#include "quakedef.h"
+cvar_t gl_transform = {"gl_transform", "1"};
+cvar_t gl_lockarrays = {"gl_lockarrays", "1"};
+
typedef struct
{
float m[3][4];
// LordHavoc: vertex array
float *aliasvert;
-float *modelaliasvert;
float *aliasvertnorm;
byte *aliasvertcolor;
byte *aliasvertcolor2;
zymbonematrix *zymbonepose;
int *aliasvertusage;
-int chrometexture;
+rtexture_t *chrometexture;
+
+int arraylocked = false;
+void GL_LockArray(int first, int count)
+{
+ if (gl_supportslockarrays && gl_lockarrays.value)
+ {
+ qglLockArraysEXT(first, count);
+ arraylocked = true;
+ }
+}
+
+void GL_UnlockArray(void)
+{
+ if (arraylocked)
+ {
+ qglUnlockArraysEXT();
+ arraylocked = false;
+ }
+}
-void makechrometexture()
+void GL_SetupModelTransform (vec3_t origin, vec3_t angles, vec_t scale)
+{
+ glTranslatef (origin[0], origin[1], origin[2]);
+
+ if (scale != 1)
+ glScalef (scale, scale, scale);
+ if (angles[1])
+ glRotatef (angles[1], 0, 0, 1);
+ if (angles[0])
+ glRotatef (-angles[0], 0, 1, 0);
+ if (angles[2])
+ glRotatef (angles[2], 1, 0, 0);
+}
+
+void makechrometexture(void)
{
int i;
byte noise[64*64];
byte data[64*64][4];
- fractalnoise(noise, 64, 16);
+ fractalnoise(noise, 64, 8);
// convert to RGBA data
for (i = 0;i < 64*64;i++)
data[i][3] = 255;
}
- chrometexture = GL_LoadTexture ("chrometexture", 64, 64, &data[0][0], true, false, 4);
+ chrometexture = R_LoadTexture ("chrometexture", 64, 64, &data[0][0], TEXF_MIPMAP | TEXF_RGBA | TEXF_PRECACHE);
}
-void gl_models_start()
+void gl_models_start(void)
{
// allocate vertex processing arrays
aliasvert = qmalloc(sizeof(float[MD2MAX_VERTS][3]));
- modelaliasvert = 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
makechrometexture();
}
-void gl_models_shutdown()
+void gl_models_shutdown(void)
{
qfree(aliasvert);
qfree(aliasvertnorm);
qfree(aliasvertusage);
}
-void GL_Models_Init()
+void gl_models_newmap(void)
+{
+}
+
+void GL_Models_Init(void)
{
- R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown);
+ 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;
-extern cvar_t r_modelsdonttransformnormals;
-void R_AliasLerpVerts(int vertcount, float lerp, trivert2 *verts1, vec3_t scale1, vec3_t translate1, trivert2 *verts2, vec3_t scale2, vec3_t translate2)
+void R_AliasTransformVerts(int vertcount)
{
int i;
vec3_t point, matrix_x, matrix_y, matrix_z;
float *av, *avn;
av = aliasvert;
avn = aliasvertnorm;
- VectorScale(softwaretransform_x, softwaretransform_scale, matrix_x);
- VectorScale(softwaretransform_y, softwaretransform_scale, matrix_y);
- VectorScale(softwaretransform_z, softwaretransform_scale, matrix_z);
- if (lerp < 0) lerp = 0;
- if (lerp > 1) lerp = 1;
- if (lerp != 0)
+ matrix_x[0] = softwaretransform_x[0] * softwaretransform_scale;
+ matrix_x[1] = softwaretransform_y[0] * softwaretransform_scale;
+ matrix_x[2] = softwaretransform_z[0] * softwaretransform_scale;
+ matrix_y[0] = softwaretransform_x[1] * softwaretransform_scale;
+ matrix_y[1] = softwaretransform_y[1] * softwaretransform_scale;
+ matrix_y[2] = softwaretransform_z[1] * softwaretransform_scale;
+ matrix_z[0] = softwaretransform_x[2] * softwaretransform_scale;
+ matrix_z[1] = softwaretransform_y[2] * softwaretransform_scale;
+ matrix_z[2] = softwaretransform_z[2] * softwaretransform_scale;
+ for (i = 0;i < vertcount;i++)
+ {
+ // rotate, scale, and translate the vertex locations
+ VectorCopy(av, point);
+ av[0] = DotProduct(point, matrix_x) + softwaretransform_offset[0];
+ av[1] = DotProduct(point, matrix_y) + softwaretransform_offset[1];
+ av[2] = DotProduct(point, matrix_z) + softwaretransform_offset[2];
+ // rotate the normals
+ VectorCopy(avn, point);
+ avn[0] = point[0] * softwaretransform_x[0] + point[1] * softwaretransform_y[0] + point[2] * softwaretransform_z[0];
+ avn[1] = point[0] * softwaretransform_x[1] + point[1] * softwaretransform_y[1] + point[2] * softwaretransform_z[1];
+ avn[2] = point[0] * softwaretransform_x[2] + point[1] * softwaretransform_y[2] + point[2] * softwaretransform_z[2];
+ av += 3;
+ avn += 3;
+ }
+}
+
+void R_AliasLerpVerts(int vertcount,
+ float lerp1, trivertx_t *verts1, vec3_t fscale1, vec3_t translate1,
+ float lerp2, trivertx_t *verts2, vec3_t fscale2, vec3_t translate2,
+ float lerp3, trivertx_t *verts3, vec3_t fscale3, vec3_t translate3,
+ float lerp4, trivertx_t *verts4, vec3_t fscale4, vec3_t translate4)
+{
+ int i;
+ vec3_t scale1, scale2, scale3, scale4, translate;
+ float *n1, *n2, *n3, *n4;
+ float *av, *avn;
+ av = aliasvert;
+ avn = aliasvertnorm;
+ VectorScaleQuick(fscale1, lerp1, scale1);
+ if (lerp2)
{
- float ilerp, ilerp127, lerp127, scalex1, scalex2, translatex, scaley1, scaley2, translatey, scalez1, scalez2, translatez;
- ilerp = 1 - lerp;
- ilerp127 = ilerp * (1.0 / 127.0);
- lerp127 = lerp * (1.0 / 127.0);
- // calculate combined interpolation variables
