[0][0], TEXF_MIPMAP | TEXF_RGBA | TEXF_PRECACHE); } -void gl_models_start(void) +void R_DrawAliasModelCallback (const void *calldata1, int calldata2) { - // 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(); -} - -void gl_models_shutdown(void) -{ - qfree(aliasvert); - qfree(aliasvertnorm); - qfree(aliasvertcolor); - qfree(aliasvertcolor2); - qfree(zymbonepose); - qfree(aliasvertusage); -} - -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); -} + int c, fullbright, layernum, firstpass; + float tint[3], fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3]; + float *vertex3f, *normal3f; + 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; -void R_AliasTransformVerts(int vertcount) -{ - 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++) - { - // 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; - } -} + R_Mesh_Matrix(&ent->matrix); -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) + fog = 0; + if (fogenabled) { - VectorScale(fscale2, lerp2, scale2); - if (lerp3) + 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); + + vertex3f = NULL; + normal3f = NULL; + for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++) + { + if (!(layer->flags & ALIASLAYER_FORCEDRAW_IF_FIRSTPASS) || !firstpass) { - VectorScale(fscale3, lerp3, scale3); - if (lerp4) - { - 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++; - } - } - 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++; - } - } + 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) && (ent->flags & RENDER_LIGHT) && r_lightmapintensity <= 0 && !(ent->flags & RENDER_TRANSPARENT) && r_ambient.integer <= 0)) + 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 { - 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++; - } + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); } - } - else - { - translate[0] = translate1[0] * lerp1; - translate[1] = translate1[1] * lerp1; - translate[2] = translate1[2] * lerp1; - // generate vertices - if (lerp1 != 1) + GL_DepthTest(!(ent->effects & EF_NODEPTHTEST)); + firstpass = false; + colorscale = 1.0f; + + memset(&m, 0, sizeof(m)); + if (layer->texture != NULL) { - // general but almost never used case - for (i = 0;i < vertcount;i++) + m.tex[0] = R_GetTexture(layer->texture); + m.pointer_texcoord[0] = mesh->data_texcoord2f; + if (gl_combine.integer && layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR)) { - 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++; + colorscale *= 0.25f; + m.texrgbscale[0] = 4; } } - else + if (!vertex3f) { - // fast normal case - for (i = 0;i < vertcount;i++) + if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1) + vertex3f = mesh->data_basevertex3f; + else { - 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++; + vertex3f = varray_vertex3f; + Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f); } } - } -} + m.pointer_vertex = vertex3f; -void GL_DrawModelMesh(rtexture_t *skin, byte *colors, maliashdr_t *m) -{ - if (!r_render.value) - return; - glBindTexture(GL_TEXTURE_2D, R_GetTexture(skin)); - if (!colors) - { - if (lighthalf) - glColor3f(0.5f, 0.5f, 0.5f); - else - glColor3f(1.0f, 1.0f, 1.0f); - } - if (colors) - { - glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(byte[4]), colors); - glEnableClientState(GL_COLOR_ARRAY); - } - - glDrawElements(GL_TRIANGLES, m->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) m + m->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) -{ - 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; - } -} - -/* -================= -R_DrawAliasFrame - -================= -*/ -void R_DrawAliasFrame (void) -{ - maliashdr_t *m = Mod_Extradata(currentrenderentity->model); -// int *skinanimrange = (int *) (currentrenderentity->model->skinanimrange + (int) modelheader) + skin * 2; -// int *skinanim = (int *) (currentrenderentity->model->skinanim + (int) modelheader); - int *skinanimrange = currentrenderentity->model->skinanimrange; - int skin; - rtexture_t **skinanim = currentrenderentity->model->skinanim; - rtexture_t **skinset; - - skinanimrange += currentrenderentity->skinnum * 2; - skin = skinanimrange[0]; - if (skinanimrange[1] > 1) // animated - skin += (int) (cl.time * 10) % skinanimrange[1]; - skinset = skinanim + skin * 5; - - if (gl_transform.value) - { - if (r_render.value) + c_alias_polys += mesh->num_triangles; + if (layer->flags & ALIASLAYER_FOG) { - glPushMatrix(); - GL_SetupModelTransform(currentrenderentity->origin, currentrenderentity->angles, currentrenderentity->scale); + colorscale *= fog; + GL_Color(fogcolor[0] * colorscale, fogcolor[1] * colorscale, fogcolor[2] * colorscale, ent->alpha); } - } - // always needed, for model lighting - softwaretransformforentity(currentrenderentity); - - R_AliasLerpVerts(m->numverts, - currentrenderentity->frameblend[0].lerp, ((trivertx_t *)((int) m + m->posedata)) + currentrenderentity->frameblend[0].frame * m->numverts, m->scale, m->scale_origin, - currentrenderentity->frameblend[1].lerp, ((trivertx_t *)((int) m + m->posedata)) + currentrenderentity->frameblend[1].frame * m->numverts, m->scale, m->scale_origin, - currentrenderentity->frameblend[2].lerp, ((trivertx_t *)((int) m + m->posedata)) + currentrenderentity->frameblend[2].frame * m->numverts, m->scale, m->scale_origin, - currentrenderentity->frameblend[3].lerp, ((trivertx_t *)((int) m + m->posedata)) + currentrenderentity->frameblend[3].frame * m->numverts, m->scale, m->scale_origin); - - if (!gl_transform.value) - R_AliasTransformVerts(m->numverts); - - // prep the vertex array as early as possible - if (r_render.value) - { - glVertexPointer(3, GL_FLOAT, sizeof(float[3]), aliasvert); - glEnableClientState(GL_VERTEX_ARRAY); - glTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), (void *)((int) m->texdata + (int) m)); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); - GL_LockArray(0, m->numverts); - } - - R_LightModel(m->numverts); - - if (!r_render.value) - return; - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); -// glShadeModel(GL_SMOOTH); - if (currentrenderentity->effects & EF_ADDITIVE) - { - glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering - glEnable(GL_BLEND); - glDepthMask(0); - } - else if (currentrenderentity->alpha != 1.0 || (currentrenderentity->model->flags2 & MODF_TRANSPARENT)) - { - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glDepthMask(0); - } - else - { - glDisable(GL_BLEND); - glDepthMask(1); - } - - if (skinset[0] || skinset[1] || skinset[2] || skinset[3] || skinset[4]) - { - if (currentrenderentity->colormap >= 0 && (skinset[0] || skinset[1] || skinset[2])) + else { - int c; - if (skinset[0]) - GL_DrawModelMesh(skinset[0], aliasvertcolor, m); - if (skinset[1]) - { - c = (currentrenderentity->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges - R_TintModel(aliasvertcolor, aliasvertcolor2, m->numverts, (byte *) (&d_8to24table[c])); - GL_DrawModelMesh(skinset[1], aliasvertcolor2, m); - } - if (skinset[2]) + fullbright = !(layer->flags & ALIASLAYER_DIFFUSE) || !(ent->flags & RENDER_LIGHT); + if (layer->flags & (ALIASLAYER_COLORMAP_PANTS | ALIASLAYER_COLORMAP_SHIRT)) { - c = currentrenderentity->colormap & 0xF0 ;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges - R_TintModel(aliasvertcolor, aliasvertcolor2, m->numverts, (byte *) (&d_8to24table[c])); - GL_DrawModelMesh(skinset[2], aliasvertcolor2, m); + // 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 - { - if (skinset[4]) - GL_DrawModelMesh(skinset[4], aliasvertcolor, m); else + tint[0] = tint[1] = tint[2] = 1; + tint[0] *= ent->colormod[0]; + tint[1] *= ent->colormod[1]; + tint[2] *= ent->colormod[2]; + if (!fullbright && !(ent->flags & RENDER_TRANSPARENT)) + colorscale *= r_lightmapintensity; + 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)) { - if (skinset[0]) GL_DrawModelMesh(skinset[0], aliasvertcolor, m); - if (skinset[1]) GL_DrawModelMesh(skinset[1], aliasvertcolor, m); - if (skinset[2]) GL_DrawModelMesh(skinset[2], aliasvertcolor, m); + m.pointer_color = varray_color4f; + if (normal3f == NULL) + { + if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1) + normal3f = mesh->data_basenormal3f; + else + { + normal3f = varray_normal3f; + Mod_BuildNormals(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 + GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]); } - if (skinset[3]) GL_DrawModelMesh(skinset[3], NULL, m); + R_Mesh_State(&m); + GL_LockArrays(0, mesh->num_vertices); + R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i); + GL_LockArrays(0, 0); } - else - GL_DrawModelMesh(0, NULL, m); - - 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(currentrenderentity->origin, r_origin, diff); - glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff))); - - glDrawElements(GL_TRIANGLES, m->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) m + m->tridata)); - - glEnable (GL_TEXTURE_2D); - glColor3f (1,1,1); - } - - 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 (void) +void R_Model_Alias_Draw(entity_render_t *ent) { - int *order, count; - md2frame_t *frame1, *frame2, *frame3, *frame4; - vec3_t diff; - md2mem_t *m = Mod_Extradata(currentrenderentity->model); -// int *skinanimrange = (int *) (currentrenderentity->model->skinanimrange + (int) modelheader) + skin * 2; -// int *skinanim = (int *) (currentrenderentity->model->skinanim + (int) modelheader); - int *skinanimrange = currentrenderentity->model->skinanimrange; - int skin; - rtexture_t **skinanim = currentrenderentity->model->skinanim; - rtexture_t **skinset; - - skinanimrange += currentrenderentity->skinnum * 2; - skin = skinanimrange[0]; - if (skinanimrange[1] > 1) // animated - skin += (int) (cl.time * 10) % skinanimrange[1]; - skinset = skinanim + skin * 5; - - if (r_render.value) - glBindTexture(GL_TEXTURE_2D, R_GetTexture(skinset[0])); - - if (gl_transform.value) - { - if (r_render.value) - { - glPushMatrix(); - GL_SetupModelTransform(currentrenderentity->origin, currentrenderentity->angles, currentrenderentity->scale); - } - } - // always needed, for model lighting - softwaretransformforentity(currentrenderentity); - - frame1 = (void *)((int) m + m->ofs_frames + (m->framesize * currentrenderentity->frameblend[0].frame)); - frame2 = (void *)((int) m + m->ofs_frames + (m->framesize * currentrenderentity->frameblend[1].frame)); - frame3 = (void *)((int) m + m->ofs_frames + (m->framesize * currentrenderentity->frameblend[2].frame)); - frame4 = (void *)((int) m + m->ofs_frames + (m->framesize * currentrenderentity->frameblend[3].frame)); - R_AliasLerpVerts(m->num_xyz, - currentrenderentity->frameblend[0].lerp, frame1->verts, frame1->scale, frame1->translate, - currentrenderentity->frameblend[1].lerp, frame2->verts, frame2->scale, frame2->translate, - currentrenderentity->frameblend[2].lerp, frame3->verts, frame3->scale, frame3->translate, - currentrenderentity->frameblend[3].lerp, frame4->verts, frame4->scale, frame4->translate); - if (!gl_transform.value) - R_AliasTransformVerts(m->num_xyz); - - R_LightModel(m->num_xyz); - - if (!r_render.value) - return; - - if (currentrenderentity->effects & EF_ADDITIVE) - { - glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering - glEnable(GL_BLEND); - glDepthMask(0); - } - else if (currentrenderentity->alpha != 1.0 || (currentrenderentity->model->flags2 & MODF_TRANSPARENT)) - { - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glDepthMask(0); - } - else - { - glDisable(GL_BLEND); - glDepthMask(1); - } + int meshnum; + aliasmesh_t *mesh; + if (ent->alpha < (1.0f / 64.0f)) + return; // basically completely transparent - // 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); + c_models++; - order = (int *)((int)m + m->ofs_glcmds); - while(1) + for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++) { - if (!(count = *order++)) - break; - if (count > 0) - glBegin(GL_TRIANGLE_STRIP); + if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchAliasSkin(ent, mesh)->flags & ALIASSKIN_TRANSPARENT) + R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawAliasModelCallback, ent, meshnum); else - { - glBegin(GL_TRIANGLE_FAN); - count = -count; - } - do - { - glTexCoord2f(((float *)order)[0], ((float *)order)[1]); - glArrayElement(order[2]); - order += 3; - } - while (count--); + R_DrawAliasModelCallback(ent, meshnum); } +} - glDisableClientState(GL_COLOR_ARRAY); - glDisableClientState(GL_VERTEX_ARRAY); - - if (fogenabled) +void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius) +{ + int meshnum; + vec3_t lightmins, lightmaxs; + aliasmesh_t *mesh; + aliasskin_t *skin; + float projectdistance, *vertex3f; + if (!(ent->flags & RENDER_SHADOW)) + return; + lightmins[0] = relativelightorigin[0] - lightradius; + lightmins[1] = relativelightorigin[1] - lightradius; + lightmins[2] = relativelightorigin[2] - lightradius; + lightmaxs[0] = relativelightorigin[0] + lightradius; + lightmaxs[1] = relativelightorigin[1] + lightradius; + lightmaxs[2] = relativelightorigin[2] + lightradius; + // 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)); + if (projectdistance > 0.1) { - glDisable (GL_TEXTURE_2D); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable (GL_BLEND); - glDepthMask(0); // disable zbuffer updates - - VectorSubtract(currentrenderentity->origin, r_origin, diff); - glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], 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); - - order = (int *)((int)m + m->ofs_glcmds); - while(1) + R_Mesh_Matrix(&ent->matrix); + for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++) { - if (!