]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_models.c
some more minor cleanups
[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_svector3f = NULL;
17 float *aliasvert_tvector3f = NULL;
18 float *aliasvert_normal3f = NULL;
19
20 float *aliasvertcolor2_4f = NULL;
21 int *aliasvertusage;
22 zymbonematrix *zymbonepose;
23
24 mempool_t *gl_models_mempool;
25
26 #define expandaliasvert(newmax) if ((newmax) > aliasvertmax) gl_models_allocarrays(newmax)
27
28 void gl_models_allocarrays(int newmax)
29 {
30         qbyte *data;
31         aliasvertmax = newmax;
32         if (aliasvertarrays != NULL)
33                 Mem_Free(aliasvertarrays);
34         aliasvertarrays = Mem_Alloc(gl_models_mempool, aliasvertmax * (sizeof(float[4+4+3+3+3]) + sizeof(int[3])));
35         data = aliasvertarrays;
36         aliasvertcolor4f = aliasvertcolor4fbuf = (void *)data;data += aliasvertmax * sizeof(float[4]);
37         aliasvertcolor2_4f = (void *)data;data += aliasvertmax * sizeof(float[4]); // used temporarily for tinted coloring
38         aliasvert_svector3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
39         aliasvert_tvector3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
40         aliasvert_normal3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
41         aliasvertusage = (void *)data;data += aliasvertmax * sizeof(int[3]);
42 }
43
44 void gl_models_freearrays(void)
45 {
46         aliasvertmax = 0;
47         if (aliasvertarrays != NULL)
48                 Mem_Free(aliasvertarrays);
49         aliasvertarrays = NULL;
50         aliasvertcolor4f = aliasvertcolor4fbuf = NULL;
51         aliasvertcolor2_4f = NULL;
52         aliasvert_svector3f = NULL;
53         aliasvert_tvector3f = NULL;
54         aliasvert_normal3f = NULL;
55         aliasvertusage = NULL;
56 }
57
58 void gl_models_start(void)
59 {
60         // allocate vertex processing arrays
61         gl_models_mempool = Mem_AllocPool("GL_Models");
62         zymbonepose = Mem_Alloc(gl_models_mempool, sizeof(zymbonematrix[256]));
63         gl_models_allocarrays(4096);
64 }
65
66 void gl_models_shutdown(void)
67 {
68         gl_models_freearrays();
69         Mem_FreePool(&gl_models_mempool);
70 }
71
72 void gl_models_newmap(void)
73 {
74 }
75
76 void GL_Models_Init(void)
77 {
78         R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap);
79 }
80
81 void R_Model_Alias_GetMesh_Vertex3f(const entity_render_t *ent, aliasmesh_t *mesh, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f)
82 {
83         int i, vertcount;
84         float lerp1, lerp2, lerp3, lerp4;
85         const aliasvertex_t *verts1, *verts2, *verts3, *verts4;
86
87         if (vertex3f == NULL)
88                 Host_Error("R_Model_Alias_GetMesh_Vertex3f: vertices == NULL.\n");
89         if (svector3f != NULL && (tvector3f == NULL || normal3f == NULL))
90                 Host_Error("R_Model_Alias_GetMesh_Vertex3f: svectors requires tvectors and normals.\n");
91         if (tvector3f != NULL && (svector3f == NULL || normal3f == NULL))
92                 Host_Error("R_Model_Alias_GetMesh_Vertex3f: tvectors requires svectors and normals.\n");
93
94         vertcount = mesh->num_vertices;
95         verts1 = mesh->data_aliasvertex + ent->frameblend[0].frame * vertcount;
96         lerp1 = ent->frameblend[0].lerp;
97         if (ent->frameblend[1].lerp)
98         {
99                 verts2 = mesh->data_aliasvertex + ent->frameblend[1].frame * vertcount;
100                 lerp2 = ent->frameblend[1].lerp;
101                 if (ent->frameblend[2].lerp)
102                 {
103                         verts3 = mesh->data_aliasvertex + ent->frameblend[2].frame * vertcount;
104                         lerp3 = ent->frameblend[2].lerp;
105                         if (ent->frameblend[3].lerp)
106                         {
107                                 verts4 = mesh->data_aliasvertex + ent->frameblend[3].frame * vertcount;
108                                 lerp4 = ent->frameblend[3].lerp;
109                                 // generate vertices
110                                 if (svector3f != NULL)
111                                 {
112                                         for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3, verts1++, verts2++, verts3++, verts4++)
113                                         {
114                                                 VectorMAMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, lerp4, verts4->origin, vertex3f);
115                                                 VectorMAMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, lerp4, verts4->normal, normal3f);
116                                                 VectorMAMAMAM(lerp1, verts1->svector, lerp2, verts2->svector, lerp3, verts3->svector, lerp4, verts4->svector, svector3f);
117                                                 CrossProduct(svector3f, normal3f, tvector3f);
118                                         }
119                                 }
120                                 else if (normal3f != NULL)
121                                 {
122                                         for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, verts1++, verts2++, verts3++, verts4++)
123                                         {
124                                                 VectorMAMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, lerp4, verts4->origin, vertex3f);
125                                                 VectorMAMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, lerp4, verts4->normal, normal3f);
126                                         }
127                                 }
128                                 else
129                                         for (i = 0;i < vertcount;i++, vertex3f += 3, verts1++, verts2++, verts3++, verts4++)
