3 #include "cl_collision.h"
11 // LordHavoc: vertex arrays
13 float *aliasvertcolorbuf;
14 float *aliasvertcolor; // this may point at aliasvertcolorbuf or at vertex arrays in the mesh backend
15 float *aliasvert_svectors;
16 float *aliasvert_tvectors;
17 float *aliasvert_normals;
19 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 aliasvertcolor = aliasvertcolorbuf = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
30 aliasvert_svectors = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
31 aliasvert_tvectors = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
32 aliasvert_normals = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
33 aliasvertcolor2 = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4])); // used temporarily for tinted coloring
34 zymbonepose = Mem_Alloc(gl_models_mempool, sizeof(zymbonematrix[256]));
35 aliasvertusage = Mem_Alloc(gl_models_mempool, sizeof(int[MD2MAX_VERTS]));
38 void gl_models_shutdown(void)
40 Mem_FreePool(&gl_models_mempool);
43 void gl_models_newmap(void)
47 void GL_Models_Init(void)
49 R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap);
52 void R_Model_Alias_GetMeshVerts(const entity_render_t *ent, aliasmesh_t *mesh, float *vertices, float *normals, float *svectors, float *tvectors)
55 float lerp1, lerp2, lerp3, lerp4;
56 const aliasvertex_t *verts1, *verts2, *verts3, *verts4;
59 Host_Error("R_Model_Alias_GetMeshVerts: vertices == NULL.\n");
60 if (svectors != NULL && (tvectors == NULL || normals == NULL))
61 Host_Error("R_Model_Alias_GetMeshVerts: svectors requires tvectors and normals.\n");
62 if (tvectors != NULL && (svectors == NULL || normals == NULL))
63 Host_Error("R_Model_Alias_GetMeshVerts: tvectors requires svectors and normals.\n");
65 vertcount = mesh->num_vertices;
66 verts1 = mesh->data_vertices + ent->frameblend[0].frame * vertcount;
67 lerp1 = ent->frameblend[0].lerp;
68 if (ent->frameblend[1].lerp)
70 verts2 = mesh->data_vertices + ent->frameblend[1].frame * vertcount;
71 lerp2 = ent->frameblend[1].lerp;
72 if (ent->frameblend[2].lerp)
74 verts3 = mesh->data_vertices + ent->frameblend[2].frame * vertcount;
75 lerp3 = ent->frameblend[2].lerp;
76 if (ent->frameblend[3].lerp)
78 verts4 = mesh->data_vertices + ent->frameblend[3].frame * vertcount;
79 lerp4 = ent->frameblend[3].lerp;
83 for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, svectors += 4, tvectors += 4, verts1++, verts2++, verts3++, verts4++)
85 VectorMAMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, lerp4, verts4->origin, vertices);
86 VectorMAMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, lerp4, verts4->normal, normals);
87 VectorMAMAMAM(lerp1, verts1->svector, lerp2, verts2->svector, lerp3, verts3->svector, lerp4, verts4->svector, svectors);
88 CrossProduct(svectors, normals, tvectors);
91 else if (normals != NULL)
93 for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, verts1++, verts2++, verts3++, verts4++)
95 VectorMAMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, lerp4, verts4->origin, vertices);
96 VectorMAMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, lerp4, verts4->normal, normals);
100 for (i = 0;i < vertcount;i++, vertices += 4, verts1++, verts2++, verts3++, verts4++)
101 VectorMAMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, lerp4, verts4->origin, vertices);
106 if (svectors != NULL)
108 for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, svectors += 4, tvectors += 4, verts1++, verts2++, verts3++)
110 VectorMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, vertices);
111 VectorMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, normals);
112 VectorMAMAM(lerp1, verts1->svector, lerp2, verts2->svector, lerp3, verts3->svector, svectors);
113 CrossProduct(svectors, normals, tvectors);
116 else if (normals != NULL)
118 for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, verts1++, verts2++, verts3++)
120 VectorMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, vertices);
121 VectorMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, normals);
125 for (i = 0;i < vertcount;i++, vertices += 4, verts1++, verts2++, verts3++)
126 VectorMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, vertices);
132 if (svectors != NULL)
