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R_Mesh_State_Texture and GL_VertexPointer merge once again to become the reborn R_Mes...
[divverent/darkplaces.git] / gl_models.c
1
2 #include "quakedef.h"
3 #include "cl_collision.h"
4 #include "r_shadow.h"
5
6 typedef struct
7 {
8         float m[3][4];
9 } zymbonematrix;
10
11 // LordHavoc: vertex arrays
12 int aliasvertmax = 0;
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;
20
21 float *aliasvertcolor2_4f = NULL;
22 int *aliasvertusage;
23 zymbonematrix *zymbonepose;
24
25 mempool_t *gl_models_mempool;
26
27 #define expandaliasvert(newmax) if ((newmax) > aliasvertmax) gl_models_allocarrays(newmax)
28
29 void gl_models_allocarrays(int newmax)
30 {
31         qbyte *data;
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]);
44 }
45
46 void gl_models_freearrays(void)
47 {
48         aliasvertmax = 0;
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;
59 }
60
61 void gl_models_start(void)
62 {
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);
67 }
68
69 void gl_models_shutdown(void)
70 {
71         gl_models_freearrays();
72         Mem_FreePool(&gl_models_mempool);
73 }
74
75 void gl_models_newmap(void)
76 {
77 }
78
79 void GL_Models_Init(void)
80 {
81         R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap);
82 }
83
84 #define MODELARRAY_VERTEX 0
85 #define MODELARRAY_SVECTOR 1
86 #define MODELARRAY_TVECTOR 2
87 #define MODELARRAY_NORMAL 3
88
89 void R_Model_Alias_GetMesh_Array3f(const entity_render_t *ent, const aliasmesh_t *mesh, int whicharray, float *out3f)
90 {
91         int i, vertcount;
92         float lerp1, lerp2, lerp3, lerp4;
93         const float *vertsbase, *verts1, *verts2, *verts3, *verts4;
94
95         switch(whicharray)
96         {
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;
101         default:
102                 Host_Error("R_Model_Alias_GetBlendedArray: unknown whicharray %i\n", whicharray);
103                 return;
104         }
105
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)
110         {
111                 verts2 = vertsbase + ent->frameblend[1].frame * vertcount * 3;
112                 lerp2 = ent->frameblend[1].lerp;
113                 if (ent->frameblend[2].lerp)
114                 {
115                         verts3 = vertsbase + ent->frameblend[2].frame * vertcount * 3;
116                         lerp3 = ent->frameblend[2].lerp;
117                         if (ent->frameblend[3].lerp)
118                         {
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);
123                         }
124                         else
125                                 for (i = 0;i < vertcount * 3;i++)
126                                         VectorMAMAM(lerp1, verts1 + i, lerp2, verts2 + i, lerp3, verts3 + i, out3f + i);
127                 }
128                 else
129                         for (i = 0;i < vertcount * 3;i++)
130                                 VectorMAM(lerp1, verts1 + i, lerp2, verts2 + i, out3f + i);
131         }
132         else
133                 memcpy(out3f, verts1, vertcount * sizeof(float[3]));
134 }
135
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)
139 {
140         model_t *model = ent->model;
141         if (model->numskins)
142         {
143                 int s = ent->skinnum;
144                 if ((unsigned int)s >= (unsigned int)model->numskins)
145                         s = 0;
146                 if (model->skinscenes[s].framecount > 1)
147                         s = model->skinscenes[s].firstframe + (int) (cl.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
148                 else
149                         s = model->skinscenes[s].firstframe;
150                 if (s >= mesh->num_skins)
151                         s = 0;
152                 return mesh->data_skins + s;
153         }
154         else
155         {
156                 r_aliasnoskinlayers[0].texture = r_notexture;
157                 return &r_aliasnoskin;
158         }
159 }
160
161 void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
162 {
163         int c, fullbright, layernum, firstpass;
164         float tint[3], fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3];
165         vec3_t diff;
166         qbyte *bcolor;
167         rmeshstate_t m;
168         const entity_render_t *ent = calldata1;
169         aliasmesh_t *mesh = ent->model->alias.aliasdata_meshes + calldata2;
170         aliaslayer_t *layer;
171         aliasskin_t *skin;
172
173         R_Mesh_Matrix(&ent->matrix);
174
175         fog = 0;
176         if (fogenabled)
177         {
178                 VectorSubtract(ent->origin, r_vieworigin, diff);
179                 fog = DotProduct(diff,diff);
180                 if (fog < 0.01f)
181                         fog = 0.01f;
182                 fog = exp(fogdensity/fog);
183                 if (fog > 1)
184                         fog = 1;
185                 if (fog < 0.01f)
186                         fog = 0;
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
190         }
191         ifog = 1 - fog;
192
193         firstpass = true;
194         skin = R_FetchAliasSkin(ent, mesh);
195         for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
196         {