(count = *order++)) - break; - if (count > 0) - glBegin(GL_TRIANGLE_STRIP); + skin = R_FetchAliasSkin(ent, mesh); + if (skin->flags & ALIASSKIN_TRANSPARENT) + continue; + if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1) + vertex3f = mesh->data_basevertex3f; else { - glBegin(GL_TRIANGLE_FAN); - count = -count; - } - do - { - glArrayElement(order[2]); - order += 3; + vertex3f = varray_vertex3f; + Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f); } - while (count--); + // 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); } - - 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) +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) { - 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]; - bone1 = bonebase + blend[0].frame * count; - lerp1 = blend[0].lerp; - if (blend[1].lerp) + int c, meshnum, layernum; + float fog, ifog, lightcolor2[3], ambientscale2, diffusescale2, specularscale2; + float *vertex3f, *svector3f, *tvector3f, *normal3f; + vec3_t diff; + qbyte *bcolor; + aliasmesh_t *mesh; + aliaslayer_t *layer; + aliasskin_t *skin; + + R_Mesh_Matrix(&ent->matrix); + + fog = 0; + if (fogenabled) { - bone2 = bonebase + blend[1].frame * count; - lerp2 = blend[1].lerp; - if (blend[2].lerp) + 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); + // FIXME: transparent skins need to be lit during the transparent render + if (skin->flags & ALIASSKIN_TRANSPARENT) + continue; + vertex3f = NULL; + svector3f = NULL; + tvector3f = NULL; + normal3f = NULL; + for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++) { - bone3 = bonebase + blend[2].frame * count; - lerp3 = blend[2].lerp; - if (blend[3].lerp) + 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; + ambientscale2 = 0; + diffusescale2 = 0; + specularscale2 = 0; + if (layer->flags & ALIASLAYER_SPECULAR) + specularscale2 = specularscale; + if (layer->flags & ALIASLAYER_DIFFUSE) { - // 4 poses - bone4 = bonebase + blend[3].frame * count; - lerp4 = blend[3].lerp; - while(count--) + if (layer->flags & ALIASLAYER_COLORMAP_PANTS) { - // 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], &m.m[0], &out->m[0]); - else - R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]); - bone1++; - bone2++; - bone3++; - bone4++; - bone++; - out++; + // 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) + { + 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); + ambientscale2 = ambientscale; + diffusescale2 = diffusescale; + } } - } - else - { - // 3 poses - while(count--) + else if (layer->flags & ALIASLAYER_COLORMAP_SHIRT) { - // 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], &m.m[0], &out->m[0]); - else - R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]); - bone1++; - bone2++; - bone3++; - bone++; - out++; + // 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) + { + 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); + ambientscale2 = ambientscale; + diffusescale2 = diffusescale; + } } - } - } - else - { - // 2 poses - while(count--) - { - // 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], &m.m[0], &out->m[0]); else - R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]); - bone1++; - bone2++; - bone++; - out++; - } - } - } - else - { - // 1 pose - if (lerp1 != 1) - { - // lerp != 1.0 - while(count--) - { - // 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], &m.m[0], &out->m[0]); - else - R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]); - bone1++; - bone++; - out++; + { + ambientscale2 = ambientscale; + diffusescale2 = diffusescale; + } } - } - else - { - // lerp == 1.0 - while(count--) + if (!