- scalex1 = scale1[0] * ilerp;scalex2 = scale2[0] * lerp;translatex = translate1[0] * ilerp + translate2[0] * lerp;
- scaley1 = scale1[1] * ilerp;scaley2 = scale2[1] * lerp;translatey = translate1[1] * ilerp + translate2[1] * lerp;
- scalez1 = scale1[2] * ilerp;scalez2 = scale2[2] * lerp;translatez = translate1[2] * ilerp + translate2[2] * lerp;
- // generate vertices
- if (r_modelsdonttransformnormals.value)
+ VectorScaleQuick(fscale2, lerp2, scale2);
+ if (lerp3)
{
- float *modelav = modelaliasvert;
- for (i = 0;i < vertcount;i++)
+ VectorScaleQuick(fscale3, lerp3, scale3);
+ if (lerp4)
{
- // rotate, scale, and translate the vertex locations
- point[0] = verts1->v[0] * scalex1 + verts2->v[0] * scalex2 + translatex;
- point[1] = verts1->v[1] * scaley1 + verts2->v[1] * scaley2 + translatey;
- point[2] = verts1->v[2] * scalez1 + verts2->v[2] * scalez2 + translatez;
- // save mostly un-transformed copy for lighting
- modelav[0] = point[0] * softwaretransform_scale;
- modelav[1] = point[1] * softwaretransform_scale;
- modelav[2] = point[2] * softwaretransform_scale;
- av[0] = point[0] * matrix_x[0] + point[1] * matrix_y[0] + point[2] * matrix_z[0] + softwaretransform_offset[0];
- av[1] = point[0] * matrix_x[1] + point[1] * matrix_y[1] + point[2] * matrix_z[1] + softwaretransform_offset[1];
- av[2] = point[0] * matrix_x[2] + point[1] * matrix_y[2] + point[2] * matrix_z[2] + softwaretransform_offset[2];
- // decompress but do not transform the normals
- avn[0] = verts1->n[0] * ilerp127 + verts2->n[0] * lerp127;
- avn[1] = verts1->n[1] * ilerp127 + verts2->n[1] * lerp127;
- avn[2] = verts1->n[2] * ilerp127 + verts2->n[2] * lerp127;
- modelav += 3;
- av += 3;
- avn += 3;
- verts1++;verts2++;
+ VectorScaleQuick(fscale4, lerp4, scale4);
+ translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2 + translate3[0] * lerp3 + translate4[0] * lerp4;
+ translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2 + translate3[1] * lerp3 + translate4[1] * lerp4;
+ translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2 + translate3[2] * lerp3 + translate4[2] * lerp4;
+ // generate vertices
+ for (i = 0;i < vertcount;i++)
+ {
+ av[0] = verts1->v[0] * scale1[0] + verts2->v[0] * scale2[0] + verts3->v[0] * scale3[0] + verts4->v[0] * scale4[0] + translate[0];
+ av[1] = verts1->v[1] * scale1[1] + verts2->v[1] * scale2[1] + verts3->v[1] * scale3[1] + verts4->v[1] * scale4[1] + translate[1];
+ av[2] = verts1->v[2] * scale1[2] + verts2->v[2] * scale2[2] + verts3->v[2] * scale3[2] + verts4->v[2] * scale4[2] + translate[2];
+ n1 = m_bytenormals[verts1->lightnormalindex];
+ n2 = m_bytenormals[verts2->lightnormalindex];
+ n3 = m_bytenormals[verts3->lightnormalindex];
+ n4 = m_bytenormals[verts4->lightnormalindex];
+ avn[0] = n1[0] * lerp1 + n2[0] * lerp2 + n3[0] * lerp3 + n4[0] * lerp4;
+ avn[1] = n1[1] * lerp1 + n2[1] * lerp2 + n3[1] * lerp3 + n4[1] * lerp4;
+ avn[2] = n1[2] * lerp1 + n2[2] * lerp2 + n3[2] * lerp3 + n4[2] * lerp4;
+ av += 3;
+ avn += 3;
+ verts1++;verts2++;verts3++;verts4++;
+ }
+ }
+ else
+ {
+ translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2 + translate3[0] * lerp3;
+ translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2 + translate3[1] * lerp3;
+ translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2 + translate3[2] * lerp3;
+ // generate vertices
+ for (i = 0;i < vertcount;i++)
+ {
+ av[0] = verts1->v[0] * scale1[0] + verts2->v[0] * scale2[0] + verts3->v[0] * scale3[0] + translate[0];
+ av[1] = verts1->v[1] * scale1[1] + verts2->v[1] * scale2[1] + verts3->v[1] * scale3[1] + translate[1];
+ av[2] = verts1->v[2] * scale1[2] + verts2->v[2] * scale2[2] + verts3->v[2] * scale3[2] + translate[2];
+ n1 = m_bytenormals[verts1->lightnormalindex];
+ n2 = m_bytenormals[verts2->lightnormalindex];
+ n3 = m_bytenormals[verts3->lightnormalindex];
+ avn[0] = n1[0] * lerp1 + n2[0] * lerp2 + n3[0] * lerp3;
+ avn[1] = n1[1] * lerp1 + n2[1] * lerp2 + n3[1] * lerp3;
+ avn[2] = n1[2] * lerp1 + n2[2] * lerp2 + n3[2] * lerp3;
+ av += 3;
+ avn += 3;
+ verts1++;verts2++;verts3++;
+ }
}
}
else
{
+ translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2;
+ translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2;
+ translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2;
+ // generate vertices
for (i = 0;i < vertcount;i++)
{
- // rotate, scale, and translate the vertex locations
- point[0] = verts1->v[0] * scalex1 + verts2->v[0] * scalex2 + translatex;
- point[1] = verts1->v[1] * scaley1 + verts2->v[1] * scaley2 + translatey;
- point[2] = verts1->v[2] * scalez1 + verts2->v[2] * scalez2 + translatez;
- av[0] = point[0] * matrix_x[0] + point[1] * matrix_y[0] + point[2] * matrix_z[0] + softwaretransform_offset[0];
- av[1] = point[0] * matrix_x[1] + point[1] * matrix_y[1] + point[2] * matrix_z[1] + softwaretransform_offset[1];
