5 void GL_Models_Init(void)
9 void R_Model_Alias_GetMesh_Vertex3f(const entity_render_t *ent, const aliasmesh_t *mesh, float *out3f)
11 if (mesh->num_vertexboneweights)
14 aliasvertexboneweight_t *v;
15 float *out, *matrix, m[12], bonepose[256][12];
16 // vertex weighted skeletal
17 // interpolate matrices and concatenate them to their parents
18 for (i = 0;i < ent->model->alias.aliasnum_bones;i++)
20 for (k = 0;k < 12;k++)
22 for (blends = 0;blends < 4 && ent->frameblend[blends].lerp > 0;blends++)
24 matrix = ent->model->alias.aliasdata_poses + (ent->frameblend[blends].frame * ent->model->alias.aliasnum_bones + i) * 12;
25 for (k = 0;k < 12;k++)
26 m[k] += matrix[k] * ent->frameblend[blends].lerp;
28 if (ent->model->alias.aliasdata_bones[i].parent >= 0)
29 R_ConcatTransforms(bonepose[ent->model->alias.aliasdata_bones[i].parent], m, bonepose[i]);
31 for (k = 0;k < 12;k++)
32 bonepose[i][k] = m[k];
34 // blend the vertex bone weights
35 memset(out3f, 0, mesh->num_vertices * sizeof(float[3]));
36 v = mesh->data_vertexboneweights;
37 for (i = 0;i < mesh->num_vertexboneweights;i++, v++)
39 out = out3f + v->vertexindex * 3;
40 matrix = bonepose[v->boneindex];
41 // FIXME: this can very easily be optimized with SSE or 3DNow
42 out[0] += v->origin[0] * matrix[0] + v->origin[1] * matrix[1] + v->origin[2] * matrix[ 2] + v->origin[3] * matrix[ 3];
43 out[1] += v->origin[0] * matrix[4] + v->origin[1] * matrix[5] + v->origin[2] * matrix[ 6] + v->origin[3] * matrix[ 7];
44 out[2] += v->origin[0] * matrix[8] + v->origin[1] * matrix[9] + v->origin[2] * matrix[10] + v->origin[3] * matrix[11];
50 float lerp1, lerp2, lerp3, lerp4;
51 const float *vertsbase, *verts1, *verts2, *verts3, *verts4;
53 vertsbase = mesh->data_morphvertex3f;
54 vertcount = mesh->num_vertices;
55 verts1 = vertsbase + ent->frameblend[0].frame * vertcount * 3;
56 lerp1 = ent->frameblend[0].lerp;
57 if (ent->frameblend[1].lerp)
59 verts2 = vertsbase + ent->frameblend[1].frame * vertcount * 3;
60 lerp2 = ent->frameblend[1].lerp;
61 if (ent->frameblend[2].lerp)
63 verts3 = vertsbase + ent->frameblend[2].frame * vertcount * 3;
64 lerp3 = ent->frameblend[2].lerp;
65 if (ent->frameblend[3].lerp)
67 verts4 = vertsbase + ent->frameblend[3].frame * vertcount * 3;
68 lerp4 = ent->frameblend[3].lerp;
69 for (i = 0;i < vertcount * 3;i++)
70 VectorMAMAMAM(lerp1, verts1 + i, lerp2, verts2 + i, lerp3, verts3 + i, lerp4, verts4 + i, out3f + i);
73 for (i = 0;i < vertcount * 3;i++)
74 VectorMAMAM(lerp1, verts1 + i, lerp2, verts2 + i, lerp3, verts3 + i, out3f + i);
77 for (i = 0;i < vertcount * 3;i++)
78 VectorMAM(lerp1, verts1 + i, lerp2, verts2 + i, out3f + i);
81 memcpy(out3f, verts1, vertcount * sizeof(float[3]));
85 aliaslayer_t r_aliasnoskinlayers[2] = {{ALIASLAYER_DIFFUSE, NULL, NULL}, {ALIASLAYER_FOG | ALIASLAYER_FORCEDRAW_IF_FIRSTPASS, NULL, NULL}};
86 aliasskin_t r_aliasnoskin = {0, 2, r_aliasnoskinlayers};
87 aliasskin_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mesh)
89 model_t *model = ent->model;
93 if ((unsigned int)s >= (unsigned int)model->numskins)
95 if (model->skinscenes[s].framecount > 1)
96 s = model->skinscenes[s].firstframe + (int) (cl.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
98 s = model->skinscenes[s].firstframe;
99 if (s >= mesh->num_skins)
101 return mesh->data_skins + s;
105 r_aliasnoskinlayers[0].texture = r_notexture;
106 return &r_aliasnoskin;
110 void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
112 int c, fullbright, layernum, firstpass, generatenormals = true;
113 float tint[3], fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3];
117 const entity_render_t *ent = calldata1;