130                                                 VectorMAMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, lerp4, verts4->origin, vertex3f);
131                         }
132                         else
133                         {
134                                 // generate vertices
135                                 if (svector3f != NULL)
136                                 {
137                                         for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3, verts1++, verts2++, verts3++)
138                                         {
139                                                 VectorMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, vertex3f);
140                                                 VectorMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, normal3f);
141                                                 VectorMAMAM(lerp1, verts1->svector, lerp2, verts2->svector, lerp3, verts3->svector, svector3f);
142                                                 CrossProduct(svector3f, normal3f, tvector3f);
143                                         }
144                                 }
145                                 else if (normal3f != NULL)
146                                 {
147                                         for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, verts1++, verts2++, verts3++)
148                                         {
149                                                 VectorMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, vertex3f);
150                                                 VectorMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, normal3f);
151                                         }
152                                 }
153                                 else
154                                         for (i = 0;i < vertcount;i++, vertex3f += 3, verts1++, verts2++, verts3++)
155                                                 VectorMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, vertex3f);
156                         }
157                 }
158                 else
159                 {
160                         // generate vertices
161                         if (svector3f != NULL)
162                         {
163                                 for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3, verts1++, verts2++)
164                                 {
165                                         VectorMAM(lerp1, verts1->origin, lerp2, verts2->origin, vertex3f);
166                                         VectorMAM(lerp1, verts1->normal, lerp2, verts2->normal, normal3f);
167                                         VectorMAM(lerp1, verts1->svector, lerp2, verts2->svector, svector3f);
168                                         CrossProduct(svector3f, normal3f, tvector3f);
169                                 }
170                         }
171                         else if (normal3f != NULL)
172                         {
173                                 for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, verts1++, verts2++)
174                                 {
175                                         VectorMAM(lerp1, verts1->origin, lerp2, verts2->origin, vertex3f);
176                                         VectorMAM(lerp1, verts1->normal, lerp2, verts2->normal, normal3f);
177                                 }
178                         }
179                         else
180                                 for (i = 0;i < vertcount;i++, vertex3f += 3, verts1++, verts2++)
181                                         VectorMAM(lerp1, verts1->origin, lerp2, verts2->origin, vertex3f);
182                 }
183         }
184         else
185         {
186                 // generate vertices
187                 if (svector3f != NULL)
188                 {
189                         for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3, verts1++)
190                         {
191                                 VectorCopy(verts1->origin, vertex3f);
192                                 VectorCopy(verts1->normal, normal3f);
193                                 VectorCopy(verts1->svector, svector3f);
194                                 CrossProduct(svector3f, normal3f, tvector3f);
195                         }
196                 }
197                 else if (normal3f != NULL)
198                 {
199                         for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, verts1++)
200                         {
201                                 VectorCopy(verts1->origin, vertex3f);
202                                 VectorCopy(verts1->normal, normal3f);
203                         }
204                 }
205                 else
206                         for (i = 0;i < vertcount;i++, vertex3f += 3, verts1++)
207                                 VectorCopy(verts1->origin, vertex3f);
208         }
209 }
210
211 aliasskin_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mesh)
212 {
213         model_t *model = ent->model;
214         int s = ent->skinnum;
215         if ((unsigned int)s >= (unsigned int)model->numskins)
216                 s = 0;
217         if (model->skinscenes[s].framecount > 1)
218                 s = model->skinscenes[s].firstframe + (int) (cl.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
219         else
220                 s = model->skinscenes[s].firstframe;
221         if (s >= mesh->num_skins)
222                 s = 0;
223         return mesh->data_skins + s;
224 }
225
226 void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
227 {
228         int c, fullbright, layernum;
229         float tint[3], fog, ifog, colorscale;
230         vec3_t diff;
231         qbyte *bcolor;
232         rmeshstate_t m;