- av[2] = point[0] * matrix_x[2] + point[1] * matrix_y[2] + point[2] * matrix_z[2] + softwaretransform_offset[2];
- // rotate the normals
- point[0] = verts1->n[0] * ilerp127 + verts2->n[0] * lerp127;
- point[1] = verts1->n[1] * ilerp127 + verts2->n[1] * lerp127;
- point[2] = verts1->n[2] * ilerp127 + verts2->n[2] * lerp127;
- 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[0] = verts1->v[0] * scale1[0] + verts2->v[0] * scale2[0] + translate[0];
+ av[1] = verts1->v[1] * scale1[1] + verts2->v[1] * scale2[1] + translate[1];
+ av[2] = verts1->v[2] * scale1[2] + verts2->v[2] * scale2[2] + translate[2];
+ n1 = m_bytenormals[verts1->lightnormalindex];
+ n2 = m_bytenormals[verts2->lightnormalindex];
+ avn[0] = n1[0] * lerp1 + n2[0] * lerp2;
+ avn[1] = n1[1] * lerp1 + n2[1] * lerp2;
+ avn[2] = n1[2] * lerp1 + n2[2] * lerp2;
av += 3;
avn += 3;
verts1++;verts2++;
}
else
{
+ translate[0] = translate1[0] * lerp1;
+ translate[1] = translate1[1] * lerp1;
+ translate[2] = translate1[2] * lerp1;
// generate vertices
- if (r_modelsdonttransformnormals.value)
+ if (lerp1 != 1)
{
- float *modelav = modelaliasvert;
+ // general but almost never used case
for (i = 0;i < vertcount;i++)
{
- // rotate, scale, and translate the vertex locations
- point[0] = verts1->v[0] * scale1[0] + translate1[0];
- point[1] = verts1->v[1] * scale1[1] + translate1[1];
- point[2] = verts1->v[2] * scale1[2] + translate1[2];
- // save mostly un-transformed copy for lighting
- modelav[0] = point[0] * softwaretransform_scale;
- modelav[1] = point[1] * softwaretransform_scale;
- modelav[2] = point[2] * softwaretransform_scale;
- av[0] = point[0] * matrix_x[0] + point[1] * matrix_y[0] + point[2] * matrix_z[0] + softwaretransform_offset[0];
- av[1] = point[0] * matrix_x[1] + point[1] * matrix_y[1] + point[2] * matrix_z[1] + softwaretransform_offset[1];
- av[2] = point[0] * matrix_x[2] + point[1] * matrix_y[2] + point[2] * matrix_z[2] + softwaretransform_offset[2];
- // decompress normal but do not rotate it
- avn[0] = verts1->n[0] * (1.0f / 127.0f);
- avn[1] = verts1->n[1] * (1.0f / 127.0f);
- avn[2] = verts1->n[2] * (1.0f / 127.0f);
- modelav += 3;
+ av[0] = verts1->v[0] * scale1[0] + translate[0];
+ av[1] = verts1->v[1] * scale1[1] + translate[1];
+ av[2] = verts1->v[2] * scale1[2] + translate[2];
+ n1 = m_bytenormals[verts1->lightnormalindex];
+ avn[0] = n1[0] * lerp1;
+ avn[1] = n1[1] * lerp1;
+ avn[2] = n1[2] * lerp1;
av += 3;
avn += 3;
verts1++;
}
else
{
+ // fast normal case
for (i = 0;i < vertcount;i++)
{
- // rotate, scale, and translate the vertex locations
- point[0] = verts1->v[0] * scale1[0] + translate1[0];
- point[1] = verts1->v[1] * scale1[1] + translate1[1];
- point[2] = verts1->v[2] * scale1[2] + translate1[2];
- av[0] = point[0] * matrix_x[0] + point[1] * matrix_y[0] + point[2] * matrix_z[0] + softwaretransform_offset[0];
- av[1] = point[0] * matrix_x[1] + point[1] * matrix_y[1] + point[2] * matrix_z[1] + softwaretransform_offset[1];
- av[2] = point[0] * matrix_x[2] + point[1] * matrix_y[2] + point[2] * matrix_z[2] + softwaretransform_offset[2];
- // rotate the normals
- point[0] = verts1->n[0] * (1.0f / 127.0f);
- point[1] = verts1->n[1] * (1.0f / 127.0f);
- point[2] = verts1->n[2] * (1.0f / 127.0f);
- 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[0] = verts1->v[0] * scale1[0] + translate[0];
+ av[1] = verts1->v[1] * scale1[1] + translate[1];
+ av[2] = verts1->v[2] * scale1[2] + translate[2];
+ VectorCopy(m_bytenormals[verts1->lightnormalindex], avn);
av += 3;
avn += 3;
verts1++;
}
}
-float R_CalcAnimLerp(entity_t *ent, int pose, float lerpscale)
+void GL_DrawModelMesh(rtexture_t *skin, byte *colors, maliashdr_t *maliashdr)
{
- if (ent->draw_lastmodel == ent->model && ent->draw_lerpstart <= cl.time)
- {
- if (pose != ent->draw_pose)
- {
- ent->draw_lastpose = ent->draw_pose;
- ent->draw_pose = pose;
- ent->draw_lerpstart = cl.time;
- return 0;
- }
- else
- return ((cl.time - ent->draw_lerpstart) * lerpscale);
- }
- else // uninitialized
- {
- ent->draw_lastmodel = ent->model;
- ent->draw_lastpose = ent->draw_pose = pose;
- ent->draw_lerpstart = cl.time;
- return 0;
- }
-}
-
-void GL_DrawModelMesh(int skin, byte *colors, maliashdr_t *maliashdr)
-{
- int i;
if (!r_render.value)
return;
- glBindTexture(GL_TEXTURE_2D, skin);
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(skin));
if (!colors)
{
if (lighthalf)
else
glColor3f(1.0f, 1.0f, 1.0f);
}
- if (gl_vertexarrays.value)
+ if (colors)
{
- if (colors)
- {
- qglColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
- glEnableClientState(GL_COLOR_ARRAY);
- }
-
- qglTexCoordPointer(2, GL_FLOAT, 0, (void *)((int) maliashdr->texdata + (int) maliashdr));
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-
- qglDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata));
+ glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
