3 #include "cl_collision.h"
11 // LordHavoc: vertex arrays
13 void *aliasvertarrays = NULL;
14 float *aliasvertcolor4fbuf = NULL;
15 float *aliasvertcolor4f = NULL; // this may point at aliasvertcolorbuf or at vertex arrays in the mesh backend
16 float *aliasvert_vertex3f = NULL;
17 float *aliasvert_svector3f = NULL;
18 float *aliasvert_tvector3f = NULL;
19 float *aliasvert_normal3f = NULL;
21 float *aliasvertcolor2_4f = NULL;
23 zymbonematrix *zymbonepose;
25 mempool_t *gl_models_mempool;
27 #define expandaliasvert(newmax) if ((newmax) > aliasvertmax) gl_models_allocarrays(newmax)
29 void gl_models_allocarrays(int newmax)
32 aliasvertmax = newmax;
33 if (aliasvertarrays != NULL)
34 Mem_Free(aliasvertarrays);
35 aliasvertarrays = Mem_Alloc(gl_models_mempool, aliasvertmax * (sizeof(float[4+4+3+3+3+3]) + sizeof(int[3])));
36 data = aliasvertarrays;
37 aliasvertcolor4f = aliasvertcolor4fbuf = (void *)data;data += aliasvertmax * sizeof(float[4]);
38 aliasvertcolor2_4f = (void *)data;data += aliasvertmax * sizeof(float[4]); // used temporarily for tinted coloring
39 aliasvert_vertex3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
40 aliasvert_svector3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
41 aliasvert_tvector3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
42 aliasvert_normal3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
43 aliasvertusage = (void *)data;data += aliasvertmax * sizeof(int[3]);
46 void gl_models_freearrays(void)
49 if (aliasvertarrays != NULL)
50 Mem_Free(aliasvertarrays);
51 aliasvertarrays = NULL;
52 aliasvertcolor4f = aliasvertcolor4fbuf = NULL;
53 aliasvertcolor2_4f = NULL;
54 aliasvert_vertex3f = NULL;
55 aliasvert_svector3f = NULL;
56 aliasvert_tvector3f = NULL;
57 aliasvert_normal3f = NULL;
58 aliasvertusage = NULL;
61 void gl_models_start(void)
63 // allocate vertex processing arrays
64 gl_models_mempool = Mem_AllocPool("GL_Models");
65 zymbonepose = Mem_Alloc(gl_models_mempool, sizeof(zymbonematrix[256]));
66 gl_models_allocarrays(4096);
69 void gl_models_shutdown(void)
71 gl_models_freearrays();
72 Mem_FreePool(&gl_models_mempool);
75 void gl_models_newmap(void)
79 void GL_Models_Init(void)
81 R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap);
84 #define MODELARRAY_VERTEX 0
85 #define MODELARRAY_SVECTOR 1
86 #define MODELARRAY_TVECTOR 2
87 #define MODELARRAY_NORMAL 3
89 void R_Model_Alias_GetMesh_Array3f(const entity_render_t *ent, const aliasmesh_t *mesh, int whicharray, float *out3f)
92 float lerp1, lerp2, lerp3, lerp4;
93 const float *vertsbase, *verts1, *verts2, *verts3, *verts4;
97 case MODELARRAY_VERTEX:vertsbase = mesh->data_aliasvertex3f;break;
98 case MODELARRAY_SVECTOR:vertsbase = mesh->data_aliassvector3f;break;
99 case MODELARRAY_TVECTOR:vertsbase = mesh->data_aliastvector3f;break;
100 case MODELARRAY_NORMAL:vertsbase = mesh->data_aliasnormal3f;break;
102 Host_Error("R_Model_Alias_GetBlendedArray: unknown whicharray %i\n", whicharray);
106 vertcount = mesh->num_vertices;
107 verts1 = vertsbase + ent->frameblend[0].frame * vertcount * 3;
108 lerp1 = ent->frameblend[0].lerp;
109 if (ent->frameblend[1].lerp)
111 verts2 = vertsbase + ent->frameblend[1].frame * vertcount * 3;
112 lerp2 = ent->frameblend[1].lerp;
113 if (ent->frameblend[2].lerp)
115 verts3 = vertsbase + ent->frameblend[2].frame * vertcount * 3;
116 lerp3 = ent->frameblend[2].lerp;
117 if (ent->frameblend[3].lerp)
119 verts4 = vertsbase + ent->frameblend[3].frame * vertcount * 3;
120 lerp4 = ent->frameblend[3].lerp;
121 for (i = 0;i < vertcount * 3;i++)
122 VectorMAMAMAM(lerp1, verts1 + i, lerp2, verts2 + i, lerp3, verts3 + i, lerp4, verts4 + i, out3f + i);
125 for (i = 0;i < vertcount * 3;i++)
