#include "quakedef.h"
-#include "cl_collision.h"
#include "r_shadow.h"
-typedef struct
-{
- float m[3][4];
-} zymbonematrix;
-
-// LordHavoc: vertex arrays
-int aliasvertmax = 0;
-void *aliasvertarrays = NULL;
-float *aliasvertcolor4fbuf = NULL;
-float *aliasvertcolor4f = NULL; // this may point at aliasvertcolorbuf or at vertex arrays in the mesh backend
-float *aliasvert_svector3f = NULL;
-float *aliasvert_tvector3f = NULL;
-float *aliasvert_normal3f = NULL;
-
-float *aliasvertcolor2_4f = NULL;
-int *aliasvertusage;
-zymbonematrix *zymbonepose;
-
-mempool_t *gl_models_mempool;
-
-#define expandaliasvert(newmax) if ((newmax) > aliasvertmax) gl_models_allocarrays(newmax)
-
-void gl_models_allocarrays(int newmax)
-{
- qbyte *data;
- aliasvertmax = newmax;
- if (aliasvertarrays != NULL)
- Mem_Free(aliasvertarrays);
- aliasvertarrays = Mem_Alloc(gl_models_mempool, aliasvertmax * (sizeof(float[4+4+3+3+3]) + sizeof(int[3])));
- data = aliasvertarrays;
- aliasvertcolor4f = aliasvertcolor4fbuf = (void *)data;data += aliasvertmax * sizeof(float[4]);
- aliasvertcolor2_4f = (void *)data;data += aliasvertmax * sizeof(float[4]); // used temporarily for tinted coloring
- aliasvert_svector3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
- aliasvert_tvector3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
- aliasvert_normal3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
- aliasvertusage = (void *)data;data += aliasvertmax * sizeof(int[3]);
-}
-
-void gl_models_freearrays(void)
-{
- aliasvertmax = 0;
- if (aliasvertarrays != NULL)
- Mem_Free(aliasvertarrays);
- aliasvertarrays = NULL;
- aliasvertcolor4f = aliasvertcolor4fbuf = NULL;
- aliasvertcolor2_4f = NULL;
- aliasvert_svector3f = NULL;
- aliasvert_tvector3f = NULL;
- aliasvert_normal3f = NULL;
- aliasvertusage = NULL;
-}
-
-void gl_models_start(void)
-{
- // allocate vertex processing arrays
- gl_models_mempool = Mem_AllocPool("GL_Models");
- zymbonepose = Mem_Alloc(gl_models_mempool, sizeof(zymbonematrix[256]));
- gl_models_allocarrays(4096);
-}
-
-void gl_models_shutdown(void)
-{
- gl_models_freearrays();
- 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_GetMesh_Vertex3f(const entity_render_t *ent, aliasmesh_t *mesh, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f)
-{
- int i, vertcount;
- float lerp1, lerp2, lerp3, lerp4;
- const aliasvertex_t *verts1, *verts2, *verts3, *verts4;
-
- if (vertex3f == NULL)
- Host_Error("R_Model_Alias_GetMesh_Vertex3f: vertices == NULL.\n");
- if (svector3f != NULL && (tvector3f == NULL || normal3f == NULL))
- Host_Error("R_Model_Alias_GetMesh_Vertex3f: svectors requires tvectors and normals.\n");
- if (tvector3f != NULL && (svector3f == NULL || normal3f == NULL))
- Host_Error("R_Model_Alias_GetMesh_Vertex3f: tvectors requires svectors and normals.\n");
-
- vertcount = mesh->num_vertices;
- verts1 = mesh->data_aliasvertex + ent->frameblend[0].frame * vertcount;
- lerp1 = ent->frameblend[0].lerp;
- if (ent->frameblend[1].lerp)
- {
- verts2 = mesh->data_aliasvertex + ent->frameblend[1].frame * vertcount;
- lerp2 = ent->frameblend[1].lerp;
- if (ent->frameblend[2].lerp)
- {
- verts3 = mesh->data_aliasvertex + ent->frameblend[2].frame * vertcount;
- lerp3 = ent->frameblend[2].lerp;
- if (ent->frameblend[3].lerp)
- {
- verts4 = mesh->data_aliasvertex + ent->frameblend[3].frame * vertcount;
- lerp4 = ent->frameblend[3].lerp;
- // generate vertices
- if (svector3f != NULL)
- {
- for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3, verts1++, verts2++, verts3++, verts4++)
- {
- VectorMAMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, lerp4, verts4->origin, vertex3f);
- VectorMAMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, lerp4, verts4->normal, normal3f);
- VectorMAMAMAM(lerp1, verts1->svector, lerp2, verts2->svector, lerp3, verts3->svector, lerp4, verts4->svector, svector3f);
- CrossProduct(svector3f, normal3f, tvector3f);
- }
- }
- else if (normal3f != NULL)
- {
- for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, verts1++, verts2++, verts3++, verts4++)
- {
- VectorMAMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, lerp4, verts4->origin, vertex3f);
- VectorMAMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, lerp4, verts4->normal, normal3f);
- }
- }
- else
- for (i = 0;i < vertcount;i++, vertex3f += 3, verts1++, verts2++, verts3++, verts4++)
- VectorMAMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, lerp4, verts4->origin, vertex3f);
- }
- else
- {
- // generate vertices
- if (svector3f != NULL)
- {
- for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3, verts1++, verts2++, verts3++)
- {
- VectorMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, vertex3f);
- VectorMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, normal3f);
- VectorMAMAM(lerp1, verts1->svector, lerp2, verts2->svector, lerp3, verts3->svector, svector3f);
- CrossProduct(svector3f, normal3f, tvector3f);
- }
- }
- else if (normal3f != NULL)
- {
- for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, verts1++, verts2++, verts3++)
- {
- VectorMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, vertex3f);
- VectorMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, normal3f);
- }
- }
- else
- for (i = 0;i < vertcount;i++, vertex3f += 3, verts1++, verts2++, verts3++)
- VectorMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, vertex3f);
- }
- }
- else
- {
- // generate vertices
- if (svector3f != NULL)
- {
- for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3, verts1++, verts2++)
- {
- VectorMAM(lerp1, verts1->origin, lerp2, verts2->origin, vertex3f);
- VectorMAM(lerp1, verts1->normal, lerp2, verts2->normal, normal3f);
- VectorMAM(lerp1, verts1->svector, lerp2, verts2->svector, svector3f);
- CrossProduct(svector3f, normal3f, tvector3f);
- }
- }
- else if (normal3f != NULL)
- {
- for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, verts1++, verts2++)
- {
- VectorMAM(lerp1, verts1->origin, lerp2, verts2->origin, vertex3f);
- VectorMAM(lerp1, verts1->normal, lerp2, verts2->normal, normal3f);
- }
- }
- else
- for (i = 0;i < vertcount;i++, vertex3f += 3, verts1++, verts2++)
- VectorMAM(lerp1, verts1->origin, lerp2, verts2->origin, vertex3f);
- }
- }
- else
- {
- // generate vertices
- if (svector3f != NULL)
- {
- for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3, verts1++)
- {
- VectorCopy(verts1->origin, vertex3f);
- VectorCopy(verts1->normal, normal3f);
- VectorCopy(verts1->svector, svector3f);
- CrossProduct(svector3f, normal3f, tvector3f);
- }
- }
- else if (normal3f != NULL)
- {
- for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, verts1++)
- {
- VectorCopy(verts1->origin, vertex3f);
- VectorCopy(verts1->normal, normal3f);
- }
- }
- else
- for (i = 0;i < vertcount;i++, vertex3f += 3, verts1++)
- VectorCopy(verts1->origin, vertex3f);
- }
}
aliaslayer_t r_aliasnoskinlayers[2] = {{ALIASLAYER_DIFFUSE, NULL, NULL}, {ALIASLAYER_FOG | ALIASLAYER_FORCEDRAW_IF_FIRSTPASS, NULL, NULL}};
void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
{
int c, fullbright, layernum, firstpass;
- float tint[3], fog, ifog, colorscale;
+ float tint[3], fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3];
+ float *vertex3f, *normal3f;
vec3_t diff;
qbyte *bcolor;
rmeshstate_t m;
const entity_render_t *ent = calldata1;
- aliasmesh_t *mesh = ent->model->aliasdata_meshes + calldata2;
+ aliasmesh_t *mesh = ent->model->alias.aliasdata_meshes + calldata2;
aliaslayer_t *layer;
aliasskin_t *skin;
fog = 0;
if (fogenabled)
{
- VectorSubtract(ent->origin, r_origin, diff);
+ VectorSubtract(ent->origin, r_vieworigin, diff);
fog = DotProduct(diff,diff);
if (fog < 0.01f)
fog = 0.01f;
ifog = 1 - fog;
firstpass = true;
- memset(&m, 0, sizeof(m));
skin = R_FetchAliasSkin(ent, mesh);
+
+ 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;
+ }
for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
{
if (!(layer->flags & ALIASLAYER_FORCEDRAW_IF_FIRSTPASS) || !firstpass)
|| ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0)
|| ((layer->flags & ALIASLAYER_FOG) && !fogenabled)
|| (layer->flags & ALIASLAYER_SPECULAR)