197                 if (!(layer->flags & ALIASLAYER_FORCEDRAW_IF_FIRSTPASS) || !firstpass)
198                 {
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))))
204                                 continue;
205                 }
206                 if (!firstpass || (ent->effects & EF_ADDITIVE))
207                 {
208                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
209                         GL_DepthMask(false);
210                 }
211                 else if ((skin->flags & ALIASSKIN_TRANSPARENT) || ent->alpha != 1.0)
212                 {
213                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
214                         GL_DepthMask(false);
215                 }
216                 else
217                 {
218                         GL_BlendFunc(GL_ONE, GL_ZERO);
219                         GL_DepthMask(true);
220                 }
221                 GL_DepthTest(true);
222                 firstpass = false;
223                 expandaliasvert(mesh->num_vertices);
224                 colorscale = 1.0f;
225
226                 memset(&m, 0, sizeof(m));
227                 if (layer->texture != NULL)
228                 {
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))
232                         {
233                                 colorscale *= 0.25f;
234                                 m.texrgbscale[0] = 4;
235                         }
236                 }
237                 m.pointer_vertex = varray_vertex3f;
238                 R_Mesh_State(&m);
239
240                 c_alias_polys += mesh->num_triangles;
241                 R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f);
242                 if (layer->flags & ALIASLAYER_FOG)
243                 {
244                         colorscale *= fog;
245                         GL_ColorPointer(NULL);
246                         GL_Color(fogcolor[0] * colorscale, fogcolor[1] * colorscale, fogcolor[2] * colorscale, ent->alpha);
247                 }
248                 else
249                 {
250                         fullbright = !(layer->flags & ALIASLAYER_DIFFUSE) || r_fullbright.integer || (ent->effects & EF_FULLBRIGHT);
251                         if (layer->flags & (ALIASLAYER_COLORMAP_PANTS | ALIASLAYER_COLORMAP_SHIRT))
252                         {
253                                 // 128-224 are backwards ranges
254                                 if (layer->flags & ALIASLAYER_COLORMAP_PANTS)
255                                         c = (ent->colormap & 0xF) << 4;
256                                 else //if (layer->flags & ALIASLAYER_COLORMAP_SHIRT)
257                                         c = (ent->colormap & 0xF0);
258                                 c += (c >= 128 && c < 224) ? 4 : 12;
259                                 bcolor = (qbyte *) (&palette_complete[c]);
260                                 fullbright = fullbright || c >= 224;
261                                 VectorScale(bcolor, (1.0f / 255.0f), tint);
262                         }
263                         else
264                                 tint[0] = tint[1] = tint[2] = 1;
265                         if (r_shadow_realtime_world.integer && !fullbright)
266                                 VectorScale(tint, r_shadow_realtime_world_lightmaps.value, tint);
267                         colorscale *= ifog;
268                         if (fullbright)
269                         {
270                                 GL_ColorPointer(NULL);
271                                 GL_Color(tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha);
272                         }
273                         else
274                         {
275                                 if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false))
276                                 {
277                                         GL_ColorPointer(varray_color4f);
278                                         R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_NORMAL, varray_normal3f);
279                                         R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, varray_vertex3f, varray_normal3f, varray_color4f);
280                                 }
281                                 else
282                                 {
283                                         GL_ColorPointer(NULL);
284                                         GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
285                                 }
286                         }
287                 }
288                 R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
289         }
290 }
291
292 void R_Model_Alias_Draw(entity_render_t *ent)
293 {
294         int meshnum;
295         aliasmesh_t *mesh;
296         if (ent->alpha < (1.0f / 64.0f))
297                 return; // basically completely transparent
298
299         c_models++;
300
301         for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
302         {
303                 if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchAliasSkin(ent, mesh)->flags & ALIASSKIN_TRANSPARENT)
304                         R_MeshQueue_AddTransparent(ent->origin, R_DrawAliasModelCallback, ent, meshnum);
305                 else