126 VectorMAMAM(lerp1, verts1 + i, lerp2, verts2 + i, lerp3, verts3 + i, out3f + i);
129 for (i = 0;i < vertcount * 3;i++)
130 VectorMAM(lerp1, verts1 + i, lerp2, verts2 + i, out3f + i);
133 memcpy(out3f, verts1, vertcount * sizeof(float[3]));
136 aliaslayer_t r_aliasnoskinlayers[2] = {{ALIASLAYER_DIFFUSE, NULL, NULL}, {ALIASLAYER_FOG | ALIASLAYER_FORCEDRAW_IF_FIRSTPASS, NULL, NULL}};
137 aliasskin_t r_aliasnoskin = {0, 2, r_aliasnoskinlayers};
138 aliasskin_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mesh)
140 model_t *model = ent->model;
143 int s = ent->skinnum;
144 if ((unsigned int)s >= (unsigned int)model->numskins)
146 if (model->skinscenes[s].framecount > 1)
147 s = model->skinscenes[s].firstframe + (int) (cl.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
149 s = model->skinscenes[s].firstframe;
150 if (s >= mesh->num_skins)
152 return mesh->data_skins + s;
156 r_aliasnoskinlayers[0].texture = r_notexture;
157 return &r_aliasnoskin;
161 void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
163 int c, fullbright, layernum, firstpass;
164 float tint[3], fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3];
168 const entity_render_t *ent = calldata1;
169 aliasmesh_t *mesh = ent->model->alias.aliasdata_meshes + calldata2;
173 R_Mesh_Matrix(&ent->matrix);
178 VectorSubtract(ent->origin, r_vieworigin, diff);
179 fog = DotProduct(diff,diff);
182 fog = exp(fogdensity/fog);
187 // fog method: darken, additive fog
188 // 1. render model as normal, scaled by inverse of fog alpha (darkens it)
189 // 2. render fog as additive
194 skin = R_FetchAliasSkin(ent, mesh);
195 for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
197 if (!(layer->flags & ALIASLAYER_FORCEDRAW_IF_FIRSTPASS) || !firstpass)
199 if (((layer->flags & ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED) && ent->colormap < 0)
200 || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0)
201 || ((layer->flags & ALIASLAYER_FOG) && !fogenabled)
202 || (layer->flags & ALIASLAYER_SPECULAR)
203 || ((layer->flags & ALIASLAYER_DIFFUSE) && (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0 && r_ambient.integer <= 0 && r_fullbright.integer == 0 && !(ent->effects & EF_FULLBRIGHT))))
206 if (!firstpass || (ent->effects & EF_ADDITIVE))
208 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
211 else if ((skin->flags & ALIASSKIN_TRANSPARENT) || ent->alpha != 1.0)
213 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
218 GL_BlendFunc(GL_ONE, GL_ZERO);
223 expandaliasvert(mesh->num_vertices);
226 memset(&m, 0, sizeof(m));
227 if (layer->texture != NULL)
229 m.tex[0] = R_GetTexture(layer->texture);
230 m.pointer_texcoord[0] = mesh->data_texcoord2f;
231 if (gl_combine.integer && layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR))
234 m.texrgbscale[0] = 4;
237 R_Mesh_State_Texture(&m);
239 c_alias_polys += mesh->num_triangles;
240 GL_VertexPointer(varray_vertex3f);
241 R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f);
242 if (layer->flags & ALIASLAYER_FOG)
245 GL_Color(fogcolor[0] * colorscale, fogcolor[1] * colorscale, fogcolor[2] * colorscale, ent->alpha);
249 fullbright = !(layer->flags & ALIASLAYER_DIFFUSE) || r_fullbright.integer || (ent->effects & EF_FULLBRIGHT);
250 if (layer->flags & (ALIASLAYER_COLORMAP_PANTS | ALIASLAYER_COLORMAP_SHIRT))
252 // 128-224 are backwards ranges
253 if (layer->flags & ALIASLAYER_COLORMAP_PANTS)
254 c = (ent->colormap & 0xF) << 4;
255 else //if (layer->flags & ALIASLAYER_COLORMAP_SHIRT)
256 c = (ent->colormap & 0xF0);
257 c += (c >= 128 && c < 224) ? 4 : 12;
258 bcolor = (qbyte *) (&palette_complete[c]);
259 fullbright = fullbright || c >= 224;
260 VectorScale(bcolor, (1.0f / 255.0f), tint);
263 tint[0] = tint[1] = tint[2] = 1;
