5 void GL_Models_Init(void)
9 aliaslayer_t r_aliasnoskinlayers[2] = {{ALIASLAYER_DIFFUSE, NULL, NULL}, {ALIASLAYER_FOG | ALIASLAYER_FORCEDRAW_IF_FIRSTPASS, NULL, NULL}};
10 aliasskin_t r_aliasnoskin = {0, 2, r_aliasnoskinlayers};
11 aliasskin_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mesh)
13 model_t *model = ent->model;
17 if ((unsigned int)s >= (unsigned int)model->numskins)
19 if (model->skinscenes[s].framecount > 1)
20 s = model->skinscenes[s].firstframe + (int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
22 s = model->skinscenes[s].firstframe;
23 if (s >= mesh->num_skins)
25 return mesh->data_skins + s;
29 r_aliasnoskinlayers[0].texture = r_notexture;
30 return &r_aliasnoskin;
34 void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
36 int c, fullbright, layernum, firstpass;
37 float tint[3], fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3];
38 float *vertex3f, *normal3f;
42 const entity_render_t *ent = calldata1;
43 aliasmesh_t *mesh = ent->model->alias.aliasdata_meshes + calldata2;
47 R_Mesh_Matrix(&ent->matrix);
52 VectorSubtract(ent->origin, r_vieworigin, diff);
53 fog = DotProduct(diff,diff);
56 fog = exp(fogdensity/fog);
61 // fog method: darken, additive fog
62 // 1. render model as normal, scaled by inverse of fog alpha (darkens it)
63 // 2. render fog as additive
68 skin = R_FetchAliasSkin(ent, mesh);
72 for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
74 if (!(layer->flags & ALIASLAYER_FORCEDRAW_IF_FIRSTPASS) || !firstpass)
76 if (((layer->flags & ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED) && ent->colormap < 0)
77 || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0)
78 || ((layer->flags & ALIASLAYER_FOG) && !fogenabled)
79 || (layer->flags & ALIASLAYER_SPECULAR)
80 || ((layer->flags & ALIASLAYER_DIFFUSE) && (ent->flags & RENDER_LIGHT) && r_lightmapintensity <= 0 && !(ent->flags & RENDER_TRANSPARENT) && r_ambient.integer <= 0))
83 if (!firstpass || (ent->effects & EF_ADDITIVE))
85 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
88 else if ((skin->flags & ALIASSKIN_TRANSPARENT) || ent->alpha != 1.0)
90 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
95 GL_BlendFunc(GL_ONE, GL_ZERO);
98 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
102 memset(&m, 0, sizeof(m));
103 if (layer->texture != NULL)
105 m.tex[0] = R_GetTexture(layer->texture);
106 m.pointer_texcoord[0] = mesh->data_texcoord2f;
107 if (gl_combine.integer && layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR))
110 m.texrgbscale[0] = 4;
115 if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1)
116 vertex3f = mesh->data_basevertex3f;
119 vertex3f = varray_vertex3f;
120 Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f);
123 m.pointer_vertex = vertex3f;
125 c_alias_polys += mesh->num_triangles;
126 if (layer->flags & ALIASLAYER_FOG)
129 GL_Color(fogcolor[0] * colorscale, fogcolor[1] * colorscale, fogcolor[2] * colorscale, ent->alpha);
133 fullbright = !(layer->flags & ALIASLAYER_DIFFUSE) || !(ent->flags & RENDER_LIGHT);
134 if (layer->flags & (ALIASLAYER_COLORMAP_PANTS | ALIASLAYER_COLORMAP_SHIRT))
136 // 128-224 are backwards ranges
137 if (layer->flags & ALIASLAYER_COLORMAP_PANTS)
138 c = (ent->colormap & 0xF) << 4;
139 else //if (layer->flags & ALIASLAYER_COLORMAP_SHIRT)
140 c = (ent->colormap & 0xF0);
141 c += (c >= 128 && c < 224) ? 4 : 12;
142 bcolor = (qbyte *) (&palette_complete[c]);
143 fullbright = fullbright || c >= 224;
144 VectorScale(bcolor, (1.0f / 255.0f), tint);
147 tint[0] = tint[1] = tint[2] = 1;
148 tint[0] *= ent->colormod[0];
149 tint[1] *= ent->colormod[1];
150 tint[2] *= ent->colormod[2];
151 if (!fullbright && !(ent->flags & RENDER_TRANSPARENT))
152 colorscale *= r_lightmapintensity;
155 GL_Color(tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha);
156 else if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false))
158 m.pointer_color = varray_color4f;
159 if (normal3f == NULL)
161 if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1)
162 normal3f = mesh->data_basenormal3f;
165 normal3f = varray_normal3f;
166 Mod_BuildNormals(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, normal3f);
169 R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, vertex3f, normal3f, varray_color4f);
172 GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
175 GL_LockArrays(0, mesh->num_vertices);
176 R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
181 void R_Model_Alias_Draw(entity_render_t *ent)
185 if (ent->alpha < (1.0f / 64.0f))
186 return; // basically completely transparent
190 for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
192 if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchAliasSkin(ent, mesh)->flags & ALIASSKIN_TRANSPARENT)
193 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawAliasModelCallback, ent, meshnum);
195 R_DrawAliasModelCallback(ent, meshnum);
199 void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