134 for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, svectors += 4, tvectors += 4, verts1++, verts2++)
136 VectorMAM(lerp1, verts1->origin, lerp2, verts2->origin, vertices);
137 VectorMAM(lerp1, verts1->normal, lerp2, verts2->normal, normals);
138 VectorMAM(lerp1, verts1->svector, lerp2, verts2->svector, svectors);
139 CrossProduct(svectors, normals, tvectors);
142 else if (normals != NULL)
144 for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, verts1++, verts2++)
146 VectorMAM(lerp1, verts1->origin, lerp2, verts2->origin, vertices);
147 VectorMAM(lerp1, verts1->normal, lerp2, verts2->normal, normals);
151 for (i = 0;i < vertcount;i++, vertices += 4, verts1++, verts2++)
152 VectorMAM(lerp1, verts1->origin, lerp2, verts2->origin, vertices);
158 if (svectors != NULL)
160 for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, svectors += 4, tvectors += 4, verts1++)
162 VectorM(lerp1, verts1->origin, vertices);
163 VectorM(lerp1, verts1->normal, normals);
164 VectorM(lerp1, verts1->svector, svectors);
165 CrossProduct(svectors, normals, tvectors);
168 else if (normals != NULL)
170 for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, verts1++)
172 VectorM(lerp1, verts1->origin, vertices);
173 VectorM(lerp1, verts1->normal, normals);
178 for (i = 0;i < vertcount;i++, vertices += 4, verts1++)
179 VectorM(lerp1, verts1->origin, vertices);
182 for (i = 0;i < vertcount;i++, vertices += 4, verts1++)
183 VectorCopy(verts1->origin, vertices);
187 aliasskin_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mesh)
189 model_t *model = ent->model;
190 int s = ent->skinnum;
191 if ((unsigned int)s >= (unsigned int)model->numskins)
193 if (model->skinscenes[s].framecount > 1)
194 s = model->skinscenes[s].firstframe + (int) (cl.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
196 s = model->skinscenes[s].firstframe;
197 if (s >= mesh->num_skins)
199 return mesh->data_skins + s;
202 void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
204 int c, fullbright, layernum;
205 float tint[3], fog, ifog, colorscale;
209 const entity_render_t *ent = calldata1;
210 aliasmesh_t *mesh = ent->model->aliasdata_meshes + calldata2;
214 R_Mesh_Matrix(&ent->matrix);
219 VectorSubtract(ent->origin, r_origin, diff);
220 fog = DotProduct(diff,diff);
223 fog = exp(fogdensity/fog);
228 // fog method: darken, additive fog
229 // 1. render model as normal, scaled by inverse of fog alpha (darkens it)
230 // 2. render fog as additive
234 memset(&m, 0, sizeof(m));
235 skin = R_FetchAliasSkin(ent, mesh);
236 for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
238 if (((layer->flags & ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED) && ent->colormap < 0)
239 || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0)
240 || (layer->flags & ALIASLAYER_DRAW_PER_LIGHT))
242 if (layer->flags & ALIASLAYER_FOG)
244 m.blendfunc1 = GL_SRC_ALPHA;
245 m.blendfunc2 = GL_ONE;
246 colorscale = r_colorscale;
247 m.texrgbscale[0] = 1;
248 m.tex[0] = R_GetTexture(layer->texture);
250 GL_Color(fogcolor[0] * fog * colorscale, fogcolor[1] * fog * colorscale, fogcolor[2] * fog * colorscale, ent->alpha);
251 c_alias_polys += mesh->num_triangles;
252 R_Mesh_GetSpace(mesh->num_vertices);
253 R_Model_Alias_GetMeshVerts(ent, mesh, varray_vertex, aliasvert_normals, NULL, NULL);
254 memcpy(varray_texcoord[0], mesh->data_texcoords, mesh->num_vertices * sizeof(float[4]));
255 R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_elements);
258 if ((layer->flags & ALIASLAYER_ADD) || ((layer->flags & ALIASLAYER_ALPHA) && (ent->effects & EF_ADDITIVE)))
260 m.blendfunc1 = GL_SRC_ALPHA;
261 m.blendfunc2 = GL_ONE;
263 else if ((layer->flags & ALIASLAYER_ALPHA) || ent->alpha != 1.0)
265 m.blendfunc1 = GL_SRC_ALPHA;
266 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
270 m.blendfunc1 = GL_ONE;
271 m.blendfunc2 = GL_ZERO;
273 colorscale = r_colorscale;
274 m.texrgbscale[0] = 1;
275 if (gl_combine.integer)
278 m.texrgbscale[0] = 4;
280 m.tex[0] = R_GetTexture(layer->texture);
282 if (layer->flags & ALIASLAYER_COLORMAP_PANTS)
284 // 128-224 are backwards ranges
285 c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
286 bcolor = (qbyte *) (&palette_complete[c]);
287 fullbright = c >= 224;
288 VectorScale(bcolor, (1.0f / 255.0f), tint);
290 else if (layer->flags & ALIASLAYER_COLORMAP_SHIRT)