264 if (r_shadow_realtime_world.integer && !fullbright)
265 VectorScale(tint, r_shadow_realtime_world_lightmaps.value, tint);
268 GL_Color(tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha);
271 if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false))
273 GL_ColorPointer(varray_color4f);
274 R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_NORMAL, varray_normal3f);
275 R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, varray_vertex3f, varray_normal3f, varray_color4f);
278 GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
281 R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
285 void R_Model_Alias_Draw(entity_render_t *ent)
289 if (ent->alpha < (1.0f / 64.0f))
290 return; // basically completely transparent
294 for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
296 if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchAliasSkin(ent, mesh)->flags & ALIASSKIN_TRANSPARENT)
297 R_MeshQueue_AddTransparent(ent->origin, R_DrawAliasModelCallback, ent, meshnum);
299 R_DrawAliasModelCallback(ent, meshnum);
303 void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
308 float projectdistance;
309 if (ent->effects & EF_ADDITIVE || ent->alpha < 1)
311 projectdistance = lightradius + ent->model->radius;// - sqrt(DotProduct(relativelightorigin, relativelightorigin));
312 if (projectdistance > 0.1)
314 R_Mesh_Matrix(&ent->matrix);
315 for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
317 skin = R_FetchAliasSkin(ent, mesh);
318 if (skin->flags & ALIASSKIN_TRANSPARENT)
320 R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f);
321 R_Shadow_VolumeFromSphere(mesh->num_vertices, mesh->num_triangles, varray_vertex3f, mesh->data_element3i, mesh->data_neighbor3i, relativelightorigin, projectdistance, lightradius);
326 void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
328 int c, meshnum, layernum;
329 float fog, ifog, lightcolor2[3];
336 if (ent->effects & (EF_ADDITIVE | EF_FULLBRIGHT) || ent->alpha < 1)
339 R_Mesh_Matrix(&ent->matrix);
344 VectorSubtract(ent->origin, r_vieworigin, diff);
345 fog = DotProduct(diff,diff);
348 fog = exp(fogdensity/fog);
353 // fog method: darken, additive fog
354 // 1. render model as normal, scaled by inverse of fog alpha (darkens it)
355 // 2. render fog as additive
359 for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
361 skin = R_FetchAliasSkin(ent, mesh);
362 if (skin->flags & ALIASSKIN_TRANSPARENT)
364 expandaliasvert(mesh->num_vertices);
365 R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, aliasvert_vertex3f);
366 R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_SVECTOR, aliasvert_svector3f);
367 R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_TVECTOR, aliasvert_tvector3f);
368 R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_NORMAL, aliasvert_normal3f);
369 for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
371 if (!(layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR))
372 || ((layer->flags & ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED) && ent->colormap < 0)
373 || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0))
375 lightcolor2[0] = lightcolor[0] * ifog;
376 lightcolor2[1] = lightcolor[1] * ifog;
377 lightcolor2[2] = lightcolor[2] * ifog;
378 if (layer->flags & ALIASLAYER_SPECULAR)
380 c_alias_polys += mesh->num_triangles;
381 R_Shadow_SpecularLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, aliasvert_vertex3f, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, lightcubemap);
383 else if (layer->flags & ALIASLAYER_DIFFUSE)
385 if (layer->flags & ALIASLAYER_COLORMAP_PANTS)
387 // 128-224 are backwards ranges
388 c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
