4 cvar_t gl_transform = {"gl_transform", "1"};
5 cvar_t gl_lockarrays = {"gl_lockarrays", "1"};
12 // LordHavoc: vertex array
16 byte *aliasvertcolor2;
17 zymbonematrix *zymbonepose;
20 rtexture_t *chrometexture;
22 int arraylocked = false;
23 void GL_LockArray(int first, int count)
25 if (gl_supportslockarrays && gl_lockarrays.value)
27 qglLockArraysEXT(first, count);
41 void GL_SetupModelTransform (vec3_t origin, vec3_t angles, vec_t scale)
43 glTranslatef (origin[0], origin[1], origin[2]);
46 glScalef (scale, scale, scale);
48 glRotatef (angles[1], 0, 0, 1);
50 glRotatef (-angles[0], 0, 1, 0);
52 glRotatef (angles[2], 1, 0, 0);
55 void makechrometexture()
61 fractalnoise(noise, 64, 8);
63 // convert to RGBA data
64 for (i = 0;i < 64*64;i++)
66 data[i][0] = data[i][1] = data[i][2] = noise[i];
70 chrometexture = R_LoadTexture ("chrometexture", 64, 64, &data[0][0], TEXF_MIPMAP | TEXF_RGBA | TEXF_PRECACHE);
73 void gl_models_start()
75 // allocate vertex processing arrays
76 aliasvert = qmalloc(sizeof(float[MD2MAX_VERTS][3]));
77 aliasvertnorm = qmalloc(sizeof(float[MD2MAX_VERTS][3]));
78 aliasvertcolor = qmalloc(sizeof(byte[MD2MAX_VERTS][4]));
79 aliasvertcolor2 = qmalloc(sizeof(byte[MD2MAX_VERTS][4])); // used temporarily for tinted coloring
80 zymbonepose = qmalloc(sizeof(zymbonematrix[256]));
81 aliasvertusage = qmalloc(sizeof(int[MD2MAX_VERTS]));
85 void gl_models_shutdown()
89 qfree(aliasvertcolor);
90 qfree(aliasvertcolor2);
92 qfree(aliasvertusage);
97 Cvar_RegisterVariable(&gl_transform);
98 Cvar_RegisterVariable(&gl_lockarrays);
100 R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown);
103 extern vec3_t softwaretransform_x;
104 extern vec3_t softwaretransform_y;
105 extern vec3_t softwaretransform_z;
106 extern vec_t softwaretransform_scale;
107 extern vec3_t softwaretransform_offset;
108 void R_AliasTransformVerts(int vertcount)
111 vec3_t point, matrix_x, matrix_y, matrix_z;
115 matrix_x[0] = softwaretransform_x[0] * softwaretransform_scale;
116 matrix_x[1] = softwaretransform_y[0] * softwaretransform_scale;
117 matrix_x[2] = softwaretransform_z[0] * softwaretransform_scale;
118 matrix_y[0] = softwaretransform_x[1] * softwaretransform_scale;
119 matrix_y[1] = softwaretransform_y[1] * softwaretransform_scale;
120 matrix_y[2] = softwaretransform_z[1] * softwaretransform_scale;
121 matrix_z[0] = softwaretransform_x[2] * softwaretransform_scale;
122 matrix_z[1] = softwaretransform_y[2] * softwaretransform_scale;
123 matrix_z[2] = softwaretransform_z[2] * softwaretransform_scale;
124 for (i = 0;i < vertcount;i++)
126 // rotate, scale, and translate the vertex locations
127 VectorCopy(av, point);
128 av[0] = DotProduct(point, matrix_x) + softwaretransform_offset[0];
129 av[1] = DotProduct(point, matrix_y) + softwaretransform_offset[1];
130 av[2] = DotProduct(point, matrix_z) + softwaretransform_offset[2];
131 // rotate the normals
132 VectorCopy(avn, point);
133 avn[0] = point[0] * softwaretransform_x[0] + point[1] * softwaretransform_y[0] + point[2] * softwaretransform_z[0];
134 avn[1] = point[0] * softwaretransform_x[1] + point[1] * softwaretransform_y[1] + point[2] * softwaretransform_z[1];
135 avn[2] = point[0] * softwaretransform_x[2] + point[1] * softwaretransform_y[2] + point[2] * softwaretransform_z[2];
141 void R_AliasLerpVerts(int vertcount,
142 float lerp1, trivertx_t *verts1, vec3_t fscale1, vec3_t translate1,
143 float lerp2, trivertx_t *verts2, vec3_t fscale2, vec3_t translate2,
144 float lerp3, trivertx_t *verts3, vec3_t fscale3, vec3_t translate3,
145 float lerp4, trivertx_t *verts4, vec3_t fscale4, vec3_t translate4)
148 vec3_t scale1, scale2, scale3, scale4, translate;
149 float *n1, *n2, *n3, *n4;
153 VectorScaleQuick(fscale1, lerp1, scale1);
156 VectorScaleQuick(fscale2, lerp2, scale2);
159 VectorScaleQuick(fscale3, lerp3, scale3);
162 VectorScaleQuick(fscale4, lerp4, scale4);
163 translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2 + translate3[0] * lerp3 + translate4[0] * lerp4;
164 translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2 + translate3[1] * lerp3 + translate4[1] * lerp4;
