4 cvar_t r_quickmodels = {0, "r_quickmodels", "1"};
11 // LordHavoc: vertex arrays
14 float *aliasvertcolorbuf;
15 float *aliasvert; // this may point at aliasvertbuf or at vertex arrays in the mesh backend
16 float *aliasvertcolor; // this may point at aliasvertcolorbuf or at vertex arrays in the mesh backend
18 float *aliasvertcolor2;
21 zymbonematrix *zymbonepose;
23 mempool_t *gl_models_mempool;
25 void gl_models_start(void)
27 // allocate vertex processing arrays
28 gl_models_mempool = Mem_AllocPool("GL_Models");
29 aliasvert = aliasvertbuf = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
30 aliasvertcolor = aliasvertcolorbuf = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
31 aliasvertnorm = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][3]));
32 aliasvertcolor2 = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4])); // used temporarily for tinted coloring
33 zymbonepose = Mem_Alloc(gl_models_mempool, sizeof(zymbonematrix[256]));
34 aliasvertusage = Mem_Alloc(gl_models_mempool, sizeof(int[MD2MAX_VERTS]));
37 void gl_models_shutdown(void)
39 Mem_FreePool(&gl_models_mempool);
42 void gl_models_newmap(void)
46 void GL_Models_Init(void)
48 Cvar_RegisterVariable(&r_quickmodels);
50 R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap);
53 void R_AliasTransformVerts(int vertcount)
58 while (vertcount >= 4)
60 VectorCopy(av, point);softwaretransform(point, av);av += 4;
61 VectorCopy(av, point);softwaretransform(point, av);av += 4;
62 VectorCopy(av, point);softwaretransform(point, av);av += 4;
63 VectorCopy(av, point);softwaretransform(point, av);av += 4;
68 VectorCopy(av, point);softwaretransform(point, av);av += 4;
73 void R_AliasLerpVerts(int vertcount,
74 float lerp1, trivertx_t *verts1, vec3_t fscale1, vec3_t translate1,
75 float lerp2, trivertx_t *verts2, vec3_t fscale2, vec3_t translate2,
76 float lerp3, trivertx_t *verts3, vec3_t fscale3, vec3_t translate3,
77 float lerp4, trivertx_t *verts4, vec3_t fscale4, vec3_t translate4)
80 vec3_t scale1, scale2, scale3, scale4, translate;
81 float *n1, *n2, *n3, *n4;
85 VectorScale(fscale1, lerp1, scale1);
88 VectorScale(fscale2, lerp2, scale2);
91 VectorScale(fscale3, lerp3, scale3);
94 VectorScale(fscale4, lerp4, scale4);
95 translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2 + translate3[0] * lerp3 + translate4[0] * lerp4;
96 translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2 + translate3[1] * lerp3 + translate4[1] * lerp4;
97 translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2 + translate3[2] * lerp3 + translate4[2] * lerp4;
99 for (i = 0;i < vertcount;i++)
101 av[0] = verts1->v[0] * scale1[0] + verts2->v[0] * scale2[0] + verts3->v[0] * scale3[0] + verts4->v[0] * scale4[0] + translate[0];
102 av[1] = verts1->v[1] * scale1[1] + verts2->v[1] * scale2[1] + verts3->v[1] * scale3[1] + verts4->v[1] * scale4[1] + translate[1];
103 av[2] = verts1->v[2] * scale1[2] + verts2->v[2] * scale2[2] + verts3->v[2] * scale3[2] + verts4->v[2] * scale4[2] + translate[2];
104 n1 = m_bytenormals[verts1->lightnormalindex];
105 n2 = m_bytenormals[verts2->lightnormalindex];
106 n3 = m_bytenormals[verts3->lightnormalindex];
107 n4 = m_bytenormals[verts4->lightnormalindex];
108 avn[0] = n1[0] * lerp1 + n2[0] * lerp2 + n3[0] * lerp3 + n4[0] * lerp4;
