4 cvar_t gl_transform = {"gl_transform", "1"};
5 cvar_t gl_lockarrays = {"gl_lockarrays", "1"};
12 // LordHavoc: vertex array
16 byte *aliasvertcolor2;
17 zymbonematrix *zymbonepose;
20 rtexture_t *chrometexture;
22 int arraylocked = false;
23 void GL_LockArray(int first, int count)
25 if (gl_supportslockarrays && gl_lockarrays.value)
27 qglLockArraysEXT(first, count);
32 void GL_UnlockArray(void)
41 void GL_SetupModelTransform (vec3_t origin, vec3_t angles, vec_t scale)
43 glTranslatef (origin[0], origin[1], origin[2]);
46 glScalef (scale, scale, scale);
48 glRotatef (angles[1], 0, 0, 1);
50 glRotatef (-angles[0], 0, 1, 0);
52 glRotatef (angles[2], 1, 0, 0);
55 void makechrometexture(void)
61 fractalnoise(noise, 64, 8);
63 // convert to RGBA data
64 for (i = 0;i < 64*64;i++)
66 data[i][0] = data[i][1] = data[i][2] = noise[i];
70 chrometexture = R_LoadTexture ("chrometexture", 64, 64, &data[0][0], TEXF_MIPMAP | TEXF_RGBA | TEXF_PRECACHE);
73 void gl_models_start(void)
75 // allocate vertex processing arrays
76 aliasvert = qmalloc(sizeof(float[MD2MAX_VERTS][3]));
77 aliasvertnorm = qmalloc(sizeof(float[MD2MAX_VERTS][3]));
78 aliasvertcolor = qmalloc(sizeof(byte[MD2MAX_VERTS][4]));
79 aliasvertcolor2 = qmalloc(sizeof(byte[MD2MAX_VERTS][4])); // used temporarily for tinted coloring
80 zymbonepose = qmalloc(sizeof(zymbonematrix[256]));
81 aliasvertusage = qmalloc(sizeof(int[MD2MAX_VERTS]));
85 void gl_models_shutdown(void)
89 qfree(aliasvertcolor);
90 qfree(aliasvertcolor2);
92 qfree(aliasvertusage);
95 void gl_models_newmap(void)
99 void GL_Models_Init(void)
101 Cvar_RegisterVariable(&gl_transform);
102 Cvar_RegisterVariable(&gl_lockarrays);
104 R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap);
107 void R_AliasTransformVerts(int vertcount)
110 vec3_t point, matrix_x, matrix_y, matrix_z;
114 matrix_x[0] = softwaretransform_x[0] * softwaretransform_scale;
115 matrix_x[1] = softwaretransform_y[0] * softwaretransform_scale;
116 matrix_x[2] = softwaretransform_z[0] * softwaretransform_scale;
117 matrix_y[0] = softwaretransform_x[1] * softwaretransform_scale;
118 matrix_y[1] = softwaretransform_y[1] * softwaretransform_scale;
119 matrix_y[2] = softwaretransform_z[1] * softwaretransform_scale;
120 matrix_z[0] = softwaretransform_x[2] * softwaretransform_scale;
121 matrix_z[1] = softwaretransform_y[2] * softwaretransform_scale;
122 matrix_z[2] = softwaretransform_z[2] * softwaretransform_scale;
123 for (i = 0;i < vertcount;i++)
125 // rotate, scale, and translate the vertex locations
126 VectorCopy(av, point);
127 av[0] = DotProduct(point, matrix_x) + softwaretransform_offset[0];
128 av[1] = DotProduct(point, matrix_y) + softwaretransform_offset[1];
129 av[2] = DotProduct(point, matrix_z) + softwaretransform_offset[2];
130 // rotate the normals
131 VectorCopy(avn, point);
132 avn[0] = point[0] * softwaretransform_x[0] + point[1] * softwaretransform_y[0] + point[2] * softwaretransform_z[0];
133 avn[1] = point[0] * softwaretransform_x[1] + point[1] * softwaretransform_y[1] + point[2] * softwaretransform_z[1];
134 avn[2] = point[0] * softwaretransform_x[2] + point[1] * softwaretransform_y[2] + point[2] * softwaretransform_z[2];
