#include "quakedef.h"
-// LordHavoc: vertex array
-float *aliasvert;
-float *aliasvertnorm;
-byte *aliasvertcolor;
-byte *aliasvertcolor2;
-
-int chrometexture;
+cvar_t r_quickmodels = {0, "r_quickmodels", "1"};
-void makechrometexture()
+typedef struct
{
- int i;
- byte noise[64*64];
- byte data[64*64][4];
+ float m[3][4];
+} zymbonematrix;
- fractalnoise(noise, 64);
+// LordHavoc: vertex arrays
- // convert to RGBA data
- for (i = 0;i < 64*64;i++)
- {
- data[i][0] = data[i][1] = data[i][2] = noise[i];
- data[i][3] = 255;
- }
+float *aliasvertbuf;
+float *aliasvertcolorbuf;
+float *aliasvert; // this may point at aliasvertbuf or at vertex arrays in the mesh backend
+float *aliasvertcolor; // this may point at aliasvertcolorbuf or at vertex arrays in the mesh backend
- chrometexture = GL_LoadTexture ("chrometexture", 64, 64, &data[0][0], true, false, 4);
-}
+float *aliasvertcolor2;
+float *aliasvertnorm;
+int *aliasvertusage;
+zymbonematrix *zymbonepose;
-void gl_models_start()
+mempool_t *gl_models_mempool;
+
+void gl_models_start(void)
{
// allocate vertex processing arrays
- aliasvert = malloc(sizeof(float[MD2MAX_VERTS][3]));
- aliasvertnorm = malloc(sizeof(float[MD2MAX_VERTS][3]));
- aliasvertcolor = malloc(sizeof(byte[MD2MAX_VERTS][4]));
- aliasvertcolor2 = malloc(sizeof(byte[MD2MAX_VERTS][4])); // used temporarily for tinted coloring
- makechrometexture();
+ gl_models_mempool = Mem_AllocPool("GL_Models");
+ aliasvert = aliasvertbuf = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
+ aliasvertcolor = aliasvertcolorbuf = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
+ aliasvertnorm = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][3]));
+ aliasvertcolor2 = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4])); // used temporarily for tinted coloring
+ zymbonepose = Mem_Alloc(gl_models_mempool, sizeof(zymbonematrix[256]));
+ aliasvertusage = Mem_Alloc(gl_models_mempool, sizeof(int[MD2MAX_VERTS]));
}
-void gl_models_shutdown()
+void gl_models_shutdown(void)
{
- free(aliasvert);
- free(aliasvertnorm);
- free(aliasvertcolor);
- free(aliasvertcolor2);
+ Mem_FreePool(&gl_models_mempool);
}
-void GL_Models_Init()
+void gl_models_newmap(void)
{
- R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown);
}
-extern vec3_t softwaretransform_x;
-extern vec3_t softwaretransform_y;
-extern vec3_t softwaretransform_z;
-extern vec_t softwaretransform_scale;
-extern vec3_t softwaretransform_offset;
-void R_AliasLerpVerts(int vertcount, float lerp, trivert2 *verts1, vec3_t scale1, vec3_t translate1, trivert2 *verts2, vec3_t scale2, vec3_t translate2)
+void GL_Models_Init(void)
{
- 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)
- {
- float ilerp, ilerp127, lerp127, scalex1, scalex2, translatex, scaley1, scaley2, translatey, scalez1, scalez2, translatez;
- if (lerp < 0) lerp = 0;
- if (lerp > 1) lerp = 1;
- 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
- 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++ = point[0] * matrix_x[0] + point[1] * matrix_y[0] + point[2] * matrix_z[0] + softwaretransform_offset[0];
- *av++ = point[0] * matrix_x[1] + point[1] * matrix_y[1] + point[2] * matrix_z[1] + softwaretransform_offset[1];
- *av++ = 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++ = point[0] * softwaretransform_x[0] + point[1] * softwaretransform_y[0] + point[2] * softwaretransform_z[0];
- *avn++ = point[0] * softwaretransform_x[1] + point[1] * softwaretransform_y[1] + point[2] * softwaretransform_z[1];
- *avn++ = point[0] * softwaretransform_x[2] + point[1] * softwaretransform_y[2] + point[2] * softwaretransform_z[2];
- verts1++;verts2++;
- }
- }
- else
- {
- // generate vertices
- 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++ = point[0] * matrix_x[0] + point[1] * matrix_y[0] + point[2] * matrix_z[0] + softwaretransform_offset[0];
- *av++ = point[0] * matrix_x[1] + point[1] * matrix_y[1] + point[2] * matrix_z[1] + softwaretransform_offset[1];