+ glEnableClientState(GL_COLOR_ARRAY);
+ }
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata));
- if (colors)
- glDisableClientState(GL_COLOR_ARRAY);
- }
- else
- {
- unsigned short *in, index;
- float *tex;
- in = (void *)((int) maliashdr + maliashdr->tridata);
- glBegin(GL_TRIANGLES);
- tex = (void *)((int) maliashdr + maliashdr->texdata);
- for (i = 0;i < maliashdr->numtris * 3;i++)
- {
- index = *in++;
- glTexCoord2f(tex[index*2], tex[index*2+1]);
- if (colors)
- glColor4f(colors[index*4] * (1.0f / 255.0f), colors[index*4+1] * (1.0f / 255.0f), colors[index*4+2] * (1.0f / 255.0f), colors[index*4+3] * (1.0f / 255.0f));
- glVertex3fv(&aliasvert[index*3]);
- }
- glEnd();
- }
+ if (colors)
+ glDisableClientState(GL_COLOR_ARRAY);
// leave it in a state for additional passes
glDepthMask(0);
glEnable(GL_BLEND);
=================
*/
-extern vec3_t lightspot;
-void R_LightModel(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, int frame, int *skin, int colormap, int effects, int flags)
+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)
{
- int i, pose;
- float lerpscale, lerp;
- maliasframe_t *frameinfo;
-
- softwaretransformforentity(ent);
-
- if ((frame >= maliashdr->numframes) || (frame < 0))
+ if (gl_transform.value)
{
- Con_DPrintf ("R_AliasSetupFrame: no such frame %d\n", frame);
- frame = 0;
- }
-
- frameinfo = ((maliasframe_t *)((int) maliashdr + maliashdr->framedata)) + frame;
- pose = frameinfo->start;
-
- if (frameinfo->length > 1)
- {
- lerpscale = frameinfo->rate;
- pose += (int)(cl.time * frameinfo->rate) % frameinfo->length;
+ if (r_render.value)
+ {
+ glPushMatrix();
+ GL_SetupModelTransform(org, angles, scale);
+ }
}
- else
- lerpscale = 10.0f;
-
- lerp = R_CalcAnimLerp(ent, pose, lerpscale);
+ // always needed, for model lighting
+ softwaretransformforentity(ent);
- R_AliasLerpVerts(maliashdr->numverts, lerp, (trivert2 *)((int) maliashdr + maliashdr->posedata) + ent->draw_lastpose * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin, (trivert2 *)((int) maliashdr + maliashdr->posedata) + ent->draw_pose * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin);
+ 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)
{
- if (gl_vertexarrays.value)
- {
- qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
- glEnableClientState(GL_VERTEX_ARRAY);
- }
+ 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);
}
- R_LightModel(maliashdr->numverts, org, color);
+ R_LightModel(ent, maliashdr->numverts, org, color);
if (!r_render.value)
return;
glDepthMask(1);
}
- if (colormap >= 0)
+ if (skin[0] || skin[1] || skin[2] || skin[3] || skin[4])
{
- if (!skin[0] && !skin[1] && !skin[2] && !skin[3])
- GL_DrawModelMesh(0, NULL, maliashdr);
- else
+ if (colormap >= 0 && (skin[0] || skin[1] || skin[2]))
{
int c;
if (skin[0])
R_TintModel(aliasvertcolor, aliasvertcolor2, maliashdr->numverts, (byte *) (&d_8to24table[c]));
GL_DrawModelMesh(skin[2], aliasvertcolor2, maliashdr);
}
- if (skin[3]) GL_DrawModelMesh(skin[3], NULL, maliashdr);
}
- }
- else
- {
- if (!skin[3] && !skin[4])
- GL_DrawModelMesh(0, NULL, maliashdr);
else
{
if (skin[4]) GL_DrawModelMesh(skin[4], aliasvertcolor, maliashdr);
- if (skin[3]) GL_DrawModelMesh(skin[3], NULL, maliashdr);
+ 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 (skin[3]) GL_DrawModelMesh(skin[3], NULL, maliashdr);
}
+ else
+ GL_DrawModelMesh(0, NULL, maliashdr);
if (fogenabled)
{
glEnable (GL_BLEND);
glDepthMask(0); // disable zbuffer updates
- VectorSubtract(org, r_refdef.vieworg, diff);
+ VectorSubtract(org, r_origin, diff);
glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
- if (gl_vertexarrays.value)
- {
- qglDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata));
- }
- else
- {
- unsigned short *in;
- in = (void *)((int) maliashdr + maliashdr->tridata);
- glBegin(GL_TRIANGLES);
- for (i = 0;i < maliashdr->numtris * 3;i++)
- glVertex3fv(&aliasvert[*in++ * 3]);
- glEnd();
- }
-
- glEnable (GL_TEXTURE_2D);
- glColor3f (1,1,1);
- }
- if (gl_vertexarrays.value)
- glDisableClientState(GL_VERTEX_ARRAY);
-
- if (!fogenabled && r_shadows.value && !(effects & EF_ADDITIVE) && shadow)
- {
- // flatten it to make a shadow
- float *av = aliasvert + 2, l = lightspot[2] + 0.125;
- av = aliasvert + 2;
- for (i = 0;i < maliashdr->numverts;i++, av+=3)
- if (*av > l)
- *av = l;
- glDisable (GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(0); // disable zbuffer updates
- glColor4f (0,0,0,0.5 * alpha);
-
- if (gl_vertexarrays.value)
- {
- qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
- glEnableClientState(GL_VERTEX_ARRAY);
- qglDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata));
- glDisableClientState(GL_VERTEX_ARRAY);
- }
- else
- {
- unsigned short *in;
- in = (void *)((int) maliashdr + maliashdr->tridata);
- glBegin(GL_TRIANGLES);