140 void R_AliasLerpVerts(int vertcount,
141 float lerp1, trivertx_t *verts1, vec3_t fscale1, vec3_t translate1,
142 float lerp2, trivertx_t *verts2, vec3_t fscale2, vec3_t translate2,
143 float lerp3, trivertx_t *verts3, vec3_t fscale3, vec3_t translate3,
144 float lerp4, trivertx_t *verts4, vec3_t fscale4, vec3_t translate4)
147 vec3_t scale1, scale2, scale3, scale4, translate;
148 float *n1, *n2, *n3, *n4;
152 VectorScale(fscale1, lerp1, scale1);
155 VectorScale(fscale2, lerp2, scale2);
158 VectorScale(fscale3, lerp3, scale3);
161 VectorScale(fscale4, lerp4, scale4);
162 translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2 + translate3[0] * lerp3 + translate4[0] * lerp4;
163 translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2 + translate3[1] * lerp3 + translate4[1] * lerp4;
164 translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2 + translate3[2] * lerp3 + translate4[2] * lerp4;
166 for (i = 0;i < vertcount;i++)
168 av[0] = verts1->v[0] * scale1[0] + verts2->v[0] * scale2[0] + verts3->v[0] * scale3[0] + verts4->v[0] * scale4[0] + translate[0];
169 av[1] = verts1->v[1] * scale1[1] + verts2->v[1] * scale2[1] + verts3->v[1] * scale3[1] + verts4->v[1] * scale4[1] + translate[1];
170 av[2] = verts1->v[2] * scale1[2] + verts2->v[2] * scale2[2] + verts3->v[2] * scale3[2] + verts4->v[2] * scale4[2] + translate[2];
171 n1 = m_bytenormals[verts1->lightnormalindex];
172 n2 = m_bytenormals[verts2->lightnormalindex];
173 n3 = m_bytenormals[verts3->lightnormalindex];
174 n4 = m_bytenormals[verts4->lightnormalindex];
175 avn[0] = n1[0] * lerp1 + n2[0] * lerp2 + n3[0] * lerp3 + n4[0] * lerp4;
176 avn[1] = n1[1] * lerp1 + n2[1] * lerp2 + n3[1] * lerp3 + n4[1] * lerp4;
177 avn[2] = n1[2] * lerp1 + n2[2] * lerp2 + n3[2] * lerp3 + n4[2] * lerp4;
180 verts1++;verts2++;verts3++;verts4++;
185 translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2 + translate3[0] * lerp3;
186 translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2 + translate3[1] * lerp3;
187 translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2 + translate3[2] * lerp3;
189 for (i = 0;i < vertcount;i++)
191 av[0] = verts1->v[0] * scale1[0] + verts2->v[0] * scale2[0] + verts3->v[0] * scale3[0] + translate[0];
192 av[1] = verts1->v[1] * scale1[1] + verts2->v[1] * scale2[1] + verts3->v[1] * scale3[1] + translate[1];
193 av[2] = verts1->v[2] * scale1[2] + verts2->v[2] * scale2[2] + verts3->v[2] * scale3[2] + translate[2];
194 n1 = m_bytenormals[verts1->lightnormalindex];
195 n2 = m_bytenormals[verts2->lightnormalindex];
196 n3 = m_bytenormals[verts3->lightnormalindex];
197 avn[0] = n1[0] * lerp1 + n2[0] * lerp2 + n3[0] * lerp3;
198 avn[1] = n1[1] * lerp1 + n2[1] * lerp2 + n3[1] * lerp3;
199 avn[2] = n1[2] * lerp1 + n2[2] * lerp2 + n3[2] * lerp3;
202 verts1++;verts2++;verts3++;
208 translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2;
209 translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2;
210 translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2;
212 for (i = 0;i < vertcount;i++)
214 av[0] = verts1->v[0] * scale1[0] + verts2->v[0] * scale2[0] + translate[0];