165 translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2 + translate3[2] * lerp3 + translate4[2] * lerp4;
167 for (i = 0;i < vertcount;i++)
169 av[0] = verts1->v[0] * scale1[0] + verts2->v[0] * scale2[0] + verts3->v[0] * scale3[0] + verts4->v[0] * scale4[0] + translate[0];
170 av[1] = verts1->v[1] * scale1[1] + verts2->v[1] * scale2[1] + verts3->v[1] * scale3[1] + verts4->v[1] * scale4[1] + translate[1];
171 av[2] = verts1->v[2] * scale1[2] + verts2->v[2] * scale2[2] + verts3->v[2] * scale3[2] + verts4->v[2] * scale4[2] + translate[2];
172 n1 = m_bytenormals[verts1->lightnormalindex];
173 n2 = m_bytenormals[verts2->lightnormalindex];
174 n3 = m_bytenormals[verts3->lightnormalindex];
175 n4 = m_bytenormals[verts4->lightnormalindex];
176 avn[0] = n1[0] * lerp1 + n2[0] * lerp2 + n3[0] * lerp3 + n4[0] * lerp4;
177 avn[1] = n1[1] * lerp1 + n2[1] * lerp2 + n3[1] * lerp3 + n4[1] * lerp4;
178 avn[2] = n1[2] * lerp1 + n2[2] * lerp2 + n3[2] * lerp3 + n4[2] * lerp4;
181 verts1++;verts2++;verts3++;verts4++;
186 translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2 + translate3[0] * lerp3;
187 translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2 + translate3[1] * lerp3;
188 translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2 + translate3[2] * lerp3;
190 for (i = 0;i < vertcount;i++)
192 av[0] = verts1->v[0] * scale1[0] + verts2->v[0] * scale2[0] + verts3->v[0] * scale3[0] + translate[0];
193 av[1] = verts1->v[1] * scale1[1] + verts2->v[1] * scale2[1] + verts3->v[1] * scale3[1] + translate[1];
194 av[2] = verts1->v[2] * scale1[2] + verts2->v[2] * scale2[2] + verts3->v[2] * scale3[2] + translate[2];
195 n1 = m_bytenormals[verts1->lightnormalindex];
196 n2 = m_bytenormals[verts2->lightnormalindex];
197 n3 = m_bytenormals[verts3->lightnormalindex];
198 avn[0] = n1[0] * lerp1 + n2[0] * lerp2 + n3[0] * lerp3;
199 avn[1] = n1[1] * lerp1 + n2[1] * lerp2 + n3[1] * lerp3;
200 avn[2] = n1[2] * lerp1 + n2[2] * lerp2 + n3[2] * lerp3;
203 verts1++;verts2++;verts3++;
209 translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2;
210 translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2;
211 translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2;
213 for (i = 0;i < vertcount;i++)
215 av[0] = verts1->v[0] * scale1[0] + verts2->v[0] * scale2[0] + translate[0];
216 av[1] = verts1->v[1] * scale1[1] + verts2->v[1] * scale2[1] + translate[1];
217 av[2] = verts1->v[2] * scale1[2] + verts2->v[2] * scale2[2] + translate[2];
218 n1 = m_bytenormals[verts1->lightnormalindex];
219 n2 = m_bytenormals[verts2->lightnormalindex];
220 avn[0] = n1[0] * lerp1 + n2[0] * lerp2;
221 avn[1] = n1[1] * lerp1 + n2[1] * lerp2;
222 avn[2] = n1[2] * lerp1 + n2[2] * lerp2;
231 translate[0] = translate1[0] * lerp1;
232 translate[1] = translate1[1] * lerp1;
233 translate[2] = translate1[2] * lerp1;
237 // general but almost never used case
238 for (i = 0;i < vertcount;i++)
240 av[0] = verts1->v[0] * scale1[0] + translate[0];
241 av[1] = verts1->v[1] * scale1[1] + translate[1];
242 av[2] = verts1->v[2] * scale1[2] + translate[2];
243 n1 = m_bytenormals[verts1->lightnormalindex];
244 avn[0] = n1[0] * lerp1;
245 avn[1] = n1[1] * lerp1;
246 avn[2] = n1[2] * lerp1;
255 for (i = 0;i < vertcount;i++)
257 av[0] = verts1->v[0] * scale1[0] + translate[0];
258 av[1] = verts1->v[1] * scale1[1] + translate[1];
259 av[2] = verts1->v[2] * scale1[2] + translate[2];
260 VectorCopy(m_bytenormals[verts1->lightnormalindex], avn);
269 void GL_DrawModelMesh(rtexture_t *skin, byte *colors, maliashdr_t *maliashdr)
273 glBindTexture(GL_TEXTURE_2D, R_GetTexture(skin));
277 glColor3f(0.5f, 0.5f, 0.5f);
279 glColor3f(1.0f, 1.0f, 1.0f);
283 glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
284 glEnableClientState(GL_COLOR_ARRAY);
287 glDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata));
290 glDisableClientState(GL_COLOR_ARRAY);
291 // leave it in a state for additional passes
294 glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive
297 void R_TintModel(byte *in, byte *out, int verts, byte *color)
303 for (i = 0;i < verts;i++)
305 out[0] = (byte) ((in[0] * r) >> 8);
306 out[1] = (byte) ((in[1] * g) >> 8);
307 out[2] = (byte) ((in[2] * b) >> 8);
320 extern vec3_t lightspot;
321 void R_LightModel(int numverts, vec3_t center, vec3_t basecolor);
322 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)
324 if (gl_transform.value)
329 GL_SetupModelTransform(org, angles, scale);
332 // always needed, for model lighting
333 softwaretransformforentity(ent);
335 R_AliasLerpVerts(maliashdr->numverts,
336 blend[0].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[0].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin,
337 blend[1].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[1].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin,
338 blend[2].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[2].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin,
339 blend[3].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[3].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin);
340 if (!gl_transform.value)
341 R_AliasTransformVerts(maliashdr->numverts);
343 // prep the vertex array as early as possible
346 glVertexPointer(3, GL_FLOAT, 0, aliasvert);
347 glEnableClientState(GL_VERTEX_ARRAY);
348 glTexCoordPointer(2, GL_FLOAT, 0, (void *)((int) maliashdr->texdata + (int) maliashdr));
349 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
350 GL_LockArray(0, maliashdr->numverts);
353 R_LightModel(maliashdr->numverts, org, color);
357 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
358 glShadeModel(GL_SMOOTH);
359 if (effects & EF_ADDITIVE)
361 glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
365 else if (alpha != 1.0)
367 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
377 if (skin[0] || skin[1] || skin[2] || skin[3] || skin[4])
379 if (colormap >= 0 && (skin[0] || skin[1] || skin[2]))
383 GL_DrawModelMesh(skin[0], aliasvertcolor, maliashdr);
386 c = (colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
387 R_TintModel(aliasvertcolor, aliasvertcolor2, maliashdr->numverts, (byte *) (&d_8to24table[c]));
388 GL_DrawModelMesh(skin[1], aliasvertcolor2, maliashdr);
392 c = colormap & 0xF0 ;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
393 R_TintModel(aliasvertcolor, aliasvertcolor2, maliashdr->numverts, (byte *) (&d_8to24table[c]));
394 GL_DrawModelMesh(skin[2], aliasvertcolor2, maliashdr);
399 if (skin[4]) GL_DrawModelMesh(skin[4], aliasvertcolor, maliashdr);
402 if (skin[0]) GL_DrawModelMesh(skin[0], aliasvertcolor, maliashdr);
403 if (skin[1]) GL_DrawModelMesh(skin[1], aliasvertcolor, maliashdr);
404 if (skin[2]) GL_DrawModelMesh(skin[2], aliasvertcolor, maliashdr);
407 if (skin[3]) GL_DrawModelMesh(skin[3], NULL, maliashdr);
410 GL_DrawModelMesh(0, NULL, maliashdr);
415 glDisable (GL_TEXTURE_2D);
416 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
418 glDepthMask(0); // disable zbuffer updates
420 VectorSubtract(org, r_refdef.vieworg, diff);
421 glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
423 glDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata));
425 glEnable (GL_TEXTURE_2D);
429 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
430 glDisableClientState(GL_VERTEX_ARRAY);
432 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
445 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)
448 md2frame_t *frame1, *frame2, *frame3, *frame4;
451 glBindTexture(GL_TEXTURE_2D, R_GetTexture(skin));
453 if (gl_transform.value)
458 GL_SetupModelTransform(org, angles, scale);
461 // always needed, for model lighting
462 softwaretransformforentity(ent);
464 frame1 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[0].frame));
465 frame2 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[1].frame));
466 frame3 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[2].frame));
467 frame4 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[3].frame));
468 R_AliasLerpVerts(pheader->num_xyz,
469 blend[0].lerp, frame1->verts, frame1->scale, frame1->translate,