- || ((layer->flags & ALIASLAYER_DIFFUSE) && (r_shadow_realtime_world.integer && r_ambient.integer <= 0 && r_fullbright.integer == 0 && !(ent->effects & EF_FULLBRIGHT))))
+ || ((layer->flags & ALIASLAYER_DIFFUSE) && (ent->flags & RENDER_LIGHT) && r_lightmapintensity <= 0 && !(ent->flags & RENDER_TRANSPARENT) && r_ambient.integer <= 0))
continue;
}
if (!firstpass || (ent->effects & EF_ADDITIVE))
{
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
}
else if ((skin->flags & ALIASSKIN_TRANSPARENT) || ent->alpha != 1.0)
{
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
}
else
{
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
}
+ GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
firstpass = false;
- expandaliasvert(mesh->num_vertices);
- colorscale = r_colorscale;
- m.texrgbscale[0] = 1;
- m.tex[0] = R_GetTexture(layer->texture);
- if (gl_combine.integer && layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR))
+ colorscale = 1.0f;
+
+ memset(&m, 0, sizeof(m));
+ if (layer->texture != NULL)
{
- colorscale *= 0.25f;
- m.texrgbscale[0] = 4;
+ m.tex[0] = R_GetTexture(layer->texture);
+ m.pointer_texcoord[0] = mesh->data_texcoord2f;
+ if (gl_combine.integer && layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR))
+ {
+ colorscale *= 0.25f;
+ m.texrgbscale[0] = 4;
+ }
}
- R_Mesh_State(&m);
+ m.pointer_vertex = vertex3f;
+
c_alias_polys += mesh->num_triangles;
- R_Mesh_GetSpace(mesh->num_vertices);
- if (layer->texture != NULL)
- R_Mesh_CopyTexCoord2f(0, mesh->data_texcoord2f, mesh->num_vertices);
if (layer->flags & ALIASLAYER_FOG)
{
colorscale *= fog;
- R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f, NULL, NULL, NULL);
GL_Color(fogcolor[0] * colorscale, fogcolor[1] * colorscale, fogcolor[2] * colorscale, ent->alpha);
}
else
{
+ fullbright = !(layer->flags & ALIASLAYER_DIFFUSE) || !(ent->flags & RENDER_LIGHT);
if (layer->flags & (ALIASLAYER_COLORMAP_PANTS | 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;
+ fullbright = fullbright || c >= 224;
VectorScale(bcolor, (1.0f / 255.0f), tint);
}
else
- {
tint[0] = tint[1] = tint[2] = 1;
- fullbright = false;
- }
+ tint[0] *= ent->colormod[0];
+ tint[1] *= ent->colormod[1];
+ tint[2] *= ent->colormod[2];
+ if (!fullbright && !(ent->flags & RENDER_TRANSPARENT))
+ colorscale *= r_lightmapintensity;
colorscale *= ifog;
- if (fullbright || !(layer->flags & ALIASLAYER_DIFFUSE) || r_fullbright.integer || (ent->effects & EF_FULLBRIGHT))
- {
- R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f, NULL, NULL, NULL);
+ if (fullbright)
GL_Color(tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha);
- }
- else if (r_shadow_realtime_world.integer)
+ else if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false))
{
- R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f, NULL, NULL, NULL);
- colorscale *= r_ambient.value * (2.0f / 128.0f);
- GL_Color(tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha);
+ m.pointer_color = varray_color4f;
+ if (normal3f == NULL)
+ {
+ normal3f = varray_normal3f;
+ Mod_BuildNormals(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, normal3f);
+ }
+ R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, vertex3f, normal3f, varray_color4f);
}
else
- {
- R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f, aliasvert_normal3f, NULL, NULL);
- R_LightModel(ent, mesh->num_vertices, varray_vertex3f, aliasvert_normal3f, varray_color4f, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, false);
- }
+ GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
}
+ R_Mesh_State(&m);
+ GL_LockArrays(0, mesh->num_vertices);
R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
+ GL_LockArrays(0, 0);
}
}
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);
+ 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_GetSpace(mesh->num_vertices);
- R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f, NULL, NULL, NULL);
- for (i = 0, v = varray_vertex3f;i < mesh->num_vertices;i++, v += 3)
- {
- 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_element3i);
- }
-}
-
void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
{
int meshnum;
+ vec3_t lightmins, lightmaxs;