233         const entity_render_t *ent = calldata1;
234         aliasmesh_t *mesh = ent->model->aliasdata_meshes + calldata2;
235         aliaslayer_t *layer;
236         aliasskin_t *skin;
237
238         R_Mesh_Matrix(&ent->matrix);
239
240         fog = 0;
241         if (fogenabled)
242         {
243                 VectorSubtract(ent->origin, r_origin, diff);
244                 fog = DotProduct(diff,diff);
245                 if (fog < 0.01f)
246                         fog = 0.01f;
247                 fog = exp(fogdensity/fog);
248                 if (fog > 1)
249                         fog = 1;
250                 if (fog < 0.01f)
251                         fog = 0;
252                 // fog method: darken, additive fog
253                 // 1. render model as normal, scaled by inverse of fog alpha (darkens it)
254                 // 2. render fog as additive
255         }
256         ifog = 1 - fog;
257
258         memset(&m, 0, sizeof(m));
259         skin = R_FetchAliasSkin(ent, mesh);
260         for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
261         {
262                 if (((layer->flags & ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED) && ent->colormap < 0)
263                  || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0)
264                  ||  (layer->flags & ALIASLAYER_DRAW_PER_LIGHT))
265                         continue;
266                 expandaliasvert(mesh->num_vertices);
267                 if (layer->flags & ALIASLAYER_FOG)
268                 {
269                         m.blendfunc1 = GL_SRC_ALPHA;
270                         m.blendfunc2 = GL_ONE;
271                         colorscale = r_colorscale;
272                         m.texrgbscale[0] = 1;
273                         m.tex[0] = R_GetTexture(layer->texture);
274                         R_Mesh_State(&m);
275                         GL_Color(fogcolor[0] * fog * colorscale, fogcolor[1] * fog * colorscale, fogcolor[2] * fog * colorscale, ent->alpha);
276                         c_alias_polys += mesh->num_triangles;
277                         R_Mesh_GetSpace(mesh->num_vertices);
278                         R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f, aliasvert_normal3f, NULL, NULL);
279                         if (layer->texture != NULL)
280                                 R_Mesh_CopyTexCoord2f(0, mesh->data_texcoord2f, mesh->num_vertices);
281                         R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
282                         continue;
283                 }
284                 if ((layer->flags & ALIASLAYER_ADD) || ((layer->flags & ALIASLAYER_ALPHA) && (ent->effects & EF_ADDITIVE)))
285                 {
286                         m.blendfunc1 = GL_SRC_ALPHA;
287                         m.blendfunc2 = GL_ONE;
288                 }
289                 else if ((layer->flags & ALIASLAYER_ALPHA) || ent->alpha != 1.0)
290                 {
291                         m.blendfunc1 = GL_SRC_ALPHA;
292                         m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
293                 }
294                 else
295                 {
296                         m.blendfunc1 = GL_ONE;
297                         m.blendfunc2 = GL_ZERO;
298                 }
299                 colorscale = r_colorscale;
300                 m.texrgbscale[0] = 1;
301                 if (gl_combine.integer)
302                 {
303                         colorscale *= 0.25f;
304                         m.texrgbscale[0] = 4;
305                 }
306                 m.tex[0] = R_GetTexture(layer->texture);
307                 R_Mesh_State(&m);
308                 if (layer->flags & ALIASLAYER_COLORMAP_PANTS)
309                 {
310                         // 128-224 are backwards ranges
311                         c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
312                         bcolor = (qbyte *) (&palette_complete[c]);
313                         fullbright = c >= 224;
314                         VectorScale(bcolor, (1.0f / 255.0f), tint);
315                 }
316                 else if (layer->flags & ALIASLAYER_COLORMAP_SHIRT)
317                 {
318                         // 128-224 are backwards ranges
319                         c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
320                         bcolor = (qbyte *) (&palette_complete[c]);
321                         fullbright = c >= 224;
322                         VectorScale(bcolor, (1.0f / 255.0f), tint);
323                 }
324                 else
325                 {
326                         tint[0] = tint[1] = tint[2] = 1;
327                         fullbright = false;
328                 }
329                 VectorScale(tint, ifog * colorscale, tint);
330                 if (!(layer->flags & ALIASLAYER_DIFFUSE))
331                         fullbright = true;
332                 if (ent->effects & EF_FULLBRIGHT)
333                         fullbright = true;
334                 c_alias_polys += mesh->num_triangles;
335                 R_Mesh_GetSpace(mesh->num_vertices);
336                 R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f, aliasvert_normal3f, NULL, NULL);
337                 R_Mesh_CopyTexCoord2f(0, mesh->data_texcoord2f, mesh->num_vertices);
338                 if (fullbright)
339                         GL_Color(tint[0], tint[1], tint[2], ent->alpha);
340                 else
341                         R_LightModel(ent, mesh->num_vertices, varray_vertex3f, aliasvert_normal3f, varray_color4f, tint[0], tint[1], tint[2], false);
342                 R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
343         }
344 }
345
346 void R_Model_Alias_Draw(entity_render_t *ent)
347 {
348         int meshnum;
349         aliasmesh_t *mesh;
350         if (ent->alpha < (1.0f / 64.0f))