215 av[1] = verts1->v[1] * scale1[1] + verts2->v[1] * scale2[1] + translate[1];
216 av[2] = verts1->v[2] * scale1[2] + verts2->v[2] * scale2[2] + translate[2];
217 n1 = m_bytenormals[verts1->lightnormalindex];
218 n2 = m_bytenormals[verts2->lightnormalindex];
219 avn[0] = n1[0] * lerp1 + n2[0] * lerp2;
220 avn[1] = n1[1] * lerp1 + n2[1] * lerp2;
221 avn[2] = n1[2] * lerp1 + n2[2] * lerp2;
230 translate[0] = translate1[0] * lerp1;
231 translate[1] = translate1[1] * lerp1;
232 translate[2] = translate1[2] * lerp1;
236 // general but almost never used case
237 for (i = 0;i < vertcount;i++)
239 av[0] = verts1->v[0] * scale1[0] + translate[0];
240 av[1] = verts1->v[1] * scale1[1] + translate[1];
241 av[2] = verts1->v[2] * scale1[2] + translate[2];
242 n1 = m_bytenormals[verts1->lightnormalindex];
243 avn[0] = n1[0] * lerp1;
244 avn[1] = n1[1] * lerp1;
245 avn[2] = n1[2] * lerp1;
254 for (i = 0;i < vertcount;i++)
256 av[0] = verts1->v[0] * scale1[0] + translate[0];
257 av[1] = verts1->v[1] * scale1[1] + translate[1];
258 av[2] = verts1->v[2] * scale1[2] + translate[2];
259 VectorCopy(m_bytenormals[verts1->lightnormalindex], avn);
268 void GL_DrawModelMesh(rtexture_t *skin, byte *colors, maliashdr_t *maliashdr)
272 glBindTexture(GL_TEXTURE_2D, R_GetTexture(skin));
276 glColor3f(0.5f, 0.5f, 0.5f);
278 glColor3f(1.0f, 1.0f, 1.0f);
282 glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
283 glEnableClientState(GL_COLOR_ARRAY);
286 glDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata));
289 glDisableClientState(GL_COLOR_ARRAY);
290 // leave it in a state for additional passes
293 glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive
296 void R_TintModel(byte *in, byte *out, int verts, byte *color)
302 for (i = 0;i < verts;i++)
304 out[0] = (byte) ((in[0] * r) >> 8);
305 out[1] = (byte) ((in[1] * g) >> 8);
306 out[2] = (byte) ((in[2] * b) >> 8);
319 void R_LightModel(entity_t *ent, int numverts, vec3_t center, vec3_t basecolor);
320 void R_DrawAliasFrame (maliashdr_t *maliashdr, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, vec3_t angles, vec_t scale, frameblend_t *blend, rtexture_t **skin, int colormap, int effects, int flags)
322 if (gl_transform.value)
327 GL_SetupModelTransform(org, angles, scale);
330 // always needed, for model lighting
331 softwaretransformforentity(ent);
333 R_AliasLerpVerts(maliashdr->numverts,
334 blend[0].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[0].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin,
335 blend[1].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[1].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin,
336 blend[2].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[2].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin,
337 blend[3].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[3].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin);
338 if (!gl_transform.value)
339 R_AliasTransformVerts(maliashdr->numverts);
341 // prep the vertex array as early as possible
344 glVertexPointer(3, GL_FLOAT, 0, aliasvert);
345 glEnableClientState(GL_VERTEX_ARRAY);
346 glTexCoordPointer(2, GL_FLOAT, 0, (void *)((int) maliashdr->texdata + (int) maliashdr));
