X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=gl_models.c;h=1b2b134c363b8ce9f2b1c7c68f670a02e3aad9d1;hb=d4256a0bc028590ccced84c0ba827b480e519dda;hp=fc23da5249e5d61bf8e459a96bca5d17d72afebf;hpb=5c351a00804cee0cf6fd642ed16b03e719f7a953;p=xonotic%2Fdarkplaces.git diff --git a/gl_models.c b/gl_models.c index fc23da52..1b2b134c 100644 --- a/gl_models.c +++ b/gl_models.c @@ -1,261 +1,55 @@ #include "quakedef.h" - -cvar_t r_quickmodels = {0, "r_quickmodels", "1"}; - -typedef struct -{ - float m[3][4]; -} zymbonematrix; - -// LordHavoc: vertex arrays - -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 - -float *aliasvertcolor2; -float *aliasvertnorm; -int *aliasvertusage; -zymbonematrix *zymbonepose; - -mempool_t *gl_models_mempool; - -void gl_models_start(void) -{ - // allocate vertex processing arrays - 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) -{ - Mem_FreePool(&gl_models_mempool); -} - -void gl_models_newmap(void) -{ -} +#include "r_shadow.h" void GL_Models_Init(void) { - Cvar_RegisterVariable(&r_quickmodels); - - R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap); -} - -/* -void R_AliasTransformVerts(int vertcount) -{ - vec3_t point; - float *av; - av = aliasvert; - while (vertcount >= 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; - VectorCopy(av, point);softwaretransform(point, av);av += 4; - vertcount -= 4; - } - while(vertcount > 0) - { - VectorCopy(av, point);softwaretransform(point, av);av += 4; - vertcount--; - } } -*/ -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) +aliaslayer_t r_aliasnoskinlayers[2] = {{ALIASLAYER_DIFFUSE, NULL, NULL}, {ALIASLAYER_FOG | ALIASLAYER_FORCEDRAW_IF_FIRSTPASS, NULL, NULL}}; +aliasskin_t r_aliasnoskin = {0, 2, r_aliasnoskinlayers}; +aliasskin_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mesh) { - int i; - 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) + model_t *model = ent->model; + if (model->numskins) { - 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++; - } - } - } + int s = ent->skinnum; + if ((unsigned int)s >= (unsigned int)model->numskins) + s = 0; + if (model->skinscenes[s].framecount > 1) + s = model->skinscenes[s].firstframe + (int) (cl.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount; else - { - translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2; - translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2; - translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2; - // generate vertices - for (i = 0;i < vertcount;i++) - { - 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++; - } - } + s = model->skinscenes[s].firstframe; + if (s >= mesh->num_skins) + s = 0; + return mesh->data_skins + s; } else { - 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 += 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++; - } - } + r_aliasnoskinlayers[0].texture = r_notexture; + return &r_aliasnoskin; } } -skinframe_t *R_FetchSkinFrame(const entity_render_t *ent) +void R_DrawAliasModelCallback (const void *calldata1, int calldata2) { - 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]; -} - -void R_SetupMDLMD2Frames(const entity_render_t *ent, float colorr, float colorg, float colorb) -{ - 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); -} - -void R_DrawQ1Q2AliasModelCallback (const void *calldata1, int calldata2) -{ - int c, pantsfullbright, shirtfullbright, colormapped; - float pantscolor[3], shirtcolor[3]; - float fog; + int c, fullbright, layernum, firstpass; + float tint[3], fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3]; + float *vertex3f, *normal3f; vec3_t diff; qbyte *bcolor; - rmeshbufferinfo_t m; - model_t *model; - skinframe_t *skinframe; + rmeshstate_t m; const entity_render_t *ent = calldata1; - int blendfunc1, blendfunc2; + aliasmesh_t *mesh = ent->model->alias.aliasdata_meshes + calldata2; + aliaslayer_t *layer; + aliasskin_t *skin; -// softwaretransformforentity(ent); + R_Mesh_Matrix(&ent->matrix); fog = 0; if (fogenabled) { - VectorSubtract(ent->origin, r_origin, diff); + VectorSubtract(ent->origin, r_vieworigin, diff); fog = DotProduct(diff,diff); if (fog < 0.01f) fog = 0.01f; @@ -268,498 +62,193 @@ void R_DrawQ1Q2AliasModelCallback (const void *calldata1, int calldata2) // 1. render model as normal, scaled by inverse of fog alpha (darkens it) // 2. render fog as additive } + ifog = 1 - fog; - model = ent->model; + firstpass = true; + skin = R_FetchAliasSkin(ent, mesh); - skinframe = R_FetchSkinFrame(ent); - - colormapped = !skinframe->merged || (ent->colormap >= 0 && skinframe->base && (skinframe->pants || skinframe->shirt)); - if (!colormapped && !fog && !skinframe->glow && !skinframe->fog) + if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1) { - // fastpath for the normal situation (one texture) - memset(&m, 0, sizeof(m)); - if (ent->effects & EF_ADDITIVE) - { - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - } - else if (ent->alpha != 1.0 || skinframe->fog != NULL) - { - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - } - else - { - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; - } - m.numtriangles = model->numtris; - m.numverts = model->numverts; - m.tex[0] = R_GetTexture(skinframe->merged); - m.matrix = ent->matrix; - - c_alias_polys += m.numtriangles; - if (R_Mesh_Draw_GetBuffer(&m, true)) - { - memcpy(m.index, model->mdlmd2data_indices, m.numtriangles * sizeof(int[3])); - memcpy(m.texcoords[0], model->mdlmd2data_texcoords, m.numverts * sizeof(float[2])); - - aliasvert = m.vertex; - aliasvertcolor = m.color; - R_SetupMDLMD2Frames(ent, m.colorscale, m.colorscale, m.colorscale); - aliasvert = aliasvertbuf; - aliasvertcolor = aliasvertcolorbuf; - - R_Mesh_Render(); - } - return; - } - - R_SetupMDLMD2Frames(ent, 1 - fog, 1 - fog, 1 - fog); - - if (colormapped) - { - // 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 - { - pantscolor[0] = pantscolor[1] = pantscolor[2] = shirtcolor[0] = shirtcolor[1] = shirtcolor[2] = 1; - pantsfullbright = shirtfullbright = false; - } - - if (ent->effects & EF_ADDITIVE) - { - 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; + vertex3f = mesh->data_basevertex3f; + normal3f = mesh->data_basenormal3f; } else { - blendfunc1 = GL_ONE; - blendfunc2 = GL_ZERO; + vertex3f = varray_vertex3f; + Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f); + normal3f = NULL; } - - memset(&m, 0, sizeof(m)); - m.blendfunc1 = blendfunc1; - m.blendfunc2 = blendfunc2; - m.numtriangles = model->numtris; - m.numverts = model->numverts; - m.matrix = ent->matrix; - m.tex[0] = colormapped ? R_GetTexture(skinframe->base) : R_GetTexture(skinframe->merged); - if (m.tex[0] && R_Mesh_Draw_GetBuffer(&m, true)) - { - blendfunc1 = GL_SRC_ALPHA; - blendfunc2 = GL_ONE; - c_alias_polys += m.numtriangles; - R_ModulateColors(aliasvertcolor, m.color, m.numverts, m.colorscale, m.colorscale, m.colorscale); - memcpy(m.index, model->mdlmd2data_indices, m.numtriangles * sizeof(int[3])); - memcpy(m.vertex, aliasvert, m.numverts * sizeof(float[4])); - memcpy(m.texcoords[0], model->mdlmd2data_texcoords, m.numverts * sizeof(float[2])); - R_Mesh_Render(); - } - - if (colormapped) + for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++) { - if (skinframe->pants) + if (!(layer->flags & ALIASLAYER_FORCEDRAW_IF_FIRSTPASS) || !firstpass) { - memset(&m, 0, sizeof(m)); - m.blendfunc1 = blendfunc1; - m.blendfunc2 = blendfunc2; - m.numtriangles = model->numtris; - m.numverts = model->numverts; - m.matrix = ent->matrix; - m.tex[0] = R_GetTexture(skinframe->pants); - if (m.tex[0] && R_Mesh_Draw_GetBuffer(&m, true)) - { - blendfunc1 = GL_SRC_ALPHA; - blendfunc2 = GL_ONE; - c_alias_polys += m.numtriangles; - if (pantsfullbright) - R_FillColors(m.color, m.numverts, pantscolor[0] * m.colorscale, pantscolor[1] * m.colorscale, pantscolor[2] * m.colorscale, ent->alpha); - else - R_ModulateColors(aliasvertcolor, m.color, m.numverts, pantscolor[0] * m.colorscale, pantscolor[1] * m.colorscale, pantscolor[2] * m.colorscale); - memcpy(m.index, model->mdlmd2data_indices, m.numtriangles * sizeof(int[3])); - memcpy(m.vertex, aliasvert, m.numverts * sizeof(float[4])); - memcpy(m.texcoords[0], model->mdlmd2data_texcoords, m.numverts * sizeof(float[2])); - R_Mesh_Render(); - } + if (((layer->flags & ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED) && ent->colormap < 0) + || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0) + || ((layer->flags & ALIASLAYER_FOG) && !fogenabled) + || (layer->flags & ALIASLAYER_SPECULAR) + || ((layer->flags & ALIASLAYER_DIFFUSE) && (ent->flags & RENDER_LIGHT) && r_lightmapintensity <= 0 && !