#include "quakedef.h"
-cvar_t gl_transform = {"gl_transform", "1"};
-cvar_t gl_lockarrays = {"gl_lockarrays", "1"};
+//cvar_t gl_transform = {0, "gl_transform", "1"};
+cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
typedef struct
{
// LordHavoc: vertex array
float *aliasvert;
float *aliasvertnorm;
-byte *aliasvertcolor;
-byte *aliasvertcolor2;
+float *aliasvertcolor;
+float *aliasvertcolor2;
zymbonematrix *zymbonepose;
int *aliasvertusage;
+rmeshinfo_t aliasmeshinfo;
+
rtexture_t *chrometexture;
int arraylocked = false;
void GL_LockArray(int first, int count)
{
- if (gl_supportslockarrays && gl_lockarrays.value)
+ if (gl_supportslockarrays && gl_lockarrays.integer)
{
qglLockArraysEXT(first, count);
arraylocked = true;
}
}
-void GL_UnlockArray()
+void GL_UnlockArray(void)
{
if (arraylocked)
{
}
}
+/*
void GL_SetupModelTransform (vec3_t origin, vec3_t angles, vec_t scale)
{
glTranslatef (origin[0], origin[1], origin[2]);
if (angles[2])
glRotatef (angles[2], 1, 0, 0);
}
+*/
-void makechrometexture()
+rtexturepool_t *chrometexturepool;
+
+// currently unused reflection effect texture
+void makechrometexture(void)
{
int i;
byte noise[64*64];
data[i][3] = 255;
}
- chrometexture = R_LoadTexture ("chrometexture", 64, 64, &data[0][0], TEXF_MIPMAP | TEXF_RGBA | TEXF_PRECACHE);
+ chrometexture = R_LoadTexture (chrometexturepool, "chrometexture", 64, 64, &data[0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE);
}
-void gl_models_start()
+mempool_t *gl_models_mempool;
+
+void gl_models_start(void)
{
// allocate vertex processing arrays
- aliasvert = qmalloc(sizeof(float[MD2MAX_VERTS][3]));
- aliasvertnorm = qmalloc(sizeof(float[MD2MAX_VERTS][3]));
- aliasvertcolor = qmalloc(sizeof(byte[MD2MAX_VERTS][4]));
- aliasvertcolor2 = qmalloc(sizeof(byte[MD2MAX_VERTS][4])); // used temporarily for tinted coloring
- zymbonepose = qmalloc(sizeof(zymbonematrix[256]));
- aliasvertusage = qmalloc(sizeof(int[MD2MAX_VERTS]));
+ gl_models_mempool = Mem_AllocPool("GL_Models");
+ aliasvert = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][3]));
+ aliasvertnorm = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][3]));
+ aliasvertcolor = 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]));
+ chrometexturepool = R_AllocTexturePool();
makechrometexture();
}
-void gl_models_shutdown()
+void gl_models_shutdown(void)
{
- qfree(aliasvert);
- qfree(aliasvertnorm);
- qfree(aliasvertcolor);
- qfree(aliasvertcolor2);
- qfree(zymbonepose);
- qfree(aliasvertusage);
+ R_FreeTexturePool(&chrometexturepool);
+ Mem_FreePool(&gl_models_mempool);
}
-void gl_models_newmap()
+void gl_models_newmap(void)
{
}
-void GL_Models_Init()
+void GL_Models_Init(void)
{
- Cvar_RegisterVariable(&gl_transform);
+// Cvar_RegisterVariable(&gl_transform);
Cvar_RegisterVariable(&gl_lockarrays);
R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap);
}
-extern vec3_t softwaretransform_x;
-extern vec3_t softwaretransform_y;
-extern vec3_t softwaretransform_z;
-extern vec_t softwaretransform_scale;
-extern vec3_t softwaretransform_offset;
void R_AliasTransformVerts(int vertcount)
{
- int i;
- vec3_t point, matrix_x, matrix_y, matrix_z;
+ vec3_t point;
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++)
+ while (vertcount >= 4)
{
- // 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;
+ VectorCopy(av, point);softwaretransform(point, av);av += 3;
+ VectorCopy(av, point);softwaretransform(point, av);av += 3;
+ VectorCopy(av, point);softwaretransform(point, av);av += 3;
+ VectorCopy(av, point);softwaretransform(point, av);av += 3;
+ VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
+ VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
+ VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
+ VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
+ vertcount -= 4;
+ }
+ while(vertcount > 0)
+ {
+ VectorCopy(av, point);softwaretransform(point, av);av += 3;
+ VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
+ vertcount--;
}
}
float *av, *avn;
av = aliasvert;
avn = aliasvertnorm;
- VectorScaleQuick(fscale1, lerp1, scale1);
+ VectorScale(fscale1, lerp1, scale1);
if (lerp2)
{
- VectorScaleQuick(fscale2, lerp2, scale2);
+ VectorScale(fscale2, lerp2, scale2);
if (lerp3)
{
- VectorScaleQuick(fscale3, lerp3, scale3);
+ VectorScale(fscale3, lerp3, scale3);
if (lerp4)
{
- VectorScaleQuick(fscale4, lerp4, scale4);
+ 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;
}
}
-void GL_DrawModelMesh(rtexture_t *skin, byte *colors, maliashdr_t *maliashdr)
+void GL_DrawModelMesh(rtexture_t *skin, float *colors, float cred, float cgreen, float cblue)
{
- if (!r_render.value)
- return;
- glBindTexture(GL_TEXTURE_2D, R_GetTexture(skin));
- if (!colors)
+ aliasmeshinfo.tex[0] = R_GetTexture(skin);
+ aliasmeshinfo.color = colors;
+ if (colors == NULL)
{
- if (lighthalf)
- glColor3f(0.5f, 0.5f, 0.5f);
- else
- glColor3f(1.0f, 1.0f, 1.0f);
- }
- if (colors)
- {
- glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
- glEnableClientState(GL_COLOR_ARRAY);
+ aliasmeshinfo.cr = cred;
+ aliasmeshinfo.cg = cgreen;
+ aliasmeshinfo.cb = cblue;
+ aliasmeshinfo.ca = currentrenderentity->alpha;
}
- glDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata));
+ c_alias_polys += aliasmeshinfo.numtriangles;
+ R_Mesh_Draw(&aliasmeshinfo);
- 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
+ aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
+ aliasmeshinfo.blendfunc2 = GL_ONE;
}
-void R_TintModel(byte *in, byte *out, int verts, byte *color)
+void R_TintModel(float *in, float *out, int verts, float r, float g, float b)
{
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];
+ out[0] = in[0] * r;
+ out[1] = in[1] * g;
+ out[2] = in[2] * b;
+ out[3] = in[3];
in += 4;
out += 4;
}
}
-/*
-=================
-R_DrawAliasFrame
+void R_SetupMDLMD2Frames(skinframe_t **skinframe)
+{
+ md2frame_t *frame1, *frame2, *frame3, *frame4;
+ trivertx_t *frame1verts, *frame2verts, *frame3verts, *frame4verts;
+ model_t *model;
+ model = currentrenderentity->model;
-=================
-*/
-extern vec3_t lightspot;
-void R_LightModel(entity_t *ent, int numverts, vec3_t center, vec3_t basecolor);
-void R_DrawAliasFrame (maliashdr_t *maliashdr, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, vec3_t angles, vec_t scale, frameblend_t *blend, rtexture_t **skin, int colormap, int effects, int flags)
+ if (model->skinscenes[currentrenderentity->skinnum].framecount > 1)
+ *skinframe = &model->skinframes[model->skinscenes[currentrenderentity->skinnum].firstframe + (int) (cl.time * 10) % model->skinscenes[currentrenderentity->skinnum].framecount];
+ else
+ *skinframe = &model->skinframes[model->skinscenes[currentrenderentity->skinnum].firstframe];
+
+ softwaretransformforentity(currentrenderentity);
+
+ frame1 = &model->mdlmd2data_frames[currentrenderentity->frameblend[0].frame];
+ frame2 = &model->mdlmd2data_frames[currentrenderentity->frameblend[1].frame];
+ frame3 = &model->mdlmd2data_frames[currentrenderentity->frameblend[2].frame];
+ frame4 = &model->mdlmd2data_frames[currentrenderentity->frameblend[3].frame];
+ frame1verts = &model->mdlmd2data_pose[currentrenderentity->frameblend[0].frame * model->numverts];
+ frame2verts = &model->mdlmd2data_pose[currentrenderentity->frameblend[1].frame * model->numverts];