aliasmesh_t *mesh;
aliasskin_t *skin;
- float projectdistance;
- if (ent->effects & EF_ADDITIVE || ent->alpha < 1)
+ float projectdistance, *vertex3f;
+ if (!(ent->flags & RENDER_SHADOW))
return;
- projectdistance = lightradius + ent->model->radius - sqrt(DotProduct(relativelightorigin, relativelightorigin));
+ lightmins[0] = relativelightorigin[0] - lightradius;
+ lightmins[1] = relativelightorigin[1] - lightradius;
+ lightmins[2] = relativelightorigin[2] - lightradius;
+ lightmaxs[0] = relativelightorigin[0] + lightradius;
+ lightmaxs[1] = relativelightorigin[1] + lightradius;
+ lightmaxs[2] = relativelightorigin[2] + lightradius;
+ // check the box in modelspace, it was already checked in worldspace
+ if (!BoxesOverlap(ent->model->normalmins, ent->model->normalmaxs, lightmins, lightmaxs))
+ return;
+ projectdistance = lightradius + ent->model->radius;// - sqrt(DotProduct(relativelightorigin, relativelightorigin));
if (projectdistance > 0.1)
{
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)
continue;
- R_Mesh_GetSpace(mesh->num_vertices * 2);
- R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f, NULL, NULL, NULL);
- R_Shadow_Volume(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, mesh->data_neighbor3i, 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, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
+void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist)
{
int c, meshnum, layernum;
- float fog, ifog, lightcolor2[3], *vertices;
+ float fog, ifog, lightcolor2[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);
fog = 0;
if (fogenabled)
{
- VectorSubtract(ent->origin, r_origin, diff);
+ VectorSubtract(ent->origin, r_vieworigin, diff);
fog = DotProduct(diff,diff);
if (fog < 0.01f)
fog = 0.01f;
}
ifog = 1 - fog;
- for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++, mesh++)
+ for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
{
skin = R_FetchAliasSkin(ent, mesh);
+ // FIXME: transparent skins need to be lit during the transparent render
if (skin->flags & ALIASSKIN_TRANSPARENT)
continue;
- expandaliasvert(mesh->num_vertices);
- vertices = R_Shadow_VertexBuffer(mesh->num_vertices);
- R_Model_Alias_GetMesh_Vertex3f(ent, mesh, vertices, aliasvert_normal3f, aliasvert_svector3f, aliasvert_tvector3f);
+ if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1)
+ {
+ vertex3f = mesh->data_basevertex3f;
+ svector3f = mesh->data_basesvector3f;
+ tvector3f = mesh->data_basetvector3f;
+ normal3f = mesh->data_basenormal3f;
+ }
+ else
+ {
+ vertex3f = varray_vertex3f;
+ svector3f = varray_svector3f;
+ tvector3f = varray_tvector3f;
+ normal3f = varray_normal3f;
+ Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f);
+ Mod_BuildTextureVectorsAndNormals(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_texcoord2f, mesh->data_element3i, svector3f, tvector3f, normal3f);
+ }
for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
{
if (!(layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR))
if (layer->flags & ALIASLAYER_SPECULAR)
{
c_alias_polys += mesh->num_triangles;
- R_Shadow_SpecularLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertices, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor2, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, NULL);
+ R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertex3f, svector3f, tvector3f, normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, 0, 0, specularscale);
}
else if (layer->flags & ALIASLAYER_DIFFUSE)
{
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_element3i, vertices, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, lightradius, lightcolor2, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, 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
- {
- // 1 pose
- if (lerp1 != 1)
- {
- // 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++;
- }
- }
- else
- {
- // 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++;
+ R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertex3f, svector3f, tvector3f, normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, ambientscale, diffusescale, 0);