109 avn[1] = n1[1] * lerp1 + n2[1] * lerp2 + n3[1] * lerp3 + n4[1] * lerp4;
110 avn[2] = n1[2] * lerp1 + n2[2] * lerp2 + n3[2] * lerp3 + n4[2] * lerp4;
113 verts1++;verts2++;verts3++;verts4++;
118 translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2 + translate3[0] * lerp3;
119 translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2 + translate3[1] * lerp3;
120 translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2 + translate3[2] * lerp3;
122 for (i = 0;i < vertcount;i++)
124 av[0] = verts1->v[0] * scale1[0] + verts2->v[0] * scale2[0] + verts3->v[0] * scale3[0] + translate[0];
125 av[1] = verts1->v[1] * scale1[1] + verts2->v[1] * scale2[1] + verts3->v[1] * scale3[1] + translate[1];
126 av[2] = verts1->v[2] * scale1[2] + verts2->v[2] * scale2[2] + verts3->v[2] * scale3[2] + translate[2];
127 n1 = m_bytenormals[verts1->lightnormalindex];
128 n2 = m_bytenormals[verts2->lightnormalindex];
129 n3 = m_bytenormals[verts3->lightnormalindex];
130 avn[0] = n1[0] * lerp1 + n2[0] * lerp2 + n3[0] * lerp3;
131 avn[1] = n1[1] * lerp1 + n2[1] * lerp2 + n3[1] * lerp3;
132 avn[2] = n1[2] * lerp1 + n2[2] * lerp2 + n3[2] * lerp3;
135 verts1++;verts2++;verts3++;
141 translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2;
142 translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2;
143 translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2;
145 for (i = 0;i < vertcount;i++)
147 av[0] = verts1->v[0] * scale1[0] + verts2->v[0] * scale2[0] + translate[0];
148 av[1] = verts1->v[1] * scale1[1] + verts2->v[1] * scale2[1] + translate[1];
149 av[2] = verts1->v[2] * scale1[2] + verts2->v[2] * scale2[2] + translate[2];
150 n1 = m_bytenormals[verts1->lightnormalindex];
151 n2 = m_bytenormals[verts2->lightnormalindex];
152 avn[0] = n1[0] * lerp1 + n2[0] * lerp2;
153 avn[1] = n1[1] * lerp1 + n2[1] * lerp2;
154 avn[2] = n1[2] * lerp1 + n2[2] * lerp2;
163 translate[0] = translate1[0] * lerp1;
164 translate[1] = translate1[1] * lerp1;
165 translate[2] = translate1[2] * lerp1;
169 // general but almost never used case
170 for (i = 0;i < vertcount;i++)
172 av[0] = verts1->v[0] * scale1[0] + translate[0];
173 av[1] = verts1->v[1] * scale1[1] + translate[1];
174 av[2] = verts1->v[2] * scale1[2] + translate[2];
175 n1 = m_bytenormals[verts1->lightnormalindex];
176 avn[0] = n1[0] * lerp1;
177 avn[1] = n1[1] * lerp1;
178 avn[2] = n1[2] * lerp1;
187 for (i = 0;i < vertcount;i++)
189 av[0] = verts1->v[0] * scale1[0] + translate[0];
190 av[1] = verts1->v[1] * scale1[1] + translate[1];
191 av[2] = verts1->v[2] * scale1[2] + translate[2];
192 VectorCopy(m_bytenormals[verts1->lightnormalindex], avn);
201 skinframe_t *R_FetchSkinFrame(void)
203 model_t *model = currentrenderentity->model;
204 if (model->skinscenes[currentrenderentity->skinnum].framecount > 1)
205 return &model->skinframes[model->skinscenes[currentrenderentity->skinnum].firstframe + (int) (cl.time * 10) % model->skinscenes[currentrenderentity->skinnum].framecount];
207 return &model->skinframes[model->skinscenes[currentrenderentity->skinnum].firstframe];
210 void R_SetupMDLMD2Frames(float colorr, float colorg, float colorb)
212 md2frame_t *frame1, *frame2, *frame3, *frame4;
213 trivertx_t *frame1verts, *frame2verts, *frame3verts, *frame4verts;
