} zymbonematrix;
// LordHavoc: vertex arrays
-
-float *aliasvertcolorbuf;
-float *aliasvertcolor; // this may point at aliasvertcolorbuf or at vertex arrays in the mesh backend
-float *aliasvert_svectors;
-float *aliasvert_tvectors;
-float *aliasvert_normals;
-
-float *aliasvertcolor2;
+int aliasvertmax = 0;
+void *aliasvertarrays = NULL;
+float *aliasvertcolor4fbuf = NULL;
+float *aliasvertcolor4f = NULL; // this may point at aliasvertcolorbuf or at vertex arrays in the mesh backend
+float *aliasvert_svector3f = NULL;
+float *aliasvert_tvector3f = NULL;
+float *aliasvert_normal3f = NULL;
+
+float *aliasvertcolor2_4f = NULL;
int *aliasvertusage;
zymbonematrix *zymbonepose;
mempool_t *gl_models_mempool;
+#define expandaliasvert(newmax) if ((newmax) > aliasvertmax) gl_models_allocarrays(newmax)
+
+void gl_models_allocarrays(int newmax)
+{
+ qbyte *data;
+ aliasvertmax = newmax;
+ if (aliasvertarrays != NULL)
+ Mem_Free(aliasvertarrays);
+ aliasvertarrays = Mem_Alloc(gl_models_mempool, aliasvertmax * (sizeof(float[4+4+3+3+3]) + sizeof(int[3])));
+ data = aliasvertarrays;
+ aliasvertcolor4f = aliasvertcolor4fbuf = (void *)data;data += aliasvertmax * sizeof(float[4]);
+ aliasvertcolor2_4f = (void *)data;data += aliasvertmax * sizeof(float[4]); // used temporarily for tinted coloring
+ aliasvert_svector3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
+ aliasvert_tvector3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
+ aliasvert_normal3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
+ aliasvertusage = (void *)data;data += aliasvertmax * sizeof(int[3]);
+}
+
+void gl_models_freearrays(void)
+{
+ aliasvertmax = 0;
+ if (aliasvertarrays != NULL)
+ Mem_Free(aliasvertarrays);
+ aliasvertarrays = NULL;
+ aliasvertcolor4f = aliasvertcolor4fbuf = NULL;
+ aliasvertcolor2_4f = NULL;
+ aliasvert_svector3f = NULL;
+ aliasvert_tvector3f = NULL;
+ aliasvert_normal3f = NULL;
+ aliasvertusage = NULL;
+}
+
void gl_models_start(void)
{
// allocate vertex processing arrays
gl_models_mempool = Mem_AllocPool("GL_Models");
- aliasvertcolor = aliasvertcolorbuf = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
- aliasvert_svectors = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
- aliasvert_tvectors = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
- aliasvert_normals = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
- 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]));
+ gl_models_allocarrays(4096);
}
void gl_models_shutdown(void)
{
+ gl_models_freearrays();
Mem_FreePool(&gl_models_mempool);
}
R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap);
}
-void R_Model_Alias_GetMeshVerts(const entity_render_t *ent, aliasmesh_t *mesh, float *vertices, float *normals, float *svectors, float *tvectors)
+void R_Model_Alias_GetMesh_Vertex3f(const entity_render_t *ent, aliasmesh_t *mesh, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f)
{
int i, vertcount;
float lerp1, lerp2, lerp3, lerp4;
const aliasvertex_t *verts1, *verts2, *verts3, *verts4;
- if (vertices == NULL)
- Host_Error("R_Model_Alias_GetMeshVerts: vertices == NULL.\n");
- if (svectors != NULL && (tvectors == NULL || normals == NULL))
- Host_Error("R_Model_Alias_GetMeshVerts: svectors requires tvectors and normals.\n");
- if (tvectors != NULL && (svectors == NULL || normals == NULL))
- Host_Error("R_Model_Alias_GetMeshVerts: tvectors requires svectors and normals.\n");
+ if (vertex3f == NULL)
+ Host_Error("R_Model_Alias_GetMesh_Vertex3f: vertices == NULL.\n");
+ if (svector3f != NULL && (tvector3f == NULL || normal3f == NULL))
+ Host_Error("R_Model_Alias_GetMesh_Vertex3f: svectors requires tvectors and normals.\n");
+ if (tvector3f != NULL && (svector3f == NULL || normal3f == NULL))
+ Host_Error("R_Model_Alias_GetMesh_Vertex3f: tvectors requires svectors and normals.\n");
vertcount = mesh->num_vertices;
- verts1 = mesh->data_vertices + ent->frameblend[0].frame * vertcount;
+ verts1 = mesh->data_aliasvertex + ent->frameblend[0].frame * vertcount;