292 // 128-224 are backwards ranges
293 c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
294 bcolor = (qbyte *) (&palette_complete[c]);
295 fullbright = c >= 224;
296 VectorScale(bcolor, (1.0f / 255.0f), tint);
300 tint[0] = tint[1] = tint[2] = 1;
303 VectorScale(tint, ifog * colorscale, tint);
304 if (!(layer->flags & ALIASLAYER_DIFFUSE))
306 if (ent->effects & EF_FULLBRIGHT)
308 c_alias_polys += mesh->num_triangles;
309 R_Mesh_GetSpace(mesh->num_vertices);
310 R_Model_Alias_GetMeshVerts(ent, mesh, varray_vertex, aliasvert_normals, NULL, NULL);
311 memcpy(varray_texcoord[0], mesh->data_texcoords, mesh->num_vertices * sizeof(float[4]));
313 GL_Color(tint[0], tint[1], tint[2], ent->alpha);
315 R_LightModel(ent, mesh->num_vertices, varray_vertex, aliasvert_normals, varray_color, tint[0], tint[1], tint[2], false);
316 R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_elements);
320 void R_Model_Alias_Draw(entity_render_t *ent)
324 if (ent->alpha < (1.0f / 64.0f))
325 return; // basically completely transparent
329 for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++, mesh++)
331 if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchAliasSkin(ent, mesh)->flags & ALIASSKIN_TRANSPARENT)
332 R_MeshQueue_AddTransparent(ent->origin, R_DrawAliasModelCallback, ent, meshnum);
334 R_DrawAliasModelCallback(ent, meshnum);
338 void R_Model_Alias_DrawFakeShadow (entity_render_t *ent)
344 float *v, planenormal[3], planedist, dist, projection[3], floororigin[3], surfnormal[3], lightdirection[3], v2[3];
346 if ((ent->effects & EF_ADDITIVE) || ent->alpha < 1)
349 lightdirection[0] = 0.5;
350 lightdirection[1] = 0.2;
351 lightdirection[2] = -1;
352 VectorNormalizeFast(lightdirection);
354 VectorMA(ent->origin, 65536.0f, lightdirection, v2);
355 if (CL_TraceLine(ent->origin, v2, floororigin, surfnormal, 0, false, NULL) == 1)
358 R_Mesh_Matrix(&ent->matrix);
360 memset(&m, 0, sizeof(m));
361 m.blendfunc1 = GL_SRC_ALPHA;
362 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
364 GL_Color(0, 0, 0, 0.5);
366 // put a light direction in the entity's coordinate space
367 Matrix4x4_Transform3x3(&ent->inversematrix, lightdirection, projection);
368 VectorNormalizeFast(projection);
370 // put the plane's normal in the entity's coordinate space
371 Matrix4x4_Transform3x3(&ent->inversematrix, surfnormal, planenormal);
372 VectorNormalizeFast(planenormal);
374 // put the plane's distance in the entity's coordinate space
375 VectorSubtract(floororigin, ent->origin, floororigin);
376 planedist = DotProduct(floororigin, surfnormal) + 2;
378 dist = -1.0f / DotProduct(projection, planenormal);
379 VectorScale(projection, dist, projection);
380 for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++)
382 skin = R_FetchAliasSkin(ent, mesh);
383 if (skin->flags & ALIASSKIN_TRANSPARENT)
385 R_Mesh_GetSpace(mesh->num_vertices);
386 R_Model_Alias_GetMeshVerts(ent, mesh, varray_vertex, NULL, NULL, NULL);
387 for (i = 0, v = varray_vertex;i < mesh->num_vertices;i++, v += 4)
389 dist = DotProduct(v, planenormal) - planedist;
391 VectorMA(v, dist, projection, v);
393 c_alias_polys += mesh->num_triangles;
394 R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_elements);
398 void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
403 float projectdistance;
404 if (ent->effects & EF_ADDITIVE || ent->alpha < 1)
406 projectdistance = lightradius + ent->model->radius - sqrt(DotProduct(relativelightorigin, relativelightorigin));
407 if (projectdistance > 0.1)
409 R_Mesh_Matrix(&ent->matrix);
410 for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++, mesh++)
412 skin = R_FetchAliasSkin(ent, mesh);
413 if (skin->flags & ALIASSKIN_TRANSPARENT)
415 R_Mesh_GetSpace(mesh->num_vertices * 2);
416 R_Model_Alias_GetMeshVerts(ent, mesh, varray_vertex, NULL, NULL, NULL);
417 R_Shadow_Volume(mesh->num_vertices, mesh->num_triangles, mesh->data_elements, mesh->data_neighbors, relativelightorigin, lightradius, projectdistance);
422 void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
424 int c, meshnum, layernum;
425 float fog, ifog, lightcolor2[3], *vertices;
432 if (ent->effects & (EF_ADDITIVE | EF_FULLBRIGHT) || ent->alpha < 1)
435 R_Mesh_Matrix(&ent->matrix);
440 VectorSubtract(ent->origin, r_origin, diff);