215 model = currentrenderentity->model;
217 frame1 = &model->mdlmd2data_frames[currentrenderentity->frameblend[0].frame];
218 frame2 = &model->mdlmd2data_frames[currentrenderentity->frameblend[1].frame];
219 frame3 = &model->mdlmd2data_frames[currentrenderentity->frameblend[2].frame];
220 frame4 = &model->mdlmd2data_frames[currentrenderentity->frameblend[3].frame];
221 frame1verts = &model->mdlmd2data_pose[currentrenderentity->frameblend[0].frame * model->numverts];
222 frame2verts = &model->mdlmd2data_pose[currentrenderentity->frameblend[1].frame * model->numverts];
223 frame3verts = &model->mdlmd2data_pose[currentrenderentity->frameblend[2].frame * model->numverts];
224 frame4verts = &model->mdlmd2data_pose[currentrenderentity->frameblend[3].frame * model->numverts];
225 R_AliasLerpVerts(model->numverts,
226 currentrenderentity->frameblend[0].lerp, frame1verts, frame1->scale, frame1->translate,
227 currentrenderentity->frameblend[1].lerp, frame2verts, frame2->scale, frame2->translate,
228 currentrenderentity->frameblend[2].lerp, frame3verts, frame3->scale, frame3->translate,
229 currentrenderentity->frameblend[3].lerp, frame4verts, frame4->scale, frame4->translate);
231 R_LightModel(model->numverts, colorr, colorg, colorb, false);
233 R_AliasTransformVerts(model->numverts);
236 void R_DrawQ1Q2AliasModel (float fog)
238 int c, pantsfullbright, shirtfullbright, colormapped;
239 float pantscolor[3], shirtcolor[3];
243 skinframe_t *skinframe;
245 model = currentrenderentity->model;
247 skinframe = R_FetchSkinFrame();
249 colormapped = !skinframe->merged || (currentrenderentity->colormap >= 0 && skinframe->base && (skinframe->pants || skinframe->shirt));
250 if (!colormapped && !fog && !skinframe->glow && !skinframe->fog)
252 // fastpath for the normal situation (one texture)
253 memset(&m, 0, sizeof(m));
254 if (currentrenderentity->effects & EF_ADDITIVE)
256 m.transparent = true;
257 m.blendfunc1 = GL_SRC_ALPHA;
258 m.blendfunc2 = GL_ONE;
260 else if (currentrenderentity->alpha != 1.0 || skinframe->fog != NULL)
262 m.transparent = true;
263 m.blendfunc1 = GL_SRC_ALPHA;
264 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
268 m.transparent = false;
269 m.blendfunc1 = GL_ONE;
270 m.blendfunc2 = GL_ZERO;
272 m.numtriangles = model->numtris;
273 m.numverts = model->numverts;
274 m.tex[0] = R_GetTexture(skinframe->merged);
276 c_alias_polys += m.numtriangles;
277 if (R_Mesh_Draw_GetBuffer(&m, true))
279 memcpy(m.index, model->mdlmd2data_indices, m.numtriangles * sizeof(int[3]));
280 memcpy(m.texcoords[0], model->mdlmd2data_texcoords, m.numverts * sizeof(float[2]));
282 aliasvert = m.vertex;
283 aliasvertcolor = m.color;
284 R_SetupMDLMD2Frames(m.colorscale * (1 - fog), m.colorscale * (1 - fog), m.colorscale * (1 - fog));
285 aliasvert = aliasvertbuf;
286 aliasvertcolor = aliasvertcolorbuf;
293 R_SetupMDLMD2Frames(1 - fog, 1 - fog, 1 - fog);
297 // 128-224 are backwards ranges
298 c = (currentrenderentity->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
299 bcolor = (qbyte *) (&d_8to24table[c]);
300 pantsfullbright = c >= 224;
301 VectorScale(bcolor, (1.0f / 255.0f), pantscolor);
302 c = (currentrenderentity->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
303 bcolor = (qbyte *) (&d_8to24table[c]);