- *av++ = 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++ = point[0] * softwaretransform_x[0] + point[1] * softwaretransform_y[0] + point[2] * softwaretransform_z[0];
- *avn++ = point[0] * softwaretransform_x[1] + point[1] * softwaretransform_y[1] + point[2] * softwaretransform_z[1];
- *avn++ = point[0] * softwaretransform_x[2] + point[1] * softwaretransform_y[2] + point[2] * softwaretransform_z[2];
- verts1++;
- }
- }
+ Cvar_RegisterVariable(&r_quickmodels);
+
+ R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap);
}
-float R_CalcAnimLerp(entity_t *ent, int pose, float lerpscale)
+/*
+void R_AliasTransformVerts(int vertcount)
{
- if (ent->draw_lastmodel == ent->model && ent->draw_lerpstart <= cl.time)
+ vec3_t point;
+ float *av;
+ av = aliasvert;
+ while (vertcount >= 4)
{
- 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);
+ VectorCopy(av, point);softwaretransform(point, av);av += 4;
+ VectorCopy(av, point);softwaretransform(point, av);av += 4;
+ VectorCopy(av, point);softwaretransform(point, av);av += 4;
+ VectorCopy(av, point);softwaretransform(point, av);av += 4;
+ vertcount -= 4;
}
- else // uninitialized
+ while(vertcount > 0)
{
- ent->draw_lastmodel = ent->model;
- ent->draw_lastpose = ent->draw_pose = pose;
- ent->draw_lerpstart = cl.time;
- return 0;
+ VectorCopy(av, point);softwaretransform(point, av);av += 4;
+ vertcount--;
}
}
+*/
-extern cvar_t gl_vertexarrays;
-extern qboolean lighthalf;
-void GL_DrawModelMesh(int skin, byte *colors, maliashdr_t *maliashdr)
+void R_AliasLerpVerts(int vertcount,
+ float lerp1, const trivertx_t *verts1, const vec3_t fscale1, const vec3_t translate1,
+ float lerp2, const trivertx_t *verts2, const vec3_t fscale2, const vec3_t translate2,
+ float lerp3, const trivertx_t *verts3, const vec3_t fscale3, const vec3_t translate3,
+ float lerp4, const trivertx_t *verts4, const vec3_t fscale4, const vec3_t translate4)
{
int i;
- if (!r_render.value)
- return;
- glBindTexture(GL_TEXTURE_2D, skin);
- if (!colors)
+ vec3_t scale1, scale2, scale3, scale4, translate;
+ const float *n1, *n2, *n3, *n4;
+ float *av, *avn;
+ av = aliasvert;
+ avn = aliasvertnorm;
+ VectorScale(fscale1, lerp1, scale1);
+ if (lerp2)
{
- if (lighthalf)
- glColor3f(0.5f, 0.5f, 0.5f);
+ VectorScale(fscale2, lerp2, scale2);
+ if (lerp3)
+ {
+ VectorScale(fscale3, lerp3, scale3);
+ if (lerp4)
+ {
+ VectorScale(fscale4, lerp4, scale4);
+ translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2 + translate3[0] * lerp3 + translate4[0] * lerp4;
+ translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2 + translate3[1] * lerp3 + translate4[1] * lerp4;
+ translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2 + translate3[2] * lerp3 + translate4[2] * lerp4;
+ // 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 += 4;
+ 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 += 4;
+ avn += 3;
+ verts1++;verts2++;verts3++;
+ }
+ }
+ }
else
- glColor3f(1.0f, 1.0f, 1.0f);
- }
- if (gl_vertexarrays.value)
- {
- if (colors)
{
- qglColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
- glEnableClientState(GL_COLOR_ARRAY);
+ 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++)
+ {
+ 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 += 4;
+ avn += 3;
+ verts1++;verts2++;
+ }
}
-
- 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));
-
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-
- 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++)
+ translate[0] = translate1[0] * lerp1;
+ translate[1] = translate1[1] * lerp1;
+ translate[2] = translate1[2] * lerp1;
+ // generate vertices
+ if (lerp1 != 1)
{
- 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]);
+ // general but almost never used case
+ for (i = 0;i < vertcount;i++)
+ {
+ 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 += 4;
+ avn += 3;
+ verts1++;
+ }
+ }
+ else
+ {
+ // fast normal case
+ for (i = 0;i < vertcount;i++)
+ {
+ 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 += 4;
+ avn += 3;