441 fog = DotProduct(diff,diff);
444 fog = exp(fogdensity/fog);
449 // fog method: darken, additive fog
450 // 1. render model as normal, scaled by inverse of fog alpha (darkens it)
451 // 2. render fog as additive
455 for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++, mesh++)
457 skin = R_FetchAliasSkin(ent, mesh);
458 if (skin->flags & ALIASSKIN_TRANSPARENT)
460 vertices = R_Shadow_VertexBuffer(mesh->num_vertices);
461 R_Model_Alias_GetMeshVerts(ent, mesh, vertices, aliasvert_normals, aliasvert_svectors, aliasvert_tvectors);
462 for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
464 if (!(layer->flags & ALIASLAYER_DRAW_PER_LIGHT)
465 || ((layer->flags & ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED) && ent->colormap < 0)
466 || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0))
468 lightcolor2[0] = lightcolor[0] * ifog;
469 lightcolor2[1] = lightcolor[1] * ifog;
470 lightcolor2[2] = lightcolor[2] * ifog;
471 if (layer->flags & ALIASLAYER_SPECULAR)
473 c_alias_polys += mesh->num_triangles;
474 R_Shadow_SpecularLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_elements, vertices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, mesh->data_texcoords, relativelightorigin, relativeeyeorigin, lightradius, lightcolor2, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, NULL);
476 else if (layer->flags & ALIASLAYER_DIFFUSE)
478 if (layer->flags & ALIASLAYER_COLORMAP_PANTS)
480 // 128-224 are backwards ranges
481 c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
482 // fullbright passes were already taken care of, so skip them in realtime lighting passes
485 bcolor = (qbyte *) (&palette_complete[c]);
486 lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f);
487 lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f);
488 lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
490 else if (layer->flags & ALIASLAYER_COLORMAP_SHIRT)
492 // 128-224 are backwards ranges
493 c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
494 // fullbright passes were already taken care of, so skip them in realtime lighting passes
497 bcolor = (qbyte *) (&palette_complete[c]);
498 lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f);
499 lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f);
500 lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
502 c_alias_polys += mesh->num_triangles;
503 R_Shadow_DiffuseLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_elements, vertices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, mesh->data_texcoords, relativelightorigin, lightradius, lightcolor2, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, NULL);
509 int ZymoticLerpBones(int count, const zymbonematrix *bonebase, const frameblend_t *blend, const zymbone_t *bone)
512 float lerp1, lerp2, lerp3, lerp4;
513 zymbonematrix *out, rootmatrix, m;
514 const zymbonematrix *bone1, *bone2, *bone3, *bone4;
516 rootmatrix.m[0][0] = 1;
517 rootmatrix.m[0][1] = 0;
518 rootmatrix.m[0][2] = 0;
519 rootmatrix.m[0][3] = 0;
520 rootmatrix.m[1][0] = 0;
521 rootmatrix.m[1][1] = 1;
522 rootmatrix.m[1][2] = 0;
523 rootmatrix.m[1][3] = 0;
524 rootmatrix.m[2][0] = 0;
525 rootmatrix.m[2][1] = 0;
526 rootmatrix.m[2][2] = 1;
527 rootmatrix.m[2][3] = 0;
529 bone1 = bonebase + blend[0].frame * count;
530 lerp1 = blend[0].lerp;
533 bone2 = bonebase + blend[1].frame * count;
534 lerp2 = blend[1].lerp;
537 bone3 = bonebase + blend[2].frame * count;
538 lerp3 = blend[2].lerp;
542 bone4 = bonebase + blend[3].frame * count;
543 lerp4 = blend[3].lerp;
544 for (i = 0, out = zymbonepose;i < count;i++, out++)
546 // interpolate matrices
547 m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3 + bone4->m[0][0] * lerp4;
548 m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3 + bone4->m[0][1] * lerp4;
549 m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3 + bone4->m[0][2] * lerp4;
550 m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3 + bone4->m[0][3] * lerp4;
551 m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3 + bone4->m[1][0] * lerp4;
552 m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3 + bone4->m[1][1] * lerp4;
553 m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3 + bone4->m[1][2] * lerp4;
554 m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3 + bone4->m[1][3] * lerp4;