304 shirtfullbright = c >= 224;
305 VectorScale(bcolor, (1.0f / 255.0f), shirtcolor);
309 pantscolor[0] = pantscolor[1] = pantscolor[2] = shirtcolor[0] = shirtcolor[1] = shirtcolor[2] = 1;
310 pantsfullbright = shirtfullbright = false;
313 memset(&m, 0, sizeof(m));
314 if (currentrenderentity->effects & EF_ADDITIVE)
316 m.transparent = true;
317 m.blendfunc1 = GL_SRC_ALPHA;
318 m.blendfunc2 = GL_ONE;
320 else if (currentrenderentity->alpha != 1.0 || skinframe->fog != NULL)
322 m.transparent = true;
323 m.blendfunc1 = GL_SRC_ALPHA;
324 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
328 m.transparent = false;
329 m.blendfunc1 = GL_ONE;
330 m.blendfunc2 = GL_ZERO;
332 m.numtriangles = model->numtris;
333 m.numverts = model->numverts;
334 m.tex[0] = colormapped ? R_GetTexture(skinframe->base) : R_GetTexture(skinframe->merged);
335 if (R_Mesh_Draw_GetBuffer(&m, true))
337 c_alias_polys += m.numtriangles;
338 R_ModulateColors(aliasvertcolor, m.color, m.numverts, m.colorscale, m.colorscale, m.colorscale);
339 memcpy(m.index, model->mdlmd2data_indices, m.numtriangles * sizeof(int[3]));
340 memcpy(m.vertex, aliasvert, m.numverts * sizeof(float[4]));
341 memcpy(m.texcoords[0], model->mdlmd2data_texcoords, m.numverts * sizeof(float[2]));
347 if (skinframe->pants)
349 memset(&m, 0, sizeof(m));
350 m.transparent = currentrenderentity->effects & EF_ADDITIVE || currentrenderentity->alpha != 1.0 || skinframe->fog != NULL;
351 m.blendfunc1 = GL_SRC_ALPHA;
352 m.blendfunc2 = GL_ONE;
353 m.numtriangles = model->numtris;
354 m.numverts = model->numverts;
355 m.tex[0] = R_GetTexture(skinframe->pants);
356 if (R_Mesh_Draw_GetBuffer(&m, true))
358 c_alias_polys += m.numtriangles;
360 R_FillColors(m.color, m.numverts, pantscolor[0] * m.colorscale, pantscolor[1] * m.colorscale, pantscolor[2] * m.colorscale, currentrenderentity->alpha);
362 R_ModulateColors(aliasvertcolor, m.color, m.numverts, pantscolor[0] * m.colorscale, pantscolor[1] * m.colorscale, pantscolor[2] * m.colorscale);
363 memcpy(m.index, model->mdlmd2data_indices, m.numtriangles * sizeof(int[3]));
364 memcpy(m.vertex, aliasvert, m.numverts * sizeof(float[4]));
365 memcpy(m.texcoords[0], model->mdlmd2data_texcoords, m.numverts * sizeof(float[2]));
369 if (skinframe->shirt)
371 memset(&m, 0, sizeof(m));
372 m.transparent = currentrenderentity->effects & EF_ADDITIVE || currentrenderentity->alpha != 1.0 || skinframe->fog != NULL;
373 m.blendfunc1 = GL_SRC_ALPHA;
374 m.blendfunc2 = GL_ONE;
375 m.numtriangles = model->numtris;
376 m.numverts = model->numverts;
377 m.tex[0] = R_GetTexture(skinframe->shirt);
378 if (R_Mesh_Draw_GetBuffer(&m, true))
380 c_alias_polys += m.numtriangles;
382 R_FillColors(m.color, m.numverts, shirtcolor[0] * m.colorscale, shirtcolor[1] * m.colorscale, shirtcolor[2] * m.colorscale, currentrenderentity->alpha);
384 R_ModulateColors(aliasvertcolor, m.color, m.numverts, shirtcolor[0] * m.colorscale, shirtcolor[1] * m.colorscale, shirtcolor[2] * m.colorscale);
385 memcpy(m.index, model->mdlmd2data_indices, m.numtriangles * sizeof(int[3]));
386 memcpy(m.vertex, aliasvert, m.numverts * sizeof(float[4]));
387 memcpy(m.texcoords[0], model->mdlmd2data_texcoords, m.numverts * sizeof(float[2]));
394 memset(&m, 0, sizeof(m));