347 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
348 GL_LockArray(0, maliashdr->numverts);
351 R_LightModel(ent, maliashdr->numverts, org, color);
355 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
356 glShadeModel(GL_SMOOTH);
357 if (effects & EF_ADDITIVE)
359 glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
363 else if (alpha != 1.0)
365 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
375 if (skin[0] || skin[1] || skin[2] || skin[3] || skin[4])
377 if (colormap >= 0 && (skin[0] || skin[1] || skin[2]))
381 GL_DrawModelMesh(skin[0], aliasvertcolor, maliashdr);
384 c = (colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
385 R_TintModel(aliasvertcolor, aliasvertcolor2, maliashdr->numverts, (byte *) (&d_8to24table[c]));
386 GL_DrawModelMesh(skin[1], aliasvertcolor2, maliashdr);
390 c = colormap & 0xF0 ;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
391 R_TintModel(aliasvertcolor, aliasvertcolor2, maliashdr->numverts, (byte *) (&d_8to24table[c]));
392 GL_DrawModelMesh(skin[2], aliasvertcolor2, maliashdr);
397 if (skin[4]) GL_DrawModelMesh(skin[4], aliasvertcolor, maliashdr);
400 if (skin[0]) GL_DrawModelMesh(skin[0], aliasvertcolor, maliashdr);
401 if (skin[1]) GL_DrawModelMesh(skin[1], aliasvertcolor, maliashdr);
402 if (skin[2]) GL_DrawModelMesh(skin[2], aliasvertcolor, maliashdr);
405 if (skin[3]) GL_DrawModelMesh(skin[3], NULL, maliashdr);
408 GL_DrawModelMesh(0, NULL, maliashdr);
413 glDisable (GL_TEXTURE_2D);
414 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
416 glDepthMask(0); // disable zbuffer updates
418 VectorSubtract(org, r_origin, diff);
419 glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
421 glDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata));
423 glEnable (GL_TEXTURE_2D);
427 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
428 glDisableClientState(GL_VERTEX_ARRAY);
430 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
443 void R_DrawQ2AliasFrame (md2mem_t *pheader, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, vec3_t angles, vec_t scale, frameblend_t *blend, rtexture_t *skin, int effects, int flags)
446 md2frame_t *frame1, *frame2, *frame3, *frame4;
449 glBindTexture(GL_TEXTURE_2D, R_GetTexture(skin));
451 if (gl_transform.value)
456 GL_SetupModelTransform(org, angles, scale);
459 // always needed, for model lighting
460 softwaretransformforentity(ent);
462 frame1 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[0].frame));
463 frame2 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[1].frame));
464 frame3 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[2].frame));
465 frame4 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[3].frame));
466 R_AliasLerpVerts(pheader->num_xyz,
467 blend[0].lerp, frame1->verts, frame1->scale, frame1->translate,
468 blend[1].lerp, frame2->verts, frame2->scale, frame2->translate,
469 blend[2].lerp, frame3->verts, frame3->scale, frame3->translate,
470 blend[3].lerp, frame4->verts, frame4->scale, frame4->translate);
471 if (!gl_transform.value)
472 R_AliasTransformVerts(pheader->num_xyz);
474 R_LightModel(ent, pheader->num_xyz, org, color);
478 // LordHavoc: big mess...