lerp1 = ent->frameblend[0].lerp;
if (ent->frameblend[1].lerp)
{
- verts2 = mesh->data_vertices + ent->frameblend[1].frame * vertcount;
+ verts2 = mesh->data_aliasvertex + ent->frameblend[1].frame * vertcount;
lerp2 = ent->frameblend[1].lerp;
if (ent->frameblend[2].lerp)
{
- verts3 = mesh->data_vertices + ent->frameblend[2].frame * vertcount;
+ verts3 = mesh->data_aliasvertex + ent->frameblend[2].frame * vertcount;
lerp3 = ent->frameblend[2].lerp;
if (ent->frameblend[3].lerp)
{
- verts4 = mesh->data_vertices + ent->frameblend[3].frame * vertcount;
+ verts4 = mesh->data_aliasvertex + ent->frameblend[3].frame * vertcount;
lerp4 = ent->frameblend[3].lerp;
// generate vertices
- if (svectors != NULL)
+ if (svector3f != NULL)
{
- for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, svectors += 4, tvectors += 4, verts1++, verts2++, verts3++, verts4++)
+ for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3, verts1++, verts2++, verts3++, verts4++)
{
- VectorMAMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, lerp4, verts4->origin, vertices);
- VectorMAMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, lerp4, verts4->normal, normals);
- VectorMAMAMAM(lerp1, verts1->svector, lerp2, verts2->svector, lerp3, verts3->svector, lerp4, verts4->svector, svectors);
- CrossProduct(svectors, normals, tvectors);
+ VectorMAMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, lerp4, verts4->origin, vertex3f);
+ VectorMAMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, lerp4, verts4->normal, normal3f);
+ VectorMAMAMAM(lerp1, verts1->svector, lerp2, verts2->svector, lerp3, verts3->svector, lerp4, verts4->svector, svector3f);
+ CrossProduct(svector3f, normal3f, tvector3f);
}
}
- else if (normals != NULL)
+ else if (normal3f != NULL)
{
- for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, verts1++, verts2++, verts3++, verts4++)
+ for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, verts1++, verts2++, verts3++, verts4++)
{
- VectorMAMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, lerp4, verts4->origin, vertices);
- VectorMAMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, lerp4, verts4->normal, normals);
+ VectorMAMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, lerp4, verts4->origin, vertex3f);
+ VectorMAMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, lerp4, verts4->normal, normal3f);
}
}
else
- for (i = 0;i < vertcount;i++, vertices += 4, verts1++, verts2++, verts3++, verts4++)
- VectorMAMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, lerp4, verts4->origin, vertices);
+ for (i = 0;i < vertcount;i++, vertex3f += 3, verts1++, verts2++, verts3++, verts4++)
+ VectorMAMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, lerp4, verts4->origin, vertex3f);
}
else
{
// generate vertices
- if (svectors != NULL)
+ if (svector3f != NULL)
{
- for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, svectors += 4, tvectors += 4, verts1++, verts2++, verts3++)
+ for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3, verts1++, verts2++, verts3++)
{
- VectorMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, vertices);
- VectorMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, normals);
- VectorMAMAM(lerp1, verts1->svector, lerp2, verts2->svector, lerp3, verts3->svector, svectors);
- CrossProduct(svectors, normals, tvectors);
+ VectorMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, vertex3f);
+ VectorMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, normal3f);
+ VectorMAMAM(lerp1, verts1->svector, lerp2, verts2->svector, lerp3, verts3->svector, svector3f);
+ CrossProduct(svector3f, normal3f, tvector3f);
}
}
- else if (normals != NULL)
+ else if (normal3f != NULL)
{
- for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, verts1++, verts2++, verts3++)
+ for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, verts1++, verts2++, verts3++)
{
- VectorMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, vertices);
- VectorMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, normals);
+ VectorMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, vertex3f);
+ VectorMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, normal3f);
}
}
else
- for (i = 0;i < vertcount;i++, vertices += 4, verts1++, verts2++, verts3++)
- VectorMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, vertices);
+ for (i = 0;i < vertcount;i++, vertex3f += 3, verts1++, verts2++, verts3++)
+ VectorMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, vertex3f);
}
}
else
{
// generate vertices
- if (svectors != NULL)
+ if (svector3f != NULL)
{
- for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, svectors += 4, tvectors += 4, verts1++, verts2++)
+ for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3, verts1++, verts2++)
{
- VectorMAM(lerp1, verts1->origin, lerp2, verts2->origin, vertices);
- VectorMAM(lerp1, verts1->normal, lerp2, verts2->normal, normals);
- VectorMAM(lerp1, verts1->svector, lerp2, verts2->svector, svectors);
- CrossProduct(svectors, normals, tvectors);
+ VectorMAM(lerp1, verts1->origin, lerp2, verts2->origin, vertex3f);
+ VectorMAM(lerp1, verts1->normal, lerp2, verts2->normal, normal3f);
+ VectorMAM(lerp1, verts1->svector, lerp2, verts2->svector, svector3f);
+ CrossProduct(svector3f, normal3f, tvector3f);
}
}
- else if (normals != NULL)
+ else if (normal3f != NULL)
{
- for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, verts1++, verts2++)
+ for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, verts1++, verts2++)
{
- VectorMAM(lerp1, verts1->origin, lerp2, verts2->origin, vertices);
- VectorMAM(lerp1, verts1->normal, lerp2, verts2->normal, normals);
+ VectorMAM(lerp1, verts1->origin, lerp2, verts2->origin, vertex3f);
+ VectorMAM(lerp1, verts1->normal, lerp2, verts2->normal, normal3f);
}
}
else
- for (i = 0;i < vertcount;i++, vertices += 4, verts1++, verts2++)
- VectorMAM(lerp1, verts1->origin, lerp2, verts2->origin, vertices);
+ for (i = 0;i < vertcount;i++, vertex3f += 3, verts1++, verts2++)
+ VectorMAM(lerp1, verts1->origin, lerp2, verts2->origin, vertex3f);
}
}
else
{
// generate vertices
- if (svectors != NULL)
+ if (svector3f != NULL)
{
- for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, svectors += 4, tvectors += 4, verts1++)
+ for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3, verts1++)
{
- VectorM(lerp1, verts1->origin, vertices);
- VectorM(lerp1, verts1->normal, normals);
- VectorM(lerp1, verts1->svector, svectors);
- CrossProduct(svectors, normals, tvectors);
+ VectorCopy(verts1->origin, vertex3f);
+ VectorCopy(verts1->normal, normal3f);
+ VectorCopy(verts1->svector, svector3f);
+ CrossProduct(svector3f, normal3f, tvector3f);
}
}
- else if (normals != NULL)
+ else if (normal3f != NULL)
{
- for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, verts1++)
+ for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, verts1++)
{
- VectorM(lerp1, verts1->origin, vertices);
- VectorM(lerp1, verts1->normal, normals);
+ VectorCopy(verts1->origin, vertex3f);
+ VectorCopy(verts1->normal, normal3f);
}
}
- else if (lerp1 != 1)
- {
- for (i = 0;i < vertcount;i++, vertices += 4, verts1++)
- VectorM(lerp1, verts1->origin, vertices);
- }
else
- for (i = 0;i < vertcount;i++, vertices += 4, verts1++)
- VectorCopy(verts1->origin, vertices);
+ for (i = 0;i < vertcount;i++, vertex3f += 3, verts1++)
+ VectorCopy(verts1->origin, vertex3f);
}
}
|| ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0)
|| (layer->flags & ALIASLAYER_DRAW_PER_LIGHT))
continue;
+ expandaliasvert(mesh->num_vertices);
if (layer->flags & ALIASLAYER_FOG)
{
m.blendfunc1 = GL_SRC_ALPHA;
GL_Color(fogcolor[0] * fog * colorscale, fogcolor[1] * fog * colorscale, fogcolor[2] * fog * colorscale, ent->alpha);
c_alias_polys += mesh->num_triangles;
R_Mesh_GetSpace(mesh->num_vertices);
- R_Model_Alias_GetMeshVerts(ent, mesh, varray_vertex, aliasvert_normals, NULL, NULL);
- memcpy(varray_texcoord[0], mesh->data_texcoords, mesh->num_vertices * sizeof(float[4]));