306                         R_DrawAliasModelCallback(ent, meshnum);
307         }
308 }
309
310 void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
311 {
312         int meshnum;
313         aliasmesh_t *mesh;
314         aliasskin_t *skin;
315         float projectdistance;
316         if (ent->effects & EF_ADDITIVE || ent->alpha < 1)
317                 return;
318         projectdistance = lightradius + ent->model->radius;// - sqrt(DotProduct(relativelightorigin, relativelightorigin));
319         if (projectdistance > 0.1)
320         {
321                 R_Mesh_Matrix(&ent->matrix);
322                 for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
323                 {
324                         skin = R_FetchAliasSkin(ent, mesh);
325                         if (skin->flags & ALIASSKIN_TRANSPARENT)
326                                 continue;
327                         R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f);
328                         R_Shadow_VolumeFromSphere(mesh->num_vertices, mesh->num_triangles, varray_vertex3f, mesh->data_element3i, mesh->data_neighbor3i, relativelightorigin, projectdistance, lightradius);
329                 }
330         }
331 }
332
333 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)
334 {
335         int c, meshnum, layernum;
336         float fog, ifog, lightcolor2[3];
337         vec3_t diff;
338         qbyte *bcolor;
339         aliasmesh_t *mesh;
340         aliaslayer_t *layer;
341         aliasskin_t *skin;
342
343         if (ent->effects & (EF_ADDITIVE | EF_FULLBRIGHT) || ent->alpha < 1)
344                 return;
345
346         R_Mesh_Matrix(&ent->matrix);
347
348         fog = 0;
349         if (fogenabled)
350         {
351                 VectorSubtract(ent->origin, r_vieworigin, diff);
352                 fog = DotProduct(diff,diff);
353                 if (fog < 0.01f)
354                         fog = 0.01f;
355                 fog = exp(fogdensity/fog);
356                 if (fog > 1)
357                         fog = 1;
358                 if (fog < 0.01f)
359                         fog = 0;
360                 // fog method: darken, additive fog
361                 // 1. render model as normal, scaled by inverse of fog alpha (darkens it)
362                 // 2. render fog as additive
363         }
364         ifog = 1 - fog;
365
366         for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
367         {
368                 skin = R_FetchAliasSkin(ent, mesh);
369                 if (skin->flags & ALIASSKIN_TRANSPARENT)
370                         continue;
371                 expandaliasvert(mesh->num_vertices);
372                 R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, aliasvert_vertex3f);
373                 R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_SVECTOR, aliasvert_svector3f);
374                 R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_TVECTOR, aliasvert_tvector3f);
375                 R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_NORMAL, aliasvert_normal3f);
376                 for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
377                 {
378                         if (!(layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR))
379                          || ((layer->flags & ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED) && ent->colormap < 0)
380                          || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0))
381                                 continue;
382                         lightcolor2[0] = lightcolor[0] * ifog;
383                         lightcolor2[1] = lightcolor[1] * ifog;
384                         lightcolor2[2] = lightcolor[2] * ifog;
385                         if (layer->flags & ALIASLAYER_SPECULAR)
386                         {
387                                 c_alias_polys += mesh->num_triangles;
388                                 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);
389                         }
390                         else if (layer->flags & ALIASLAYER_DIFFUSE)
391                         {
392                                 if (layer->flags & ALIASLAYER_COLORMAP_PANTS)
393                                 {
394                                         // 128-224 are backwards ranges
395                                         c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
396                                         // fullbright passes were already taken care of, so skip them in realtime lighting passes
397                                         if (c >= 224)
398                                                 continue;
399                                         bcolor = (qbyte *) (&palette_complete[c]);
400                                         lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f);
401                                         lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f);
402                                         lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
403                                 }
404                                 else if (layer->flags & ALIASLAYER_COLORMAP_SHIRT)
405                                 {
406                                         // 128-224 are backwards ranges