555 m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3 + bone4->m[2][0] * lerp4;
556 m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3 + bone4->m[2][1] * lerp4;
557 m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3 + bone4->m[2][2] * lerp4;
558 m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3 + bone4->m[2][3] * lerp4;
559 if (bone->parent >= 0)
560 R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
562 R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
573 for (i = 0, out = zymbonepose;i < count;i++, out++)
575 // interpolate matrices
576 m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3;
577 m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3;
578 m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3;
579 m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3;
580 m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3;
581 m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3;
582 m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3;
583 m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3;
584 m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3;
585 m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3;
586 m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3;
587 m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3;
588 if (bone->parent >= 0)
589 R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
591 R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
602 for (i = 0, out = zymbonepose;i < count;i++, out++)
604 // interpolate matrices
605 m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2;
606 m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2;
607 m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2;
608 m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2;
609 m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2;
610 m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2;
611 m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2;
612 m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2;
613 m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2;
614 m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2;
615 m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2;
616 m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2;
617 if (bone->parent >= 0)
618 R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
620 R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
633 for (i = 0, out = zymbonepose;i < count;i++, out++)
635 // interpolate matrices
636 m.m[0][0] = bone1->m[0][0] * lerp1;
637 m.m[0][1] = bone1->m[0][1] * lerp1;
638 m.m[0][2] = bone1->m[0][2] * lerp1;
639 m.m[0][3] = bone1->m[0][3] * lerp1;
640 m.m[1][0] = bone1->m[1][0] * lerp1;
641 m.m[1][1] = bone1->m[1][1] * lerp1;
642 m.m[1][2] = bone1->m[1][2] * lerp1;
643 m.m[1][3] = bone1->m[1][3] * lerp1;
644 m.m[2][0] = bone1->m[2][0] * lerp1;
645 m.m[2][1] = bone1->m[2][1] * lerp1;
646 m.m[2][2] = bone1->m[2][2] * lerp1;
647 m.m[2][3] = bone1->m[2][3] * lerp1;
648 if (bone->parent >= 0)
649 R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
651 R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
659 for (i = 0, out = zymbonepose;i < count;i++, out++)
661 if (bone->parent >= 0)
662 R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &bone1->m[0][0], &out->m[0][0]);
664 R_ConcatTransforms(&rootmatrix.m[0][0], &bone1->m[0][0], &out->m[0][0]);
673 void ZymoticTransformVerts(int vertcount, float *vertex, int *bonecounts, zymvertex_t *vert)
677 zymbonematrix *matrix;
681 // FIXME: validate bonecounts at load time (must be >= 1)
682 // FIXME: need 4th component in origin, for how much of the translate to blend in
685 matrix = &zymbonepose[vert->bonenum];
686 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];
687 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];
688 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];
696 matrix = &zymbonepose[vert->bonenum];
697 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];
698 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];
699 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];
707 void ZymoticCalcNormals(int vertcount, float *vertex, float *normals, int shadercount, int *renderlist)
710 float *out, v1[3], v2[3], normal[3], s;
