X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=gl_models.c;h=035e5b09486a1a6f451627789b3fa5621daccb70;hb=0f4297bb7875109e0ebb376790b0561fd1287d2c;hp=2aaa9a34ce0bf46d95d8d01a9b741cfe06f74f38;hpb=3b3c15c8805e3d221183b0d250f1ce752aff0783;p=xonotic%2Fdarkplaces.git diff --git a/gl_models.c b/gl_models.c index 2aaa9a34..035e5b09 100644 --- a/gl_models.c +++ b/gl_models.c @@ -1,21 +1,65 @@ #include "quakedef.h" +cvar_t gl_transform = {0, "gl_transform", "1"}; +cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"}; + +typedef struct +{ + float m[3][4]; +} zymbonematrix; + // LordHavoc: vertex array float *aliasvert; float *aliasvertnorm; byte *aliasvertcolor; byte *aliasvertcolor2; +zymbonematrix *zymbonepose; +int *aliasvertusage; + +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; + } +} -int chrometexture; +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() +// currently unused reflection effect texture +void makechrometexture(void) { int i; byte noise[64*64]; byte data[64*64][4]; - fractalnoise(noise, 64); + fractalnoise(noise, 64, 8); // convert to RGBA data for (i = 0;i < 64*64;i++) @@ -24,136 +68,209 @@ void makechrometexture() 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 = 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 + aliasvert = qmalloc(sizeof(float[MD2MAX_VERTS][3])); + aliasvertnorm = qmalloc(sizeof(float[MD2MAX_VERTS][3])); + aliasvertcolor = qmalloc(sizeof(byte[MD2MAX_VERTS][4])); + aliasvertcolor2 = qmalloc(sizeof(byte[MD2MAX_VERTS][4])); // used temporarily for tinted coloring + zymbonepose = qmalloc(sizeof(zymbonematrix[256])); + aliasvertusage = qmalloc(sizeof(int[MD2MAX_VERTS])); makechrometexture(); } -void gl_models_shutdown() +void gl_models_shutdown(void) { - free(aliasvert); - free(aliasvertnorm); - free(aliasvertcolor); - free(aliasvertcolor2); + qfree(aliasvert); + qfree(aliasvertnorm); + qfree(aliasvertcolor); + qfree(aliasvertcolor2); + qfree(zymbonepose); + qfree(aliasvertusage); } -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) +{ + Cvar_RegisterVariable(&gl_transform); + Cvar_RegisterVariable(&gl_lockarrays); + + R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap); +} + +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++) { - 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++; - } + // 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; } } -float R_CalcAnimLerp(entity_t *ent, int pose, float lerpscale) +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) { - if (ent->draw_lastmodel == ent->model && ent->draw_lerpstart <= cl.time) + int i; + vec3_t scale1, scale2, scale3, scale4, translate; + float *n1, *n2, *n3, *n4; + float *av, *avn; + av = aliasvert; + avn = aliasvertnorm; + VectorScale(fscale1, lerp1, scale1); + if (lerp2) { - if (pose != ent->draw_pose) + VectorScale(fscale2, lerp2, scale2); + if (lerp3) { - ent->draw_lastpose = ent->draw_pose; - ent->draw_pose = pose; - ent->draw_lerpstart = cl.time; - return 0; + 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 += 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 - return ((cl.time - ent->draw_lerpstart) * lerpscale); + { + 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 += 3; + avn += 3; + verts1++;verts2++; + } + } } - else // uninitialized + else { - ent->draw_lastmodel = ent->model; - ent->draw_lastpose = ent->draw_pose = pose; - ent->draw_lerpstart = cl.time; - return 0; + translate[0] = translate1[0] * lerp1; + translate[1] = translate1[1] * lerp1; + translate[2] = translate1[2] * lerp1; + // generate vertices + if (lerp1 != 1) + { + // 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 += 3; + 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 += 3; + avn += 3; + verts1++; + } + } } } -extern cvar_t gl_vertexarrays; -extern qboolean lighthalf; -void GL_DrawModelMesh(int skin, byte *colors, maliashdr_t *maliashdr) +void GL_DrawModelMesh(rtexture_t *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) @@ -161,41 +278,16 @@ void GL_DrawModelMesh(int skin, byte *colors, maliashdr_t *maliashdr) 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, sizeof(byte[4]), 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); @@ -225,48 +317,39 @@ 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_LightModel(entity_t *ent, int numverts, vec3_t center, vec3_t basecolor); +void R_DrawAliasFrame (model_t *model, 