+ frame3verts = &model->mdlmd2data_pose[currentrenderentity->frameblend[2].frame * model->numverts];
+ frame4verts = &model->mdlmd2data_pose[currentrenderentity->frameblend[3].frame * model->numverts];
+ /*
+ if (currentrenderentity->frameblend[0].lerp)
+ Con_Printf("frame1: %i/%i %s scale %f %f %f translate %f %f %f\n", currentrenderentity->frameblend[0].frame, model->numframes, frame1->name, frame1->scale[0], frame1->scale[1], frame1->scale[2], frame1->translate[0], frame1->translate[1], frame1->translate[2]);
+ if (currentrenderentity->frameblend[1].lerp)
+ Con_Printf("frame2: %i/%i %s scale %f %f %f translate %f %f %f\n", currentrenderentity->frameblend[0].frame, model->numframes, frame2->name, frame2->scale[0], frame2->scale[1], frame2->scale[2], frame2->translate[0], frame2->translate[1], frame2->translate[2]);
+ if (currentrenderentity->frameblend[2].lerp)
+ Con_Printf("frame3: %i/%i %s scale %f %f %f translate %f %f %f\n", currentrenderentity->frameblend[0].frame, model->numframes, frame3->name, frame3->scale[0], frame3->scale[1], frame3->scale[2], frame3->translate[0], frame3->translate[1], frame3->translate[2]);
+ if (currentrenderentity->frameblend[3].lerp)
+ Con_Printf("frame4: %i/%i %s scale %f %f %f translate %f %f %f\n", currentrenderentity->frameblend[0].frame, model->numframes, frame4->name, frame4->scale[0], frame4->scale[1], frame4->scale[2], frame4->translate[0], frame4->translate[1], frame4->translate[2]);
+ */
+ R_AliasLerpVerts(model->numverts,
+ currentrenderentity->frameblend[0].lerp, frame1verts, frame1->scale, frame1->translate,
+ currentrenderentity->frameblend[1].lerp, frame2verts, frame2->scale, frame2->translate,
+ currentrenderentity->frameblend[2].lerp, frame3verts, frame3->scale, frame3->translate,
+ currentrenderentity->frameblend[3].lerp, frame4verts, frame4->scale, frame4->translate);
+ R_AliasTransformVerts(model->numverts);
+
+ R_LightModel(model->numverts);
+}
+
+void R_DrawQ1AliasModel (void)
{
- if (gl_transform.value)
- {
- if (r_render.value)
- {
- glPushMatrix();
- GL_SetupModelTransform(org, angles, scale);
- }
- }
- // always needed, for model lighting
- softwaretransformforentity(ent);
-
- R_AliasLerpVerts(maliashdr->numverts,
- blend[0].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[0].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin,
- blend[1].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[1].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin,
- blend[2].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[2].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin,
- blend[3].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[3].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin);
- if (!gl_transform.value)
- R_AliasTransformVerts(maliashdr->numverts);
-
- // prep the vertex array as early as possible
- if (r_render.value)
+ float fog;
+ vec3_t diff;
+ model_t *model;
+ skinframe_t *skinframe;
+
+ model = currentrenderentity->model;
+
+ R_SetupMDLMD2Frames(&skinframe);
+
+ memset(&aliasmeshinfo, 0, sizeof(aliasmeshinfo));
+
+ aliasmeshinfo.vertex = aliasvert;
+ aliasmeshinfo.vertexstep = sizeof(float[3]);
+ aliasmeshinfo.numverts = model->numverts;
+ aliasmeshinfo.numtriangles = model->numtris;
+ aliasmeshinfo.index = model->mdldata_indices;
+ aliasmeshinfo.colorstep = sizeof(float[4]);
+ aliasmeshinfo.texcoords[0] = model->mdldata_texcoords;
+ aliasmeshinfo.texcoordstep[0] = sizeof(float[2]);
+
+ fog = 0;
+ if (fogenabled)
{
- glVertexPointer(3, GL_FLOAT, 0, aliasvert);
- glEnableClientState(GL_VERTEX_ARRAY);