(ent->flags & RENDER_TRANSPARENT) && r_ambient.integer <= 0)) + continue; } - if (skinframe->shirt) + if (!firstpass || (ent->effects & EF_ADDITIVE)) { - memset(&m, 0, sizeof(m)); - m.blendfunc1 = blendfunc1; - m.blendfunc2 = blendfunc2; - m.numtriangles = model->numtris; - m.numverts = model->numverts; - m.matrix = ent->matrix; - m.tex[0] = R_GetTexture(skinframe->shirt); - if (m.tex[0] && R_Mesh_Draw_GetBuffer(&m, true)) - { - blendfunc1 = GL_SRC_ALPHA; - blendfunc2 = GL_ONE; - c_alias_polys += m.numtriangles; - if (shirtfullbright) - R_FillColors(m.color, m.numverts, shirtcolor[0] * m.colorscale, shirtcolor[1] * m.colorscale, shirtcolor[2] * m.colorscale, ent->alpha); - else - R_ModulateColors(aliasvertcolor, m.color, m.numverts, shirtcolor[0] * m.colorscale, shirtcolor[1] * m.colorscale, shirtcolor[2] * m.colorscale); - memcpy(m.index, model->mdlmd2data_indices, m.numtriangles * sizeof(int[3])); - memcpy(m.vertex, aliasvert, m.numverts * sizeof(float[4])); - memcpy(m.texcoords[0], model->mdlmd2data_texcoords, m.numverts * sizeof(float[2])); - R_Mesh_Render(); - } + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); } - } - if (skinframe->glow) - { - memset(&m, 0, sizeof(m)); - m.blendfunc1 = blendfunc1; - m.blendfunc2 = blendfunc2; - m.numtriangles = model->numtris; - m.numverts = model->numverts; - m.matrix = ent->matrix; - m.tex[0] = R_GetTexture(skinframe->glow); - if (m.tex[0] && R_Mesh_Draw_GetBuffer(&m, true)) + else if ((skin->flags & ALIASSKIN_TRANSPARENT) || ent->alpha != 1.0) { - blendfunc1 = GL_SRC_ALPHA; - blendfunc2 = GL_ONE; - c_alias_polys += m.numtriangles; - R_FillColors(m.color, m.numverts, (1 - fog) * m.colorscale, (1 - fog) * m.colorscale, (1 - fog) * m.colorscale, ent->alpha); - memcpy(m.index, model->mdlmd2data_indices, m.numtriangles * sizeof(int[3])); - memcpy(m.vertex, aliasvert, m.numverts * sizeof(float[4])); - memcpy(m.texcoords[0], model->mdlmd2data_texcoords, m.numverts * sizeof(float[2])); - R_Mesh_Render(); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); } - } - if (fog) - { - memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - m.numtriangles = model->numtris; - m.numverts = model->numverts; - m.matrix = ent->matrix; - m.tex[0] = R_GetTexture(skinframe->fog); - if (m.tex[0] && R_Mesh_Draw_GetBuffer(&m, true)) + else { - c_alias_polys += m.numtriangles; - R_FillColors(m.color, m.numverts, fogcolor[0] * fog * m.colorscale, fogcolor[1] * fog * m.colorscale, fogcolor[2] * fog * m.colorscale, ent->alpha); - memcpy(m.index, model->mdlmd2data_indices, m.numtriangles * sizeof(int[3])); - memcpy(m.vertex, aliasvert, m.numverts * sizeof(float[4])); - memcpy(m.texcoords[0], model->mdlmd2data_texcoords, m.numverts * sizeof(float[2])); - R_Mesh_Render(); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); } - } -} - -int ZymoticLerpBones(int count, const zymbonematrix *bonebase, const frameblend_t *blend, const zymbone_t *bone) -{ - int i; - float lerp1, lerp2, lerp3, lerp4; - zymbonematrix *out, rootmatrix, m; - const zymbonematrix *bone1, *bone2, *bone3, *bone4; + GL_DepthTest(!(ent->effects & EF_NODEPTHTEST)); + firstpass = false; + colorscale = 1.0f; - /* - // 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) - { - bone2 = bonebase + blend[1].frame * count; - lerp2 = blend[1].lerp; - if (blend[2].lerp) + memset(&m, 0, sizeof(m)); + if (layer->texture != NULL) { - bone3 = bonebase + blend[2].frame * count; - lerp3 = blend[2].lerp; - if (blend[3].lerp) + m.tex[0] = R_GetTexture(layer->texture); + m.pointer_texcoord[0] = mesh->data_texcoord2f; + if (gl_combine.integer && layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR)) { - // 4 poses - bone4 = bonebase + blend[3].frame * count; - lerp4 = blend[3].lerp; - for (i = 0, out = zymbonepose;i < count;i++, out++) - { - // interpolate matrices - m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3 + bone4->m[0][0] * lerp4; - m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3 + bone4->m[0][1] * lerp4; - m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3 + bone4->m[0][2] * lerp4; - m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3 + bone4->m[0][3] * lerp4; - m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3 + bone4->m[1][0] * lerp4; - m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3 + bone4->m[1][1] * lerp4; - m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3 + bone4->m[1][2] * lerp4; - m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3 + bone4->m[1][3] * lerp4; - m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3 + bone4->m[2][0] * lerp4; - m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3 + bone4->m[2][1] * lerp4; - m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3 + bone4->m[2][2] * lerp4; - m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3 + bone4->m[2][3] * lerp4; - if (bone->parent >= 0) - R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]); - else - R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]); - bone1++; - bone2++; - bone3++; - bone4++; - bone++; - } - } - else - { - // 3 poses - for (i = 0, out = zymbonepose;i < count;i++, out++) - { - // interpolate matrices - m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3; - m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3; - m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3; - m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3; - m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3; - m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3; - m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3; - m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3; - m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3; - m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3; - m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3; - m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3; - if (bone->parent >= 0) - R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]); - else - R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]); - bone1++; - bone2++; - bone3++; - bone++; - } + colorscale *= 0.25f; + m.texrgbscale[0] = 4; } } - else + m.pointer_vertex = vertex3f; + + c_alias_polys += mesh->num_triangles; + if (layer->flags & ALIASLAYER_FOG) { - // 2 poses - for (i = 0, out = zymbonepose;i < count;i++, out++) - { - // interpolate matrices - m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2; - m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2; - m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2; - m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2; - m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2; - m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2; - m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2; - m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2; - m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2; - m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2; - m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2; - m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2; - if (bone->parent >= 0) - R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]); - else - R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]); - bone1++; - bone2++; - bone++; - } + colorscale *= fog; + GL_Color(fogcolor[0] * colorscale, fogcolor[1] * colorscale, fogcolor[2] * colorscale, ent->alpha); } - } - else - { - // 1 pose - if (lerp1 != 1) + else { - // lerp != 1.0 - for (i = 0, out = zymbonepose;i < count;i++, out++) + fullbright = !(layer->flags & ALIASLAYER_DIFFUSE) || !