+ verts1++;
+ }
}
- glEnd();
}
- // leave it in a state for additional passes
- glDepthMask(0);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive
}
-void R_TintModel(byte *in, byte *out, int verts, byte *color)
+skinframe_t *R_FetchSkinFrame(const entity_render_t *ent)
{
- int i;
- byte r = color[0];
- byte g = color[1];
- byte b = color[2];
- for (i = 0;i < verts;i++)
- {
- out[0] = (byte) ((in[0] * r) >> 8);
- out[1] = (byte) ((in[1] * g) >> 8);
- out[2] = (byte) ((in[2] * b) >> 8);
- out[3] = in[3];
- in += 4;
- out += 4;
- }
+ model_t *model = ent->model;
+ unsigned int s = (unsigned int) ent->skinnum;
+ if (s >= model->numskins)
+ s = 0;
+ if (model->skinscenes[s].framecount > 1)
+ return &model->skinframes[model->skinscenes[s].firstframe + (int) (cl.time * 10) % model->skinscenes[s].framecount];
+ else
+ return &model->skinframes[model->skinscenes[s].firstframe];
}
-/*
-=================
-R_DrawAliasFrame
-
-=================
-*/
-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, int frame, int *skin, int colormap, int effects, int flags)
+void R_SetupMDLMD2Frames(const entity_render_t *ent, float colorr, float colorg, float colorb)
{
- int i, pose;
- float lerpscale, lerp;
- maliasframe_t *frameinfo;
-
- softwaretransformforentity(ent);
+ const md2frame_t *frame1, *frame2, *frame3, *frame4;
+ const trivertx_t *frame1verts, *frame2verts, *frame3verts, *frame4verts;
+ const model_t *model = ent->model;
+
+ frame1 = &model->mdlmd2data_frames[ent->frameblend[0].frame];
+ frame2 = &model->mdlmd2data_frames[ent->frameblend[1].frame];
+ frame3 = &model->mdlmd2data_frames[ent->frameblend[2].frame];
+ frame4 = &model->mdlmd2data_frames[ent->frameblend[3].frame];
+ frame1verts = &model->mdlmd2data_pose[ent->frameblend[0].frame * model->numverts];
+ frame2verts = &model->mdlmd2data_pose[ent->frameblend[1].frame * model->numverts];
+ frame3verts = &model->mdlmd2data_pose[ent->frameblend[2].frame * model->numverts];
+ frame4verts = &model->mdlmd2data_pose[ent->frameblend[3].frame * model->numverts];
+ R_AliasLerpVerts(model->numverts,
+ ent->frameblend[0].lerp, frame1verts, frame1->scale, frame1->translate,
+ ent->frameblend[1].lerp, frame2verts, frame2->scale, frame2->translate,
+ ent->frameblend[2].lerp, frame3verts, frame3->scale, frame3->translate,
+ ent->frameblend[3].lerp, frame4verts, frame4->scale, frame4->translate);
+
+ R_LightModel(ent, model->numverts, colorr, colorg, colorb, false);
+
+ //R_AliasTransformVerts(model->numverts);
+}
- if ((frame >= maliashdr->numframes) || (frame < 0))
+void R_DrawQ1Q2AliasModelCallback (const void *calldata1, int calldata2)
+{
+ int i, c, pantsfullbright, shirtfullbright, colormapped, tex;
+ float pantscolor[3], shirtcolor[3];
+ float fog, colorscale;
+ vec3_t diff;
+ qbyte *bcolor;
+ rmeshstate_t m;
+ model_t *model;
+ skinframe_t *skinframe;
+ const entity_render_t *ent = calldata1;
+ int blendfunc1, blendfunc2;
+
+// softwaretransformforentity(ent);
+ R_Mesh_Matrix(&ent->matrix);
+
+ fog = 0;
+ if (fogenabled)
{
- Con_DPrintf ("R_AliasSetupFrame: no such frame %d\n", frame);
- frame = 0;
+ 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
}
- frameinfo = ((maliasframe_t *)((int) maliashdr + maliashdr->framedata)) + frame;
- pose = frameinfo->start;
+ model = ent->model;
+ R_Mesh_ResizeCheck(model->numverts);
+
+ skinframe = R_FetchSkinFrame(ent);
- if (frameinfo->length > 1)
+ if (ent->effects & EF_ADDITIVE)
{
- lerpscale = frameinfo->rate;
- pose += (int)(cl.time * frameinfo->rate) % frameinfo->length;
+ blendfunc1 = GL_SRC_ALPHA;
+ blendfunc2 = GL_ONE;
+ }
+ else if (ent->alpha != 1.0 || skinframe->fog != NULL)
+ {
+ blendfunc1 = GL_SRC_ALPHA;
+ blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
}
else
- lerpscale = 10.0f;
+ {
+ blendfunc1 = GL_ONE;
+ blendfunc2 = GL_ZERO;
+ }
- lerp = R_CalcAnimLerp(ent, pose, lerpscale);
+ colorscale = r_colorscale;
+ if (gl_combine.integer)
+ colorscale *= 0.25f;
+