- glTexCoordPointer(2, GL_FLOAT, 0, (void *)((int) maliashdr->texdata + (int) maliashdr));
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- GL_LockArray(0, maliashdr->numverts);
+ VectorSubtract(currentrenderentity->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
}
- R_LightModel(ent, maliashdr->numverts, org, color);
-
- if (!r_render.value)
- return;
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glShadeModel(GL_SMOOTH);
- if (effects & EF_ADDITIVE)
+ if (currentrenderentity->effects & EF_ADDITIVE)
{
- glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
- glEnable(GL_BLEND);
- glDepthMask(0);
+ aliasmeshinfo.transparent = true;
+ aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
+ aliasmeshinfo.blendfunc2 = GL_ONE;
}
- else if (alpha != 1.0)
+ else if (currentrenderentity->alpha != 1.0 || skinframe->fog != NULL)
{
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glDepthMask(0);
+ aliasmeshinfo.transparent = true;
+ aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
+ aliasmeshinfo.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
}
else
{
- glDisable(GL_BLEND);
- glDepthMask(1);
+ aliasmeshinfo.transparent = false;
+ aliasmeshinfo.blendfunc1 = GL_ONE;
+ aliasmeshinfo.blendfunc2 = GL_ZERO;
}
- if (skin[0] || skin[1] || skin[2] || skin[3] || skin[4])
+ // darken source
+ if (fog)
+ R_TintModel(aliasvertcolor, aliasvertcolor, model->numverts, 1 - fog, 1 - fog, 1 - fog);
+
+ if (skinframe->base || skinframe->pants || skinframe->shirt || skinframe->glow || skinframe->merged)
{
- if (colormap >= 0 && (skin[0] || skin[1] || skin[2]))
+ if (currentrenderentity->colormap >= 0 && (skinframe->base || skinframe->pants || skinframe->shirt))
{
int c;
- if (skin[0])
- GL_DrawModelMesh(skin[0], aliasvertcolor, maliashdr);
- if (skin[1])
+ byte *color;
+ if (skinframe->base)
+ GL_DrawModelMesh(skinframe->base, aliasvertcolor, 0, 0, 0);
+ if (skinframe->pants)
{
- c = (colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
- R_TintModel(aliasvertcolor, aliasvertcolor2, maliashdr->numverts, (byte *) (&d_8to24table[c]));
- GL_DrawModelMesh(skin[1], aliasvertcolor2, maliashdr);
+ c = (currentrenderentity->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
+ color = (byte *) (&d_8to24table[c]);
+ if (c >= 224) // fullbright ranges
+ GL_DrawModelMesh(skinframe->pants, NULL, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
+ else
+ {
+ R_TintModel(aliasvertcolor, aliasvertcolor2, model->numverts, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
+ GL_DrawModelMesh(skinframe->pants, aliasvertcolor2, 0, 0, 0);
+ }
}
- if (skin[2])
+ if (skinframe->shirt)
{
- c = colormap & 0xF0 ;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
- R_TintModel(aliasvertcolor, aliasvertcolor2, maliashdr->numverts, (byte *) (&d_8to24table[c]));
- GL_DrawModelMesh(skin[2], aliasvertcolor2, maliashdr);
+ c = currentrenderentity->colormap & 0xF0 ;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
+ color = (byte *) (&d_8to24table[c]);
+ if (c >= 224) // fullbright ranges
+ GL_DrawModelMesh(skinframe->shirt, NULL, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
+ else
+ {
+ R_TintModel(aliasvertcolor, aliasvertcolor2, model->numverts, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
+ GL_DrawModelMesh(skinframe->shirt, aliasvertcolor2, 0, 0, 0);
+ }
}
}
else
{
- if (skin[4]) GL_DrawModelMesh(skin[4], aliasvertcolor, maliashdr);
+ if (skinframe->merged)
+ GL_DrawModelMesh(skinframe->merged, aliasvertcolor, 0, 0, 0);
else
{
- if (skin[0]) GL_DrawModelMesh(skin[0], aliasvertcolor, maliashdr);
- if (skin[1]) GL_DrawModelMesh(skin[1], aliasvertcolor, maliashdr);