351                 return; // basically completely transparent
352
353         c_models++;
354
355         for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++, mesh++)
356         {
357                 if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchAliasSkin(ent, mesh)->flags & ALIASSKIN_TRANSPARENT)
358                         R_MeshQueue_AddTransparent(ent->origin, R_DrawAliasModelCallback, ent, meshnum);
359                 else
360                         R_DrawAliasModelCallback(ent, meshnum);
361         }
362 }
363
364 void R_Model_Alias_DrawFakeShadow (entity_render_t *ent)
365 {
366         int i, meshnum;
367         aliasmesh_t *mesh;
368         aliasskin_t *skin;
369         rmeshstate_t m;
370         float *v, planenormal[3], planedist, dist, projection[3], floororigin[3], surfnormal[3], lightdirection[3], v2[3];
371
372         if ((ent->effects & EF_ADDITIVE) || ent->alpha < 1)
373                 return;
374
375         lightdirection[0] = 0.5;
376         lightdirection[1] = 0.2;
377         lightdirection[2] = -1;
378         VectorNormalizeFast(lightdirection);
379
380         VectorMA(ent->origin, 65536.0f, lightdirection, v2);
381         if (CL_TraceLine(ent->origin, v2, floororigin, surfnormal, 0, false, NULL) == 1)
382                 return;
383
384         R_Mesh_Matrix(&ent->matrix);
385
386         memset(&m, 0, sizeof(m));
387         m.blendfunc1 = GL_SRC_ALPHA;
388         m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
389         R_Mesh_State(&m);
390         GL_Color(0, 0, 0, 0.5);
391
392         // put a light direction in the entity's coordinate space
393         Matrix4x4_Transform3x3(&ent->inversematrix, lightdirection, projection);
394         VectorNormalizeFast(projection);
395
396         // put the plane's normal in the entity's coordinate space
397         Matrix4x4_Transform3x3(&ent->inversematrix, surfnormal, planenormal);
398         VectorNormalizeFast(planenormal);
399
400         // put the plane's distance in the entity's coordinate space
401         VectorSubtract(floororigin, ent->origin, floororigin);
402         planedist = DotProduct(floororigin, surfnormal) + 2;
403
404         dist = -1.0f / DotProduct(projection, planenormal);
405         VectorScale(projection, dist, projection);
406         for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++)
407         {
408                 skin = R_FetchAliasSkin(ent, mesh);
409                 if (skin->flags & ALIASSKIN_TRANSPARENT)
410                         continue;
411                 R_Mesh_GetSpace(mesh->num_vertices);
412                 R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f, NULL, NULL, NULL);
413                 for (i = 0, v = varray_vertex3f;i < mesh->num_vertices;i++, v += 3)
414                 {
415                         dist = DotProduct(v, planenormal) - planedist;
416                         if (dist > 0)
417                                 VectorMA(v, dist, projection, v);
418                 }
419                 c_alias_polys += mesh->num_triangles;
420                 R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
421         }
422 }
423
424 void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
425 {
426         int meshnum;
427         aliasmesh_t *mesh;
428         aliasskin_t *skin;
429         float projectdistance;
430         if (ent->effects & EF_ADDITIVE || ent->alpha < 1)
431                 return;
432         projectdistance = lightradius + ent->model->radius - sqrt(DotProduct(relativelightorigin, relativelightorigin));
433         if (projectdistance > 0.1)
434         {
435                 R_Mesh_Matrix(&ent->matrix);
436                 for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++, mesh++)
437                 {
438                         skin = R_FetchAliasSkin(ent, mesh);
439                         if (skin->flags & ALIASSKIN_TRANSPARENT)
440                                 continue;
441                         R_Mesh_GetSpace(mesh->num_vertices * 2);
442                         R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f, NULL, NULL, NULL);
443                         R_Shadow_Volume(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, mesh->data_neighbor3i, relativelightorigin, lightradius, projectdistance);
444                 }
445         }
446 }
447
448 void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
449 {
450         int c, meshnum, layernum;
451         float fog, ifog, lightcolor2[3], *vertices;
452         vec3_t diff;
453         qbyte *bcolor;
454         aliasmesh_t *mesh;
455         aliaslayer_t *layer;
456         aliasskin_t *skin;
457
458         if (ent->effects & (EF_ADDITIVE | EF_FULLBRIGHT) || ent->alpha < 1)
459                 return;
460
461         R_Mesh_Matrix(&ent->matrix);
462
463         fog = 0;
464         if (fogenabled)
465         {
466                 VectorSubtract(ent->origin, r_origin, diff);
467                 fog = DotProduct(diff,diff);
468                 if (fog < 0.01f)
469                         fog = 0.01f;
470                 fog = exp(fogdensity/fog);
471                 if (fog > 1)
472                         fog = 1;
473                 if (fog < 0.01f)
474                         fog = 0;
475                 // fog method: darken, additive fog
476                 // 1. render model as normal, scaled by inverse of fog alpha (darkens it)
477                 // 2. render fog as additive
478         }
479         ifog = 1 - fog;
480
481         for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++, mesh++)
482         {
483                 skin = R_FetchAliasSkin(ent, mesh);
484                 if (skin->flags & ALIASSKIN_TRANSPARENT)
485                         continue;
486                 expandaliasvert(mesh->num_vertices);
