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(entity_render_t *ent)
203 model_t *model = ent->model;
204 if (model->skinscenes[ent->skinnum].framecount > 1)
205 return &model->skinframes[model->skinscenes[ent->skinnum].firstframe + (int) (cl.time * 10) % model->skinscenes[ent->skinnum].framecount];
207 return &model->skinframes[model->skinscenes[ent->skinnum].firstframe];
210 void R_SetupMDLMD2Frames(entity_render_t *ent, float colorr, float colorg, float colorb)
212 md2frame_t *frame1, *frame2, *frame3, *frame4;
213 trivertx_t *frame1verts, *frame2verts, *frame3verts, *frame4verts;
217 frame1 = &model->mdlmd2data_frames[ent->frameblend[0].frame];
218 frame2 = &model->mdlmd2data_frames[ent->frameblend[1].frame];
219 frame3 = &model->mdlmd2data_frames[ent->frameblend[2].frame];
220 frame4 = &model->mdlmd2data_frames[ent->frameblend[3].frame];
221 frame1verts = &model->mdlmd2data_pose[ent->frameblend[0].frame * model->numverts];
222 frame2verts = &model->mdlmd2data_pose[ent->frameblend[1].frame * model->numverts];
223 frame3verts = &model->mdlmd2data_pose[ent->frameblend[2].frame * model->numverts];
224 frame4verts = &model->mdlmd2data_pose[ent->frameblend[3].frame * model->numverts];
225 R_AliasLerpVerts(model->numverts,
226 ent->frameblend[0].lerp, frame1verts, frame1->scale, frame1->translate,
227 ent->frameblend[1].lerp, frame2verts, frame2->scale, frame2->translate,
228 ent->frameblend[2].lerp, frame3verts, frame3->scale, frame3->translate,
229 ent->frameblend[3].lerp, frame4verts, frame4->scale, frame4->translate);
231 R_LightModel(ent, model->numverts, colorr, colorg, colorb, false);
233 R_AliasTransformVerts(model->numverts);
236 void R_DrawQ1Q2AliasModelCallback (void *calldata1, int calldata2)
238 int c, pantsfullbright, shirtfullbright, colormapped;
239 float pantscolor[3], shirtcolor[3];
245 skinframe_t *skinframe;
246 entity_render_t *ent;
249 softwaretransformforentity(ent);
254 VectorSubtract(ent->origin, r_origin, diff);
255 fog = DotProduct(diff,diff);
258 fog = exp(fogdensity/fog);
263 // fog method: darken, additive fog
264 // 1. render model as normal, scaled by inverse of fog alpha (darkens it)
265 // 2. render fog as additive
270 skinframe = R_FetchSkinFrame(ent);
272 colormapped = !skinframe->merged || (ent->colormap >= 0 && skinframe->base && (skinframe->pants || skinframe->shirt));
273 if (!colormapped && !fog && !skinframe->glow && !skinframe->fog)
275 // fastpath for the normal situation (one texture)
276 memset(&m, 0, sizeof(m));
277 if (ent->effects & EF_ADDITIVE)
279 m.blendfunc1 = GL_SRC_ALPHA;
280 m.blendfunc2 = GL_ONE;
282 else if (ent->alpha != 1.0 || skinframe->fog != NULL)
284 m.blendfunc1 = GL_SRC_ALPHA;
285 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
289 m.blendfunc1 = GL_ONE;
290 m.blendfunc2 = GL_ZERO;
292 m.numtriangles = model->numtris;
293 m.numverts = model->numverts;
294 m.tex[0] = R_GetTexture(skinframe->merged);
296 c_alias_polys += m.numtriangles;
297 if (R_Mesh_Draw_GetBuffer(&m, true))
299 memcpy(m.index, model->mdlmd2data_indices, m.numtriangles * sizeof(int[3]));
300 memcpy(m.texcoords[0], model->mdlmd2data_texcoords, m.numverts * sizeof(float[2]));
302 aliasvert = m.vertex;
303 aliasvertcolor = m.color;
304 R_SetupMDLMD2Frames(ent, m.colorscale * (1 - fog), m.colorscale * (1 - fog), m.colorscale * (1 - fog));
305 aliasvert = aliasvertbuf;
306 aliasvertcolor = aliasvertcolorbuf;
313 R_SetupMDLMD2Frames(ent, 1 - fog, 1 - fog, 1 - fog);
317 // 128-224 are backwards ranges
318 c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
319 bcolor = (qbyte *) (&d_8to24table[c]);
320 pantsfullbright = c >= 224;
321 VectorScale(bcolor, (1.0f / 255.0f), pantscolor);
322 c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
323 bcolor = (qbyte *) (&d_8to24table[c]);
324 shirtfullbright = c >= 224;