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, sizeof(float[3]), aliasvert); + glEnableClientState(GL_VERTEX_ARRAY); + glTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), (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; @@ -278,7 +361,7 @@ void R_DrawAliasFrame (maliashdr_t *maliashdr, float alpha, vec3_t color, entity glEnable(GL_BLEND); glDepthMask(0); } - else if (alpha != 1.0) + else if (alpha != 1.0 || (model->flags2 & MODF_TRANSPARENT)) { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); @@ -290,11 +373,9 @@ void R_DrawAliasFrame (maliashdr_t *maliashdr, float alpha, vec3_t color, entity 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]) @@ -311,19 +392,21 @@ void R_DrawAliasFrame (maliashdr_t *maliashdr, float alpha, vec3_t color, entity 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) { @@ -333,67 +416,23 @@ void R_DrawAliasFrame (maliashdr_t *maliashdr, float alpha, vec3_t color, entity 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(); } /* @@ -402,42 +441,90 @@ 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) +void R_DrawQ2AliasFrame (model_t *model, 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, sizeof(float[3]), aliasvert); + glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(byte[4]), 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, sizeof(float[3]), aliasvert); glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_COLOR_ARRAY); order = (int *)((int)pheader + pheader->ofs_glcmds); while(1) @@ -453,184 +540,385 @@ void R_DrawQ2AliasFrame (md2mem_t *pheader, float alpha, vec3_t color, entity_t } 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); + + glEnable (GL_TEXTURE_2D); + glColor3f (1,1,1); } - else + + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable (GL_BLEND); + glDepthMask(1); + + if (gl_transform.value) + glPopMatrix(); +} + +void ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, zymbone_t *bone, float rootorigin[3], float rootangles[3], float rootscale) +{ + float lerp1, lerp2, lerp3, lerp4; + zymbonematrix *out, rootmatrix, m, *bone1, *bone2, *bone3, *bone4; + 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) { - 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); + bone3 = bonebase + blend[2].frame * count; + lerp3 = blend[2].lerp; + if (blend[3].lerp) + { + // 4 poses + bone4 = bonebase + blend[3].frame * count; + lerp4 = blend[3].lerp; + while(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++; + } + } else { - glBegin(GL_TRIANGLE_FAN); - count = -count; + // 3 poses + while(count--) + { + // 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++; + } } - do + } + else + { + // 2 poses + while(count--) { - 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], &m.m[0], &out->m[0]); + else + R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]); + bone1++; + bone2++; + bone++; + out++; } - 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 + // 1 pose + if (lerp1 != 1) { - 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) - { - // 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 + 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 { - order = (int *)((int)pheader + pheader->ofs_glcmds); - 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); } +} - 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) + 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++; } } + out += 3; + } +} - glEnable (GL_TEXTURE_2D); - glColor3f (1,1,1); +void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist) +{ + int a, b, c, d; + float *out, v1[3], v2[3], normal[3]; + int *u; + // clear normals + memset(aliasvertnorm, 0, sizeof(float[3]) * vertcount); + memset(aliasvertusage, 0, sizeof(int) * vertcount); + // parse render list and accumulate surface normals + while(shadercount--) + { + d = *renderlist++; + while (d--) + { + a = renderlist[0]*3; + b = renderlist[1]*3; + c = renderlist[2]*3; + 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); + VectorNormalize(normal); + // add surface normal to vertices + aliasvertnorm[a+0] += normal[0]; + aliasvertnorm[a+1] += normal[1]; + aliasvertnorm[a+2] += normal[2]; + aliasvertusage[a]++; + aliasvertnorm[b+0] += normal[0]; + aliasvertnorm[b+1] += normal[1]; + aliasvertnorm[b+2] += normal[2]; + aliasvertusage[b]++; + aliasvertnorm[c+0] += normal[0]; + aliasvertnorm[c+1] += normal[1]; + aliasvertnorm[c+2] += normal[2]; + aliasvertusage[c]++; + renderlist += 3; + } } + // average surface normals + out = aliasvertnorm; + u = aliasvertusage; + while(vertcount--) + { + if (*u > 1) + { + a = ixtable[*u]; + out[0] *= a; + out[1] *= a; + out[2] *= a; + } + u++; + out += 3; + } +} + +void GL_DrawZymoticModelMesh(byte *colors, zymtype1header_t *m) +{ + int i, c, *renderlist; + rtexture_t **texture; + if (!r_render.value) + return; + renderlist = (int *)(m->lump_render.start + (int) m); + texture = (rtexture_t **)(m->lump_shaders.start + (int) m); + glVertexPointer(3, GL_FLOAT, sizeof(float[3]), aliasvert); + glEnableClientState(GL_VERTEX_ARRAY); + + glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(byte[4]), colors); + glEnableClientState(GL_COLOR_ARRAY); + + glTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), (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, R_GetTexture(*texture)); + texture++; + glDrawElements(GL_TRIANGLES, c, GL_UNSIGNED_INT, renderlist); + renderlist += c; + } + + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + + glDisableClientState(GL_COLOR_ARRAY); + + glDisableClientState(GL_VERTEX_ARRAY); +} + +void GL_DrawZymoticModelMeshFog(vec3_t org, zymtype1header_t *m) +{ + vec3_t diff; + int i, c, *renderlist; + if (!r_render.value) + return; + 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(1); + glDepthMask(0); // disable zbuffer updates + + VectorSubtract(org, r_origin, diff); + glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff))); + + glVertexPointer(3, GL_FLOAT, sizeof(float[3]), aliasvert); + glEnableClientState(GL_VERTEX_ARRAY); + + for (i = 0;i < m->numshaders;i++) + { + c = (*renderlist++) * 3; + glDrawElements(GL_TRIANGLES, c, GL_UNSIGNED_INT, renderlist); + renderlist += c; + } + + glDisableClientState(GL_VERTEX_ARRAY); + + glEnable(GL_TEXTURE_2D); + glColor3f (1,1,1); } -int modeldlightbits[8]; -extern int r_dlightframecount; -extern void R_LightPoint (vec3_t color, vec3_t p); +/* +================= +R_DrawZymoticFrame +================= +*/ +void R_DrawZymoticFrame (model_t *model, 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) +{ + 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(ent, m->numverts, org, color); + + if (!r_render.value) + return; + glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + glShadeModel(GL_SMOOTH); + if (effects & EF_ADDITIVE) + { + glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering + glEnable(GL_BLEND); + glDepthMask(0); + } + else if (alpha != 1.0) + { + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glDepthMask(0); + } + else + { + glDisable(GL_BLEND); + glDepthMask(1); + } + + GL_DrawZymoticModelMesh(aliasvertcolor, m); + + if (fogenabled) + GL_DrawZymoticModelMeshFog(org, m); + + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable (GL_BLEND); + glDepthMask(1); +} /* ================= @@ -638,13 +926,12 @@ 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 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 @@ -652,38 +939,10 @@ void R_DrawAliasModel (entity_t *ent, int cull, float alpha, model_t *clmodel, i VectorAdd (org, clmodel->mins, mins); VectorAdd (org, clmodel->maxs, maxs); - if (cull && R_CullBox (mins, maxs)) - return; - - 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 (cull && R_CullBox (mins, maxs)) +// return; - if ((flags & EF_FULLBRIGHT) || (effects & EF_FULLBRIGHT)) - color[0] = color[1] = color[2] = 256; - else - { - // HACK HACK HACK -- no fullbright colors, so make torches full light - if (!strcmp (clmodel->name, "progs/flame2.mdl") || !strcmp (clmodel->name, "progs/flame.mdl") ) - color[0] = color[1] = color[2] = 128; - 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); - } + c_models++; if (skin < 0 || skin >= clmodel->numskins) { @@ -697,7 +956,7 @@ void R_DrawAliasModel (entity_t *ent, int cull, float alpha, model_t *clmodel, 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; + rtexture_t **skinanim = clmodel->skinanim; i = skinanimrange[0]; if (skinanimrange[1] > 1) // animated i += ((int) (cl.time * 10) % skinanimrange[1]); @@ -708,8 +967,10 @@ void R_DrawAliasModel (entity_t *ent, int cull, float alpha, model_t *clmodel, i glEnable (GL_TEXTURE_2D); 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 (clmodel->aliastype == ALIASTYPE_ZYM) + R_DrawZymoticFrame (clmodel, modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, 0 , effects, flags); + else if (clmodel->aliastype == ALIASTYPE_MD2) + R_DrawQ2AliasFrame (clmodel, 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, frame, skinset, colormap, effects, flags); + R_DrawAliasFrame (clmodel, modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, skinset , colormap, effects, flags); }