487                 vertices = R_Shadow_VertexBuffer(mesh->num_vertices);
488                 R_Model_Alias_GetMesh_Vertex3f(ent, mesh, vertices, aliasvert_normal3f, aliasvert_svector3f, aliasvert_tvector3f);
489                 for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
490                 {
491                         if (!(layer->flags & ALIASLAYER_DRAW_PER_LIGHT)
492                          || ((layer->flags & ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED) && ent->colormap < 0)
493                          || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0))
494                                 continue;
495                         lightcolor2[0] = lightcolor[0] * ifog;
496                         lightcolor2[1] = lightcolor[1] * ifog;
497                         lightcolor2[2] = lightcolor[2] * ifog;
498                         if (layer->flags & ALIASLAYER_SPECULAR)
499                         {
500                                 c_alias_polys += mesh->num_triangles;
501                                 R_Shadow_SpecularLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertices, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor2, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, NULL);
502                         }
503                         else if (layer->flags & ALIASLAYER_DIFFUSE)
504                         {
505                                 if (layer->flags & ALIASLAYER_COLORMAP_PANTS)
506                                 {
507                                         // 128-224 are backwards ranges
508                                         c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
509                                         // fullbright passes were already taken care of, so skip them in realtime lighting passes
510                                         if (c >= 224)
511                                                 continue;
512                                         bcolor = (qbyte *) (&palette_complete[c]);
513                                         lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f);
514                                         lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f);
515                                         lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
516                                 }
517                                 else if (layer->flags & ALIASLAYER_COLORMAP_SHIRT)
518                                 {
519                                         // 128-224 are backwards ranges
520                                         c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
521                                         // fullbright passes were already taken care of, so skip them in realtime lighting passes
522                                         if (c >= 224)
523                                                 continue;
524                                         bcolor = (qbyte *) (&palette_complete[c]);
525                                         lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f);
526                                         lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f);
527                                         lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
528                                 }
529                                 c_alias_polys += mesh->num_triangles;
530                                 R_Shadow_DiffuseLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertices, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, lightradius, lightcolor2, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, NULL);
531                         }
532                 }
533         }
534 }
535
536 int ZymoticLerpBones(int count, const zymbonematrix *bonebase, const frameblend_t *blend, const zymbone_t *bone)
537 {
538         int i;
539         float lerp1, lerp2, lerp3, lerp4;
540         zymbonematrix *out, rootmatrix, m;
541         const zymbonematrix *bone1, *bone2, *bone3, *bone4;
542
543         rootmatrix.m[0][0] = 1;
544         rootmatrix.m[0][1] = 0;
545         rootmatrix.m[0][2] = 0;
546         rootmatrix.m[0][3] = 0;
547         rootmatrix.m[1][0] = 0;
548         rootmatrix.m[1][1] = 1;
549         rootmatrix.m[1][2] = 0;
550         rootmatrix.m[1][3] = 0;
551         rootmatrix.m[2][0] = 0;
552         rootmatrix.m[2][1] = 0;
553         rootmatrix.m[2][2] = 1;
554         rootmatrix.m[2][3] = 0;
555
556         bone1 = bonebase + blend[0].frame * count;
557         lerp1 = blend[0].lerp;
558         if (blend[1].lerp)
559         {
560                 bone2 = bonebase + blend[1].frame * count;
561                 lerp2 = blend[1].lerp;
562                 if (blend[2].lerp)
563                 {
564                         bone3 = bonebase + blend[2].frame * count;
565                         lerp3 = blend[2].lerp;
566                         if (blend[3].lerp)
567                         {
568                                 // 4 poses
569                                 bone4 = bonebase + blend[3].frame * count;
570                                 lerp4 = blend[3].lerp;
571                                 for (i = 0, out = zymbonepose;i < count;i++, out++)
572                                 {
573                                         // interpolate matrices
574                                         m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3 + bone4->m[0][0] * lerp4;
575                                         m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3 + bone4->m[0][1] * lerp4;
576                                         m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3 + bone4->m[0][2] * lerp4;
577                                         m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3 + bone4->m[0][3] * lerp4;