+ if (!skinframe->base && !skinframe->pants && !skinframe->shirt && !skinframe->glow)
+ {
+ // untextured
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = blendfunc1;
+ m.blendfunc2 = blendfunc2;
+ if (gl_combine.integer)
+ m.texrgbscale[0] = 4;
+ m.tex[0] = R_GetTexture(r_notexture);
+ R_Mesh_State(&m);
+
+ c_alias_polys += model->numtris;
+ for (i = 0;i < model->numverts * 2;i++)
+ varray_texcoord[0][i] = model->mdlmd2data_texcoords[i] * 8.0f;
+ aliasvert = varray_vertex;
+ aliasvertcolor = varray_color;
+ R_SetupMDLMD2Frames(ent, colorscale, colorscale, colorscale);
+ aliasvert = aliasvertbuf;
+ aliasvertcolor = aliasvertcolorbuf;
+ R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
+ return;
+ }
- 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);
- // prep the vertex array as early as possible
- if (r_render.value)
+ colormapped = !skinframe->merged || (ent->colormap >= 0 && skinframe->base && (skinframe->pants || skinframe->shirt));
+ if (!colormapped && !fog && !skinframe->glow && !skinframe->fog)
{
- if (gl_vertexarrays.value)
- {
- qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
- glEnableClientState(GL_VERTEX_ARRAY);
- }
+ // fastpath for the normal situation (one texture)
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = blendfunc1;
+ m.blendfunc2 = blendfunc2;
+ if (gl_combine.integer)
+ m.texrgbscale[0] = 4;
+ m.tex[0] = R_GetTexture(skinframe->merged);
+ R_Mesh_State(&m);
+
+ c_alias_polys += model->numtris;
+ memcpy(varray_texcoord[0], model->mdlmd2data_texcoords, model->numverts * sizeof(float[2]));
+ aliasvert = varray_vertex;
+ aliasvertcolor = varray_color;
+ R_SetupMDLMD2Frames(ent, colorscale, colorscale, colorscale);
+ aliasvert = aliasvertbuf;
+ aliasvertcolor = aliasvertcolorbuf;
+ R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
+ return;
}
- R_LightModel(maliashdr->numverts, org, color);
+ R_SetupMDLMD2Frames(ent, 1 - fog, 1 - fog, 1 - fog);
- if (!r_render.value)
- return;
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glShadeModel(GL_SMOOTH);
- if (effects & EF_ADDITIVE)
+ if (colormapped)
{
- glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
- glEnable(GL_BLEND);
- glDepthMask(0);
+ // 128-224 are backwards ranges
+ c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
+ bcolor = (qbyte *) (&d_8to24table[c]);
+ pantsfullbright = c >= 224;
+ VectorScale(bcolor, (1.0f / 255.0f), pantscolor);
+ c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
+ bcolor = (qbyte *) (&d_8to24table[c]);
+ shirtfullbright = c >= 224;
+ VectorScale(bcolor, (1.0f / 255.0f), shirtcolor);
}
- else if (alpha != 1.0)
+ else
{
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glDepthMask(0);
+ pantscolor[0] = pantscolor[1] = pantscolor[2] = shirtcolor[0] = shirtcolor[1] = shirtcolor[2] = 1;
+ pantsfullbright = shirtfullbright = false;
}
- else
+
+ tex = colormapped ? R_GetTexture(skinframe->base) : R_GetTexture(skinframe->merged);
+ if (tex)
{
- glDisable(GL_BLEND);
- glDepthMask(1);
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = blendfunc1;
+ m.blendfunc2 = blendfunc2;
+ if (gl_combine.integer)
+ m.texrgbscale[0] = 4;
+ m.tex[0] = tex;
+ R_Mesh_State(&m);
+
+ blendfunc1 = GL_SRC_ALPHA;
+ blendfunc2 = GL_ONE;
+ c_alias_polys += model->numtris;
+ R_ModulateColors(aliasvertcolor, varray_color, model->numverts, colorscale, colorscale, colorscale);
+ memcpy(varray_vertex, aliasvert, model->numverts * sizeof(float[4]));
+ memcpy(varray_texcoord[0], model->mdlmd2data_texcoords, model->numverts * sizeof(float[2]));
+ R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
}
- if (colormap >= 0)
+ if (colormapped)
{
- if (!skin[0] && !skin[1] && !skin[2] && !skin[3])
- GL_DrawModelMesh(0, NULL, maliashdr);
- else
+ if (skinframe->pants)
{
- int c;
- if (skin[0])
- GL_DrawModelMesh(skin[0], aliasvertcolor, maliashdr);
- if (skin[1])
+ tex = R_GetTexture(skinframe->pants);
+ if (tex)
{
- c = (colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