479 // using vertex arrays only slightly, although it is enough to prevent duplicates
480 // (saving half the transforms)
481 glVertexPointer(3, GL_FLOAT, 0, aliasvert);
482 glColorPointer(4, GL_UNSIGNED_BYTE, 0, aliasvertcolor);
483 glEnableClientState(GL_VERTEX_ARRAY);
484 glEnableClientState(GL_COLOR_ARRAY);
486 order = (int *)((int)pheader + pheader->ofs_glcmds);
489 if (!(count = *order++))
492 glBegin(GL_TRIANGLE_STRIP);
495 glBegin(GL_TRIANGLE_FAN);
500 glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
501 glArrayElement(order[2]);
507 glDisableClientState(GL_COLOR_ARRAY);
508 glDisableClientState(GL_VERTEX_ARRAY);
512 glDisable (GL_TEXTURE_2D);
513 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
515 glDepthMask(0); // disable zbuffer updates
518 VectorSubtract(org, r_origin, diff);
519 glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
522 // LordHavoc: big mess...
523 // using vertex arrays only slightly, although it is enough to prevent duplicates
524 // (saving half the transforms)
525 glVertexPointer(3, GL_FLOAT, 0, aliasvert);
526 glEnableClientState(GL_VERTEX_ARRAY);
528 order = (int *)((int)pheader + pheader->ofs_glcmds);
531 if (!(count = *order++))
534 glBegin(GL_TRIANGLE_STRIP);
537 glBegin(GL_TRIANGLE_FAN);
542 glArrayElement(order[2]);
548 glDisableClientState(GL_VERTEX_ARRAY);
550 glEnable (GL_TEXTURE_2D);
554 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
558 if (gl_transform.value)
562 void ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, zymbone_t *bone, float rootorigin[3], float rootangles[3], float rootscale)
564 float lerp1, lerp2, lerp3, lerp4;
565 zymbonematrix *out, rootmatrix, m, *bone1, *bone2, *bone3, *bone4;
567 AngleVectors(rootangles, rootmatrix.m[0], rootmatrix.m[1], rootmatrix.m[2]);
568 VectorScale(rootmatrix.m[0], rootscale, rootmatrix.m[0]);
569 VectorScale(rootmatrix.m[1], rootscale, rootmatrix.m[1]);
570 VectorScale(rootmatrix.m[2], rootscale, rootmatrix.m[2]);
571 rootmatrix.m[0][3] = rootorigin[0];
572 rootmatrix.m[1][3] = rootorigin[1];
573 rootmatrix.m[2][3] = rootorigin[2];
574 bone1 = bonebase + blend[0].frame * count;
575 lerp1 = blend[0].lerp;
578 bone2 = bonebase + blend[1].frame * count;
579 lerp2 = blend[1].lerp;
582 bone3 = bonebase + blend[2].frame * count;
583 lerp3 = blend[2].lerp;
587 bone4 = bonebase + blend[3].frame * count;
588 lerp4 = blend[3].lerp;
591 // interpolate matrices
592 m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3 + bone4->m[0][0] * lerp4;
593 m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3 + bone4->m[0][1] * lerp4;
594 m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3 + bone4->m[0][2] * lerp4;
595 m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3 + bone4->m[0][3] * lerp4;
596 m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3 + bone4->m[1][0] * lerp4;
597 m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3 + bone4->m[1][1] * lerp4;
598 m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3 + bone4->m[1][2] * lerp4;
599 m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3 + bone4->m[1][3] * lerp4;
600 m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3 + bone4->m[2][0] * lerp4;
601 m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3 + bone4->m[2][1] * lerp4;
602 m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3 + bone4->m[2][2] * lerp4;
603 m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3 + bone4->m[2][3] * lerp4;
604 if (bone->parent >= 0)
605 R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
607 R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
621 // interpolate matrices
622 m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3;
623 m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3;
624 m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3;
625 m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3;
626 m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3;
627 m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3;