389 // fullbright passes were already taken care of, so skip them in realtime lighting passes
392 bcolor = (qbyte *) (&palette_complete[c]);
393 lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f);
394 lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f);
395 lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
397 else if (layer->flags & ALIASLAYER_COLORMAP_SHIRT)
399 // 128-224 are backwards ranges
400 c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
401 // fullbright passes were already taken care of, so skip them in realtime lighting passes
404 bcolor = (qbyte *) (&palette_complete[c]);
405 lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f);
406 lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f);
407 lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
409 c_alias_polys += mesh->num_triangles;
410 R_Shadow_DiffuseLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, aliasvert_vertex3f, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, lightcubemap);
416 int ZymoticLerpBones(int count, const zymbonematrix *bonebase, const frameblend_t *blend, const zymbone_t *bone)
419 float lerp1, lerp2, lerp3, lerp4;
420 zymbonematrix *out, rootmatrix, m;
421 const zymbonematrix *bone1, *bone2, *bone3, *bone4;
423 rootmatrix.m[0][0] = 1;
424 rootmatrix.m[0][1] = 0;
425 rootmatrix.m[0][2] = 0;
426 rootmatrix.m[0][3] = 0;
427 rootmatrix.m[1][0] = 0;
428 rootmatrix.m[1][1] = 1;
429 rootmatrix.m[1][2] = 0;
430 rootmatrix.m[1][3] = 0;
431 rootmatrix.m[2][0] = 0;
432 rootmatrix.m[2][1] = 0;
433 rootmatrix.m[2][2] = 1;
434 rootmatrix.m[2][3] = 0;
436 bone1 = bonebase + blend[0].frame * count;
437 lerp1 = blend[0].lerp;
440 bone2 = bonebase + blend[1].frame * count;
441 lerp2 = blend[1].lerp;
444 bone3 = bonebase + blend[2].frame * count;
445 lerp3 = blend[2].lerp;
449 bone4 = bonebase + blend[3].frame * count;
450 lerp4 = blend[3].lerp;
451 for (i = 0, out = zymbonepose;i < count;i++, out++)
453 // interpolate matrices
454 m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3 + bone4->m[0][0] * lerp4;
455 m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3 + bone4->m[0][1] * lerp4;
456 m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3 + bone4->m[0][2] * lerp4;
457 m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3 + bone4->m[0][3] * lerp4;
458 m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3 + bone4->m[1][0] * lerp4;
459 m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3 + bone4->m[1][1] * lerp4;
460 m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3 + bone4->m[1][2] * lerp4;
461 m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3 + bone4->m[1][3] * lerp4;
462 m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3 + bone4->m[2][0] * lerp4;
463 m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3 + bone4->m[2][1] * lerp4;
464 m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3 + bone4->m[2][2] * lerp4;
465 m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3 + bone4->m[2][3] * lerp4;
466 if (bone->parent >= 0)
467 R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
469 R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
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;
484 m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3;
485 m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3;
486 m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3;
487 m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3;
488 m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3;
489 m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3;
490 m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3;
491 m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3;