325 VectorScale(bcolor, (1.0f / 255.0f), shirtcolor);
329 pantscolor[0] = pantscolor[1] = pantscolor[2] = shirtcolor[0] = shirtcolor[1] = shirtcolor[2] = 1;
330 pantsfullbright = shirtfullbright = false;
333 memset(&m, 0, sizeof(m));
334 if (ent->effects & EF_ADDITIVE)
336 m.blendfunc1 = GL_SRC_ALPHA;
337 m.blendfunc2 = GL_ONE;
339 else if (ent->alpha != 1.0 || skinframe->fog != NULL)
341 m.blendfunc1 = GL_SRC_ALPHA;
342 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
346 m.blendfunc1 = GL_ONE;
347 m.blendfunc2 = GL_ZERO;
349 m.numtriangles = model->numtris;
350 m.numverts = model->numverts;
351 m.tex[0] = colormapped ? R_GetTexture(skinframe->base) : R_GetTexture(skinframe->merged);
352 if (R_Mesh_Draw_GetBuffer(&m, true))
354 c_alias_polys += m.numtriangles;
355 R_ModulateColors(aliasvertcolor, m.color, m.numverts, m.colorscale, m.colorscale, m.colorscale);
356 memcpy(m.index, model->mdlmd2data_indices, m.numtriangles * sizeof(int[3]));
357 memcpy(m.vertex, aliasvert, m.numverts * sizeof(float[4]));
358 memcpy(m.texcoords[0], model->mdlmd2data_texcoords, m.numverts * sizeof(float[2]));
364 if (skinframe->pants)
366 memset(&m, 0, sizeof(m));
367 m.blendfunc1 = GL_SRC_ALPHA;
368 m.blendfunc2 = GL_ONE;
369 m.numtriangles = model->numtris;
370 m.numverts = model->numverts;
371 m.tex[0] = R_GetTexture(skinframe->pants);
372 if (R_Mesh_Draw_GetBuffer(&m, true))
374 c_alias_polys += m.numtriangles;
376 R_FillColors(m.color, m.numverts, pantscolor[0] * m.colorscale, pantscolor[1] * m.colorscale, pantscolor[2] * m.colorscale, ent->alpha);
378 R_ModulateColors(aliasvertcolor, m.color, m.numverts, pantscolor[0] * m.colorscale, pantscolor[1] * m.colorscale, pantscolor[2] * m.colorscale);
379 memcpy(m.index, model->mdlmd2data_indices, m.numtriangles * sizeof(int[3]));
380 memcpy(m.vertex, aliasvert, m.numverts * sizeof(float[4]));
381 memcpy(m.texcoords[0], model->mdlmd2data_texcoords, m.numverts * sizeof(float[2]));
385 if (skinframe->shirt)
387 memset(&m, 0, sizeof(m));
388 m.blendfunc1 = GL_SRC_ALPHA;
389 m.blendfunc2 = GL_ONE;
390 m.numtriangles = model->numtris;
391 m.numverts = model->numverts;
392 m.tex[0] = R_GetTexture(skinframe->shirt);
393 if (R_Mesh_Draw_GetBuffer(&m, true))
395 c_alias_polys += m.numtriangles;
397 R_FillColors(m.color, m.numverts, shirtcolor[0] * m.colorscale, shirtcolor[1] * m.colorscale, shirtcolor[2] * m.colorscale, ent->alpha);
399 R_ModulateColors(aliasvertcolor, m.color, m.numverts, shirtcolor[0] * m.colorscale, shirtcolor[1] * m.colorscale, shirtcolor[2] * m.colorscale);
400 memcpy(m.index, model->mdlmd2data_indices, m.numtriangles * sizeof(int[3]));
401 memcpy(m.vertex, aliasvert, m.numverts * sizeof(float[4]));
402 memcpy(m.texcoords[0], model->mdlmd2data_texcoords, m.numverts * sizeof(float[2]));
409 memset(&m, 0, sizeof(m));
410 m.blendfunc1 = GL_SRC_ALPHA;
411 m.blendfunc2 = GL_ONE;
412 m.numtriangles = model->numtris;
413 m.numverts = model->numverts;
414 m.tex[0] = R_GetTexture(skinframe->glow);
415 if (R_Mesh_Draw_GetBuffer(&m, true))
417 c_alias_polys += m.numtriangles;
418 R_FillColors(m.color, m.numverts, (1 - fog) * m.colorscale, (1 - fog) * m.colorscale, (1 - fog) * m.colorscale, ent->alpha);
419 memcpy(m.index, model->mdlmd2data_indices, m.numtriangles * sizeof(int[3]));
420 memcpy(m.vertex, aliasvert, m.numverts * sizeof(float[4]));
421 memcpy(m.texcoords[0], model->mdlmd2data_texcoords, m.numverts * sizeof(float[2]));
427 memset(&m, 0, sizeof(m));
428 m.blendfunc1 = GL_SRC_ALPHA;
429 m.blendfunc2 = GL_ONE;
430 m.numtriangles = model->numtris;
431 m.numverts = model->numverts;
432 m.tex[0] = R_GetTexture(skinframe->fog);
433 if (R_Mesh_Draw_GetBuffer(&m, false))
435 c_alias_polys += m.numtriangles;
436 R_FillColors(m.color, m.numverts, fog * m.colorscale, fog * m.colorscale, fog * m.colorscale, ent->alpha);