628 m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3;
629 m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3;
630 m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3;
631 m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3;
632 m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3;
633 m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3;
634 if (bone->parent >= 0)
635 R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
637 R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
651 // interpolate matrices
652 m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2;
653 m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2;
654 m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2;
655 m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2;
656 m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2;
657 m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2;
658 m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2;
659 m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2;
660 m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2;
661 m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2;
662 m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2;
663 m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2;
664 if (bone->parent >= 0)
665 R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
667 R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
683 // interpolate matrices
684 m.m[0][0] = bone1->m[0][0] * lerp1;
685 m.m[0][1] = bone1->m[0][1] * lerp1;
686 m.m[0][2] = bone1->m[0][2] * lerp1;
687 m.m[0][3] = bone1->m[0][3] * lerp1;
688 m.m[1][0] = bone1->m[1][0] * lerp1;
689 m.m[1][1] = bone1->m[1][1] * lerp1;
690 m.m[1][2] = bone1->m[1][2] * lerp1;
691 m.m[1][3] = bone1->m[1][3] * lerp1;
692 m.m[2][0] = bone1->m[2][0] * lerp1;
693 m.m[2][1] = bone1->m[2][1] * lerp1;
694 m.m[2][2] = bone1->m[2][2] * lerp1;
695 m.m[2][3] = bone1->m[2][3] * lerp1;
696 if (bone->parent >= 0)
697 R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
699 R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
710 if (bone->parent >= 0)
711 R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &bone1->m[0], &out->m[0]);
713 R_ConcatTransforms(&rootmatrix.m[0], &bone1->m[0], &out->m[0]);
722 void ZymoticTransformVerts(int vertcount, int *bonecounts, zymvertex_t *vert)
725 float *out = aliasvert;
726 zymbonematrix *matrix;
730 // FIXME: validate bonecounts at load time (must be >= 1)
733 matrix = &zymbonepose[vert->bonenum];
734 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];
735 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];
736 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];
744 matrix = &zymbonepose[vert->bonenum];
745 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];
746 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];
747 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];
755 void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist)
758 float *out, v1[3], v2[3], normal[3];
761 memset(aliasvertnorm, 0, sizeof(float[3]) * vertcount);
762 memset(aliasvertusage, 0, sizeof(int) * vertcount);
763 // parse render list and accumulate surface normals
772 v1[0] = aliasvert[a+0] - aliasvert[b+0];
773 v1[1] = aliasvert[a+1] - aliasvert[b+1];
774 v1[2] = aliasvert[a+2] - aliasvert[b+2];
775 v2[0] = aliasvert[c+0] - aliasvert[b+0];
776 v2[1] = aliasvert[c+1] - aliasvert[b+1];
777 v2[2] = aliasvert[c+2] - aliasvert[b+2];
778 CrossProduct(v1, v2, normal);
779 VectorNormalize(normal);
780 // add surface normal to vertices
781 aliasvertnorm[a+0] += normal[0];
782 aliasvertnorm[a+1] += normal[1];
783 aliasvertnorm[a+2] += normal[2];
785 aliasvertnorm[b+0] += normal[0];
786 aliasvertnorm[b+1] += normal[1];
787 aliasvertnorm[b+2] += normal[2];
789 aliasvertnorm[c+0] += normal[0];
790 aliasvertnorm[c+1] += normal[1];
791 aliasvertnorm[c+2] += normal[2];
796 // average surface normals
813 void GL_DrawZymoticModelMesh(byte *colors, zymtype1header_t *m)
815 int i, c, *renderlist;
816 rtexture_t **texture;