(ent->flags & RENDER_LIGHT); + if (layer->flags & (ALIASLAYER_COLORMAP_PANTS | ALIASLAYER_COLORMAP_SHIRT)) { - // interpolate matrices - m.m[0][0] = bone1->m[0][0] * lerp1; - m.m[0][1] = bone1->m[0][1] * lerp1; - m.m[0][2] = bone1->m[0][2] * lerp1; - m.m[0][3] = bone1->m[0][3] * lerp1; - m.m[1][0] = bone1->m[1][0] * lerp1; - m.m[1][1] = bone1->m[1][1] * lerp1; - m.m[1][2] = bone1->m[1][2] * lerp1; - m.m[1][3] = bone1->m[1][3] * lerp1; - m.m[2][0] = bone1->m[2][0] * lerp1; - m.m[2][1] = bone1->m[2][1] * lerp1; - m.m[2][2] = bone1->m[2][2] * lerp1; - m.m[2][3] = bone1->m[2][3] * lerp1; - if (bone->parent >= 0) - R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]); - else - R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]); - bone1++; - bone++; + // 128-224 are backwards ranges + if (layer->flags & ALIASLAYER_COLORMAP_PANTS) + c = (ent->colormap & 0xF) << 4; + else //if (layer->flags & ALIASLAYER_COLORMAP_SHIRT) + c = (ent->colormap & 0xF0); + c += (c >= 128 && c < 224) ? 4 : 12; + bcolor = (qbyte *) (&palette_complete[c]); + fullbright = fullbright || c >= 224; + VectorScale(bcolor, (1.0f / 255.0f), tint); } - } - else - { - // lerp == 1.0 - for (i = 0, out = zymbonepose;i < count;i++, out++) + else + tint[0] = tint[1] = tint[2] = 1; + tint[0] *= ent->colormod[0]; + tint[1] *= ent->colormod[1]; + tint[2] *= ent->colormod[2]; + if (!fullbright && !(ent->flags & RENDER_TRANSPARENT)) + colorscale *= r_lightmapintensity; + colorscale *= ifog; + if (fullbright) + GL_Color(tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha); + else if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false)) { - if (bone->parent >= 0) - R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &bone1->m[0][0], &out->m[0][0]); - else - R_ConcatTransforms(&rootmatrix.m[0][0], &bone1->m[0][0], &out->m[0][0]); - bone1++; - bone++; + m.pointer_color = varray_color4f; + if (normal3f == NULL) + { + normal3f = varray_normal3f; + Mod_BuildNormals(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, normal3f); + } + R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, vertex3f, normal3f, varray_color4f); } + else + GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]); } + R_Mesh_State(&m); + GL_LockArrays(0, mesh->num_vertices); + R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i); + GL_LockArrays(0, 0); } - return true; } -void ZymoticTransformVerts(int vertcount, int *bonecounts, zymvertex_t *vert) +void R_Model_Alias_Draw(entity_render_t *ent) { - int c; - float *out = aliasvert; - zymbonematrix *matrix; - while(vertcount--) + int meshnum; + aliasmesh_t *mesh; + if (ent->alpha < (1.0f / 64.0f)) + return; // basically completely transparent + + c_models++; + + for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++) { - c = *bonecounts++; - // FIXME: validate bonecounts at load time (must be >= 1) - // FIXME: need 4th component in origin, for how much of the translate to blend in - if (c == 1) - { - matrix = &zymbonepose[vert->bonenum]; - out[0] = vert->origin[0] * matrix->m[0][0] + vert->origin[1] * matrix->m[0][1] + vert->origin[2] * matrix->m[0][2] + matrix->m[0][3]; - out[1] = vert->origin[0] * matrix->m[1][0] + vert->origin[1] * matrix->m[1][1] + vert->origin[2] * matrix->m[1][2] + matrix->m[1][3]; - out[2] = vert->origin[0] * matrix->m[2][0] + vert->origin[1] * matrix->m[2][1] + vert->origin[2] * matrix->m[2][2] + matrix->m[2][3]; - vert++; - } + if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchAliasSkin(ent, mesh)->flags & ALIASSKIN_TRANSPARENT) + R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawAliasModelCallback, ent, meshnum); else - { - VectorClear(out); - while(c--) - { - matrix = &zymbonepose[vert->bonenum]; - out[0] += vert->origin[0] * matrix->m[0][0] + vert->origin[1] * matrix->m[0][1] + vert->origin[2] * matrix->m[0][2] + matrix->m[0][3]; - out[1] += vert->origin[0] * matrix->m[1][0] + vert->origin[1] * matrix->m[1][1] + vert->origin[2] * matrix->m[1][2] + matrix->m[1][3]; - out[2] += vert->origin[0] * matrix->m[2][0] + vert->origin[1] * matrix->m[2][1] + vert->origin[2] * matrix->m[2][2] + matrix->m[2][3]; - vert++; - } - } - out += 4; + R_DrawAliasModelCallback(ent, meshnum); } } -void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist) +void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius) { - 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--) + int meshnum; + vec3_t lightmins, lightmaxs; + aliasmesh_t *mesh; + aliasskin_t *skin; + float projectdistance, *vertex3f; + if (!