}
}
}
- return true;
-}
-
-void ZymoticTransformVerts(int vertcount, float *vertex, int *bonecounts, zymvertex_t *vert)
-{
- int c;
- float *out = vertex;
- zymbonematrix *matrix;
- while(vertcount--)
- {
- 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)
- {
- matrix = &zymbonepose[vert->bonenum];
- out[0] = vert->origin[0] * matrix->m[0][0] + vert->origin[1] * matrix->m[0][1] + vert->origin[2] * matrix->m[0][2] + matrix->m[0][3];
- out[1] = vert->origin[0] * matrix->m[1][0] + vert->origin[1] * matrix->m[1][1] + vert->origin[2] * matrix->m[1][2] + matrix->m[1][3];
- out[2] = vert->origin[0] * matrix->m[2][0] + vert->origin[1] * matrix->m[2][1] + vert->origin[2] * matrix->m[2][2] + matrix->m[2][3];
- vert++;
- }
- else
- {
- VectorClear(out);
- while(c--)
- {
- matrix = &zymbonepose[vert->bonenum];
- out[0] += vert->origin[0] * matrix->m[0][0] + vert->origin[1] * matrix->m[0][1] + vert->origin[2] * matrix->m[0][2] + matrix->m[0][3];
- out[1] += vert->origin[0] * matrix->m[1][0] + vert->origin[1] * matrix->m[1][1] + vert->origin[2] * matrix->m[1][2] + matrix->m[1][3];
- out[2] += vert->origin[0] * matrix->m[2][0] + vert->origin[1] * matrix->m[2][1] + vert->origin[2] * matrix->m[2][2] + matrix->m[2][3];
- vert++;
- }
- }
- out += 3;
- }
-}
-
-void ZymoticCalcNormal3f(int vertcount, float *vertex3f, float *normal3f, int shadercount, int *renderlist)
-{
- int a, b, c, d;
- float *out, v1[3], v2[3], normal[3], s;
- int *u;
- // clear normals
- memset(normal3f, 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] = vertex3f[a+0] - vertex3f[b+0];
- v1[1] = vertex3f[a+1] - vertex3f[b+1];
- v1[2] = vertex3f[a+2] - vertex3f[b+2];
- v2[0] = vertex3f[c+0] - vertex3f[b+0];
- v2[1] = vertex3f[c+1] - vertex3f[b+1];
- v2[2] = vertex3f[c+2] - vertex3f[b+2];
- CrossProduct(v1, v2, normal);
- VectorNormalizeFast(normal);
- // add surface normal to vertices
- a = renderlist[0] * 3;
- normal3f[a+0] += normal[0];
- normal3f[a+1] += normal[1];
- normal3f[a+2] += normal[2];
- aliasvertusage[renderlist[0]]++;
- a = renderlist[1] * 3;
- normal3f[a+0] += normal[0];
- normal3f[a+1] += normal[1];
- normal3f[a+2] += normal[2];
- aliasvertusage[renderlist[1]]++;
- a = renderlist[2] * 3;
- normal3f[a+0] += normal[0];
- normal3f[a+1] += normal[1];
- normal3f[a+2] += normal[2];
- aliasvertusage[renderlist[2]]++;
- renderlist += 3;
- }
- }
- // FIXME: precalc this
- // average surface normals
- out = normal3f;
- 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;
-
- expandaliasvert(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);
-
- R_Mesh_GetSpace(numverts);
- ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->zymdata_vertbonecounts, ent->model->zymdata_verts);
- R_Mesh_CopyTexCoord2f(0, ent->model->zymdata_texcoords, ent->model->zymnum_verts);
- ZymoticCalcNormal3f(numverts, varray_vertex3f, aliasvert_normal3f, ent->model->zymnum_shaders, ent->model->zymdata_renderlist);
- R_LightModel(ent, numverts, varray_vertex3f, aliasvert_normal3f, varray_color4f, 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_GetSpace(numverts);
- ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->zymdata_vertbonecounts, ent->model->zymdata_verts);
- R_Mesh_Draw(numverts, numtriangles, elements);
- c_alias_polys += numtriangles;
- }
-}
-
-void R_Model_Zymotic_Draw(entity_render_t *ent)
-{
- int i;
-
- if (ent->alpha < (1.0f / 64.0f))
- return; // basically completely transparent
-
- c_models++;
-
- for (i = 0;i < ent->model->zymnum_shaders;i++)
- {
- if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_TextureHasAlpha(ent->model->zymdata_textures[i]))
- R_MeshQueue_AddTransparent(ent->origin, R_DrawZymoticModelMeshCallback, ent, i);
- else
- R_DrawZymoticModelMeshCallback(ent, i);
- }
-}
-
-void R_Model_Zymotic_DrawFakeShadow(entity_render_t *ent)
-{
- // FIXME
-}
-
-void R_Model_Zymotic_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, float lightradius2, float lightdistbias, float lightsubtract, float *lightcolor)
-{
- // FIXME
-}
-
-void R_Model_Zymotic_DrawOntoLight(entity_render_t *ent)
-{
- // FIXME
}