- R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_elements);
+ R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f, aliasvert_normal3f, NULL, NULL);
+ if (layer->texture != NULL)
+ R_Mesh_CopyTexCoord2f(0, mesh->data_texcoord2f, mesh->num_vertices);
+ R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
continue;
}
if ((layer->flags & ALIASLAYER_ADD) || ((layer->flags & ALIASLAYER_ALPHA) && (ent->effects & EF_ADDITIVE)))
fullbright = true;
c_alias_polys += mesh->num_triangles;
R_Mesh_GetSpace(mesh->num_vertices);
- R_Model_Alias_GetMeshVerts(ent, mesh, varray_vertex, aliasvert_normals, NULL, NULL);
- memcpy(varray_texcoord[0], mesh->data_texcoords, mesh->num_vertices * sizeof(float[4]));
+ R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f, aliasvert_normal3f, NULL, NULL);
+ R_Mesh_CopyTexCoord2f(0, mesh->data_texcoord2f, mesh->num_vertices);
if (fullbright)
GL_Color(tint[0], tint[1], tint[2], ent->alpha);
else
- R_LightModel(ent, mesh->num_vertices, varray_vertex, aliasvert_normals, varray_color, tint[0], tint[1], tint[2], false);
- R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_elements);
+ R_LightModel(ent, mesh->num_vertices, varray_vertex3f, aliasvert_normal3f, varray_color4f, tint[0], tint[1], tint[2], false);
+ R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
}
}
if (skin->flags & ALIASSKIN_TRANSPARENT)
continue;
R_Mesh_GetSpace(mesh->num_vertices);
- R_Model_Alias_GetMeshVerts(ent, mesh, varray_vertex, NULL, NULL, NULL);
- for (i = 0, v = varray_vertex;i < mesh->num_vertices;i++, v += 4)
+ R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f, NULL, NULL, NULL);
+ for (i = 0, v = varray_vertex3f;i < mesh->num_vertices;i++, v += 3)
{
dist = DotProduct(v, planenormal) - planedist;
if (dist > 0)
VectorMA(v, dist, projection, v);
}
c_alias_polys += mesh->num_triangles;
- R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_elements);
+ R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
}
}
if (skin->flags & ALIASSKIN_TRANSPARENT)
continue;
R_Mesh_GetSpace(mesh->num_vertices * 2);
- R_Model_Alias_GetMeshVerts(ent, mesh, varray_vertex, NULL, NULL, NULL);
- R_Shadow_Volume(mesh->num_vertices, mesh->num_triangles, mesh->data_elements, mesh->data_neighbors, relativelightorigin, lightradius, projectdistance);
+ R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f, NULL, NULL, NULL);
+ R_Shadow_Volume(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, mesh->data_neighbor3i, relativelightorigin, lightradius, projectdistance);
}
}
}
skin = R_FetchAliasSkin(ent, mesh);
if (skin->flags & ALIASSKIN_TRANSPARENT)
continue;
+ expandaliasvert(mesh->num_vertices);
vertices = R_Shadow_VertexBuffer(mesh->num_vertices);
- R_Model_Alias_GetMeshVerts(ent, mesh, vertices, aliasvert_normals, aliasvert_svectors, aliasvert_tvectors);
+ R_Model_Alias_GetMesh_Vertex3f(ent, mesh, vertices, aliasvert_normal3f, aliasvert_svector3f, aliasvert_tvector3f);
for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
{
if (!(layer->flags & ALIASLAYER_DRAW_PER_LIGHT)
if (layer->flags & ALIASLAYER_SPECULAR)
{
c_alias_polys += mesh->num_triangles;
- R_Shadow_SpecularLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_elements, vertices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, mesh->data_texcoords, relativelightorigin, relativeeyeorigin, lightradius, lightcolor2, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, NULL);
+ R_Shadow_SpecularLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertices, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor2, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, NULL);
}
else if (layer->flags & ALIASLAYER_DIFFUSE)
{
lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
}
c_alias_polys += mesh->num_triangles;
- R_Shadow_DiffuseLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_elements, vertices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, mesh->data_texcoords, relativelightorigin, lightradius, lightcolor2, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, NULL);