- R_TintModel(aliasvertcolor, aliasvertcolor2, maliashdr->numverts, (byte *) (&d_8to24table[c]));
- GL_DrawModelMesh(skin[1], aliasvertcolor2, maliashdr);
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = blendfunc1;
+ m.blendfunc2 = blendfunc2;
+ if (gl_combine.integer)
+ m.texrgbscale[0] = 4;
+ m.tex[0] = tex;
+ R_Mesh_State(&m);
+
+ blendfunc1 = GL_SRC_ALPHA;
+ blendfunc2 = GL_ONE;
+ c_alias_polys += model->numtris;
+ if (pantsfullbright)
+ R_FillColors(varray_color, model->numverts, pantscolor[0] * colorscale, pantscolor[1] * colorscale, pantscolor[2] * colorscale, ent->alpha);
+ else
+ R_ModulateColors(aliasvertcolor, varray_color, model->numverts, pantscolor[0] * colorscale, pantscolor[1] * colorscale, pantscolor[2] * colorscale);
+ memcpy(varray_vertex, aliasvert, model->numverts * sizeof(float[4]));
+ memcpy(varray_texcoord[0], model->mdlmd2data_texcoords, model->numverts * sizeof(float[2]));
+ R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
}
- if (skin[2])
+ }
+ if (skinframe->shirt)
+ {
+ tex = R_GetTexture(skinframe->shirt);
+ if (tex)
{
- c = colormap & 0xF0 ;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
- R_TintModel(aliasvertcolor, aliasvertcolor2, maliashdr->numverts, (byte *) (&d_8to24table[c]));
- GL_DrawModelMesh(skin[2], aliasvertcolor2, maliashdr);
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = blendfunc1;
+ m.blendfunc2 = blendfunc2;
+ if (gl_combine.integer)
+ m.texrgbscale[0] = 4;
+ m.tex[0] = tex;
+ R_Mesh_State(&m);
+
+ blendfunc1 = GL_SRC_ALPHA;
+ blendfunc2 = GL_ONE;
+ c_alias_polys += model->numtris;
+ if (shirtfullbright)
+ R_FillColors(varray_color, model->numverts, shirtcolor[0] * colorscale, shirtcolor[1] * colorscale, shirtcolor[2] * colorscale, ent->alpha);
+ else
+ R_ModulateColors(aliasvertcolor, varray_color, model->numverts, shirtcolor[0] * colorscale, shirtcolor[1] * colorscale, shirtcolor[2] * colorscale);
+ memcpy(varray_vertex, aliasvert, model->numverts * sizeof(float[4]));
+ memcpy(varray_texcoord[0], model->mdlmd2data_texcoords, model->numverts * sizeof(float[2]));
+ R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
}
- if (skin[3]) GL_DrawModelMesh(skin[3], NULL, maliashdr);
}
}
- else
+ if (skinframe->glow)
{
- if (!skin[3] && !skin[4])
- GL_DrawModelMesh(0, NULL, maliashdr);
- else
+ tex = R_GetTexture(skinframe->glow);
+ if (tex)
{
- if (skin[4]) GL_DrawModelMesh(skin[4], aliasvertcolor, maliashdr);
- if (skin[3]) GL_DrawModelMesh(skin[3], NULL, maliashdr);
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = blendfunc1;
+ m.blendfunc2 = blendfunc2;
+ m.tex[0] = tex;
+ R_Mesh_State(&m);
+
+ blendfunc1 = GL_SRC_ALPHA;
+ blendfunc2 = GL_ONE;
+ c_alias_polys += model->numtris;
+ R_FillColors(varray_color, model->numverts, (1 - fog) * r_colorscale, (1 - fog) * r_colorscale, (1 - fog) * r_colorscale, ent->alpha);
+ memcpy(varray_vertex, aliasvert, model->numverts * sizeof(float[4]));
+ memcpy(varray_texcoord[0], model->mdlmd2data_texcoords, model->numverts * sizeof(float[2]));
+ R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
}
}
-
- if (fogenabled)
+ if (fog)
{
- vec3_t diff;
- glDisable (GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(0); // disable zbuffer updates
-
- VectorSubtract(org, r_refdef.vieworg, 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);
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ m.tex[0] = R_GetTexture(skinframe->fog);
+ R_Mesh_State(&m);
+
+ c_alias_polys += model->numtris;
+ R_FillColors(varray_color, model->numverts, fogcolor[0] * fog * r_colorscale, fogcolor[1] * fog * r_colorscale, fogcolor[2] * fog * r_colorscale, ent->alpha);
+ memcpy(varray_vertex, aliasvert, model->numverts * sizeof(float[4]));
+ memcpy(varray_texcoord[0], model->mdlmd2data_texcoords, model->numverts * sizeof(float[2]));
+ R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
}
- 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();
- }
-
- glEnable (GL_TEXTURE_2D);
- glColor3f (1,1,1);
- }
-
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(1);