470 blend[1].lerp, frame2->verts, frame2->scale, frame2->translate,
471 blend[2].lerp, frame3->verts, frame3->scale, frame3->translate,
472 blend[3].lerp, frame4->verts, frame4->scale, frame4->translate);
473 if (!gl_transform.value)
474 R_AliasTransformVerts(pheader->num_xyz);
476 R_LightModel(pheader->num_xyz, org, color);
480 // LordHavoc: big mess...
481 // using vertex arrays only slightly, although it is enough to prevent duplicates
482 // (saving half the transforms)
483 glVertexPointer(3, GL_FLOAT, 0, aliasvert);
484 glColorPointer(4, GL_UNSIGNED_BYTE, 0, aliasvertcolor);
485 glEnableClientState(GL_VERTEX_ARRAY);
486 glEnableClientState(GL_COLOR_ARRAY);
488 order = (int *)((int)pheader + pheader->ofs_glcmds);
491 if (!(count = *order++))
494 glBegin(GL_TRIANGLE_STRIP);
497 glBegin(GL_TRIANGLE_FAN);
502 glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
503 glArrayElement(order[2]);
509 glDisableClientState(GL_COLOR_ARRAY);
510 glDisableClientState(GL_VERTEX_ARRAY);
514 glDisable (GL_TEXTURE_2D);
515 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
517 glDepthMask(0); // disable zbuffer updates
520 VectorSubtract(org, r_refdef.vieworg, diff);
521 glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
524 // LordHavoc: big mess...
525 // using vertex arrays only slightly, although it is enough to prevent duplicates
526 // (saving half the transforms)
527 glVertexPointer(3, GL_FLOAT, 0, aliasvert);
528 glEnableClientState(GL_VERTEX_ARRAY);
530 order = (int *)((int)pheader + pheader->ofs_glcmds);
533 if (!(count = *order++))
536 glBegin(GL_TRIANGLE_STRIP);
539 glBegin(GL_TRIANGLE_FAN);
544 glArrayElement(order[2]);
550 glDisableClientState(GL_VERTEX_ARRAY);
552 glEnable (GL_TEXTURE_2D);
556 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
560 if (gl_transform.value)
564 void ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, zymbone_t *bone, float rootorigin[3], float rootangles[3], float rootscale)
566 float lerp1, lerp2, lerp3, lerp4;
567 zymbonematrix *out, rootmatrix, m, *bone1, *bone2, *bone3, *bone4;
570 AngleVectors(rootangles, rootmatrix.m[0], rootmatrix.m[1], rootmatrix.m[2]);
571 VectorScale(rootmatrix.m[0], rootscale, rootmatrix.m[0]);
572 VectorScale(rootmatrix.m[1], rootscale, rootmatrix.m[1]);
573 VectorScale(rootmatrix.m[2], rootscale, rootmatrix.m[2]);
574 rootmatrix.m[0][3] = rootorigin[0];
575 rootmatrix.m[1][3] = rootorigin[1];
576 rootmatrix.m[2][3] = rootorigin[2];
577 bone1 = bonebase + blend[0].frame * count;
578 lerp1 = blend[0].lerp;
581 bone2 = bonebase + blend[1].frame * count;
582 lerp2 = blend[1].lerp;
585 bone3 = bonebase + blend[2].frame * count;
586 lerp3 = blend[2].lerp;
590 bone4 = bonebase + blend[3].frame * count;
591 lerp4 = blend[3].lerp;
594 // interpolate matrices
595 m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3 + bone4->m[0][0] * lerp4;
596 m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3 + bone4->m[0][1] * lerp4;
597 m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3 + bone4->m[0][2] * lerp4;
598 m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3 + bone4->m[0][3] * lerp4;
599 m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3 + bone4->m[1][0] * lerp4;
600 m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3 + bone4->m[1][1] * lerp4;
601 m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3 + bone4->m[1][2] * lerp4;
602 m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3 + bone4->m[1][3] * lerp4;
603 m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3 + bone4->m[2][0] * lerp4;
604 m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3 + bone4->m[2][1] * lerp4;
605 m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3 + bone4->m[2][2] * lerp4;
606 m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3 + bone4->m[2][3] * lerp4;
607 if (bone->parent >= 0)
608 R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
610 R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
624 // interpolate matrices
625 m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3;