437 memcpy(m.index, model->mdlmd2data_indices, m.numtriangles * sizeof(int[3]));
438 memcpy(m.vertex, aliasvert, m.numverts * sizeof(float[4]));
439 memcpy(m.texcoords[0], model->mdlmd2data_texcoords, m.numverts * sizeof(float[2]));
445 int ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, zymbone_t *bone)
448 float lerp1, lerp2, lerp3, lerp4;
449 zymbonematrix *out, rootmatrix, m, *bone1, *bone2, *bone3, *bone4;
451 // LordHavoc: combine transform from zym coordinate space to quake coordinate space with model to world transform matrix
452 rootmatrix.m[0][0] = softwaretransform_matrix[0][1];
453 rootmatrix.m[0][1] = -softwaretransform_matrix[0][0];
454 rootmatrix.m[0][2] = softwaretransform_matrix[0][2];
455 rootmatrix.m[0][3] = softwaretransform_matrix[0][3];
456 rootmatrix.m[1][0] = softwaretransform_matrix[1][1];
457 rootmatrix.m[1][1] = -softwaretransform_matrix[1][0];
458 rootmatrix.m[1][2] = softwaretransform_matrix[1][2];
459 rootmatrix.m[1][3] = softwaretransform_matrix[1][3];
460 rootmatrix.m[2][0] = softwaretransform_matrix[2][1];
461 rootmatrix.m[2][1] = -softwaretransform_matrix[2][0];
462 rootmatrix.m[2][2] = softwaretransform_matrix[2][2];
463 rootmatrix.m[2][3] = softwaretransform_matrix[2][3];
465 bone1 = bonebase + blend[0].frame * count;
466 lerp1 = blend[0].lerp;
469 bone2 = bonebase + blend[1].frame * count;
470 lerp2 = blend[1].lerp;
473 bone3 = bonebase + blend[2].frame * count;
474 lerp3 = blend[2].lerp;
478 bone4 = bonebase + blend[3].frame * count;
479 lerp4 = blend[3].lerp;
480 for (i = 0, out = zymbonepose;i < count;i++, out++)
482 // interpolate matrices
483 m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3 + bone4->m[0][0] * lerp4;
484 m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3 + bone4->m[0][1] * lerp4;
485 m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3 + bone4->m[0][2] * lerp4;
486 m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3 + bone4->m[0][3] * lerp4;
487 m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3 + bone4->m[1][0] * lerp4;
488 m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3 + bone4->m[1][1] * lerp4;
489 m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3 + bone4->m[1][2] * lerp4;
490 m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3 + bone4->m[1][3] * lerp4;
491 m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3 + bone4->m[2][0] * lerp4;
492 m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3 + bone4->m[2][1] * lerp4;
493 m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3 + bone4->m[2][2] * lerp4;
494 m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3 + bone4->m[2][3] * lerp4;
495 if (bone->parent >= 0)
496 R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
498 R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
509 for (i = 0, out = zymbonepose;i < count;i++, out++)
511 // interpolate matrices
512 m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3;
513 m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3;
514 m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3;
515 m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3;
516 m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3;
517 m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3;
518 m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3;
519 m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3;
520 m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3;
521 m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3;
522 m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3;
523 m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3;
524 if (bone->parent >= 0)
525 R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
527 R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
538 for (i = 0, out = zymbonepose;i < count;i++, out++)
540 // interpolate matrices