- for (i = 0;i < maliashdr->numtris * 3;i++)
- glVertex3fv(&aliasvert[*in++ * 3]);
- glEnd();
- }
+ glDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata));
glEnable (GL_TEXTURE_2D);
glColor3f (1,1,1);
}
+ GL_UnlockArray();
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glDisableClientState(GL_VERTEX_ARRAY);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable (GL_BLEND);
glDepthMask(1);
+
+ glPopMatrix();
}
/*
=================
*/
-void R_DrawQ2AliasFrame (md2mem_t *pheader, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, vec3_t angles, int frame, int skin, int effects, int flags)
+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)
{
int *order, count;
- float lerp;
- md2memframe_t *frame1, *frame2;
+ md2frame_t *frame1, *frame2, *frame3, *frame4;
if (r_render.value)
- glBindTexture(GL_TEXTURE_2D, skin);
-
- softwaretransformforentity(ent);
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(skin));
- if ((frame >= pheader->num_frames) || (frame < 0))
+ if (gl_transform.value)
{
- Con_DPrintf ("R_SetupQ2AliasFrame: no such frame %d\n", frame);
- frame = 0;
+ if (r_render.value)
+ {
+ glPushMatrix();
+ GL_SetupModelTransform(org, angles, scale);
+ }
}
+ // always needed, for model lighting
+ softwaretransformforentity(ent);
- lerp = R_CalcAnimLerp(ent, frame, 10);
-
- frame1 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * ent->draw_lastpose));
- frame2 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * ent->draw_pose));
- R_AliasLerpVerts(pheader->num_xyz, lerp, frame1->verts, frame1->scale, frame1->translate, frame2->verts, frame2->scale, frame2->translate);
+ 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(pheader->num_xyz, org, color);
+ R_LightModel(ent, pheader->num_xyz, org, color);
if (!r_render.value)
return;
- if (gl_vertexarrays.value)
+ // 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);
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_COLOR_ARRAY);
+
+ order = (int *)((int)pheader + pheader->ofs_glcmds);
+ while(1)
+ {
+ if (!(count = *order++))
+ break;
+ if (count > 0)
+ glBegin(GL_TRIANGLE_STRIP);
+ else
+ {
+ glBegin(GL_TRIANGLE_FAN);
+ count = -count;
+ }
+ do
+ {
+ glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
+ glArrayElement(order[2]);
+ order += 3;
+ }
+ while (count--);
+ }
+
+ glDisableClientState(GL_COLOR_ARRAY);
+ glDisableClientState(GL_VERTEX_ARRAY);
+
+ if (fogenabled)
{
+ glDisable (GL_TEXTURE_2D);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable (GL_BLEND);
+ glDepthMask(0); // disable zbuffer updates
+ {
+ vec3_t diff;
+ VectorSubtract(org, r_origin, diff);
+ glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
+ }
+
// LordHavoc: big mess...
- // using arrays only slightly, although it is enough to prevent duplicates
+ // using vertex arrays only slightly, although it is enough to prevent duplicates
// (saving half the transforms)
- qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
- qglColorPointer(4, GL_UNSIGNED_BYTE, 0, aliasvertcolor);
+ glVertexPointer(3, GL_FLOAT, 0, aliasvert);
glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_COLOR_ARRAY);
order = (int *)((int)pheader + pheader->ofs_glcmds);
while(1)
}
do
{
- glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
- qglArrayElement(order[2]);
+ glArrayElement(order[2]);
order += 3;
}
while (count--);
}
- glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
- }
- else
- {
- order = (int *)((int)pheader + pheader->ofs_glcmds);
- while(1)
- {
- if (!(count = *order++))
- break;
- if (count > 0)
- glBegin(GL_TRIANGLE_STRIP);
- else
- {
- glBegin(GL_TRIANGLE_FAN);
- count = -count;
- }
- do
- {
- glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
- glColor4f(aliasvertcolor[order[2] * 4] * (1.0f / 255.0f), aliasvertcolor[order[2] * 4 + 1] * (1.0f / 255.0f), aliasvertcolor[order[2] * 4 + 2] * (1.0f / 255.0f), aliasvertcolor[order[2] * 4 + 3] * (1.0f / 255.0f));
- glVertex3fv(&aliasvert[order[2] * 3]);
- order += 3;
- }
- while (count--);
- }
+
+ glEnable (GL_TEXTURE_2D);
+ glColor3f (1,1,1);
}
- if (fogenabled)
- {
- glDisable (GL_TEXTURE_2D);
- 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)));
- }
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable (GL_BLEND);
+ glDepthMask(1);
+
+ if (gl_transform.value)
+ glPopMatrix();
+}
- if (gl_vertexarrays.value)
+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]);
+ VectorScale(rootmatrix.m[1], rootscale, rootmatrix.m[1]);
+ VectorScale(rootmatrix.m[2], rootscale, rootmatrix.m[2]);
+ rootmatrix.m[0][3] = rootorigin[0];
+ rootmatrix.m[1][3] = rootorigin[1];
+ rootmatrix.m[2][3] = rootorigin[2];
+ bone1 = bonebase + blend[0].frame * count;
+ lerp1 = blend[0].lerp;
+ if (blend[1].lerp)
+ {
+ bone2 = bonebase + blend[1].frame * count;
+ lerp2 = blend[1].lerp;
+ if (blend[2].lerp)
{
- // LordHavoc: big mess...