407                                         c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
408                                         // fullbright passes were already taken care of, so skip them in realtime lighting passes
409                                         if (c >= 224)
410                                                 continue;
411                                         bcolor = (qbyte *) (&palette_complete[c]);
412                                         lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f);
413                                         lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f);
414                                         lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
415                                 }
416                                 c_alias_polys += mesh->num_triangles;
417                                 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);
418                         }
419                 }
420         }
421 }
422
423 int ZymoticLerpBones(int count, const zymbonematrix *bonebase, const frameblend_t *blend, const zymbone_t *bone)
424 {
425         int i;
426         float lerp1, lerp2, lerp3, lerp4;
427         zymbonematrix *out, rootmatrix, m;
428         const zymbonematrix *bone1, *bone2, *bone3, *bone4;
429
430         rootmatrix.m[0][0] = 1;
431         rootmatrix.m[0][1] = 0;
432         rootmatrix.m[0][2] = 0;
433         rootmatrix.m[0][3] = 0;
434         rootmatrix.m[1][0] = 0;
435         rootmatrix.m[1][1] = 1;
436         rootmatrix.m[1][2] = 0;
437         rootmatrix.m[1][3] = 0;
438         rootmatrix.m[2][0] = 0;
439         rootmatrix.m[2][1] = 0;
440         rootmatrix.m[2][2] = 1;
441         rootmatrix.m[2][3] = 0;
442
443         bone1 = bonebase + blend[0].frame * count;
444         lerp1 = blend[0].lerp;
445         if (blend[1].lerp)
446         {
447                 bone2 = bonebase + blend[1].frame * count;
448                 lerp2 = blend[1].lerp;
449                 if (blend[2].lerp)
450                 {
451                         bone3 = bonebase + blend[2].frame * count;
452                         lerp3 = blend[2].lerp;
453                         if (blend[3].lerp)
454                         {
455                                 // 4 poses
456                                 bone4 = bonebase + blend[3].frame * count;
457                                 lerp4 = blend[3].lerp;
458                                 for (i = 0, out = zymbonepose;i < count;i++, out++)
459                                 {
460                                         // interpolate matrices
461                                         m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3 + bone4->m[0][0] * lerp4;
462                                         m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3 + bone4->m[0][1] * lerp4;
463                                         m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3 + bone4->m[0][2] * lerp4;
464                                         m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3 + bone4->m[0][3] * lerp4;
465                                         m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3 + bone4->m[1][0] * lerp4;
466                                         m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3 + bone4->m[1][1] * lerp4;
467                                         m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3 + bone4->m[1][2] * lerp4;
468                                         m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3 + bone4->m[1][3] * lerp4;
469                                         m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3 + bone4->m[2][0] * lerp4;
470                                         m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3 + bone4->m[2][1] * lerp4;
471                                         m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3 + bone4->m[2][2] * lerp4;
472                                         m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3 + bone4->m[2][3] * lerp4;
473                                         if (bone->parent >= 0)
474                                                 R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
475                                         else
476                                                 R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
477                                         bone1++;
478                                         bone2++;
479                                         bone3++;
480                                         bone4++;
481                                         bone++;
482                                 }
483                         }
484                         else
485                         {
486                                 // 3 poses
487                                 for (i = 0, out = zymbonepose;i < count;i++, out++)
488                                 {
489                                         // interpolate matrices
490                                         m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3;
