void *aliasvertarrays = NULL;
float *aliasvertcolor4fbuf = NULL;
float *aliasvertcolor4f = NULL; // this may point at aliasvertcolorbuf or at vertex arrays in the mesh backend
+float *aliasvert_vertex3f = NULL;
float *aliasvert_svector3f = NULL;
float *aliasvert_tvector3f = NULL;
float *aliasvert_normal3f = NULL;
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])));
+ aliasvertarrays = Mem_Alloc(gl_models_mempool, aliasvertmax * (sizeof(float[4+4+3+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_vertex3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
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]);
aliasvertarrays = NULL;
aliasvertcolor4f = aliasvertcolor4fbuf = NULL;
aliasvertcolor2_4f = NULL;
+ aliasvert_vertex3f = NULL;
aliasvert_svector3f = NULL;
aliasvert_tvector3f = NULL;
aliasvert_normal3f = NULL;
void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
{
int c, fullbright, layernum, firstpass;
- float tint[3], fog, ifog, colorscale;
+ float tint[3], fog, ifog, colorscale, ambientcolor4f[4], *fcolor;
vec3_t diff;
qbyte *bcolor;
rmeshstate_t m;
aliasmesh_t *mesh = ent->model->aliasdata_meshes + calldata2;
aliaslayer_t *layer;
aliasskin_t *skin;
+ rcachearrayrequest_t request;
R_Mesh_Matrix(&ent->matrix);
ifog = 1 - fog;
firstpass = true;
- memset(&m, 0, sizeof(m));
skin = R_FetchAliasSkin(ent, mesh);
for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
{
|| ((layer->flags & ALIASLAYER_DIFFUSE) && (r_shadow_realtime_world.integer && r_ambient.integer <= 0 && r_fullbright.integer == 0 && !(ent->effects & EF_FULLBRIGHT))))
continue;
}
+ memset(&m, 0, sizeof(m));
if (!firstpass || (ent->effects & EF_ADDITIVE))
{
m.blendfunc1 = GL_SRC_ALPHA;
colorscale *= 0.25f;
m.texrgbscale[0] = 4;
}
- R_Mesh_State(&m);
c_alias_polys += mesh->num_triangles;
- R_Mesh_GetSpace(mesh->num_vertices);
- if (layer->texture != NULL)
- R_Mesh_CopyTexCoord2f(0, mesh->data_texcoord2f, mesh->num_vertices);
+ if (gl_mesh_copyarrays.integer)
+ {
+ R_Mesh_State(&m);
+ R_Mesh_GetSpace(mesh->num_vertices);
+ if (layer->texture != NULL)
+ R_Mesh_CopyTexCoord2f(0, mesh->data_texcoord2f, mesh->num_vertices);
+ R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f);
+ }
+ else
+ {
+ m.pointervertexcount = mesh->num_vertices;
+ memset(&request, 0, sizeof(request));
+ request.data_size = mesh->num_vertices * sizeof(float[3]);
+ request.id_pointer2 = mesh->data_aliasvertex3f;
+ request.id_number1 = layernum;
+ request.id_number2 = 0;
+ request.id_number3 = CRC_Block((void *)ent->frameblend, sizeof(ent->frameblend));
+ if (R_Mesh_CacheArray(&request))
+ R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, request.data);
+ m.pointer_vertex = request.data;
+ m.pointer_texcoord[0] = layer->texture != NULL ? mesh->data_texcoord2f : NULL;
+ }
if (layer->flags & ALIASLAYER_FOG)
{
colorscale *= fog;
- R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f);
GL_Color(fogcolor[0] * colorscale, fogcolor[1] * colorscale, fogcolor[2] * colorscale, ent->alpha);
}
else
fullbright = false;
}
colorscale *= ifog;
- R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f);
if (fullbright || !(layer->flags & ALIASLAYER_DIFFUSE) || r_fullbright.integer || (ent->effects & EF_FULLBRIGHT))
GL_Color(tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha);
else if (r_shadow_realtime_world.integer)
}
else
{
- R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_NORMAL, aliasvert_normal3f);
- R_LightModel(ent, mesh->num_vertices, varray_vertex3f, aliasvert_normal3f, varray_color4f, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, false);
+ if (R_LightModel(ambientcolor4f, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false))
+ {
+ GL_UseColorArray();
+ if (gl_mesh_copyarrays.integer)
+ {
+ R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_NORMAL, aliasvert_normal3f);
+ R_LightModel_CalcVertexColors(ambientcolor4f, mesh->num_vertices, varray_vertex3f, aliasvert_normal3f, varray_color4f);
+ }
+ else
+ {
+ // request color4f cache
+ request.data_size = mesh->num_vertices * sizeof(float[4]);
+ request.id_pointer1 = ent;
+ request.id_number2 = 2;
+ request.id_number3 = CRC_Block((void *)ent->frameblend, sizeof(ent->frameblend)) + CRC_Block((void *)&ent->entlightstime, sizeof(ent->entlightstime));
+ if (R_Mesh_CacheArray(&request))
+ {
+ // save off the color pointer before we blow away the request
+ fcolor = request.data;
+ m.pointer_color = fcolor;
+ // request normal3f cache
+ request.data_size = mesh->num_vertices * sizeof(float[3]);
+ request.id_pointer1 = NULL;
+ request.id_number2 = 3;
+ request.id_number3 = CRC_Block((void *)ent->frameblend, sizeof(ent->frameblend));
+ if (R_Mesh_CacheArray(&request))
+ R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_NORMAL, request.data);
+ R_LightModel_CalcVertexColors(ambientcolor4f, mesh->num_vertices, m.pointer_vertex, request.data, fcolor);
+ }
+ else
+ m.pointer_color = request.data;
+ }
+ }
+ else
+ GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
}
}
+ if (!gl_mesh_copyarrays.integer)
+ R_Mesh_State(&m);
R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
}
}
aliasmesh_t *mesh;
aliasskin_t *skin;
rmeshstate_t m;
- float *v, planenormal[3], planedist, dist, projection[3], floororigin[3], surfnormal[3], lightdirection[3], v2[3];
+ float *v, plane[4], dist, projection[3], floororigin[3], surfnormal[3], lightdirection[3], v2[3];
+ rcachearrayrequest_t request;
if ((ent->effects & EF_ADDITIVE) || ent->alpha < 1)
return;
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- R_Mesh_State(&m);
+ if (gl_mesh_copyarrays.integer)
+ R_Mesh_State(&m);
GL_Color(0, 0, 0, 0.5);
// put a light direction in the entity's coordinate space
VectorNormalizeFast(projection);
// put the plane's normal in the entity's coordinate space
- Matrix4x4_Transform3x3(&ent->inversematrix, surfnormal, planenormal);
- VectorNormalizeFast(planenormal);
+ Matrix4x4_Transform3x3(&ent->inversematrix, surfnormal, plane);
+ VectorNormalizeFast(plane);
// put the plane's distance in the entity's coordinate space
VectorSubtract(floororigin, ent->origin, floororigin);
- planedist = DotProduct(floororigin, surfnormal) + 2;
+ plane[3] = DotProduct(floororigin, surfnormal) + 2;
- dist = -1.0f / DotProduct(projection, planenormal);
+ dist = -1.0f / DotProduct(projection, plane);
VectorScale(projection, dist, projection);
+ memset(&request, 0, sizeof(request));
for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++)
{
skin = R_FetchAliasSkin(ent, mesh);
if (skin->flags & ALIASSKIN_TRANSPARENT)
continue;
- R_Mesh_GetSpace(mesh->num_vertices);
- R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f);
- for (i = 0, v = varray_vertex3f;i < mesh->num_vertices;i++, v += 3)
+ if (gl_mesh_copyarrays.integer)
+ {
+ R_Mesh_GetSpace(mesh->num_vertices);
+ R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f);
+ for (i = 0, v = varray_vertex3f;i < mesh->num_vertices;i++, v += 3)
+ {
+ dist = DotProduct(v, plane) - plane[3];
+ if (dist > 0)
+ VectorMA(v, dist, projection, v);
+ }
+ }
+ else
{
- dist = DotProduct(v, planenormal) - planedist;
- if (dist > 0)
- VectorMA(v, dist, projection, v);
+ request.data_size = mesh->num_vertices * sizeof(float[3]);
+ request.id_pointer1 = mesh;
+ request.id_number1 = CRC_Block((void *)&ent->matrix, sizeof(ent->matrix));
+ request.id_number2 = CRC_Block((void *)&plane, sizeof(plane));
+ request.id_number3 = CRC_Block((void *)&ent->frameblend, sizeof(ent->frameblend));
+ m.pointervertexcount = mesh->num_vertices;
+ if (R_Mesh_CacheArray(&request))
+ {
+ R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, request.data);
+ for (i = 0, v = request.data;i < mesh->num_vertices;i++, v += 3)
+ {
+ dist = DotProduct(v, plane) - plane[3];
+ if (dist > 0)
+ VectorMA(v, dist, projection, v);
+ }
+ }
+ m.pointer_vertex = request.data;
+ R_Mesh_State(&m);
}
c_alias_polys += mesh->num_triangles;
R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
{
int c, meshnum, layernum;
- float fog, ifog, lightcolor2[3], *vertices;
+ float fog, ifog, lightcolor2[3];
vec3_t diff;
qbyte *bcolor;
aliasmesh_t *mesh;
if (skin->flags & ALIASSKIN_TRANSPARENT)
continue;
expandaliasvert(mesh->num_vertices);
- vertices = R_Shadow_VertexBuffer(mesh->num_vertices);
- R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, vertices);
+ R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, aliasvert_vertex3f);
R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_SVECTOR, aliasvert_svector3f);
R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_TVECTOR, aliasvert_tvector3f);
R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_NORMAL, aliasvert_normal3f);
if (layer->flags & ALIASLAYER_SPECULAR)
{
c_alias_polys += mesh->num_triangles;
- 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);
+ R_Shadow_SpecularLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, aliasvert_vertex3f, 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_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);
+ R_Shadow_DiffuseLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, aliasvert_vertex3f, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, lightradius, lightcolor2, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, NULL);
}
}
}
void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2)
{
- float fog, ifog, colorscale;
+ float fog, ifog, colorscale, ambientcolor4f[4];
vec3_t diff;
int i, *renderlist, *elements;
rtexture_t *texture;
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);
+ if (R_LightModel(ambientcolor4f, ent, ifog * colorscale, ifog * colorscale, ifog * colorscale, ent->alpha, false))
+ {
+ GL_UseColorArray();
+ R_LightModel_CalcVertexColors(ambientcolor4f, numverts, varray_vertex3f, aliasvert_normal3f, varray_color4f);
+ }
+ else
+ GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
R_Mesh_Draw(numverts, numtriangles, elements);
c_alias_polys += numtriangles;