- // using arrays only slightly, although it is enough to prevent duplicates
- // (saving half the transforms)
- qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
- glEnableClientState(GL_VERTEX_ARRAY);
-
- order = (int *)((int)pheader + pheader->ofs_glcmds);
- while(1)
+ bone3 = bonebase + blend[2].frame * count;
+ lerp3 = blend[2].lerp;
+ if (blend[3].lerp)
{
- if (!(count = *order++))
- break;
- if (count > 0)
- glBegin(GL_TRIANGLE_STRIP);
- else
+ // 4 poses
+ bone4 = bonebase + blend[3].frame * count;
+ lerp4 = blend[3].lerp;
+ while(count--)
{
- glBegin(GL_TRIANGLE_FAN);
- count = -count;
+ // interpolate matrices
+ m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3 + bone4->m[0][0] * lerp4;
+ m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3 + bone4->m[0][1] * lerp4;
+ m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3 + bone4->m[0][2] * lerp4;
+ m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3 + bone4->m[0][3] * lerp4;
+ m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3 + bone4->m[1][0] * lerp4;
+ m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3 + bone4->m[1][1] * lerp4;
+ m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3 + bone4->m[1][2] * lerp4;
+ m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3 + bone4->m[1][3] * lerp4;
+ m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3 + bone4->m[2][0] * lerp4;
+ m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3 + bone4->m[2][1] * lerp4;
+ m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3 + bone4->m[2][2] * lerp4;
+ m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3 + bone4->m[2][3] * lerp4;
+ if (bone->parent >= 0)
+ R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
+ else
+ R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
+ bone1++;
+ bone2++;
+ bone3++;
+ bone4++;
+ bone++;
+ out++;
}
- do
+ }
+ else
+ {
+ // 3 poses
+ while(count--)
{
- qglArrayElement(order[2]);
- order += 3;
+ // interpolate matrices
+ m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3;
+ m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3;
+ m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3;
+ m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3;
+ m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3;
+ m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3;
+ m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3;
+ m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3;
+ m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3;
+ m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3;
+ m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3;
+ m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3;
+ if (bone->parent >= 0)
+ R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
+ else
+ R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
+ bone1++;
+ bone2++;
+ bone3++;
+ bone++;
+ out++;
}
- while (count--);
}
-
- glDisableClientState(GL_VERTEX_ARRAY);
}
else
{
- order = (int *)((int)pheader + pheader->ofs_glcmds);
- while(1)
+ // 2 poses
+ while(count--)
{
- if (!(count = *order++))
- break;
- if (count > 0)
- glBegin(GL_TRIANGLE_STRIP);
+ // interpolate matrices
+ m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2;
+ m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2;
+ m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2;
+ m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2;
+ m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2;
+ m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2;
+ m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2;
+ m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2;
+ m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2;
+ m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2;
+ m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2;
+ m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2;
+ if (bone->parent >= 0)
+ R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
else
- {
- glBegin(GL_TRIANGLE_FAN);
- count = -count;
- }
- do
- {
- glVertex3fv(&aliasvert[order[2] * 3]);
- order += 3;
- }
- while (count--);
+ R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
+ bone1++;
+ bone2++;
+ bone++;
+ out++;
}
}
-
- glEnable (GL_TEXTURE_2D);
- glColor3f (1,1,1);
}
-
- if (!fogenabled && r_shadows.value && !(effects & EF_ADDITIVE) && shadow)
+ else
{
- int i;
- float *av = aliasvert + 2, l = lightspot[2] + 0.125;
- av = aliasvert + 2;
- for (i = 0;i < pheader->num_xyz;i++, av+=3)
- if (*av > l)
- *av = l;
- glDisable (GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(0); // disable zbuffer updates
- glColor4f (0,0,0,0.5 * alpha);
-
- if (gl_vertexarrays.value)
+ // 1 pose
+ if (lerp1 != 1)
{
- qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
- glEnableClientState(GL_VERTEX_ARRAY);
-
- while(1)
+ // lerp != 1.0
+ while(count--)
{
- if (!(count = *order++))
- break;
- if (count > 0)
- glBegin(GL_TRIANGLE_STRIP);
+ // interpolate matrices
+ m.m[0][0] = bone1->m[0][0] * lerp1;
+ m.m[0][1] = bone1->m[0][1] * lerp1;
+ m.m[0][2] = bone1->m[0][2] * lerp1;
+ m.m[0][3] = bone1->m[0][3] * lerp1;
+ m.m[1][0] = bone1->m[1][0] * lerp1;
+ m.m[1][1] = bone1->m[1][1] * lerp1;
+ m.m[1][2] = bone1->m[1][2] * lerp1;
+ m.m[1][3] = bone1->m[1][3] * lerp1;
+ m.m[2][0] = bone1->m[2][0] * lerp1;
+ m.m[2][1] = bone1->m[2][1] * lerp1;
+ m.m[2][2] = bone1->m[2][2] * lerp1;
+ m.m[2][3] = bone1->m[2][3] * lerp1;
+ if (bone->parent >= 0)
+ R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
else
- {
- glBegin(GL_TRIANGLE_FAN);
- count = -count;
- }
- do
- {
- qglArrayElement(order[2]);
- order += 3;
- }
- while (count--);
+ R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
+ bone1++;
+ bone++;
+ out++;
}
-
- glDisableClientState(GL_VERTEX_ARRAY);
}
else
{
- while(1)
+ // lerp == 1.0
+ while(count--)
{
- if (!(count = *order++))
- break;
- if (count > 0)