491                                         m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3;
492                                         m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3;
493                                         m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3;
494                                         m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3;
495                                         m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3;
496                                         m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3;
497                                         m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3;
498                                         m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3;
499                                         m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3;
500                                         m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3;
501                                         m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3;
502                                         if (bone->parent >= 0)
503                                                 R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
504                                         else
505                                                 R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
506                                         bone1++;
507                                         bone2++;
508                                         bone3++;
509                                         bone++;
510                                 }
511                         }
512                 }
513                 else
514                 {
515                         // 2 poses
516                         for (i = 0, out = zymbonepose;i < count;i++, out++)
517                         {
518                                 // interpolate matrices
519                                 m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2;
520                                 m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2;
521                                 m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2;
522                                 m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2;
523                                 m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2;
524                                 m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2;
525                                 m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2;
526                                 m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2;
527                                 m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2;
528                                 m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2;
529                                 m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2;
530                                 m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2;
531                                 if (bone->parent >= 0)
532                                         R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
533                                 else
534                                         R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
535                                 bone1++;
536                                 bone2++;
537                                 bone++;
538                         }
539                 }
540         }
541         else
542         {
543                 // 1 pose
544                 if (lerp1 != 1)
545                 {
546                         // lerp != 1.0
547                         for (i = 0, out = zymbonepose;i < count;i++, out++)
548                         {
549                                 // interpolate matrices
550                                 m.m[0][0] = bone1->m[0][0] * lerp1;
551                                 m.m[0][1] = bone1->m[0][1] * lerp1;
552                                 m.m[0][2] = bone1->m[0][2] * lerp1;
553                                 m.m[0][3] = bone1->m[0][3] * lerp1;
554                                 m.m[1][0] = bone1->m[1][0] * lerp1;
555                                 m.m[1][1] = bone1->m[1][1] * lerp1;
556                                 m.m[1][2] = bone1->m[1][2] * lerp1;
557                                 m.m[1][3] = bone1->m[1][3] * lerp1;
558                                 m.m[2][0] = bone1->m[2][0] * lerp1;
559                                 m.m[2][1] = bone1->m[2][1] * lerp1;
560                                 m.m[2][2] = bone1->m[2][2] * lerp1;
561                                 m.m[2][3] = bone1->m[2][3] * lerp1;
562                                 if (bone->parent >= 0)
563                                         R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
564                                 else
565                                         R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
566                                 bone1++;
567                                 bone++;
568                         }
569                 }
570                 else
571                 {