- if (skin[2]) GL_DrawModelMesh(skin[2], aliasvertcolor, maliashdr);
+ if (skinframe->base) GL_DrawModelMesh(skinframe->base, aliasvertcolor, 0, 0, 0);
+ if (skinframe->pants) GL_DrawModelMesh(skinframe->pants, aliasvertcolor, 0, 0, 0);
+ if (skinframe->shirt) GL_DrawModelMesh(skinframe->shirt, aliasvertcolor, 0, 0, 0);
}
}
- if (skin[3]) GL_DrawModelMesh(skin[3], NULL, maliashdr);
+ if (skinframe->glow) GL_DrawModelMesh(skinframe->glow, NULL, 1 - fog, 1 - fog, 1 - fog);
}
else
- GL_DrawModelMesh(0, NULL, maliashdr);
+ GL_DrawModelMesh(0, NULL, 1 - fog, 1 - fog, 1 - fog);
- if (fogenabled)
+ if (fog)
{
- vec3_t diff;
- glDisable (GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(0); // disable zbuffer updates
+ aliasmeshinfo.tex[0] = R_GetTexture(skinframe->fog);
+ aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
+ aliasmeshinfo.blendfunc2 = GL_ONE;
+ aliasmeshinfo.color = NULL;
- VectorSubtract(org, r_refdef.vieworg, diff);
- glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
+ aliasmeshinfo.cr = fogcolor[0];
+ aliasmeshinfo.cg = fogcolor[1];
+ aliasmeshinfo.cb = fogcolor[2];
+ aliasmeshinfo.ca = currentrenderentity->alpha * fog;
- glDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata));
-
- glEnable (GL_TEXTURE_2D);
- glColor3f (1,1,1);
+ c_alias_polys += aliasmeshinfo.numtriangles;
+ R_Mesh_Draw(&aliasmeshinfo);
}
- GL_UnlockArray();
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
-
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(1);
-
- glPopMatrix();
}
-/*
-=================
-R_DrawQ2AliasFrame
-
-=================
-*/
-void R_DrawQ2AliasFrame (md2mem_t *pheader, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, vec3_t angles, vec_t scale, frameblend_t *blend, rtexture_t *skin, int effects, int flags)
+void R_DrawQ2AliasModel (void)
{
int *order, count;
- md2frame_t *frame1, *frame2, *frame3, *frame4;
+ vec3_t diff;
+ skinframe_t *skinframe;
+ model_t *model;
- if (r_render.value)
- glBindTexture(GL_TEXTURE_2D, R_GetTexture(skin));
+ model = currentrenderentity->model;
- if (gl_transform.value)
+ R_SetupMDLMD2Frames(&skinframe);
+
+ if (!r_render.integer)
+ return;
+
+ // FIXME FIXME FIXME rewrite loader to convert to triangle mesh
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(skinframe->base));
+
+ if (currentrenderentity->effects & EF_ADDITIVE)
{
- if (r_render.value)
- {
- glPushMatrix();
- GL_SetupModelTransform(org, angles, scale);
- }
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
+ glEnable(GL_BLEND);
+ glDepthMask(0);
}
- // always needed, for model lighting
- softwaretransformforentity(ent);
-
- frame1 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[0].frame));
- frame2 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[1].frame));
- frame3 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[2].frame));
- frame4 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[3].frame));
- R_AliasLerpVerts(pheader->num_xyz,
- blend[0].lerp, frame1->verts, frame1->scale, frame1->translate,
- blend[1].lerp, frame2->verts, frame2->scale, frame2->translate,
- blend[2].lerp, frame3->verts, frame3->scale, frame3->translate,
- blend[3].lerp, frame4->verts, frame4->scale, frame4->translate);
- if (!gl_transform.value)
- R_AliasTransformVerts(pheader->num_xyz);
-
- R_LightModel(ent, pheader->num_xyz, org, color);
-
- if (!r_render.value)
- return;
+ else if (currentrenderentity->alpha != 1.0 || R_TextureHasAlpha(skinframe->base))
+ {
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glDepthMask(0);
+ }
+ else
+ {
+ glDisable(GL_BLEND);
+ glDepthMask(1);
+ }
+
// LordHavoc: big mess...