- glBegin(GL_TRIANGLE_STRIP);
+ if (bone->parent >= 0)
+ R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &bone1->m[0], &out->m[0]);
else
- {
- glBegin(GL_TRIANGLE_FAN);
- count = -count;
- }
- do
- {
- glVertex3fv(&aliasvert[order[2] * 3]);
- order += 3;
- }
- while (count--);
+ R_ConcatTransforms(&rootmatrix.m[0], &bone1->m[0], &out->m[0]);
+ bone1++;
+ bone++;
+ out++;
}
}
-
- glEnable (GL_TEXTURE_2D);
- glColor3f (1,1,1);
- }
-
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(1);
-}
-
-void ZymoticLerpBones(int count, float lerp2, zymbonematrix *bone1, zymbonematrix *bone2, zymbone_t *bone, float rootorigin[3], float rootangles[3])
-{
- float lerp1;
- zymbonematrix *out, rootmatrix, m;
- lerp1 = 1 - lerp2;
- out = zymbonepose;
- AngleVectors(rootangles, rootmatrix.m[0], rootmatrix.m[1], rootmatrix.m[2]);
- rootmatrix.m[0][3] = rootorigin[0];
- rootmatrix.m[1][3] = rootorigin[1];
- rootmatrix.m[2][3] = rootorigin[2];
- if (lerp1 != 1) // interpolation
- {
- while(count--)
- {
- // interpolate matrices
- m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2;
- m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2;
- m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2;
- m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2;
- m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2;
- m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2;
- m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2;
- m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2;
- m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2;
- m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2;
- m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2;
- m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2;
- if (bone->parent >= 0)
- R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
- else
- R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
- bone1++;
- bone2++;
- bone++;
- out++;
- }
- }
- else // no interpolation
- {
- while(count--)
- {
- if (bone->parent >= 0)
- R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &bone1->m[0], &out->m[0]);
- else
- R_ConcatTransforms(&rootmatrix.m[0], &bone1->m[0], &out->m[0]);
- bone1++;
- bone++;
- out++;
- }
}
}
while(vertcount--)
{
c = *bonecounts++;
+ // FIXME: validate bonecounts at load time (must be >= 1)
if (c == 1)
{
matrix = &zymbonepose[vert->bonenum];
void GL_DrawZymoticModelMesh(byte *colors, zymtype1header_t *m)
{
- int i, c, *renderlist, *texturenum;
+ int i, c, *renderlist;
+ rtexture_t **texture;
if (!r_render.value)
return;
renderlist = (int *)(m->lump_render.start + (int) m);
- texturenum = (int *)(m->lump_shaders.start + (int) m);
- if (gl_vertexarrays.value)
- {
- qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
- glEnableClientState(GL_VERTEX_ARRAY);
+ texture = (rtexture_t **)(m->lump_shaders.start + (int) m);
+ glVertexPointer(3, GL_FLOAT, 0, aliasvert);
+ glEnableClientState(GL_VERTEX_ARRAY);
- qglColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
- glEnableClientState(GL_COLOR_ARRAY);
+ glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
+ glEnableClientState(GL_COLOR_ARRAY);
- qglTexCoordPointer(2, GL_FLOAT, 0, (float *)(m->lump_texcoords.start + (int) m));
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glTexCoordPointer(2, GL_FLOAT, 0, (float *)(m->lump_texcoords.start + (int) m));
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- for (i = 0;i < m->numshaders;i++)
- {
- c = (*renderlist++) * 3;
- glBindTexture(GL_TEXTURE_2D, *texturenum++);
- qglDrawElements(GL_TRIANGLES, c, GL_UNSIGNED_INT, renderlist);
- renderlist += c;
- }
-
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ for (i = 0;i < m->numshaders;i++)
+ {
+ c = (*renderlist++) * 3;
+ glBindTexture(GL_TEXTURE_2D, R_GetTexture(*texture));
+ texture++;
+ glDrawElements(GL_TRIANGLES, c, GL_UNSIGNED_INT, renderlist);
+ renderlist += c;
+ }
- glDisableClientState(GL_COLOR_ARRAY);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
- }
- else
- {
- int index;
- float *tex;
- tex = (float *)(m->lump_texcoords.start + (int) m);
+ glDisableClientState(GL_COLOR_ARRAY);
- for (i = 0;i < m->numshaders;i++)
- {
- c = *renderlist++;
- glBindTexture(GL_TEXTURE_2D, *texturenum++);
- glBegin(GL_TRIANGLES);
- while (c--)
- {
- index = *renderlist++;
- glTexCoord2fv(tex + index*2);
- glColor4ubv(colors + index*4);
- glVertex3fv(aliasvert + index*3);
- index = *renderlist++;
- glTexCoord2fv(tex + index*2);
- glColor4ubv(colors + index*4);
- glVertex3fv(aliasvert + index*3);
- index = *renderlist++;
- glTexCoord2fv(tex + index*2);
- glColor4ubv(colors + index*4);
- glVertex3fv(aliasvert + index*3);
- }
- glEnd();
- }
- }
+ glDisableClientState(GL_VERTEX_ARRAY);
}
void GL_DrawZymoticModelMeshFog(vec3_t org, zymtype1header_t *m)
glEnable (GL_BLEND);
glDepthMask(0); // disable zbuffer updates
- VectorSubtract(org, r_refdef.vieworg, diff);
+ VectorSubtract(org, r_origin, diff);
glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
- if (gl_vertexarrays.value)
- {
- qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
- glEnableClientState(GL_VERTEX_ARRAY);
- for (i = 0;i < m->numshaders;i++)
- {
- c = (*renderlist++) * 3;
- qglDrawElements(GL_TRIANGLES, c, GL_UNSIGNED_INT, renderlist);
- renderlist += c;
- }
+ glVertexPointer(3, GL_FLOAT, 0, aliasvert);
+ glEnableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
- }
- else
+ for (i = 0;i < m->numshaders;i++)
{
- int index;
- float *tex;
- tex = (float *)(m->lump_texcoords.start + (int) m);
-
- glBegin(GL_TRIANGLES);
- for (i = 0;i < m->numshaders;i++)
- {
- c = *renderlist++;
- while (c--)
- {
- index = *renderlist++;
- glVertex3fv(aliasvert + index*3);
- index = *renderlist++;
- glVertex3fv(aliasvert + index*3);
- index = *renderlist++;
- glVertex3fv(aliasvert + index*3);
- }
- }
- glEnd();
+ c = (*renderlist++) * 3;