626 m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3;
627 m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3;
628 m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3;
629 m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3;
630 m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3;
631 m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3;
632 m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3;
633 m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3;
634 m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3;
635 m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3;
636 m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3;
637 if (bone->parent >= 0)
638 R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
640 R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
654 // interpolate matrices
655 m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2;
656 m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2;
657 m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2;
658 m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2;
659 m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2;
660 m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2;
661 m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2;
662 m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2;
663 m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2;
664 m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2;
665 m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2;
666 m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2;
667 if (bone->parent >= 0)
668 R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
670 R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
686 // interpolate matrices
687 m.m[0][0] = bone1->m[0][0] * lerp1;
688 m.m[0][1] = bone1->m[0][1] * lerp1;
689 m.m[0][2] = bone1->m[0][2] * lerp1;
690 m.m[0][3] = bone1->m[0][3] * lerp1;
691 m.m[1][0] = bone1->m[1][0] * lerp1;
692 m.m[1][1] = bone1->m[1][1] * lerp1;
693 m.m[1][2] = bone1->m[1][2] * lerp1;
694 m.m[1][3] = bone1->m[1][3] * lerp1;
695 m.m[2][0] = bone1->m[2][0] * lerp1;
696 m.m[2][1] = bone1->m[2][1] * lerp1;
697 m.m[2][2] = bone1->m[2][2] * lerp1;
698 m.m[2][3] = bone1->m[2][3] * lerp1;
699 if (bone->parent >= 0)
700 R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
702 R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
713 if (bone->parent >= 0)
714 R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &bone1->m[0], &out->m[0]);
716 R_ConcatTransforms(&rootmatrix.m[0], &bone1->m[0], &out->m[0]);
725 void ZymoticTransformVerts(int vertcount, int *bonecounts, zymvertex_t *vert)
728 float *out = aliasvert;
729 zymbonematrix *matrix;
735 matrix = &zymbonepose[vert->bonenum];
736 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];
737 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];
738 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];
746 matrix = &zymbonepose[vert->bonenum];
747 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];
748 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];
749 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];
759 void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist)
762 float *out, v1[3], v2[3], normal[3];
767 for (a = 1;a < 4096;a++)
768 ixtable[a] = 1.0f / a;
771 memset(aliasvertnorm, 0, sizeof(float[3]) * vertcount);
772 memset(aliasvertusage, 0, sizeof(int) * vertcount);
773 // parse render list and accumulate surface normals
782 v1[0] = aliasvert[a+0] - aliasvert[b+0];
783 v1[1] = aliasvert[a+1] - aliasvert[b+1];
784 v1[2] = aliasvert[a+2] - aliasvert[b+2];
785 v2[0] = aliasvert[c+0] - aliasvert[b+0];
786 v2[1] = aliasvert[c+1] - aliasvert[b+1];
787 v2[2] = aliasvert[c+2] - aliasvert[b+2];
788 CrossProduct(v1, v2, normal);
789 VectorNormalize(normal);
790 // add surface normal to vertices
791 aliasvertnorm[a+0] += normal[0];
792 aliasvertnorm[a+1] += normal[1];
793 aliasvertnorm[a+2] += normal[2];
795 aliasvertnorm[b+0] += normal[0];
796 aliasvertnorm[b+1] += normal[1];
797 aliasvertnorm[b+2] += normal[2];