395 m.transparent = currentrenderentity->effects & EF_ADDITIVE || currentrenderentity->alpha != 1.0 || skinframe->fog != NULL;
396 m.blendfunc1 = GL_SRC_ALPHA;
397 m.blendfunc2 = GL_ONE;
398 m.numtriangles = model->numtris;
399 m.numverts = model->numverts;
400 m.tex[0] = R_GetTexture(skinframe->glow);
401 if (R_Mesh_Draw_GetBuffer(&m, true))
403 c_alias_polys += m.numtriangles;
404 R_FillColors(m.color, m.numverts, (1 - fog) * m.colorscale, (1 - fog) * m.colorscale, (1 - fog) * m.colorscale, currentrenderentity->alpha);
405 memcpy(m.index, model->mdlmd2data_indices, m.numtriangles * sizeof(int[3]));
406 memcpy(m.vertex, aliasvert, m.numverts * sizeof(float[4]));
407 memcpy(m.texcoords[0], model->mdlmd2data_texcoords, m.numverts * sizeof(float[2]));
413 memset(&m, 0, sizeof(m));
414 m.transparent = currentrenderentity->effects & EF_ADDITIVE || currentrenderentity->alpha != 1.0 || skinframe->fog != NULL;
415 m.blendfunc1 = GL_SRC_ALPHA;
416 m.blendfunc2 = GL_ONE;
417 m.numtriangles = model->numtris;
418 m.numverts = model->numverts;
419 m.tex[0] = R_GetTexture(skinframe->fog);
420 if (R_Mesh_Draw_GetBuffer(&m, false))
422 c_alias_polys += m.numtriangles;
423 R_FillColors(m.color, m.numverts, fog * m.colorscale, fog * m.colorscale, fog * m.colorscale, currentrenderentity->alpha);
424 memcpy(m.index, model->mdlmd2data_indices, m.numtriangles * sizeof(int[3]));
425 memcpy(m.vertex, aliasvert, m.numverts * sizeof(float[4]));
426 memcpy(m.texcoords[0], model->mdlmd2data_texcoords, m.numverts * sizeof(float[2]));
432 int ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, zymbone_t *bone)
435 float lerp1, lerp2, lerp3, lerp4;
436 zymbonematrix *out, rootmatrix, m, *bone1, *bone2, *bone3, *bone4;
438 // LordHavoc: combine transform from zym coordinate space to quake coordinate space with model to world transform matrix
439 rootmatrix.m[0][0] = softwaretransform_matrix[0][1];
440 rootmatrix.m[0][1] = -softwaretransform_matrix[0][0];
441 rootmatrix.m[0][2] = softwaretransform_matrix[0][2];
442 rootmatrix.m[0][3] = softwaretransform_matrix[0][3];
443 rootmatrix.m[1][0] = softwaretransform_matrix[1][1];
444 rootmatrix.m[1][1] = -softwaretransform_matrix[1][0];
445 rootmatrix.m[1][2] = softwaretransform_matrix[1][2];
446 rootmatrix.m[1][3] = softwaretransform_matrix[1][3];
447 rootmatrix.m[2][0] = softwaretransform_matrix[2][1];
448 rootmatrix.m[2][1] = -softwaretransform_matrix[2][0];
449 rootmatrix.m[2][2] = softwaretransform_matrix[2][2];
450 rootmatrix.m[2][3] = softwaretransform_matrix[2][3];
452 bone1 = bonebase + blend[0].frame * count;
453 lerp1 = blend[0].lerp;
456 bone2 = bonebase + blend[1].frame * count;
457 lerp2 = blend[1].lerp;
460 bone3 = bonebase + blend[2].frame * count;
461 lerp3 = blend[2].lerp;
465 bone4 = bonebase + blend[3].frame * count;
466 lerp4 = blend[3].lerp;
467 for (i = 0, out = zymbonepose;i < count;i++, out++)
469 // interpolate matrices
470 m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3 + bone4->m[0][0] * lerp4;
471 m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3 + bone4->m[0][1] * lerp4;
472 m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3 + bone4->m[0][2] * lerp4;
473 m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3 + bone4->m[0][3] * lerp4;
474 m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3 + bone4->m[1][0] * lerp4;