// using vertex arrays only slightly, although it is enough to prevent duplicates
// (saving half the transforms)
- glVertexPointer(3, GL_FLOAT, 0, aliasvert);
- glColorPointer(4, GL_UNSIGNED_BYTE, 0, aliasvertcolor);
+ glVertexPointer(3, GL_FLOAT, sizeof(float[3]), aliasvert);
+ glColorPointer(4, GL_FLOAT, sizeof(float[4]), aliasvertcolor);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
- order = (int *)((int)pheader + pheader->ofs_glcmds);
+ GL_LockArray(0, model->numverts);
+
+ order = model->md2data_glcmds;
while(1)
{
if (!(count = *order++))
while (count--);
}
+ GL_UnlockArray();
+
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable (GL_BLEND);
glDepthMask(0); // disable zbuffer updates
- {
- vec3_t diff;
- VectorSubtract(org, r_refdef.vieworg, diff);
- glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
- }
+
+ VectorSubtract(currentrenderentity->origin, r_origin, diff);
+ glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], currentrenderentity->alpha * 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, 0, aliasvert);
+ glVertexPointer(3, GL_FLOAT, sizeof(float[3]), aliasvert);
glEnableClientState(GL_VERTEX_ARRAY);
- order = (int *)((int)pheader + pheader->ofs_glcmds);
+ GL_LockArray(0, model->numverts);
+
+ order = model->md2data_glcmds;
while(1)
{
if (!(count = *order++))
while (count--);
}
+ GL_UnlockArray();
+
glDisableClientState(GL_VERTEX_ARRAY);
glEnable (GL_TEXTURE_2D);
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)
{
float lerp1, lerp2, lerp3, lerp4;
zymbonematrix *out, rootmatrix, m, *bone1, *bone2, *bone3, *bone4;
- lerp1 = 1 - lerp2;
out = zymbonepose;
AngleVectors(rootangles, rootmatrix.m[0], rootmatrix.m[1], rootmatrix.m[2]);
VectorScale(rootmatrix.m[0], rootscale, rootmatrix.m[0]);
while(vertcount--)
{
c = *bonecounts++;
+ // FIXME: validate bonecounts at load time (must be >= 1)
if (c == 1)
{
matrix = &zymbonepose[vert->bonenum];
}
}
-float ixtable[4096];
-
void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist)
{
int a, b, c, d;
float *out, v1[3], v2[3], normal[3];
int *u;
- if (!ixtable[1])
- {
- ixtable[0] = 0;
- for (a = 1;a < 4096;a++)
- ixtable[a] = 1.0f / a;
- }
// clear normals
memset(aliasvertnorm, 0, sizeof(float[3]) * vertcount);
memset(aliasvertusage, 0, sizeof(int) * vertcount);
v2[1] = aliasvert[c+1] - aliasvert[b+1];
v2[2] = aliasvert[c+2] - aliasvert[b+2];
CrossProduct(v1, v2, normal);
- VectorNormalize(normal);
+ VectorNormalizeFast(normal);
// add surface normal to vertices
aliasvertnorm[a+0] += normal[0];
aliasvertnorm[a+1] += normal[1];
}
}
-void GL_DrawZymoticModelMesh(byte *colors, zymtype1header_t *m)
+void GL_DrawZymoticModelMesh(zymtype1header_t *m)
{
- int i, c, *renderlist;
+ int i, *renderlist;
rtexture_t **texture;
- if (!r_render.value)
- return;
+
+ // FIXME: do better fog
renderlist = (int *)(m->lump_render.start + (int) m);
texture = (rtexture_t **)(m->lump_shaders.start + (int) m);
- glVertexPointer(3, GL_FLOAT, 0, aliasvert);
- glEnableClientState(GL_VERTEX_ARRAY);
- glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