572                         // lerp == 1.0
573                         for (i = 0, out = zymbonepose;i < count;i++, out++)
574                         {
575                                 if (bone->parent >= 0)
576                                         R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &bone1->m[0][0], &out->m[0][0]);
577                                 else
578                                         R_ConcatTransforms(&rootmatrix.m[0][0], &bone1->m[0][0], &out->m[0][0]);
579                                 bone1++;
580                                 bone++;
581                         }
582                 }
583         }
584         return true;
585 }
586
587 void ZymoticTransformVerts(int vertcount, float *vertex, int *bonecounts, zymvertex_t *vert)
588 {
589         int c;
590         float *out = vertex;
591         zymbonematrix *matrix;
592         while(vertcount--)
593         {
594                 c = *bonecounts++;
595                 // FIXME: validate bonecounts at load time (must be >= 1)
596                 // FIXME: need 4th component in origin, for how much of the translate to blend in
597                 if (c == 1)
598                 {
599                         matrix = &zymbonepose[vert->bonenum];
600                         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];
601                         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];
602                         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                         vert++;
604                 }
605                 else
606                 {
607                         VectorClear(out);
608                         while(c--)
609                         {
610                                 matrix = &zymbonepose[vert->bonenum];
611                                 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];
612                                 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];
613                                 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                                 vert++;
615                         }
616                 }
617                 out += 3;
618         }
619 }
620
621 void ZymoticCalcNormal3f(int vertcount, float *vertex3f, float *normal3f, int shadercount, int *renderlist)
622 {
623         int a, b, c, d;
624         float *out, v1[3], v2[3], normal[3], s;
625         int *u;
626         // clear normals
627         memset(normal3f, 0, sizeof(float) * vertcount * 3);
628         memset(aliasvertusage, 0, sizeof(int) * vertcount);
629         // parse render list and accumulate surface normals
630         while(shadercount--)
631         {
632                 d = *renderlist++;
633                 while (d--)
634                 {
635                         a = renderlist[0]*4;
636                         b = renderlist[1]*4;
637                         c = renderlist[2]*4;
638                         v1[0] = vertex3f[a+0] - vertex3f[b+0];
639                         v1[1] = vertex3f[a+1] - vertex3f[b+1];
640                         v1[2] = vertex3f[a+2] - vertex3f[b+2];
641                         v2[0] = vertex3f[c+0] - vertex3f[b+0];
642                         v2[1] = vertex3f[c+1] - vertex3f[b+1];
643                         v2[2] = vertex3f[c+2] - vertex3f[b+2];
644                         CrossProduct(v1, v2, normal);
645                         VectorNormalizeFast(normal);
646                         // add surface normal to vertices
647                         a = renderlist[0] * 3;
648                         normal3f[a+0] += normal[0];
649                         normal3f[a+1] += normal[1];
650                         normal3f[a+2] += normal[2];
651                         aliasvertusage[renderlist[0]]++;
652                         a = renderlist[1] * 3;
653                         normal3f[a+0] += normal[0];
654                         normal3f[a+1] += normal[1];
655                         normal3f[a+2] += normal[2];
656                         aliasvertusage[renderlist[1]]++;
657                         a = renderlist[2] * 3;
658                         normal3f[a+0] += normal[0];
659                         normal3f[a+1] += normal[1];
660                         normal3f[a+2] += normal[2];
661                         aliasvertusage[renderlist[2]]++;
662                         renderlist += 3;
663                 }
664         }
665         // FIXME: precalc this
666         // average surface normals
667         out = normal3f;
668         u = aliasvertusage;
669         while(vertcount--)
670         {
671                 if (*u > 1)
672                 {
673                         s = ixtable[*u];
674                         out[0] *= s;
675                         out[1] *= s;
676                         out[2] *= s;
677                 }
678                 u++;
679                 out += 3;
680         }
681 }
682
683 void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2)
684 {
685         float fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3];
686         vec3_t diff;
687         int i, *renderlist, *elements;
688         rtexture_t *texture;
689         rmeshstate_t mstate;
690         const entity_render_t *ent = calldata1;