492 m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3;
493 m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3;
494 m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3;
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;
513 m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2;
514 m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2;
515 m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2;
516 m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2;
517 m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2;
518 m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2;
519 m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2;
520 m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2;
521 m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2;
522 m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2;
523 m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2;
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]);
540 for (i = 0, out = zymbonepose;i < count;i++, out++)
542 // interpolate matrices
543 m.m[0][0] = bone1->m[0][0] * lerp1;
544 m.m[0][1] = bone1->m[0][1] * lerp1;
545 m.m[0][2] = bone1->m[0][2] * lerp1;
546 m.m[0][3] = bone1->m[0][3] * lerp1;
547 m.m[1][0] = bone1->m[1][0] * lerp1;
548 m.m[1][1] = bone1->m[1][1] * lerp1;
549 m.m[1][2] = bone1->m[1][2] * lerp1;
550 m.m[1][3] = bone1->m[1][3] * lerp1;
551 m.m[2][0] = bone1->m[2][0] * lerp1;
552 m.m[2][1] = bone1->m[2][1] * lerp1;
553 m.m[2][2] = bone1->m[2][2] * lerp1;
554 m.m[2][3] = bone1->m[2][3] * lerp1;
555 if (bone->parent >= 0)
556 R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
558 R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
566 for (i = 0, out = zymbonepose;i < count;i++, out++)
568 if (bone->parent >= 0)
569 R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &bone1->m[0][0], &out->m[0][0]);
571 R_ConcatTransforms(&rootmatrix.m[0][0], &bone1->m[0][0], &out->m[0][0]);
580 void ZymoticTransformVerts(int vertcount, float *vertex, int *bonecounts, zymvertex_t *vert)
584 zymbonematrix *matrix;
588 // FIXME: validate bonecounts at load time (must be >= 1)
589 // FIXME: need 4th component in origin, for how much of the translate to blend in
592 matrix = &zymbonepose[vert->bonenum];
593 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];
594 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];
595 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];
603 matrix = &zymbonepose[vert->bonenum];
604 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];
605 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];
606 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];
614 void ZymoticCalcNormal3f(int vertcount, float *vertex3f, float *normal3f, int shadercount, int *renderlist)
617 float *out, v1[3], v2[3], normal[3], s;
620 memset(normal3f, 0, sizeof(float) * vertcount * 3);
621 memset(aliasvertusage, 0, sizeof(int) * vertcount);
622 // parse render list and accumulate surface normals
631 v1[0] = vertex3f[a+0] - vertex3f[b+0];
632 v1[1] = vertex3f[a+1] - vertex3f[b+1];
633 v1[2] = vertex3f[a+2] - vertex3f[b+2];
634 v2[0] = vertex3f[c+0] - vertex3f[b+0];
635 v2[1] = vertex3f[c+1] - vertex3f[b+1];
636 v2[2] = vertex3f[c+2] - vertex3f[b+2];
637 CrossProduct(v1, v2, normal);
638 VectorNormalizeFast(normal);
639 // add surface normal to vertices
640 a = renderlist[0] * 3;
641 normal3f[a+0] += normal[0];
642 normal3f[a+1] += normal[1];
643 normal3f[a+2] += normal[2];
644 aliasvertusage[renderlist[0]]++;
645 a = renderlist[1] * 3;
646 normal3f[a+0] += normal[0];
647 normal3f[a+1] += normal[1];
648 normal3f[a+2] += normal[2];
649 aliasvertusage[renderlist[1]]++;
650 a = renderlist[2] * 3;
651 normal3f[a+0] += normal[0];
652 normal3f[a+1] += normal[1];