(ent->flags & RENDER_SHADOW)) + return; + lightmins[0] = relativelightorigin[0] - lightradius; + lightmins[1] = relativelightorigin[1] - lightradius; + lightmins[2] = relativelightorigin[2] - lightradius; + lightmaxs[0] = relativelightorigin[0] + lightradius; + lightmaxs[1] = relativelightorigin[1] + lightradius; + lightmaxs[2] = relativelightorigin[2] + lightradius; + // check the box in modelspace, it was already checked in worldspace + if (!BoxesOverlap(ent->model->normalmins, ent->model->normalmaxs, lightmins, lightmaxs)) + return; + projectdistance = lightradius + ent->model->radius;// - sqrt(DotProduct(relativelightorigin, relativelightorigin)); + if (projectdistance > 0.1) { - if (*u > 1) + R_Mesh_Matrix(&ent->matrix); + for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++) { - s = ixtable[*u]; - out[0] *= s; - out[1] *= s; - out[2] *= s; + skin = R_FetchAliasSkin(ent, mesh); + if (skin->flags & ALIASSKIN_TRANSPARENT) + continue; + if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1) + vertex3f = mesh->data_basevertex3f; + else + { + vertex3f = varray_vertex3f; + Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f); + } + // identify lit faces within the bounding box + R_Shadow_PrepareShadowMark(mesh->num_triangles); + R_Shadow_MarkVolumeFromBox(0, mesh->num_triangles, vertex3f, mesh->data_element3i, relativelightorigin, lightmins, lightmaxs, ent->model->normalmins, ent->model->normalmaxs); + R_Shadow_VolumeFromList(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, mesh->data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist); } - u++; - out += 3; } } -void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2) +void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist) { - float fog; + int c, meshnum, layernum; + float fog, ifog, lightcolor2[3]; + float *vertex3f, *svector3f, *tvector3f, *normal3f; vec3_t diff; - int i, *renderlist; - zymtype1header_t *m; - rtexture_t *texture; - rmeshbufferinfo_t mbuf; - const entity_render_t *ent = calldata1; - int shadernum = calldata2; + qbyte *bcolor; + aliasmesh_t *mesh; + aliaslayer_t *layer; + aliasskin_t *skin; - // 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]; + R_Mesh_Matrix(&ent->matrix); fog = 0; if (fogenabled) { - VectorSubtract(ent->origin, r_origin, diff); + VectorSubtract(ent->origin, r_vieworigin, diff); fog = DotProduct(diff,diff); if (fog < 0.01f) fog = 0.01f; @@ -772,98 +261,74 @@ void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2) // 1. render model as normal, scaled by inverse of fog alpha (darkens it) // 2. render fog as additive } + ifog = 1 - fog; - ZymoticLerpBones(m->numbones, (zymbonematrix *)(m->lump_poses.start + (int) m), ent->frameblend, (zymbone_t *)(m->lump_bones.start + (int) m)); - 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, 1 - fog, 1 - fog, 1 - fog, false); - - memset(&mbuf, 0, sizeof(mbuf)); - mbuf.numverts = m->numverts; - mbuf.numtriangles = renderlist[0]; - if (ent->effects & EF_ADDITIVE) + for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++) { - mbuf.blendfunc1 = GL_SRC_ALPHA; - mbuf.blendfunc2 = GL_ONE; - } - else if (ent->alpha != 1.0 || R_TextureHasAlpha(texture)) - { - mbuf.blendfunc1 = GL_SRC_ALPHA; - mbuf.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - } - else - { - mbuf.blendfunc1 = GL_ONE; - mbuf.blendfunc2 = GL_ZERO; - } - mbuf.tex[0] = R_GetTexture(texture); - mbuf.matrix = ent->matrix; - if (R_Mesh_Draw_GetBuffer(&mbuf, true)) - { - c_alias_polys += mbuf.numtriangles; - memcpy(mbuf.index, renderlist + 1, mbuf.numtriangles * sizeof(int[3])); - memcpy(mbuf.vertex, aliasvert, mbuf.numverts * sizeof(float[4])); - R_ModulateColors(aliasvertcolor, mbuf.color, mbuf.numverts, mbuf.colorscale, mbuf.colorscale, mbuf.colorscale); - //memcpy(mbuf.color, aliasvertcolor, mbuf.numverts * sizeof(float[4])); - memcpy(mbuf.texcoords[0], (float *)(m->lump_texcoords.start + (int) m), mbuf.numverts * sizeof(float[2])); - R_Mesh_Render(); - } - - if (fog) - { - memset(&mbuf, 0, sizeof(mbuf)); - mbuf.numverts = m->numverts; - mbuf.numtriangles = renderlist[0]; - mbuf.blendfunc1 = GL_SRC_ALPHA; - mbuf.