691         int shadernum = calldata2;
692         int numverts, numtriangles;
693
694         R_Mesh_Matrix(&ent->matrix);
695
696         // find the vertex index list and texture
697         renderlist = ent->model->alias.zymdata_renderlist;
698         for (i = 0;i < shadernum;i++)
699                 renderlist += renderlist[0] * 3 + 1;
700         texture = ent->model->alias.zymdata_textures[shadernum];
701
702         numverts = ent->model->alias.zymnum_verts;
703         numtriangles = *renderlist++;
704         elements = renderlist;
705
706         expandaliasvert(numverts);
707
708         fog = 0;
709         if (fogenabled)
710         {
711                 VectorSubtract(ent->origin, r_vieworigin, diff);
712                 fog = DotProduct(diff,diff);
713                 if (fog < 0.01f)
714                         fog = 0.01f;
715                 fog = exp(fogdensity/fog);
716                 if (fog > 1)
717                         fog = 1;
718                 if (fog < 0.01f)
719                         fog = 0;
720                 // fog method: darken, additive fog
721                 // 1. render model as normal, scaled by inverse of fog alpha (darkens it)
722                 // 2. render fog as additive
723         }
724         ifog = 1 - fog;
725
726         if (ent->effects & EF_ADDITIVE)
727         {
728                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
729                 GL_DepthMask(false);
730         }
731         else if (ent->alpha != 1.0 || R_TextureHasAlpha(texture))
732         {
733                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
734                 GL_DepthMask(false);
735         }
736         else
737         {
738                 GL_BlendFunc(GL_ONE, GL_ZERO);
739                 GL_DepthMask(true);
740         }
741         GL_DepthTest(true);
742
743         memset(&mstate, 0, sizeof(mstate));
744         colorscale = 1.0f;
745         if (gl_combine.integer)
746         {
747                 mstate.texrgbscale[0] = 4;
748                 colorscale *= 0.25f;
749         }
750         mstate.tex[0] = R_GetTexture(texture);
751         mstate.pointer_texcoord[0] = ent->model->alias.zymdata_texcoords;
752         mstate.pointer_vertex = varray_vertex3f;
753         R_Mesh_State(&mstate);
754
755         ZymoticLerpBones(ent->model->alias.zymnum_bones, (zymbonematrix *) ent->model->alias.zymdata_poses, ent->frameblend, ent->model->alias.zymdata_bones);
756
757         ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->alias.zymdata_vertbonecounts, ent->model->alias.zymdata_verts);
758         ZymoticCalcNormal3f(numverts, varray_vertex3f, aliasvert_normal3f, ent->model->alias.zymnum_shaders, ent->model->alias.zymdata_renderlist);
759         if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, ifog * colorscale, ifog * colorscale, ifog * colorscale, ent->alpha, false))
760         {
761                 GL_ColorPointer(varray_color4f);
762                 R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, numverts, varray_vertex3f, aliasvert_normal3f, varray_color4f);
763         }
764         else
765         {
766                 GL_ColorPointer(NULL);
767                 GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
768         }
769         R_Mesh_Draw(numverts, numtriangles, elements);
770         c_alias_polys += numtriangles;
771
772         if (fog)
773         {
774                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
775                 GL_DepthMask(false);
776                 GL_DepthTest(true);
777
778                 memset(&mstate, 0, sizeof(mstate));
779                 // FIXME: need alpha mask for fogging...
780                 //mstate.tex[0] = R_GetTexture(texture);
781                 //mstate.pointer_texcoord = ent->model->alias.zymdata_texcoords;
782                 mstate.pointer_vertex = varray_vertex3f;
783                 R_Mesh_State(&mstate);
784
785                 GL_ColorPointer(NULL);
786                 GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], ent->alpha * fog);
787                 ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->alias.zymdata_vertbonecounts, ent->model->alias.zymdata_verts);
788                 R_Mesh_Draw(numverts, numtriangles, elements);
789                 c_alias_polys += numtriangles;
790         }
791 }
792
793 void R_Model_Zymotic_Draw(entity_render_t *ent)
794 {
795         int i;
796
797         if (ent->alpha < (1.0f / 64.0f))
798                 return; // basically completely transparent
799
800         c_models++;
801
802         for (i = 0;i < ent->model->alias.zymnum_shaders;i++)
803         {
804                 if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_TextureHasAlpha(ent->model->alias.zymdata_textures[i]))
805                         R_MeshQueue_AddTransparent(ent->origin, R_DrawZymoticModelMeshCallback, ent, i);
806                 else
807                         R_DrawZymoticModelMeshCallback(ent, i);
808         }
809 }
810
811 void R_Model_Zymotic_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
812 {
813         // FIXME
814 }
815
816 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)
817 {
818         // FIXME
819 }
820