475 m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3 + bone4->m[1][1] * lerp4;
476 m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3 + bone4->m[1][2] * lerp4;
477 m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3 + bone4->m[1][3] * lerp4;
478 m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3 + bone4->m[2][0] * lerp4;
479 m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3 + bone4->m[2][1] * lerp4;
480 m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3 + bone4->m[2][2] * lerp4;
481 m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3 + bone4->m[2][3] * lerp4;
482 if (bone->parent >= 0)
483 R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
485 R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
496 for (i = 0, out = zymbonepose;i < count;i++, out++)
498 // interpolate matrices
499 m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3;
500 m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3;
501 m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3;
502 m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3;
503 m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3;
504 m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3;
505 m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3;
506 m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3;
507 m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3;
508 m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3;
509 m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3;
510 m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3;
511 if (bone->parent >= 0)
512 R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
514 R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
525 for (i = 0, out = zymbonepose;i < count;i++, out++)
527 // interpolate matrices
528 m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2;
529 m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2;
530 m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2;
531 m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2;
532 m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2;
533 m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2;
534 m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2;
535 m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2;
536 m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2;
537 m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2;
538 m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2;
539 m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2;
540 if (bone->parent >= 0)
541 R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
543 R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
556 for (i = 0, out = zymbonepose;i < count;i++, out++)
558 // interpolate matrices
559 m.m[0][0] = bone1->m[0][0] * lerp1;
560 m.m[0][1] = bone1->m[0][1] * lerp1;
561 m.m[0][2] = bone1->m[0][2] * lerp1;
562 m.m[0][3] = bone1->m[0][3] * lerp1;
563 m.m[1][0] = bone1->m[1][0] * lerp1;
564 m.m[1][1] = bone1->m[1][1] * lerp1;
565 m.m[1][2] = bone1->m[1][2] * lerp1;
566 m.m[1][3] = bone1->m[1][3] * lerp1;
567 m.m[2][0] = bone1->m[2][0] * lerp1;
568 m.m[2][1] = bone1->m[2][1] * lerp1;
569 m.m[2][2] = bone1->m[2][2] * lerp1;
570 m.m[2][3] = bone1->m[2][3] * lerp1;
571 if (bone->parent >= 0)