578                                         m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3 + bone4->m[1][0] * lerp4;
579                                         m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3 + bone4->m[1][1] * lerp4;
580                                         m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3 + bone4->m[1][2] * lerp4;
581                                         m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3 + bone4->m[1][3] * lerp4;
582                                         m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3 + bone4->m[2][0] * lerp4;
583                                         m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3 + bone4->m[2][1] * lerp4;
584                                         m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3 + bone4->m[2][2] * lerp4;
585                                         m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3 + bone4->m[2][3] * lerp4;
586                                         if (bone->parent >= 0)
587                                                 R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
588                                         else
589                                                 R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
590                                         bone1++;
591                                         bone2++;
592                                         bone3++;
593                                         bone4++;
594                                         bone++;
595                                 }
596                         }
597                         else
598                         {
599                                 // 3 poses
600                                 for (i = 0, out = zymbonepose;i < count;i++, out++)
601                                 {
602                                         // interpolate matrices
603                                         m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3;
604                                         m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3;
605                                         m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3;
606                                         m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3;
607                                         m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3;
608                                         m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3;
609                                         m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3;
610                                         m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3;
611                                         m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3;
612                                         m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3;
613                                         m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3;
614                                         m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3;
615                                         if (bone->parent >= 0)
616                                                 R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
617                                         else
618                                                 R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
619                                         bone1++;
620                                         bone2++;
621                                         bone3++;
622                                         bone++;
623                                 }
624                         }
625                 }
626                 else
627                 {
628                         // 2 poses
629                         for (i = 0, out = zymbonepose;i < count;i++, out++)
630                         {
631                                 // interpolate matrices
632                                 m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2;
633                                 m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2;
634                                 m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2;
635                                 m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2;
636                                 m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2;
637                                 m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2;
638                                 m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2;
639                                 m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2;
640                                 m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2;
641                                 m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2;
642                                 m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2;
643                                 m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2;
644                                 if (bone->parent >= 0)
645                                         R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
646                                 else
647                                         R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
648                                 bone1++;
649                                 bone2++;
650                                 bone++;
651                         }
652                 }
653         }
654         else
655         {
656                 // 1 pose
657                 if (lerp1 != 1)
658                 {