713 memset(normals, 0, sizeof(float) * vertcount * 3);
714 memset(aliasvertusage, 0, sizeof(int) * vertcount);
715 // parse render list and accumulate surface normals
724 v1[0] = vertex[a+0] - vertex[b+0];
725 v1[1] = vertex[a+1] - vertex[b+1];
726 v1[2] = vertex[a+2] - vertex[b+2];
727 v2[0] = vertex[c+0] - vertex[b+0];
728 v2[1] = vertex[c+1] - vertex[b+1];
729 v2[2] = vertex[c+2] - vertex[b+2];
730 CrossProduct(v1, v2, normal);
731 VectorNormalizeFast(normal);
732 // add surface normal to vertices
733 a = renderlist[0] * 3;
734 normals[a+0] += normal[0];
735 normals[a+1] += normal[1];
736 normals[a+2] += normal[2];
737 aliasvertusage[renderlist[0]]++;
738 a = renderlist[1] * 3;
739 normals[a+0] += normal[0];
740 normals[a+1] += normal[1];
741 normals[a+2] += normal[2];
742 aliasvertusage[renderlist[1]]++;
743 a = renderlist[2] * 3;
744 normals[a+0] += normal[0];
745 normals[a+1] += normal[1];
746 normals[a+2] += normal[2];
747 aliasvertusage[renderlist[2]]++;
751 // FIXME: precalc this
752 // average surface normals
769 void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2)
771 float fog, ifog, colorscale;
773 int i, *renderlist, *elements;
776 const entity_render_t *ent = calldata1;
777 int shadernum = calldata2;
778 int numverts, numtriangles;
780 R_Mesh_Matrix(&ent->matrix);
782 // find the vertex index list and texture
783 renderlist = ent->model->zymdata_renderlist;
784 for (i = 0;i < shadernum;i++)
785 renderlist += renderlist[0] * 3 + 1;
786 texture = ent->model->zymdata_textures[shadernum];
788 numverts = ent->model->zymnum_verts;
789 numtriangles = *renderlist++;
790 elements = renderlist;
795 VectorSubtract(ent->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
810 memset(&mstate, 0, sizeof(mstate));
811 if (ent->effects & EF_ADDITIVE)
813 mstate.blendfunc1 = GL_SRC_ALPHA;
814 mstate.blendfunc2 = GL_ONE;
816 else if (ent->alpha != 1.0 || R_TextureHasAlpha(texture))
818 mstate.blendfunc1 = GL_SRC_ALPHA;
819 mstate.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
823 mstate.blendfunc1 = GL_ONE;
824 mstate.blendfunc2 = GL_ZERO;
826 colorscale = r_colorscale;
827 if (gl_combine.integer)
829 mstate.texrgbscale[0] = 4;
832 mstate.tex[0] = R_GetTexture(texture);
833 R_Mesh_State(&mstate);
834 ZymoticLerpBones(ent->model->zymnum_bones, (zymbonematrix *) ent->model->zymdata_poses, ent->frameblend, ent->model->zymdata_bones);
836 R_Mesh_GetSpace(numverts);
837 ZymoticTransformVerts(numverts, varray_vertex, ent->model->zymdata_vertbonecounts, ent->model->zymdata_verts);
838 memcpy(varray_texcoord[0], ent->model->zymdata_texcoords, ent->model->zymnum_verts * sizeof(float[4]));
839 ZymoticCalcNormals(numverts, varray_vertex, aliasvert_normals, ent->model->zymnum_shaders, ent->model->zymdata_renderlist);
840 R_LightModel(ent, numverts, varray_vertex, aliasvert_normals, varray_color, ifog * colorscale, ifog * colorscale, ifog * colorscale, false);
841 R_Mesh_Draw(numverts, numtriangles, elements);
842 c_alias_polys += numtriangles;
846 memset(&mstate, 0, sizeof(mstate));
847 mstate.blendfunc1 = GL_SRC_ALPHA;
848 mstate.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
849 // FIXME: need alpha mask for fogging...
850 //mstate.tex[0] = R_GetTexture(texture);
851 R_Mesh_State(&mstate);
852 GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, ent->alpha * fog);
853 R_Mesh_GetSpace(numverts);
854 ZymoticTransformVerts(numverts, varray_vertex, ent->model->zymdata_vertbonecounts, ent->model->zymdata_verts);
855 R_Mesh_Draw(numverts, numtriangles, elements);
856 c_alias_polys += numtriangles;
860 void R_Model_Zymotic_Draw(entity_render_t *ent)
864 if (ent->alpha < (1.0f / 64.0f))
865 return; // basically completely transparent
869 for (i = 0;i < ent->model->zymnum_shaders;i++)
871 if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_TextureHasAlpha(ent->model->zymdata_textures[i]))
872 R_MeshQueue_AddTransparent(ent->origin, R_DrawZymoticModelMeshCallback, ent, i);
874 R_DrawZymoticModelMeshCallback(ent, i);
878 void R_Model_Zymotic_DrawFakeShadow(entity_render_t *ent)
883 void R_Model_Zymotic_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, float lightradius2, float lightdistbias, float lightsubtract, float *lightcolor)
888 void R_Model_Zymotic_DrawOntoLight(entity_render_t *ent)