799 aliasvertnorm[c+0] += normal[0];
800 aliasvertnorm[c+1] += normal[1];
801 aliasvertnorm[c+2] += normal[2];
806 // average surface normals
823 void GL_DrawZymoticModelMesh(byte *colors, zymtype1header_t *m)
825 int i, c, *renderlist;
826 rtexture_t **texture;
829 renderlist = (int *)(m->lump_render.start + (int) m);
830 texture = (rtexture_t **)(m->lump_shaders.start + (int) m);
831 glVertexPointer(3, GL_FLOAT, 0, aliasvert);
832 glEnableClientState(GL_VERTEX_ARRAY);
834 glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
835 glEnableClientState(GL_COLOR_ARRAY);
837 glTexCoordPointer(2, GL_FLOAT, 0, (float *)(m->lump_texcoords.start + (int) m));
838 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
840 for (i = 0;i < m->numshaders;i++)
842 c = (*renderlist++) * 3;
843 glBindTexture(GL_TEXTURE_2D, R_GetTexture(*texture));
845 glDrawElements(GL_TRIANGLES, c, GL_UNSIGNED_INT, renderlist);
849 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
851 glDisableClientState(GL_COLOR_ARRAY);
853 glDisableClientState(GL_VERTEX_ARRAY);
856 void GL_DrawZymoticModelMeshFog(vec3_t org, zymtype1header_t *m)
859 int i, c, *renderlist;
862 renderlist = (int *)(m->lump_render.start + (int) m);
863 glDisable(GL_TEXTURE_2D);
864 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
866 glDepthMask(0); // disable zbuffer updates
868 VectorSubtract(org, r_refdef.vieworg, diff);
869 glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
871 glVertexPointer(3, GL_FLOAT, 0, aliasvert);
872 glEnableClientState(GL_VERTEX_ARRAY);
874 for (i = 0;i < m->numshaders;i++)
876 c = (*renderlist++) * 3;
877 glDrawElements(GL_TRIANGLES, c, GL_UNSIGNED_INT, renderlist);
881 glDisableClientState(GL_VERTEX_ARRAY);
883 glEnable(GL_TEXTURE_2D);
892 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)
894 ZymoticLerpBones(m->numbones, (zymbonematrix *)(m->lump_poses.start + (int) m), blend, (zymbone_t *)(m->lump_bones.start + (int) m), org, angles, scale);
895 ZymoticTransformVerts(m->numverts, (int *)(m->lump_vertbonecounts.start + (int) m), (zymvertex_t *)(m->lump_verts.start + (int) m));
896 ZymoticCalcNormals(m->numverts, m->numshaders, (int *)(m->lump_render.start + (int) m));
898 R_LightModel(m->numverts, org, color);
902 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
903 glShadeModel(GL_SMOOTH);
904 if (effects & EF_ADDITIVE)
906 glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
910 else if (alpha != 1.0)
912 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
922 GL_DrawZymoticModelMesh(aliasvertcolor, m);
925 GL_DrawZymoticModelMeshFog(org, m);
927 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
932 extern int r_dlightframecount;
940 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)
943 vec3_t mins, maxs, color;
945 rtexture_t **skinset;
947 if (alpha < (1.0 / 64.0))
948 return; // basically completely transparent
950 VectorAdd (org, clmodel->mins, mins);
951 VectorAdd (org, clmodel->maxs, maxs);
953 if (cull && R_CullBox (mins, maxs))
958 if (skin < 0 || skin >= clmodel->numskins)
961 Con_DPrintf("invalid skin number %d for model %s\n", skin, clmodel->name);
964 modelheader = Mod_Extradata (clmodel);
967 // int *skinanimrange = (int *) (clmodel->skinanimrange + (int) modelheader) + skin * 2;
968 // int *skinanim = (int *) (clmodel->skinanim + (int) modelheader);
969 int *skinanimrange = clmodel->skinanimrange + skin * 2;
970 rtexture_t **skinanim = clmodel->skinanim;
971 i = skinanimrange[0];
972 if (skinanimrange[1] > 1) // animated
973 i += ((int) (cl.time * 10) % skinanimrange[1]);
974 skinset = skinanim + i*5;
978 glEnable (GL_TEXTURE_2D);
980 c_alias_polys += clmodel->numtris;
981 if (clmodel->aliastype == ALIASTYPE_ZYM)
982 R_DrawZymoticFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, 0 , effects, flags);
983 else if (clmodel->aliastype == ALIASTYPE_MD2)
984 R_DrawQ2AliasFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, skinset[0] , effects, flags);
986 R_DrawAliasFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, skinset , colormap, effects, flags);