- glEnableClientState(GL_COLOR_ARRAY);
-
- glTexCoordPointer(2, GL_FLOAT, 0, (float *)(m->lump_texcoords.start + (int) m));
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ aliasmeshinfo.vertex = aliasvert;
+ aliasmeshinfo.vertexstep = sizeof(float[3]);
+ aliasmeshinfo.color = aliasvertcolor;
+ aliasmeshinfo.colorstep = sizeof(float[4]);
+ aliasmeshinfo.texcoords[0] = (float *)(m->lump_texcoords.start + (int) m);
+ aliasmeshinfo.texcoordstep[0] = sizeof(float[2]);
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;
+ aliasmeshinfo.tex[0] = R_GetTexture(*texture);
+ aliasmeshinfo.tex[1] = 0;
+ if (currentrenderentity->effects & EF_ADDITIVE)
+ {
+ aliasmeshinfo.transparent = true;
+ aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
+ aliasmeshinfo.blendfunc2 = GL_ONE;
+ }
+ else if (currentrenderentity->alpha != 1.0 || R_TextureHasAlpha(*texture))
+ {
+ aliasmeshinfo.transparent = true;
+ aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
+ aliasmeshinfo.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ }
+ else
+ {
+ aliasmeshinfo.transparent = false;
+ aliasmeshinfo.blendfunc1 = GL_ONE;
+ aliasmeshinfo.blendfunc2 = GL_ZERO;
+ }
+ aliasmeshinfo.numtriangles = *renderlist++;
+ aliasmeshinfo.index = renderlist;
+ c_alias_polys += aliasmeshinfo.numtriangles;
+ R_Mesh_Draw(&aliasmeshinfo);
+ renderlist += aliasmeshinfo.numtriangles * 3;
}
-
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-
- glDisableClientState(GL_COLOR_ARRAY);
-
- glDisableClientState(GL_VERTEX_ARRAY);
}
void GL_DrawZymoticModelMeshFog(vec3_t org, zymtype1header_t *m)
{
+ int i, *renderlist;
vec3_t diff;
- int i, c, *renderlist;
- if (!r_render.value)
- return;
+
+ // FIXME: do better fog
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_refdef.vieworg, diff);
- glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
+ aliasmeshinfo.tex[0] = 0;
+ aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
+ aliasmeshinfo.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- glVertexPointer(3, GL_FLOAT, 0, aliasvert);
- glEnableClientState(GL_VERTEX_ARRAY);
+ VectorSubtract(org, r_origin, diff);
+ aliasmeshinfo.cr = fogcolor[0];
+ aliasmeshinfo.cg = fogcolor[1];
+ aliasmeshinfo.cb = fogcolor[2];
+ aliasmeshinfo.ca = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff));
for (i = 0;i < m->numshaders;i++)
{
- c = (*renderlist++) * 3;
- glDrawElements(GL_TRIANGLES, c, GL_UNSIGNED_INT, renderlist);
- renderlist += c;
+ aliasmeshinfo.numtriangles = *renderlist++;
+ aliasmeshinfo.index = renderlist;
+ c_alias_polys += aliasmeshinfo.numtriangles;
+ R_Mesh_Draw(&aliasmeshinfo);
+ renderlist += aliasmeshinfo.numtriangles * 3;
}
-
- glDisableClientState(GL_VERTEX_ARRAY);
-
- glEnable(GL_TEXTURE_2D);
- glColor3f (1,1,1);
}
-/*
-=================
-R_DrawZymoticFrame
-=================
-*/
-void R_DrawZymoticFrame (zymtype1header_t *m, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, vec3_t angles, vec_t scale, frameblend_t *blend, int skinblah, int effects, int flags)
+void R_DrawZymoticModel (void)