+ R_Shadow_DiffuseLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertices, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, lightradius, lightcolor2, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, NULL);
}
}
}
}
}
-void ZymoticCalcNormals(int vertcount, float *vertex, float *normals, int shadercount, int *renderlist)
+void ZymoticCalcNormal3f(int vertcount, float *vertex3f, float *normal3f, int shadercount, int *renderlist)
{
int a, b, c, d;
float *out, v1[3], v2[3], normal[3], s;
int *u;
// clear normals
- memset(normals, 0, sizeof(float) * vertcount * 3);
+ memset(normal3f, 0, sizeof(float) * vertcount * 3);
memset(aliasvertusage, 0, sizeof(int) * vertcount);
// parse render list and accumulate surface normals
while(shadercount--)
a = renderlist[0]*4;
b = renderlist[1]*4;
c = renderlist[2]*4;
- v1[0] = vertex[a+0] - vertex[b+0];
- v1[1] = vertex[a+1] - vertex[b+1];
- v1[2] = vertex[a+2] - vertex[b+2];
- v2[0] = vertex[c+0] - vertex[b+0];
- v2[1] = vertex[c+1] - vertex[b+1];
- v2[2] = vertex[c+2] - vertex[b+2];
+ v1[0] = vertex3f[a+0] - vertex3f[b+0];
+ v1[1] = vertex3f[a+1] - vertex3f[b+1];
+ v1[2] = vertex3f[a+2] - vertex3f[b+2];
+ v2[0] = vertex3f[c+0] - vertex3f[b+0];
+ v2[1] = vertex3f[c+1] - vertex3f[b+1];
+ v2[2] = vertex3f[c+2] - vertex3f[b+2];
CrossProduct(v1, v2, normal);
VectorNormalizeFast(normal);
// add surface normal to vertices
a = renderlist[0] * 3;
- normals[a+0] += normal[0];
- normals[a+1] += normal[1];
- normals[a+2] += normal[2];
+ normal3f[a+0] += normal[0];
+ normal3f[a+1] += normal[1];
+ normal3f[a+2] += normal[2];
aliasvertusage[renderlist[0]]++;
a = renderlist[1] * 3;
- normals[a+0] += normal[0];
- normals[a+1] += normal[1];
- normals[a+2] += normal[2];
+ normal3f[a+0] += normal[0];
+ normal3f[a+1] += normal[1];
+ normal3f[a+2] += normal[2];
aliasvertusage[renderlist[1]]++;
a = renderlist[2] * 3;
- normals[a+0] += normal[0];
- normals[a+1] += normal[1];
- normals[a+2] += normal[2];
+ normal3f[a+0] += normal[0];
+ normal3f[a+1] += normal[1];
+ normal3f[a+2] += normal[2];
aliasvertusage[renderlist[2]]++;
renderlist += 3;
}
}
// FIXME: precalc this
// average surface normals
- out = normals;
+ out = normal3f;
u = aliasvertusage;
while(vertcount--)
{
numtriangles = *renderlist++;
elements = renderlist;
+ expandaliasvert(numverts);
+
fog = 0;
if (fogenabled)
{
ZymoticLerpBones(ent->model->zymnum_bones, (zymbonematrix *) ent->model->zymdata_poses, ent->frameblend, ent->model->zymdata_bones);
R_Mesh_GetSpace(numverts);
- ZymoticTransformVerts(numverts, varray_vertex, ent->model->zymdata_vertbonecounts, ent->model->zymdata_verts);
- memcpy(varray_texcoord[0], ent->model->zymdata_texcoords, ent->model->zymnum_verts * sizeof(float[4]));
- ZymoticCalcNormals(numverts, varray_vertex, aliasvert_normals, ent->model->zymnum_shaders, ent->model->zymdata_renderlist);
- R_LightModel(ent, numverts, varray_vertex, aliasvert_normals, varray_color, ifog * colorscale, ifog * colorscale, ifog * colorscale, false);
+ ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->zymdata_vertbonecounts, ent->model->zymdata_verts);
+ R_Mesh_CopyTexCoord2f(0, ent->model->zymdata_texcoords, ent->model->zymnum_verts);
+ ZymoticCalcNormal3f(numverts, varray_vertex3f, aliasvert_normal3f, ent->model->zymnum_shaders, ent->model->zymdata_renderlist);
+ R_LightModel(ent, numverts, varray_vertex3f, aliasvert_normal3f, varray_color4f, ifog * colorscale, ifog * colorscale, ifog * colorscale, false);
R_Mesh_Draw(numverts, numtriangles, elements);
c_alias_polys += numtriangles;
R_Mesh_State(&mstate);
GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, ent->alpha * fog);
R_Mesh_GetSpace(numverts);
- ZymoticTransformVerts(numverts, varray_vertex, ent->model->zymdata_vertbonecounts, ent->model->zymdata_verts);
+ ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->zymdata_vertbonecounts, ent->model->zymdata_verts);
R_Mesh_Draw(numverts, numtriangles, elements);
c_alias_polys += numtriangles;
}
{
// FIXME
}
+