572 R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
574 R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
582 for (i = 0, out = zymbonepose;i < count;i++, out++)
584 if (bone->parent >= 0)
585 R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &bone1->m[0][0], &out->m[0][0]);
587 R_ConcatTransforms(&rootmatrix.m[0][0], &bone1->m[0][0], &out->m[0][0]);
596 void ZymoticTransformVerts(int vertcount, int *bonecounts, zymvertex_t *vert)
599 float *out = aliasvert;
600 zymbonematrix *matrix;
604 // FIXME: validate bonecounts at load time (must be >= 1)
605 // FIXME: need 4th component in origin, for how much of the translate to blend in
608 matrix = &zymbonepose[vert->bonenum];
609 out[0] = vert->origin[0] * matrix->m[0][0] + vert->origin[1] * matrix->m[0][1] + vert->origin[2] * matrix->m[0][2] + matrix->m[0][3];
610 out[1] = vert->origin[0] * matrix->m[1][0] + vert->origin[1] * matrix->m[1][1] + vert->origin[2] * matrix->m[1][2] + matrix->m[1][3];
611 out[2] = vert->origin[0] * matrix->m[2][0] + vert->origin[1] * matrix->m[2][1] + vert->origin[2] * matrix->m[2][2] + matrix->m[2][3];
619 matrix = &zymbonepose[vert->bonenum];
620 out[0] += vert->origin[0] * matrix->m[0][0] + vert->origin[1] * matrix->m[0][1] + vert->origin[2] * matrix->m[0][2] + matrix->m[0][3];
621 out[1] += vert->origin[0] * matrix->m[1][0] + vert->origin[1] * matrix->m[1][1] + vert->origin[2] * matrix->m[1][2] + matrix->m[1][3];
622 out[2] += vert->origin[0] * matrix->m[2][0] + vert->origin[1] * matrix->m[2][1] + vert->origin[2] * matrix->m[2][2] + matrix->m[2][3];
630 void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist)
633 float *out, v1[3], v2[3], normal[3], s;
636 memset(aliasvertnorm, 0, sizeof(float) * vertcount * 3);
637 memset(aliasvertusage, 0, sizeof(int) * vertcount);
638 // parse render list and accumulate surface normals
647 v1[0] = aliasvert[a+0] - aliasvert[b+0];
648 v1[1] = aliasvert[a+1] - aliasvert[b+1];
649 v1[2] = aliasvert[a+2] - aliasvert[b+2];
650 v2[0] = aliasvert[c+0] - aliasvert[b+0];
651 v2[1] = aliasvert[c+1] - aliasvert[b+1];
652 v2[2] = aliasvert[c+2] - aliasvert[b+2];
653 CrossProduct(v1, v2, normal);
654 VectorNormalizeFast(normal);
655 // add surface normal to vertices
656 a = renderlist[0] * 3;
657 aliasvertnorm[a+0] += normal[0];
658 aliasvertnorm[a+1] += normal[1];
659 aliasvertnorm[a+2] += normal[2];
660 aliasvertusage[renderlist[0]]++;
661 a = renderlist[1] * 3;
662 aliasvertnorm[a+0] += normal[0];
663 aliasvertnorm[a+1] += normal[1];
664 aliasvertnorm[a+2] += normal[2];
665 aliasvertusage[renderlist[1]]++;
666 a = renderlist[2] * 3;
667 aliasvertnorm[a+0] += normal[0];
668 aliasvertnorm[a+1] += normal[1];
669 aliasvertnorm[a+2] += normal[2];
670 aliasvertusage[renderlist[2]]++;
674 // FIXME: precalc this
675 // average surface normals
692 void R_DrawZymoticModelMesh(zymtype1header_t *m, float fog)
694 rmeshbufferinfo_t mbuf;
696 rtexture_t **texture;
698 texture = (rtexture_t **)(m->lump_shaders.start + (int) m);
700 renderlist = (int *)(m->lump_render.start + (int) m);
701 for (i = 0;i < m->numshaders;i++)
703 memset(&mbuf, 0, sizeof(mbuf));
704 mbuf.numverts = m->numverts;
705 mbuf.numtriangles = *renderlist++;
706 if (currentrenderentity->effects & EF_ADDITIVE)
708 mbuf.transparent = true;