(ambientscale2 + diffusescale2 + specularscale2) || VectorLength2(lightcolor2) <= 0.01) + continue; + c_alias_polys += mesh->num_triangles; + if (!vertex3f) { - if (bone->parent >= 0) - R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &bone1->m[0], &out->m[0]); + if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1) + { + vertex3f = mesh->data_basevertex3f; + svector3f = mesh->data_basesvector3f; + tvector3f = mesh->data_basetvector3f; + normal3f = mesh->data_basenormal3f; + } else - R_ConcatTransforms(&rootmatrix.m[0], &bone1->m[0], &out->m[0]); - bone1++; - bone++; - out++; - } - } - } -} - -void ZymoticTransformVerts(int vertcount, int *bonecounts, zymvertex_t *vert) -{ - int c; - float *out = aliasvert; - zymbonematrix *matrix; - while(vertcount--) - { - c = *bonecounts++; - // FIXME: validate bonecounts at load time (must be >= 1) - if (c == 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++; - } - 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++; + { + vertex3f = varray_vertex3f; + svector3f = varray_svector3f; + tvector3f = varray_tvector3f; + normal3f = varray_normal3f; + Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f); + Mod_BuildTextureVectorsAndNormals(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_texcoord2f, mesh->data_element3i, svector3f, tvector3f, normal3f); + } } + // TODO: make layer have ->gloss as well as ->texture, and merge specular layer for common non-colormapped case? + R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertex3f, svector3f, tvector3f, normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, ambientscale2, diffusescale2, specularscale2); } - out += 3; - } -} - -void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist) -{ - int a, b, c, d; - float *out, v1[3], v2[3], normal[3]; - int *u; - // clear normals - memset(aliasvertnorm, 0, sizeof(float[3]) * vertcount); - 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]; - CrossProduct(v1, v2, normal); - VectorNormalize(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]++; - renderlist += 3; - } - } - // average surface normals - out = aliasvertnorm; - u = aliasvertusage; - while(vertcount--) - { - if (*u > 1) - { - a = ixtable[*u]; - out[0] *= a; - out[1] *= a; - out[2] *= a; - } - u++; - out += 3; } } -void GL_DrawZymoticModelMesh(byte *colors, zymtype1header_t *m) -{ - 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; - } - - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - - glDisableClientState(GL_COLOR_ARRAY); - - glDisableClientState(GL_VERTEX_ARRAY); -} - -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 - - 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++) - { - c = (*renderlist++) * 3; - glDrawElements(GL_TRIANGLES, c, GL_UNSIGNED_INT, renderlist); - renderlist += c; - } - - glDisableClientState(GL_VERTEX_ARRAY); - - glEnable(GL_TEXTURE_2D); - glColor3f (1,1,1); -} - -/* -================= -R_DrawZymoticFrame -================= -*/ -void R_DrawZymoticFrame (void) -{ - zymtype1header_t *m = Mod_Extradata(currentrenderentity->model); - ZymoticLerpBones(m->numbones, (zymbonematrix *)(m->lump_poses.start + (int) m), currentrenderentity->frameblend, (zymbone_t *)(m->lump_bones.start + (int) m), currentrenderentity->origin, currentrenderentity->angles, currentrenderentity->scale); - ZymoticTransformVerts(m->numverts, (int *)(m->lump_vertbonecounts.start + (int) m), (zymvertex_t *)(m->lump_verts.start + (int) m)); - ZymoticCalcNormals(m->numverts, m->numshaders, (int *)(m->lump_render.start + (int) m)); - - R_LightModel(m->numverts); - - if (!r_render.value) - return; - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); -// glShadeModel(GL_SMOOTH); - if (currentrenderentity->effects & EF_ADDITIVE) - { - glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering - glEnable(GL_BLEND); - glDepthMask(0); - } - else if (currentrenderentity->alpha != 1.0) - { - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glDepthMask(0); - } - else - { - glDisable(GL_BLEND); - glDepthMask(1); - } - - GL_DrawZymoticModelMesh(aliasvertcolor, m); - - if (fogenabled) - GL_DrawZymoticModelMeshFog(currentrenderentity->origin, m); - - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable (GL_BLEND); - glDepthMask(1); -} - -/* -================= -R_DrawAliasModel - -================= -*/ -void R_DrawAliasModel (void) -{ - if (currentrenderentity->alpha < (1.0 / 64.0)) - return; // basically completely transparent - - c_models++; - - if (r_render.value) - glEnable (GL_TEXTURE_2D); - - c_alias_polys += currentrenderentity->model->numtris; - if (currentrenderentity->model->aliastype == ALIASTYPE_ZYM) - R_DrawZymoticFrame (); - else if (currentrenderentity->model->aliastype == ALIASTYPE_MD2) - R_DrawQ2AliasFrame (); - else - R_DrawAliasFrame (); -}