819 renderlist = (int *)(m->lump_render.start + (int) m);
820 texture = (rtexture_t **)(m->lump_shaders.start + (int) m);
821 glVertexPointer(3, GL_FLOAT, 0, aliasvert);
822 glEnableClientState(GL_VERTEX_ARRAY);
824 glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
825 glEnableClientState(GL_COLOR_ARRAY);
827 glTexCoordPointer(2, GL_FLOAT, 0, (float *)(m->lump_texcoords.start + (int) m));
828 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
830 for (i = 0;i < m->numshaders;i++)
832 c = (*renderlist++) * 3;
833 glBindTexture(GL_TEXTURE_2D, R_GetTexture(*texture));
835 glDrawElements(GL_TRIANGLES, c, GL_UNSIGNED_INT, renderlist);
839 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
841 glDisableClientState(GL_COLOR_ARRAY);
843 glDisableClientState(GL_VERTEX_ARRAY);
846 void GL_DrawZymoticModelMeshFog(vec3_t org, zymtype1header_t *m)
849 int i, c, *renderlist;
852 renderlist = (int *)(m->lump_render.start + (int) m);
853 glDisable(GL_TEXTURE_2D);
854 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
856 glDepthMask(0); // disable zbuffer updates
858 VectorSubtract(org, r_origin, diff);
859 glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
861 glVertexPointer(3, GL_FLOAT, 0, aliasvert);
862 glEnableClientState(GL_VERTEX_ARRAY);
864 for (i = 0;i < m->numshaders;i++)
866 c = (*renderlist++) * 3;
867 glDrawElements(GL_TRIANGLES, c, GL_UNSIGNED_INT, renderlist);
871 glDisableClientState(GL_VERTEX_ARRAY);
873 glEnable(GL_TEXTURE_2D);
882 void R_DrawZymoticFrame (zymtype1header_t *m, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, vec3_t angles, vec_t scale, frameblend_t *blend, int skinblah, int effects, int flags)
884 ZymoticLerpBones(m->numbones, (zymbonematrix *)(m->lump_poses.start + (int) m), blend, (zymbone_t *)(m->lump_bones.start + (int) m), org, angles, scale);
885 ZymoticTransformVerts(m->numverts, (int *)(m->lump_vertbonecounts.start + (int) m), (zymvertex_t *)(m->lump_verts.start + (int) m));
886 ZymoticCalcNormals(m->numverts, m->numshaders, (int *)(m->lump_render.start + (int) m));
888 R_LightModel(ent, m->numverts, org, color);
892 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
893 glShadeModel(GL_SMOOTH);
894 if (effects & EF_ADDITIVE)
896 glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
900 else if (alpha != 1.0)
902 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
912 GL_DrawZymoticModelMesh(aliasvertcolor, m);
915 GL_DrawZymoticModelMeshFog(org, m);
917 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
928 void R_DrawAliasModel (entity_t *ent, int cull, float alpha, model_t *clmodel, frameblend_t *blend, int skin, vec3_t org, vec3_t angles, vec_t scale, int effects, int flags, int colormap)
931 vec3_t mins, maxs, color;
933 rtexture_t **skinset;
935 if (alpha < (1.0 / 64.0))
936 return; // basically completely transparent
938 VectorAdd (org, clmodel->mins, mins);
939 VectorAdd (org, clmodel->maxs, maxs);
941 // if (cull && R_CullBox (mins, maxs))
946 if (skin < 0 || skin >= clmodel->numskins)
949 Con_DPrintf("invalid skin number %d for model %s\n", skin, clmodel->name);
952 modelheader = Mod_Extradata (clmodel);
955 // int *skinanimrange = (int *) (clmodel->skinanimrange + (int) modelheader) + skin * 2;
956 // int *skinanim = (int *) (clmodel->skinanim + (int) modelheader);
957 int *skinanimrange = clmodel->skinanimrange + skin * 2;
958 rtexture_t **skinanim = clmodel->skinanim;
959 i = skinanimrange[0];
960 if (skinanimrange[1] > 1) // animated
961 i += ((int) (cl.time * 10) % skinanimrange[1]);
962 skinset = skinanim + i*5;
966 glEnable (GL_TEXTURE_2D);
968 c_alias_polys += clmodel->numtris;
969 if (clmodel->aliastype == ALIASTYPE_ZYM)
970 R_DrawZymoticFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, 0 , effects, flags);
971 else if (clmodel->aliastype == ALIASTYPE_MD2)
972 R_DrawQ2AliasFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, skinset[0] , effects, flags);
974 R_DrawAliasFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, skinset , colormap, effects, flags);