{
- ZymoticLerpBones(m->numbones, (zymbonematrix *)(m->lump_poses.start + (int) m), blend, (zymbone_t *)(m->lump_bones.start + (int) m), org, angles, scale);
+ zymtype1header_t *m;
+
+ // FIXME: do better fog
+ m = currentrenderentity->model->zymdata_header;
+ 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(ent, m->numverts, org, color);
+ R_LightModel(m->numverts);
- if (!r_render.value)
- return;
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glShadeModel(GL_SMOOTH);
- if (effects & EF_ADDITIVE)
- {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
- glEnable(GL_BLEND);
- glDepthMask(0);
- }
- else if (alpha != 1.0)
- {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glDepthMask(0);
- }
- else
- {
- glDisable(GL_BLEND);
- glDepthMask(1);
- }
+ memset(&aliasmeshinfo, 0, sizeof(aliasmeshinfo));
+ aliasmeshinfo.numverts = m->numverts;
- GL_DrawZymoticModelMesh(aliasvertcolor, m);
+ GL_DrawZymoticModelMesh(m);
if (fogenabled)
- GL_DrawZymoticModelMeshFog(org, m);
-
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(1);
+ GL_DrawZymoticModelMeshFog(currentrenderentity->origin, m);
}
-/*
-=================
-R_DrawAliasModel
-
-=================
-*/
-void R_DrawAliasModel (entity_t *ent, int cull, float alpha, model_t *clmodel, frameblend_t *blend, int skin, vec3_t org, vec3_t angles, vec_t scale, int effects, int flags, int colormap)
+void R_DrawAliasModel (void)
{
- int i;
- vec3_t mins, maxs, color;
- void *modelheader;
- rtexture_t **skinset;
-
- if (alpha < (1.0 / 64.0))
+ if (currentrenderentity->alpha < (1.0f / 64.0f))
return; // basically completely transparent
- VectorAdd (org, clmodel->mins, mins);
- VectorAdd (org, clmodel->maxs, maxs);
-
- if (cull && R_VisibleCullBox (mins, maxs))
- return;
-
c_models++;
- if (skin < 0 || skin >= clmodel->numskins)
- {
- skin = 0;
- Con_DPrintf("invalid skin number %d for model %s\n", skin, clmodel->name);
- }
-
- modelheader = Mod_Extradata (clmodel);
-
- {
-// int *skinanimrange = (int *) (clmodel->skinanimrange + (int) modelheader) + skin * 2;
-// int *skinanim = (int *) (clmodel->skinanim + (int) modelheader);
- int *skinanimrange = clmodel->skinanimrange + skin * 2;
- rtexture_t **skinanim = clmodel->skinanim;
- i = skinanimrange[0];
- if (skinanimrange[1] > 1) // animated
- i += ((int) (cl.time * 10) % skinanimrange[1]);
- skinset = skinanim + i*5;
- }
-
- if (r_render.value)
- glEnable (GL_TEXTURE_2D);
-
- c_alias_polys += clmodel->numtris;
- if (clmodel->aliastype == ALIASTYPE_ZYM)
- R_DrawZymoticFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, 0 , effects, flags);
- else if (clmodel->aliastype == ALIASTYPE_MD2)
- R_DrawQ2AliasFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, skinset[0] , effects, flags);
+ if (currentrenderentity->model->aliastype == ALIASTYPE_ZYM)
+ R_DrawZymoticModel ();
+ else if (currentrenderentity->model->aliastype == ALIASTYPE_MD2)
+ R_DrawQ2AliasModel ();
else
- R_DrawAliasFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, skinset , colormap, effects, flags);
+ R_DrawQ1AliasModel ();
}