118 aliasmesh_t *mesh = ent->model->alias.aliasdata_meshes + calldata2;
122 R_Mesh_Matrix(&ent->matrix);
127 VectorSubtract(ent->origin, r_vieworigin, diff);
128 fog = DotProduct(diff,diff);
131 fog = exp(fogdensity/fog);
136 // fog method: darken, additive fog
137 // 1. render model as normal, scaled by inverse of fog alpha (darkens it)
138 // 2. render fog as additive
143 skin = R_FetchAliasSkin(ent, mesh);
144 R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f);
145 for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
147 if (!(layer->flags & ALIASLAYER_FORCEDRAW_IF_FIRSTPASS) || !firstpass)
149 if (((layer->flags & ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED) && ent->colormap < 0)
150 || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0)
151 || ((layer->flags & ALIASLAYER_FOG) && !fogenabled)
152 || (layer->flags & ALIASLAYER_SPECULAR)
153 || ((layer->flags & ALIASLAYER_DIFFUSE) && (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0 && r_ambient.integer <= 0 && r_fullbright.integer == 0 && !(ent->effects & EF_FULLBRIGHT))))
156 if (!firstpass || (ent->effects & EF_ADDITIVE))
158 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
161 else if ((skin->flags & ALIASSKIN_TRANSPARENT) || ent->alpha != 1.0)
163 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
168 GL_BlendFunc(GL_ONE, GL_ZERO);
175 memset(&m, 0, sizeof(m));
176 if (layer->texture != NULL)
178 m.tex[0] = R_GetTexture(layer->texture);
179 m.pointer_texcoord[0] = mesh->data_texcoord2f;
180 if (gl_combine.integer && layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR))
183 m.texrgbscale[0] = 4;
186 m.pointer_vertex = varray_vertex3f;
188 c_alias_polys += mesh->num_triangles;
189 if (layer->flags & ALIASLAYER_FOG)
192 GL_Color(fogcolor[0] * colorscale, fogcolor[1] * colorscale, fogcolor[2] * colorscale, ent->alpha);
196 fullbright = !(layer->flags & ALIASLAYER_DIFFUSE) || r_fullbright.integer || (ent->effects & EF_FULLBRIGHT);
197 if (layer->flags & (ALIASLAYER_COLORMAP_PANTS | ALIASLAYER_COLORMAP_SHIRT))
199 // 128-224 are backwards ranges
200 if (layer->flags & ALIASLAYER_COLORMAP_PANTS)
201 c = (ent->colormap & 0xF) << 4;
202 else //if (layer->flags & ALIASLAYER_COLORMAP_SHIRT)
203 c = (ent->colormap & 0xF0);
204 c += (c >= 128 && c < 224) ? 4 : 12;
205 bcolor = (qbyte *) (&palette_complete[c]);
206 fullbright = fullbright || c >= 224;
207 VectorScale(bcolor, (1.0f / 255.0f), tint);
210 tint[0] = tint[1] = tint[2] = 1;
211 if (r_shadow_realtime_world.integer && !fullbright)
212 VectorScale(tint, r_shadow_realtime_world_lightmaps.value, tint);
215 GL_Color(tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha);
218 if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false))
220 m.pointer_color = varray_color4f;
223 generatenormals = false;
224 Mod_BuildTextureVectorsAndNormals(mesh->num_vertices, mesh->num_triangles, varray_vertex3f, mesh->data_texcoord2f, mesh->data_element3i, NULL, NULL, varray_normal3f);
226 R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, varray_vertex3f, varray_normal3f, varray_color4f);
229 GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
233 GL_LockArrays(0, mesh->num_vertices);
234 R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
239 void R_Model_Alias_Draw(entity_render_t *ent)
243 if (ent->alpha < (1.0f / 64.0f))
244 return; // basically completely transparent
248 for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
250 if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchAliasSkin(ent, mesh)->flags & ALIASSKIN_TRANSPARENT)
251 R_MeshQueue_AddTransparent(ent->origin, R_DrawAliasModelCallback, ent, meshnum);
