]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_models.c
cleaned up backend code a bit more, added R_Mesh_Draw_GetBuffer (untested - returns...
[xonotic/darkplaces.git] / gl_models.c
index 07afa5578aea646bf75ec40e48bef673ef652174..76862b2dd5f3eb4e923be915ae92d421a47a5fd8 100644 (file)
@@ -83,7 +83,7 @@ void gl_models_start(void)
 {
        // allocate vertex processing arrays
        gl_models_mempool = Mem_AllocPool("GL_Models");
-       aliasvert = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][3]));
+       aliasvert = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
        aliasvertnorm = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][3]));
        aliasvertcolor = 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
@@ -119,10 +119,10 @@ void R_AliasTransformVerts(int vertcount)
        avn = aliasvertnorm;
        while (vertcount >= 4)
        {
-               VectorCopy(av, point);softwaretransform(point, av);av += 3;
-               VectorCopy(av, point);softwaretransform(point, av);av += 3;
-               VectorCopy(av, point);softwaretransform(point, av);av += 3;
-               VectorCopy(av, point);softwaretransform(point, av);av += 3;
+               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;
                VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
                VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
                VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
@@ -131,7 +131,7 @@ void R_AliasTransformVerts(int vertcount)
        }
        while(vertcount > 0)
        {
-               VectorCopy(av, point);softwaretransform(point, av);av += 3;
+               VectorCopy(av, point);softwaretransform(point, av);av += 4;
                VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
                vertcount--;
        }
@@ -175,7 +175,7 @@ void R_AliasLerpVerts(int vertcount,
                                        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;
+                                       av += 4;
                                        avn += 3;
                                        verts1++;verts2++;verts3++;verts4++;
                                }
@@ -197,7 +197,7 @@ void R_AliasLerpVerts(int vertcount,
                                        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;
+                                       av += 4;
                                        avn += 3;
                                        verts1++;verts2++;verts3++;
                                }
@@ -219,7 +219,7 @@ void R_AliasLerpVerts(int vertcount,
                                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;
+                               av += 4;
                                avn += 3;
                                verts1++;verts2++;
                        }
@@ -243,7 +243,7 @@ void R_AliasLerpVerts(int vertcount,
                                avn[0] = n1[0] * lerp1;
                                avn[1] = n1[1] * lerp1;
                                avn[2] = n1[2] * lerp1;
-                               av += 3;
+                               av += 4;
                                avn += 3;
                                verts1++;
                        }
@@ -257,7 +257,7 @@ void R_AliasLerpVerts(int vertcount,
                                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;
+                               av += 4;
                                avn += 3;
                                verts1++;
                        }
@@ -329,7 +329,7 @@ void R_SetupMDLMD2Frames(skinframe_t **skinframe)
        R_LightModel(model->numverts);
 }
 
-void R_DrawQ1AliasModel (void)
+void R_DrawQ1Q2AliasModel (void)
 {
        float fog;
        vec3_t diff;
@@ -343,12 +343,12 @@ void R_DrawQ1AliasModel (void)
        memset(&aliasmeshinfo, 0, sizeof(aliasmeshinfo));
 
        aliasmeshinfo.vertex = aliasvert;
-       aliasmeshinfo.vertexstep = sizeof(float[3]);
+       aliasmeshinfo.vertexstep = sizeof(float[4]);
        aliasmeshinfo.numverts = model->numverts;
        aliasmeshinfo.numtriangles = model->numtris;
-       aliasmeshinfo.index = model->mdldata_indices;
+       aliasmeshinfo.index = model->mdlmd2data_indices;
        aliasmeshinfo.colorstep = sizeof(float[4]);
-       aliasmeshinfo.texcoords[0] = model->mdldata_texcoords;
+       aliasmeshinfo.texcoords[0] = model->mdlmd2data_texcoords;
        aliasmeshinfo.texcoordstep[0] = sizeof(float[2]);
 
        fog = 0;
@@ -440,7 +440,7 @@ void R_DrawQ1AliasModel (void)
        else
                R_DrawModelMesh(0, NULL, 1 - fog, 1 - fog, 1 - fog);
 
-       if (fog)
+       if (fog && aliasmeshinfo.blendfunc2 != GL_ONE)
        {
                aliasmeshinfo.tex[0] = R_GetTexture(skinframe->fog);
                aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
@@ -457,128 +457,6 @@ void R_DrawQ1AliasModel (void)
        }
 }
 