+ glDrawElements(GL_TRIANGLES, c, GL_UNSIGNED_INT, renderlist);
+ renderlist += c;
}
- glEnable(GL_TEXTURE_2D);
- glColor3f (1,1,1);
-}
-
-void GL_DrawZymoticModelMeshShadow(zymtype1header_t *m)
-{
- int i, c, *renderlist;
- float *av, l;
- if (!r_render.value)
- return;
-
- // flatten it to make a shadow
- av = aliasvert + 2;
- l = lightspot[2] + 0.125;
- for (i = 0;i < m->numverts;i++, av+=3)
- if (*av > l)
- *av = l;
-
- 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
-
- glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
- if (gl_vertexarrays.value)
- {
- qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
- glEnableClientState(GL_VERTEX_ARRAY);
- for (i = 0;i < m->numshaders;i++)
- {
- c = (*renderlist++) * 3;
- qglDrawElements(GL_TRIANGLES, c, GL_UNSIGNED_INT, renderlist);
- renderlist += c;
- }
-
- glDisableClientState(GL_VERTEX_ARRAY);
- }
- else
- {
- int index;
- float *tex;
- tex = (float *)(m->lump_texcoords.start + (int) m);
+ glDisableClientState(GL_VERTEX_ARRAY);
- glBegin(GL_TRIANGLES);
- for (i = 0;i < m->numshaders;i++)
- {
- c = *renderlist++;
- while (c--)
- {
- index = *renderlist++;
- glVertex3fv(aliasvert + index*3);
- index = *renderlist++;
- glVertex3fv(aliasvert + index*3);
- index = *renderlist++;
- glVertex3fv(aliasvert + index*3);
- }
- }
- glEnd();
- }
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, int frame, int skinblah, int effects, int flags)
+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)
{
- zymscene_t *scene;
- float scenetime, scenefrac;
- int sceneframe1, sceneframe2;
- zymbonematrix *basebonepose;
- if ((frame >= m->numscenes) || (frame < 0))
- {
- Con_DPrintf ("R_ZymoticSetupFrame: no such frame %d\n", frame);
- frame = 0;
- }
-
- scene = (zymscene_t *)(m->lump_scenes.start + (int) m) + frame;
- if (ent->draw_lastmodel != ent->model || ent->draw_pose != frame || ent->draw_lerpstart >= cl.time)
- {
- ent->draw_lastmodel = ent->model;
- ent->draw_lastpose = -1;
- ent->draw_pose = frame;
- ent->draw_lerpstart = cl.time;
- }
- scenetime = (cl.time - ent->draw_lerpstart) * scene->framerate;
- sceneframe1 = (int) scenetime;
- sceneframe2 = sceneframe1 + 1;
- scenefrac = scenetime - sceneframe1;
- if (scene->flags & ZYMSCENEFLAG_NOLOOP)
- {
- if (sceneframe1 > (scene->length - 1))
- sceneframe1 = (scene->length - 1);
- if (sceneframe2 > (scene->length - 1))
- sceneframe2 = (scene->length - 1);
- }
- else
- {
- sceneframe1 %= scene->length;
- sceneframe2 %= scene->length;
- }
- if (sceneframe2 == sceneframe1)
- scenefrac = 0;
-
- basebonepose = (zymbonematrix *)(m->lump_poses.start + (int) m);
- ZymoticLerpBones(m->numbones, scenefrac, basebonepose + sceneframe1 * m->numbones, basebonepose + sceneframe2 * m->numbones, (zymbone_t *)(m->lump_bones.start + (int) m), org, angles);
+ ZymoticLerpBones(m->numbones, (zymbonematrix *)(m->lump_poses.start + (int) m), blend, (zymbone_t *)(m->lump_bones.start + (int) m), org, angles, scale);
ZymoticTransformVerts(m->numverts, (int *)(m->lump_vertbonecounts.start + (int) m), (zymvertex_t *)(m->lump_verts.start + (int) m));
ZymoticCalcNormals(m->numverts, m->numshaders, (int *)(m->lump_render.start + (int) m));
- R_LightModel(m->numverts, org, color);
+ R_LightModel(ent, m->numverts, org, color);
if (!r_render.value)
return;
if (fogenabled)
GL_DrawZymoticModelMeshFog(org, m);
- if (!fogenabled && r_shadows.value && !(effects & EF_ADDITIVE) && shadow)
- GL_DrawZymoticModelMeshShadow(m);
-
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable (GL_BLEND);
glDepthMask(1);
}
-int modeldlightbits[8];
-extern int r_dlightframecount;
-
/*
=================
R_DrawAliasModel
=================
*/
-void R_DrawAliasModel (entity_t *ent, int cull, float alpha, model_t *clmodel, int frame, int skin, vec3_t org, vec3_t angles, int effects, int flags, int colormap)
+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)
{
int i;
vec3_t mins, maxs, color;
- mleaf_t *leaf;
void *modelheader;
- int *skinset;
+ rtexture_t **skinset;
if (alpha < (1.0 / 64.0))
return; // basically completely transparent
VectorAdd (org, clmodel->mins, mins);
VectorAdd (org, clmodel->maxs, maxs);
- if (cull && R_CullBox (mins, maxs))
+ if (cull && R_VisibleCullBox (mins, maxs))
return;
c_models++;
- leaf = Mod_PointInLeaf (org, cl.worldmodel);
- if (leaf->dlightframe == r_dlightframecount)
- for (i = 0;i < 8;i++)
- modeldlightbits[i] = leaf->dlightbits[i];
- else
- for (i = 0;i < 8;i++)
- modeldlightbits[i] = 0;
-
- // get lighting information
-
- if ((flags & EF_FULLBRIGHT) || (effects & EF_FULLBRIGHT))
- color[0] = color[1] = color[2] = 256;
- else
- R_LightPoint (color, org);
-
- if (r_render.value)
- glDisable(GL_ALPHA_TEST);
-
- if (frame < 0 || frame >= clmodel->numframes)
- {
- frame = 0;
- Con_DPrintf("invalid skin number %d for model %s\n", frame, clmodel->name);
- }
-
if (skin < 0 || skin >= clmodel->numskins)
{
skin = 0;
// int *skinanimrange = (int *) (clmodel->skinanimrange + (int) modelheader) + skin * 2;
// int *skinanim = (int *) (clmodel->skinanim + (int) modelheader);
int *skinanimrange = clmodel->skinanimrange + skin * 2;
- int *skinanim = clmodel->skinanim;
+ rtexture_t **skinanim = clmodel->skinanim;
i = skinanimrange[0];
if (skinanimrange[1] > 1) // animated
i += ((int) (cl.time * 10) % skinanimrange[1]);
c_alias_polys += clmodel->numtris;
if (clmodel->aliastype == ALIASTYPE_ZYM)
- R_DrawZymoticFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, frame, 0, effects, flags);
+ 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, frame, skinset[0], effects, flags);
+ R_DrawQ2AliasFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, skinset[0] , effects, flags);
else
- R_DrawAliasFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, frame, skinset, colormap, effects, flags);
+ R_DrawAliasFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, skinset , colormap, effects, flags);
}