653 normal3f[a+2] += normal[2];
654 aliasvertusage[renderlist[2]]++;
658 // FIXME: precalc this
659 // average surface normals
676 void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2)
678 float fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3];
680 int i, *renderlist, *elements;
683 const entity_render_t *ent = calldata1;
684 int shadernum = calldata2;
685 int numverts, numtriangles;
687 R_Mesh_Matrix(&ent->matrix);
689 // find the vertex index list and texture
690 renderlist = ent->model->alias.zymdata_renderlist;
691 for (i = 0;i < shadernum;i++)
692 renderlist += renderlist[0] * 3 + 1;
693 texture = ent->model->alias.zymdata_textures[shadernum];
695 numverts = ent->model->alias.zymnum_verts;
696 numtriangles = *renderlist++;
697 elements = renderlist;
699 expandaliasvert(numverts);
704 VectorSubtract(ent->origin, r_vieworigin, diff);
705 fog = DotProduct(diff,diff);
708 fog = exp(fogdensity/fog);
713 // fog method: darken, additive fog
714 // 1. render model as normal, scaled by inverse of fog alpha (darkens it)
715 // 2. render fog as additive
719 if (ent->effects & EF_ADDITIVE)
721 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
724 else if (ent->alpha != 1.0 || R_TextureHasAlpha(texture))
726 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
731 GL_BlendFunc(GL_ONE, GL_ZERO);
735 GL_VertexPointer(varray_vertex3f);
737 memset(&mstate, 0, sizeof(mstate));
739 if (gl_combine.integer)
741 mstate.texrgbscale[0] = 4;
744 mstate.tex[0] = R_GetTexture(texture);
745 mstate.pointer_texcoord[0] = ent->model->alias.zymdata_texcoords;
746 R_Mesh_State_Texture(&mstate);
748 ZymoticLerpBones(ent->model->alias.zymnum_bones, (zymbonematrix *) ent->model->alias.zymdata_poses, ent->frameblend, ent->model->alias.zymdata_bones);
750 ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->alias.zymdata_vertbonecounts, ent->model->alias.zymdata_verts);
751 ZymoticCalcNormal3f(numverts, varray_vertex3f, aliasvert_normal3f, ent->model->alias.zymnum_shaders, ent->model->alias.zymdata_renderlist);
752 if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, ifog * colorscale, ifog * colorscale, ifog * colorscale, ent->alpha, false))
754 GL_ColorPointer(varray_color4f);
755 R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, numverts, varray_vertex3f, aliasvert_normal3f, varray_color4f);
758 GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
759 R_Mesh_Draw(numverts, numtriangles, elements);
760 c_alias_polys += numtriangles;
764 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
767 GL_VertexPointer(varray_vertex3f);
769 memset(&mstate, 0, sizeof(mstate));
770 // FIXME: need alpha mask for fogging...
771 //mstate.tex[0] = R_GetTexture(texture);
772 //mstate.pointer_texcoord = ent->model->alias.zymdata_texcoords;
773 R_Mesh_State_Texture(&mstate);
775 GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], ent->alpha * fog);
776 ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->alias.zymdata_vertbonecounts, ent->model->alias.zymdata_verts);
777 R_Mesh_Draw(numverts, numtriangles, elements);
778 c_alias_polys += numtriangles;
782 void R_Model_Zymotic_Draw(entity_render_t *ent)
786 if (ent->alpha < (1.0f / 64.0f))
787 return; // basically completely transparent
791 for (i = 0;i < ent->model->alias.zymnum_shaders;i++)
793 if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_TextureHasAlpha(ent->model->alias.zymdata_textures[i]))
794 R_MeshQueue_AddTransparent(ent->origin, R_DrawZymoticModelMeshCallback, ent, i);
796 R_DrawZymoticModelMeshCallback(ent, i);
800 void R_Model_Zymotic_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
805 void R_Model_Zymotic_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)