-void R_DrawQ2AliasModel (void)
-{
-       int *order, count;
-       vec3_t diff;
-       skinframe_t *skinframe;
-       model_t *model;
-
-       model = currentrenderentity->model;
-
-       R_SetupMDLMD2Frames(&skinframe);
-
-       if (!r_render.integer)
-               return;
-
-       // FIXME FIXME FIXME rewrite loader to convert to triangle mesh
-       glBindTexture(GL_TEXTURE_2D, R_GetTexture(skinframe->base));
-
-       if (currentrenderentity->effects & EF_ADDITIVE)
-       {
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
-               glEnable(GL_BLEND);
-               glDepthMask(0);
-       }
-       else if (currentrenderentity->alpha != 1.0 || R_TextureHasAlpha(skinframe->base))
-       {
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               glEnable(GL_BLEND);
-               glDepthMask(0);
-       }
-       else
-       {
-               glDisable(GL_BLEND);
-               glDepthMask(1);
-       }
-
-       // 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_FLOAT, sizeof(float[4]), aliasvertcolor);
-       glEnableClientState(GL_VERTEX_ARRAY);
-       glEnableClientState(GL_COLOR_ARRAY);
-
-       GL_LockArray(0, model->numverts);
-
-       order = model->md2data_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--);
-       }
-
-       GL_UnlockArray();
-
-       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
-
-               VectorSubtract(currentrenderentity->origin, r_origin, diff);
-               glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff)));
-
-               // 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);
-               glEnableClientState(GL_VERTEX_ARRAY);
-
-               GL_LockArray(0, model->numverts);
-
-               order = model->md2data_glcmds;
-               while(1)
-               {
-                       if (!(count = *order++))
-                               break;
-                       if (count > 0)
-                               glBegin(GL_TRIANGLE_STRIP);
-                       else
-                       {
-                               glBegin(GL_TRIANGLE_FAN);
-                               count = -count;
-                       }
-                       do
-                       {
-                               glArrayElement(order[2]);
-                               order += 3;
-                       }
-                       while (count--);
-               }
-
-               GL_UnlockArray();
-
-               glDisableClientState(GL_VERTEX_ARRAY);
-
-               glEnable (GL_TEXTURE_2D);
-               glColor3f (1,1,1);
-       }
-
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glEnable (GL_BLEND);
-       glDepthMask(1);
-}
-
 int ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, zymbone_t *bone)
 {
        int i;
@@ -789,7 +667,7 @@ void ZymoticTransformVerts(int vertcount, int *bonecounts, zymvertex_t *vert)
                                vert++;
                        }
                }
-               out += 3;
+               out += 4;
        }
 }
 
@@ -807,9 +685,9 @@ void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist)
                d = *renderlist++;
                while (d--)
                {
-                       a = renderlist[0]*3;
-                       b = renderlist[1]*3;
-                       c = renderlist[2]*3;
+                       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];
@@ -819,21 +697,25 @@ void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist)
                        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]]++;
-                       aliasvertnorm[b+0] += normal[0];
-                       aliasvertnorm[b+1] += normal[1];
-                       aliasvertnorm[b+2] += normal[2];
+                       a = renderlist[1] * 3;
+                       aliasvertnorm[a+0] += normal[0];
+                       aliasvertnorm[a+1] += normal[1];
+                       aliasvertnorm[a+2] += normal[2];
                        aliasvertusage[renderlist[1]]++;
-                       aliasvertnorm[c+0] += normal[0];
-                       aliasvertnorm[c+1] += normal[1];
-                       aliasvertnorm[c+2] += normal[2];
+                       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;
@@ -861,7 +743,7 @@ void R_DrawZymoticModelMesh(zymtype1header_t *m)
        texture = (rtexture_t **)(m->lump_shaders.start + (int) m);
 
        aliasmeshinfo.vertex = aliasvert;
-       aliasmeshinfo.vertexstep = sizeof(float[3]);
+       aliasmeshinfo.vertexstep = sizeof(float[4]);
        aliasmeshinfo.color = aliasvertcolor;
        aliasmeshinfo.colorstep = sizeof(float[4]);
        aliasmeshinfo.texcoords[0] = (float *)(m->lump_texcoords.start + (int) m);
@@ -956,8 +838,6 @@ void R_DrawAliasModel (void)
 
        if (currentrenderentity->model->aliastype == ALIASTYPE_ZYM)
                R_DrawZymoticModel();
-       else if (currentrenderentity->model->aliastype == ALIASTYPE_MD2)
-               R_DrawQ2AliasModel();
        else
-               R_DrawQ1AliasModel();
+               R_DrawQ1Q2AliasModel();
 }