}
-/*
-=================
-R_DrawQ2AliasFrame
-
-=================
-*/
-void R_DrawQ2AliasFrame (md2mem_t *pheader, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, int frame, int skin, int effects, int flags)
+int ZymoticLerpBones(int count, const zymbonematrix *bonebase, const frameblend_t *blend, const zymbone_t *bone)
{
- int *order, count;
- float lerp;
- md2memframe_t *frame1, *frame2;
-
- if (r_render.value)
- glBindTexture(GL_TEXTURE_2D, skin);
-
- softwaretransformforentity(ent);
-
- if ((frame >= pheader->num_frames) || (frame < 0))
- {
- Con_DPrintf ("R_SetupQ2AliasFrame: no such frame %d\n", frame);
- frame = 0;
- }
-
- 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);
-
- R_LightModel(pheader->num_xyz, org, color);
-
- if (!r_render.value)
- return;
- if (gl_vertexarrays.value)
+ int i;
+ float lerp1, lerp2, lerp3, lerp4;
+ zymbonematrix *out, rootmatrix, m;
+ const zymbonematrix *bone1, *bone2, *bone3, *bone4;
+
+ /*
+ // LordHavoc: combine transform from zym coordinate space to quake coordinate space with model to world transform matrix
+ rootmatrix.m[0][0] = softwaretransform_matrix[0][1];
+ rootmatrix.m[0][1] = -softwaretransform_matrix[0][0];
+ rootmatrix.m[0][2] = softwaretransform_matrix[0][2];
+ rootmatrix.m[0][3] = softwaretransform_matrix[0][3];
+ rootmatrix.m[1][0] = softwaretransform_matrix[1][1];
+ rootmatrix.m[1][1] = -softwaretransform_matrix[1][0];
+ rootmatrix.m[1][2] = softwaretransform_matrix[1][2];
+ rootmatrix.m[1][3] = softwaretransform_matrix[1][3];
+ rootmatrix.m[2][0] = softwaretransform_matrix[2][1];
+ rootmatrix.m[2][1] = -softwaretransform_matrix[2][0];
+ rootmatrix.m[2][2] = softwaretransform_matrix[2][2];
+ rootmatrix.m[2][3] = softwaretransform_matrix[2][3];
+ */
+ 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)
{
- // LordHavoc: big mess...
- // using 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);
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_COLOR_ARRAY);
-
- order = (int *)((int)pheader + pheader->ofs_glcmds);
- while(1)
+ bone2 = bonebase + blend[1].frame * count;
+ lerp2 = blend[1].lerp;
+ if (blend[2].lerp)
{
- if (!(count = *order++))
- break;
- if (count > 0)
- glBegin(GL_TRIANGLE_STRIP);
- else
+ bone3 = bonebase + blend[2].frame * count;
+ lerp3 = blend[2].lerp;
+ if (blend[3].lerp)
{
- glBegin(GL_TRIANGLE_FAN);
- count = -count;
+ // 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++;
+ }
}
- do
+ else
{
- glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
- qglArrayElement(order[2]);
- order += 3;
+ // 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++;
+ }
}
- while (count--);
}
-
- glDisableClientState(GL_COLOR_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
- }
- else
- {
- order = (int *)((int)pheader + pheader->ofs_glcmds);
- while(1)
+ else
{
- if (!(count = *order++))
- break;
- if (count > 0)
- glBegin(GL_TRIANGLE_STRIP);
- else
- {
- glBegin(GL_TRIANGLE_FAN);
- count = -count;
- }
- do
+ // 2 poses
+ for (i = 0, out = zymbonepose;i < count;i++, out++)
{
- 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;
+ // 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++;
}
- while (count--);
}
}
-
- if (fogenabled)
+ else
{
- 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)));
- }
-
- if (gl_vertexarrays.value)
+ // 1 pose
+ if (lerp1 != 1)
{
- // 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)
+ // lerp != 1.0
+ for (i = 0, out = zymbonepose;i < count;i++, out++)
{
- 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][0], &m.m[0][0], &out->m[0][0]);
else
- {
- glBegin(GL_TRIANGLE_FAN);
- count = -count;
- }
- do
- {
- qglArrayElement(order[2]);
- order += 3;
- }
- while (count--);
+ R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
+ bone1++;
+ bone++;
}
-
- glDisableClientState(GL_VERTEX_ARRAY);
}
else
{
- order = (int *)((int)pheader + pheader->ofs_glcmds);
- while(1)
+ // lerp == 1.0
+ for (i = 0, out = zymbonepose;i < count;i++, out++)