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - // FIXME: need alpha mask for fogging... - //mbuf.tex[0] = R_GetTexture(texture); - mbuf.matrix = ent->matrix; - if (R_Mesh_Draw_GetBuffer(&mbuf, false)) + skin = R_FetchAliasSkin(ent, mesh); + // FIXME: transparent skins need to be lit during the transparent render + if (skin->flags & ALIASSKIN_TRANSPARENT) + continue; + if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1) { - c_alias_polys += mbuf.numtriangles; - memcpy(mbuf.index, renderlist + 1, mbuf.numtriangles * sizeof(int[3])); - memcpy(mbuf.vertex, aliasvert, mbuf.numverts * sizeof(float[4])); - R_FillColors(mbuf.color, mbuf.numverts, fogcolor[0] * mbuf.colorscale, fogcolor[1] * mbuf.colorscale, fogcolor[2] * mbuf.colorscale, ent->alpha * fog); - //memcpy(mbuf.texcoords[0], (float *)(m->lump_texcoords.start + (int) m), mbuf.numverts * sizeof(float[2])); - R_Mesh_Render(); + vertex3f = mesh->data_basevertex3f; + svector3f = mesh->data_basesvector3f; + tvector3f = mesh->data_basetvector3f; + normal3f = mesh->data_basenormal3f; } - } -} - -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 - - c_models++; - - m = ent->model->zymdata_header; - for (i = 0;i < m->numshaders;i++) - { - 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_MeshQueue_Add(R_DrawZymoticModelMeshCallback, ent, i); + { + vertex3f = varray_vertex3f; + svector3f = varray_svector3f; + tvector3f = varray_tvector3f; + normal3f = varray_normal3f; + Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f); + Mod_BuildTextureVectorsAndNormals(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_texcoord2f, mesh->data_element3i, svector3f, tvector3f, normal3f); + } + for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++) + { + if (!(layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR)) + || ((layer->flags & ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED) && ent->colormap < 0) + || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0)) + continue; + lightcolor2[0] = lightcolor[0] * ifog; + lightcolor2[1] = lightcolor[1] * ifog; + lightcolor2[2] = lightcolor[2] * ifog; + if (layer->flags & ALIASLAYER_SPECULAR) + { + c_alias_polys += mesh->num_triangles; + R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertex3f, svector3f, tvector3f, normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, 0, 0, specularscale); + } + else if (layer->flags & ALIASLAYER_DIFFUSE) + { + if (layer->flags & ALIASLAYER_COLORMAP_PANTS) + { + // 128-224 are backwards ranges + c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12; + // fullbright passes were already taken care of, so skip them in realtime lighting passes + if (c >= 224) + continue; + bcolor = (qbyte *) (&palette_complete[c]); + lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f); + lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f); + lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f); + } + else if (layer->flags & ALIASLAYER_COLORMAP_SHIRT) + { + // 128-224 are backwards ranges + c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12; + // fullbright passes were already taken care of, so skip them in realtime lighting passes + if (c >= 224) + continue; + bcolor = (qbyte *) (&palette_complete[c]); + lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f); + lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f); + lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f); + } + c_alias_polys += mesh->num_triangles; + R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertex3f, svector3f, tvector3f, normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, ambientscale, diffusescale, 0); + } + } } } -void R_DrawQ1Q2AliasModel(entity_render_t *ent) -{ - if (ent->alpha < (1.0f / 64.0f)) - return; // basically completely transparent - - c_models++; - - 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_MeshQueue_Add(R_DrawQ1Q2AliasModelCallback, ent, 0); -} -