541 m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2;
542 m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2;
543 m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2;
544 m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2;
545 m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2;
546 m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2;
547 m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2;
548 m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2;
549 m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2;
550 m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2;
551 m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2;
552 m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2;
553 if (bone->parent >= 0)
554 R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
556 R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
569 for (i = 0, out = zymbonepose;i < count;i++, out++)
571 // interpolate matrices
572 m.m[0][0] = bone1->m[0][0] * lerp1;
573 m.m[0][1] = bone1->m[0][1] * lerp1;
574 m.m[0][2] = bone1->m[0][2] * lerp1;
575 m.m[0][3] = bone1->m[0][3] * lerp1;
576 m.m[1][0] = bone1->m[1][0] * lerp1;
577 m.m[1][1] = bone1->m[1][1] * lerp1;
578 m.m[1][2] = bone1->m[1][2] * lerp1;
579 m.m[1][3] = bone1->m[1][3] * lerp1;
580 m.m[2][0] = bone1->m[2][0] * lerp1;
581 m.m[2][1] = bone1->m[2][1] * lerp1;
582 m.m[2][2] = bone1->m[2][2] * lerp1;
583 m.m[2][3] = bone1->m[2][3] * lerp1;
584 if (bone->parent >= 0)
585 R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
587 R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
595 for (i = 0, out = zymbonepose;i < count;i++, out++)
597 if (bone->parent >= 0)
598 R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &bone1->m[0][0], &out->m[0][0]);
600 R_ConcatTransforms(&rootmatrix.m[0][0], &bone1->m[0][0], &out->m[0][0]);
609 void ZymoticTransformVerts(int vertcount, int *bonecounts, zymvertex_t *vert)
612 float *out = aliasvert;
613 zymbonematrix *matrix;
617 // FIXME: validate bonecounts at load time (must be >= 1)
618 // FIXME: need 4th component in origin, for how much of the translate to blend in
621 matrix = &zymbonepose[vert->bonenum];
622 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];
623 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];
624 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];
632 matrix = &zymbonepose[vert->bonenum];
633 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];
634 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];
635 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];
643 void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist)
646 float *out, v1[3], v2[3], normal[3], s;
649 memset(aliasvertnorm, 0, sizeof(float) * vertcount * 3);
650 memset(aliasvertusage, 0, sizeof(int) * vertcount);
651 // parse render list and accumulate surface normals
660 v1[0] = aliasvert[a+0] - aliasvert[b+0];
661 v1[1] = aliasvert[a+1] - aliasvert[b+1];
662 v1[2] = aliasvert[a+2] - aliasvert[b+2];
663 v2[0] = aliasvert[c+0] - aliasvert[b+0];
664 v2[1] = aliasvert[c+1] - aliasvert[b+1];
665 v2[2] = aliasvert[c+2] - aliasvert[b+2];
666 CrossProduct(v1, v2, normal);
667 VectorNormalizeFast(normal);
668 // add surface normal to vertices
669 a = renderlist[0] * 3;
670 aliasvertnorm[a+0] += normal[0];
671 aliasvertnorm[a+1] += normal[1];
672 aliasvertnorm[a+2] += normal[2];
673 aliasvertusage[renderlist[0]]++;
674 a = renderlist[1] * 3;
675 aliasvertnorm[a+0] += normal[0];
676 aliasvertnorm[a+1] += normal[1];
677 aliasvertnorm[a+2] += normal[2];
678 aliasvertusage[renderlist[1]]++;
679 a = renderlist[2] * 3;
680 aliasvertnorm[a+0] += normal[0];
681 aliasvertnorm[a+1] += normal[1];
682 aliasvertnorm[a+2] += normal[2];
683 aliasvertusage[renderlist[2]]++;
687 // FIXME: precalc this
688 // average surface normals
705 void R_DrawZymoticModelMeshCallback (void *calldata1, int calldata2)