{
- if (!(count = *order++))
- break;
- if (count > 0)
- glBegin(GL_TRIANGLE_STRIP);
+ if (bone->parent >= 0)
+ R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &bone1->m[0][0], &out->m[0][0]);
else
- {
- glBegin(GL_TRIANGLE_FAN);
- count = -count;
- }
- do
- {
- glVertex3fv(&aliasvert[order[2] * 3]);
- order += 3;
- }
- while (count--);
+ R_ConcatTransforms(&rootmatrix.m[0][0], &bone1->m[0][0], &out->m[0][0]);
+ bone1++;
+ bone++;
}
}
-
- glEnable (GL_TEXTURE_2D);
- glColor3f (1,1,1);
}
+ return true;
+}
- if (!fogenabled && r_shadows.value && !(effects & EF_ADDITIVE) && shadow)
+void ZymoticTransformVerts(int vertcount, int *bonecounts, zymvertex_t *vert)
+{
+ int c;
+ float *out = aliasvert;
+ zymbonematrix *matrix;
+ while(vertcount--)
{
- 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)
+ 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)
{
- qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
- glEnableClientState(GL_VERTEX_ARRAY);
-
- while(1)
- {
- if (!(count = *order++))
- break;
- if (count > 0)
- glBegin(GL_TRIANGLE_STRIP);
- else
- {
- glBegin(GL_TRIANGLE_FAN);
- count = -count;
- }
- do
- {
- qglArrayElement(order[2]);
- order += 3;
- }
- while (count--);
- }
-
- glDisableClientState(GL_VERTEX_ARRAY);
+ 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
{
- while(1)
+ VectorClear(out);
+ while(c--)
{
- if (!(count = *order++))
- break;
- if (count > 0)
- glBegin(GL_TRIANGLE_STRIP);
- else
- {
- glBegin(GL_TRIANGLE_FAN);
- count = -count;
- }
- do
- {
- glVertex3fv(&aliasvert[order[2] * 3]);
- order += 3;
- }
- while (count--);
+ 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++;
}
}
-
- glEnable (GL_TEXTURE_2D);
- glColor3f (1,1,1);
+ out += 4;
}
-
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(1);
}
-int modeldlightbits[8];
-extern int r_dlightframecount;
-extern void R_LightPoint (vec3_t color, vec3_t p);
-
-/*
-=================
-R_DrawAliasModel
-
-=================
-*/
-void R_DrawAliasModel (entity_t *ent, int cull, float alpha, model_t *clmodel, int frame, int skin, vec3_t org, int effects, int flags, int colormap)
+void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist)
{
- int i;
- vec3_t mins, maxs, color;
- mleaf_t *leaf;
- void *modelheader;
- int *skinset;
-
- if (alpha < (1.0 / 64.0))
- return; // basically completely transparent
-
- VectorAdd (org, clmodel->mins, mins);
- VectorAdd (org, clmodel->maxs, maxs);
+ int a, b, c, d;
+ float *out, v1[3], v2[3], normal[3], s;
+ int *u;
+ // clear normals
+ memset(aliasvertnorm, 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] = aliasvert[a+0] - aliasvert[b+0];
+ v1[1] = aliasvert[a+1] - aliasvert[b+1];
+ v1[2] = aliasvert[a+2] - aliasvert[b+2];
+ v2[0] = aliasvert[c+0] - aliasvert[b+0];
+ v2[1] = aliasvert[c+1] - aliasvert[b+1];
+ v2[2] = aliasvert[c+2] - aliasvert[b+2];
+ CrossProduct(v1, v2, normal);
+ VectorNormalizeFast(normal);
+ // add surface normal to vertices
+ a = renderlist[0] * 3;
+ aliasvertnorm[a+0] += normal[0];
+ aliasvertnorm[a+1] += normal[1];
+ aliasvertnorm[a+2] += normal[2];
+ aliasvertusage[renderlist[0]]++;
+ a = renderlist[1] * 3;
+ aliasvertnorm[a+0] += normal[0];
+ aliasvertnorm[a+1] += normal[1];
+ aliasvertnorm[a+2] += normal[2];
+ aliasvertusage[renderlist[1]]++;
+ a = renderlist[2] * 3;
+ aliasvertnorm[a+0] += normal[0];
+ aliasvertnorm[a+1] += normal[1];
+ aliasvertnorm[a+2] += normal[2];
+ aliasvertusage[renderlist[2]]++;
+ renderlist += 3;
+ }
+ }
+ // FIXME: precalc this
+ // average surface normals
+ out = aliasvertnorm;
+ u = aliasvertusage;
+ while(vertcount--)
+ {
+ if (*u > 1)
+ {
+ s = ixtable[*u];
+ out[0] *= s;
+ out[1] *= s;
+ out[2] *= s;
+ }
+ u++;
+ out += 3;
+ }
+}
- if (cull && R_CullBox (mins, maxs))
- return;
+void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2)
+{
+ float fog, colorscale;
+ vec3_t diff;
+ int i, *renderlist, *elements;
+ zymtype1header_t *m;
+ 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