709 mbuf.blendfunc1 = GL_SRC_ALPHA;
710 mbuf.blendfunc2 = GL_ONE;
712 else if (currentrenderentity->alpha != 1.0 || R_TextureHasAlpha(texture[i]))
714 mbuf.transparent = true;
715 mbuf.blendfunc1 = GL_SRC_ALPHA;
716 mbuf.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
720 mbuf.transparent = false;
721 mbuf.blendfunc1 = GL_ONE;
722 mbuf.blendfunc2 = GL_ZERO;
724 mbuf.tex[0] = R_GetTexture(texture[i]);
725 if (R_Mesh_Draw_GetBuffer(&mbuf, true))
727 c_alias_polys += mbuf.numtriangles;
728 memcpy(mbuf.index, renderlist, mbuf.numtriangles * sizeof(int[3]));
729 memcpy(mbuf.vertex, aliasvert, mbuf.numverts * sizeof(float[4]));
730 R_ModulateColors(aliasvertcolor, mbuf.color, mbuf.numverts, mbuf.colorscale, mbuf.colorscale, mbuf.colorscale);
731 //memcpy(mbuf.color, aliasvertcolor, mbuf.numverts * sizeof(float[4]));
732 memcpy(mbuf.texcoords[0], (float *)(m->lump_texcoords.start + (int) m), mbuf.numverts * sizeof(float[2]));
735 renderlist += mbuf.numtriangles * 3;
740 renderlist = (int *)(m->lump_render.start + (int) m);
741 for (i = 0;i < m->numshaders;i++)
743 memset(&mbuf, 0, sizeof(mbuf));
744 mbuf.numverts = m->numverts;
745 mbuf.numtriangles = *renderlist++;
746 mbuf.transparent = currentrenderentity->effects & EF_ADDITIVE || currentrenderentity->alpha != 1.0 || R_TextureHasAlpha(texture[i]);
747 mbuf.blendfunc1 = GL_SRC_ALPHA;
748 mbuf.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
749 // FIXME: need alpha mask for fogging...
750 //mbuf.tex[0] = R_GetTexture(texture[i]);
751 if (R_Mesh_Draw_GetBuffer(&mbuf, false))
753 c_alias_polys += mbuf.numtriangles;
754 memcpy(mbuf.index, renderlist, mbuf.numtriangles * sizeof(int[3]));
755 memcpy(mbuf.vertex, aliasvert, mbuf.numverts * sizeof(float[4]));
756 R_FillColors(mbuf.color, mbuf.numverts, fogcolor[0] * mbuf.colorscale, fogcolor[1] * mbuf.colorscale, fogcolor[2] * mbuf.colorscale, currentrenderentity->alpha * fog);
757 //memcpy(mbuf.texcoords[0], (float *)(m->lump_texcoords.start + (int) m), mbuf.numverts * sizeof(float[2]));
760 renderlist += mbuf.numtriangles * 3;
765 void R_DrawZymoticModel (float fog)
769 // FIXME: do better fog
770 m = currentrenderentity->model->zymdata_header;
771 ZymoticLerpBones(m->numbones, (zymbonematrix *)(m->lump_poses.start + (int) m), currentrenderentity->frameblend, (zymbone_t *)(m->lump_bones.start + (int) m));
772 ZymoticTransformVerts(m->numverts, (int *)(m->lump_vertbonecounts.start + (int) m), (zymvertex_t *)(m->lump_verts.start + (int) m));
773 ZymoticCalcNormals(m->numverts, m->numshaders, (int *)(m->lump_render.start + (int) m));
775 R_LightModel(m->numverts, 1 - fog, 1 - fog, 1 - fog, true);
777 R_DrawZymoticModelMesh(m, fog);
780 void R_DrawAliasModel (void)
785 if (currentrenderentity->alpha < (1.0f / 64.0f))
786 return; // basically completely transparent
790 softwaretransformforentity(currentrenderentity);
795 VectorSubtract(currentrenderentity->origin, r_origin, diff);
796 fog = DotProduct(diff,diff);
799 fog = exp(fogdensity/fog);
804 // fog method: darken, additive fog
805 // 1. render model as normal, scaled by inverse of fog alpha (darkens it)
806 // 2. render fog as additive
809 if (currentrenderentity->model->aliastype == ALIASTYPE_ZYM)
810 R_DrawZymoticModel(fog);
812 R_DrawQ1Q2AliasModel(fog);