202 vec3_t lightmins, lightmaxs;
205 float projectdistance, *vertex3f;
206 if (!(ent->flags & RENDER_SHADOW))
208 lightmins[0] = relativelightorigin[0] - lightradius;
209 lightmins[1] = relativelightorigin[1] - lightradius;
210 lightmins[2] = relativelightorigin[2] - lightradius;
211 lightmaxs[0] = relativelightorigin[0] + lightradius;
212 lightmaxs[1] = relativelightorigin[1] + lightradius;
213 lightmaxs[2] = relativelightorigin[2] + lightradius;
214 // check the box in modelspace, it was already checked in worldspace
215 if (!BoxesOverlap(ent->model->normalmins, ent->model->normalmaxs, lightmins, lightmaxs))
217 projectdistance = lightradius + ent->model->radius;// - sqrt(DotProduct(relativelightorigin, relativelightorigin));
218 if (projectdistance > 0.1)
220 R_Mesh_Matrix(&ent->matrix);
221 for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
223 skin = R_FetchAliasSkin(ent, mesh);
224 if (skin->flags & ALIASSKIN_TRANSPARENT)
226 if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1)
227 vertex3f = mesh->data_basevertex3f;
230 vertex3f = varray_vertex3f;
231 Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f);
233 // identify lit faces within the bounding box
234 R_Shadow_PrepareShadowMark(mesh->num_triangles);
235 R_Shadow_MarkVolumeFromBox(0, mesh->num_triangles, vertex3f, mesh->data_element3i, relativelightorigin, lightmins, lightmaxs, ent->model->normalmins, ent->model->normalmaxs);
236 R_Shadow_VolumeFromList(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, mesh->data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
241 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)
243 int c, meshnum, layernum;
244 float fog, ifog, lightcolor2[3], ambientscale2, diffusescale2, specularscale2;
245 float *vertex3f, *svector3f, *tvector3f, *normal3f;
252 R_Mesh_Matrix(&ent->matrix);
257 VectorSubtract(ent->origin, r_vieworigin, diff);
258 fog = DotProduct(diff,diff);
261 fog = exp(fogdensity/fog);
266 // fog method: darken, additive fog
267 // 1. render model as normal, scaled by inverse of fog alpha (darkens it)
268 // 2. render fog as additive
272 for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
274 skin = R_FetchAliasSkin(ent, mesh);
275 // FIXME: transparent skins need to be lit during the transparent render
276 if (skin->flags & ALIASSKIN_TRANSPARENT)
282 for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
284 if (!(layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR))
285 || ((layer->flags & ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED) && ent->colormap < 0)
286 || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0))
288 lightcolor2[0] = lightcolor[0] * ifog;
289 lightcolor2[1] = lightcolor[1] * ifog;
290 lightcolor2[2] = lightcolor[2] * ifog;
294 if (layer->flags & ALIASLAYER_SPECULAR)
295 specularscale2 = specularscale;
296 if (layer->flags & ALIASLAYER_DIFFUSE)
298 if (layer->flags & ALIASLAYER_COLORMAP_PANTS)
300 // 128-224 are backwards ranges
301 c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
302 // fullbright passes were already taken care of, so skip them in realtime lighting passes
305 bcolor = (qbyte *) (&palette_complete[c]);
306 lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f);
307 lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f);
308 lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
309 ambientscale2 = ambientscale;
310 diffusescale2 = diffusescale;
313 else if (layer->flags & ALIASLAYER_COLORMAP_SHIRT)
315 // 128-224 are backwards ranges
316 c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
317 // fullbright passes were already taken care of, so skip them in realtime lighting passes
320 bcolor = (qbyte *) (&palette_complete[c]);
321 lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f);
322 lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f);
323 lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
324 ambientscale2 = ambientscale;
325 diffusescale2 = diffusescale;
330 ambientscale2 = ambientscale;
331 diffusescale2 = diffusescale;
334 if (!(ambientscale2 + diffusescale2 + specularscale2) || VectorLength2(lightcolor2) <= 0.01)
336 c_alias_polys += mesh->num_triangles;
339 if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1)
341 vertex3f = mesh->data_basevertex3f;
342 svector3f = mesh->data_basesvector3f;
343 tvector3f = mesh->data_basetvector3f;
344 normal3f = mesh->data_basenormal3f;
348 vertex3f = varray_vertex3f;
349 svector3f = varray_svector3f;
350 tvector3f = varray_tvector3f;
351 normal3f = varray_normal3f;
352 Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f);
353 Mod_BuildTextureVectorsAndNormals(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_texcoord2f, mesh->data_element3i, svector3f, tvector3f, normal3f);
356 // TODO: make layer have ->gloss as well as ->texture, and merge specular layer for common non-colormapped case?
357 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, ambientscale2, diffusescale2, specularscale2);