+ m = ent->model->zymdata_header;
+ renderlist = (int *)(m->lump_render.start + (int) m);
+ for (i = 0;i < shadernum;i++)
+ renderlist += renderlist[0] * 3 + 1;
+ texture = ((rtexture_t **)(m->lump_shaders.start + (int) m))[shadernum];
+
+ numverts = m->numverts;
+ numtriangles = *renderlist++;
+ elements = renderlist;
+ R_Mesh_ResizeCheck(numverts);
+
+ fog = 0;
+ if (fogenabled)
+ {
+ VectorSubtract(ent->origin, r_origin, diff);
+ fog = DotProduct(diff,diff);
+ if (fog < 0.01f)
+ fog = 0.01f;
+ fog = exp(fogdensity/fog);
+ if (fog > 1)
+ fog = 1;
+ if (fog < 0.01f)
+ fog = 0;
+ // fog method: darken, additive fog
+ // 1. render model as normal, scaled by inverse of fog alpha (darkens it)
+ // 2. render fog as additive
+ }
- 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;
+ ZymoticLerpBones(m->numbones, (zymbonematrix *)(m->lump_poses.start + (int) m), ent->frameblend, (zymbone_t *)(m->lump_bones.start + (int) m));
+ ZymoticTransformVerts(numverts, (int *)(m->lump_vertbonecounts.start + (int) m), (zymvertex_t *)(m->lump_verts.start + (int) m));
+ ZymoticCalcNormals(numverts, m->numshaders, (int *)(m->lump_render.start + (int) m));
- // get lighting information
+ R_LightModel(ent, numverts, 1 - fog, 1 - fog, 1 - fog, false);
- if ((flags & EF_FULLBRIGHT) || (effects & EF_FULLBRIGHT))
- color[0] = color[1] = color[2] = 256;
+ 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
- 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);
+ 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);
- if (skin < 0 || skin >= clmodel->numskins)
+ c_alias_polys += numtriangles;
+ memcpy(varray_vertex, aliasvert, numverts * sizeof(float[4]));
+ R_ModulateColors(aliasvertcolor, varray_color, numverts, colorscale, colorscale, colorscale);
+ memcpy(varray_texcoord[0], (float *)(m->lump_texcoords.start + (int) m), numverts * sizeof(float[2]));
+ R_Mesh_Draw(numverts, numtriangles, elements);
+
+ if (fog)
{
- skin = 0;
- Con_DPrintf("invalid skin number %d for model %s\n", skin, clmodel->name);
+ 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);
+
+ c_alias_polys += numtriangles;
+ memcpy(varray_vertex, aliasvert, numverts * sizeof(float[4]));
+ R_FillColors(varray_color, numverts, fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, ent->alpha * fog);
+ //memcpy(mesh_texcoord[0], (float *)(m->lump_texcoords.start + (int) m), numverts * sizeof(float[2]));
+ R_Mesh_Draw(numverts, numtriangles, elements);
}
+}
+
+void R_DrawZymoticModel (entity_render_t *ent)
+{
+ int i;
+ zymtype1header_t *m;
+ rtexture_t *texture;
+
+ if (ent->alpha < (1.0f / 64.0f))
+ return; // basically completely transparent
- modelheader = Mod_Extradata (clmodel);
+ c_models++;
+ m = ent->model->zymdata_header;
+ for (i = 0;i < m->numshaders;i++)
{
-// 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;
- i = skinanimrange[0];
- if (skinanimrange[1] > 1) // animated
- i += ((int) (cl.time * 10) % skinanimrange[1]);
- skinset = skinanim + i*5;
+ texture = ((rtexture_t **)(m->lump_shaders.start + (int) m))[i];
+ if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_TextureHasAlpha(texture))
+ R_MeshQueue_AddTransparent(ent->origin, R_DrawZymoticModelMeshCallback, ent, i);
+ else
+ R_DrawZymoticModelMeshCallback(ent, i);
}
+}
+
+void R_DrawQ1Q2AliasModel(entity_render_t *ent)
+{
+ if (ent->alpha < (1.0f / 64.0f))
+ return; // basically completely transparent
- if (r_render.value)
- glEnable (GL_TEXTURE_2D);
+ c_models++;
- c_alias_polys += clmodel->numtris;
- if (clmodel->aliastype == ALIASTYPE_MD2)
- R_DrawQ2AliasFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, frame, skinset[0], effects, flags);
+ if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchSkinFrame(ent)->fog != NULL)
+ R_MeshQueue_AddTransparent(ent->origin, R_DrawQ1Q2AliasModelCallback, ent, 0);
else
- R_DrawAliasFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, frame, skinset, colormap, effects, flags);
+ R_DrawQ1Q2AliasModelCallback(ent, 0);
}
+