712 rmeshbufferinfo_t mbuf;
713 entity_render_t *ent;
717 shadernum = calldata2;
719 // find the vertex index list and texture
720 m = ent->model->zymdata_header;
721 renderlist = (int *)(m->lump_render.start + (int) m);
722 for (i = 0;i < shadernum;i++)
723 renderlist += renderlist[0] * 3 + 1;
724 texture = ((rtexture_t **)(m->lump_shaders.start + (int) m))[shadernum];
729 VectorSubtract(ent->origin, r_origin, diff);
730 fog = DotProduct(diff,diff);
733 fog = exp(fogdensity/fog);
738 // fog method: darken, additive fog
739 // 1. render model as normal, scaled by inverse of fog alpha (darkens it)
740 // 2. render fog as additive
743 softwaretransformforentity(ent);
744 ZymoticLerpBones(m->numbones, (zymbonematrix *)(m->lump_poses.start + (int) m), ent->frameblend, (zymbone_t *)(m->lump_bones.start + (int) m));
745 ZymoticTransformVerts(m->numverts, (int *)(m->lump_vertbonecounts.start + (int) m), (zymvertex_t *)(m->lump_verts.start + (int) m));
746 ZymoticCalcNormals(m->numverts, m->numshaders, (int *)(m->lump_render.start + (int) m));
748 R_LightModel(ent, m->numverts, 1 - fog, 1 - fog, 1 - fog, true);
750 memset(&mbuf, 0, sizeof(mbuf));
751 mbuf.numverts = m->numverts;
752 mbuf.numtriangles = renderlist[0];
753 if (ent->effects & EF_ADDITIVE)
755 mbuf.blendfunc1 = GL_SRC_ALPHA;
756 mbuf.blendfunc2 = GL_ONE;
758 else if (ent->alpha != 1.0 || R_TextureHasAlpha(texture))
760 mbuf.blendfunc1 = GL_SRC_ALPHA;
761 mbuf.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
765 mbuf.blendfunc1 = GL_ONE;
766 mbuf.blendfunc2 = GL_ZERO;
768 mbuf.tex[0] = R_GetTexture(texture);
769 if (R_Mesh_Draw_GetBuffer(&mbuf, true))
771 c_alias_polys += mbuf.numtriangles;
772 memcpy(mbuf.index, renderlist + 1, mbuf.numtriangles * sizeof(int[3]));
773 memcpy(mbuf.vertex, aliasvert, mbuf.numverts * sizeof(float[4]));
774 R_ModulateColors(aliasvertcolor, mbuf.color, mbuf.numverts, mbuf.colorscale, mbuf.colorscale, mbuf.colorscale);
775 //memcpy(mbuf.color, aliasvertcolor, mbuf.numverts * sizeof(float[4]));
776 memcpy(mbuf.texcoords[0], (float *)(m->lump_texcoords.start + (int) m), mbuf.numverts * sizeof(float[2]));
782 memset(&mbuf, 0, sizeof(mbuf));
783 mbuf.numverts = m->numverts;
784 mbuf.numtriangles = renderlist[0];
785 mbuf.blendfunc1 = GL_SRC_ALPHA;
786 mbuf.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
787 // FIXME: need alpha mask for fogging...
788 //mbuf.tex[0] = R_GetTexture(texture);
789 if (R_Mesh_Draw_GetBuffer(&mbuf, false))
791 c_alias_polys += mbuf.numtriangles;
792 memcpy(mbuf.index, renderlist + 1, mbuf.numtriangles * sizeof(int[3]));
793 memcpy(mbuf.vertex, aliasvert, mbuf.numverts * sizeof(float[4]));
794 R_FillColors(mbuf.color, mbuf.numverts, fogcolor[0] * mbuf.colorscale, fogcolor[1] * mbuf.colorscale, fogcolor[2] * mbuf.colorscale, ent->alpha * fog);
795 //memcpy(mbuf.texcoords[0], (float *)(m->lump_texcoords.start + (int) m), mbuf.numverts * sizeof(float[2]));
801 void R_DrawZymoticModel (entity_render_t *ent)
807 if (ent->alpha < (1.0f / 64.0f))
808 return; // basically completely transparent
812 m = ent->model->zymdata_header;
813 for (i = 0;i < m->numshaders;i++)
815 texture = ((rtexture_t **)(m->lump_shaders.start + (int) m))[i];
816 if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_TextureHasAlpha(texture))
817 R_MeshQueue_AddTransparent(ent->origin, R_DrawZymoticModelMeshCallback, ent, i);
819 R_MeshQueue_Add(R_DrawZymoticModelMeshCallback, ent, i);
823 void R_DrawQ1Q2AliasModel(entity_render_t *ent)
825 if (ent->alpha < (1.0f / 64.0f))
826 return; // basically completely transparent
830 if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchSkinFrame(ent)->fog != NULL)
831 R_MeshQueue_AddTransparent(ent->origin, R_DrawQ1Q2AliasModelCallback, ent, 0);
833 R_MeshQueue_Add(R_DrawQ1Q2AliasModelCallback, ent, 0);