253 R_DrawAliasModelCallback(ent, meshnum);
257 void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
262 float projectdistance;
263 if (ent->effects & EF_ADDITIVE || ent->alpha < 1)
265 projectdistance = lightradius + ent->model->radius;// - sqrt(DotProduct(relativelightorigin, relativelightorigin));
266 if (projectdistance > 0.1)
268 R_Mesh_Matrix(&ent->matrix);
269 for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
271 skin = R_FetchAliasSkin(ent, mesh);
272 if (skin->flags & ALIASSKIN_TRANSPARENT)
274 R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f);
275 R_Shadow_VolumeFromSphere(mesh->num_vertices, mesh->num_triangles, varray_vertex3f, mesh->data_element3i, mesh->data_neighbor3i, relativelightorigin, projectdistance, lightradius);
280 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)
282 int c, meshnum, layernum;
283 float fog, ifog, lightcolor2[3];
290 if (ent->effects & (EF_ADDITIVE | EF_FULLBRIGHT) || ent->alpha < 1)
293 R_Mesh_Matrix(&ent->matrix);
298 VectorSubtract(ent->origin, r_vieworigin, diff);
299 fog = DotProduct(diff,diff);
302 fog = exp(fogdensity/fog);
307 // fog method: darken, additive fog
308 // 1. render model as normal, scaled by inverse of fog alpha (darkens it)
309 // 2. render fog as additive
313 for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
315 skin = R_FetchAliasSkin(ent, mesh);
316 if (skin->flags & ALIASSKIN_TRANSPARENT)
318 R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f);
319 Mod_BuildTextureVectorsAndNormals(mesh->num_vertices, mesh->num_triangles, varray_vertex3f, mesh->data_texcoord2f, mesh->data_element3i, varray_svector3f, varray_tvector3f, varray_normal3f);
320 for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
322 if (!(layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR))
323 || ((layer->flags & ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED) && ent->colormap < 0)
324 || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0))
326 lightcolor2[0] = lightcolor[0] * ifog;
327 lightcolor2[1] = lightcolor[1] * ifog;
328 lightcolor2[2] = lightcolor[2] * ifog;
329 if (layer->flags & ALIASLAYER_SPECULAR)
331 c_alias_polys += mesh->num_triangles;
332 R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, varray_vertex3f, varray_svector3f, varray_tvector3f, varray_normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, LIGHTING_SPECULAR);
334 else if (layer->flags & ALIASLAYER_DIFFUSE)
336 if (layer->flags & ALIASLAYER_COLORMAP_PANTS)
338 // 128-224 are backwards ranges
339 c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
340 // fullbright passes were already taken care of, so skip them in realtime lighting passes
343 bcolor = (qbyte *) (&palette_complete[c]);
344 lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f);
345 lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f);
346 lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
348 else if (layer->flags & ALIASLAYER_COLORMAP_SHIRT)
350 // 128-224 are backwards ranges
351 c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
352 // fullbright passes were already taken care of, so skip them in realtime lighting passes
355 bcolor = (qbyte *) (&palette_complete[c]);
356 lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f);
357 lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f);
358 lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
360 c_alias_polys += mesh->num_triangles;
361 R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, varray_vertex3f, varray_svector3f, varray_tvector3f, varray_normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, LIGHTING_DIFFUSE);