X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=gl_models.c;h=886cb85985865d37a558e11c3a790a7c4c73e1ca;hb=05b6edf1a4dac900a2d587ce8f26077642ba1792;hp=128214a185f50d984d8526651f33c152848a4936;hpb=5a2506c15b552f73998d5cb90326d6c7185e3ef7;p=xonotic%2Fdarkplaces.git diff --git a/gl_models.c b/gl_models.c index 128214a1..886cb859 100644 --- a/gl_models.c +++ b/gl_models.c @@ -1,222 +1,54 @@ #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; @@ -231,86 +63,191 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2) } 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; - 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); + } + + colorscale = 1; + m.texrgbscale[0] = 0; + m.pointer_color = NULL; + + if (doglow) + { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + m.tex[0] = R_GetTexture(texture->skin.glow); + 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); + GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], fog * 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); } } @@ -323,118 +260,63 @@ void R_Model_Alias_Draw(entity_render_t *ent) 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, float *lightcolor, 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; - - R_Mesh_Matrix(&ent->matrix); + texture_t *texture; 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; @@ -449,438 +331,59 @@ void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v } 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) - { - s = ixtable[*u]; - out[0] *= s; - out[1] *= s; - out[2] *= s; - } - 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); + 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, lightcolorbase, lightcolorpants, lightcolorshirt, (ent->colormap >= 0 || !texture->skin.merged) ? texture->skin.base : texture->skin.merged, ent->colormap >= 0 ? texture->skin.pants : 0, ent->colormap >= 0 ? texture->skin.shirt : 0, texture->skin.nmap, texture->skin.gloss); } } -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 -}