659                         // lerp != 1.0
660                         for (i = 0, out = zymbonepose;i < count;i++, out++)
661                         {
662                                 // interpolate matrices
663                                 m.m[0][0] = bone1->m[0][0] * lerp1;
664                                 m.m[0][1] = bone1->m[0][1] * lerp1;
665                                 m.m[0][2] = bone1->m[0][2] * lerp1;
666                                 m.m[0][3] = bone1->m[0][3] * lerp1;
667                                 m.m[1][0] = bone1->m[1][0] * lerp1;
668                                 m.m[1][1] = bone1->m[1][1] * lerp1;
669                                 m.m[1][2] = bone1->m[1][2] * lerp1;
670                                 m.m[1][3] = bone1->m[1][3] * lerp1;
671                                 m.m[2][0] = bone1->m[2][0] * lerp1;
672                                 m.m[2][1] = bone1->m[2][1] * lerp1;
673                                 m.m[2][2] = bone1->m[2][2] * lerp1;
674                                 m.m[2][3] = bone1->m[2][3] * lerp1;
675                                 if (bone->parent >= 0)
676                                         R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
677                                 else
678                                         R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
679                                 bone1++;
680                                 bone++;
681                         }
682                 }
683                 else
684                 {
685                         // lerp == 1.0
686                         for (i = 0, out = zymbonepose;i < count;i++, out++)
687                         {
688                                 if (bone->parent >= 0)
689                                         R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &bone1->m[0][0], &out->m[0][0]);
690                                 else
691                                         R_ConcatTransforms(&rootmatrix.m[0][0], &bone1->m[0][0], &out->m[0][0]);
692                                 bone1++;
693                                 bone++;
694                         }
695                 }
696         }
697         return true;
698 }
699
700 void ZymoticTransformVerts(int vertcount, float *vertex, int *bonecounts, zymvertex_t *vert)
701 {
702         int c;
703         float *out = vertex;
704         zymbonematrix *matrix;
705         while(vertcount--)
706         {
707                 c = *bonecounts++;
708                 // FIXME: validate bonecounts at load time (must be >= 1)
709                 // FIXME: need 4th component in origin, for how much of the translate to blend in
710                 if (c == 1)
711                 {
712                         matrix = &zymbonepose[vert->bonenum];
713                         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];
714                         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];
715                         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];
716                         vert++;
717                 }
718                 else
719                 {
720                         VectorClear(out);
721                         while(c--)
722                         {
723                                 matrix = &zymbonepose[vert->bonenum];
724                                 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];
725                                 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];
726                                 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];
727                                 vert++;
728                         }
729                 }
730                 out += 3;
731         }
732 }
733
734 void ZymoticCalcNormal3f(int vertcount, float *vertex3f, float *normal3f, int shadercount, int *renderlist)
735 {
736         int a, b, c, d;
737         float *out, v1[3], v2[3], normal[3], s;
738         int *u;
739         // clear normals
740         memset(normal3f, 0, sizeof(float) * vertcount * 3);
741         memset(aliasvertusage, 0, sizeof(int) * vertcount);
742         // parse render list and accumulate surface normals
743         while(shadercount--)
744         {
745                 d = *renderlist++;
746                 while (d--)
747                 {
748                         a = renderlist[0]*4;
749                         b = renderlist[1]*4;
750                         c = renderlist[2]*4;
751                         v1[0] = vertex3f[a+0] - vertex3f[b+0];
752                         v1[1] = vertex3f[a+1] - vertex3f[b+1];
753                         v1[2] = vertex3f[a+2] - vertex3f[b+2];
754                         v2[0] = vertex3f[c+0] - vertex3f[b+0];
755                         v2[1] = vertex3f[c+1] - vertex3f[b+1];
756                         v2[2] = vertex3f[c+2] - vertex3f[b+2];
757                         CrossProduct(v1, v2, normal);
758                         VectorNormalizeFast(normal);
759                         // add surface normal to vertices
760                         a = renderlist[0] * 3;
761                         normal3f[a+0] += normal[0];
762                         normal3f[a+1] += normal[1];
763                         normal3f[a+2] += normal[2];
764                         aliasvertusage[renderlist[0]]++;
765                         a = renderlist[1] * 3;
766                         normal3f[a+0] += normal[0];
767                         normal3f[a+1] += normal[1];
768                         normal3f[a+2] += normal[2];
769                         aliasvertusage[renderlist[1]]++;
770                         a = renderlist[2] * 3;
771                         normal3f[a+0] += normal[0];
772                         normal3f[a+1] += normal[1];
773                         normal3f[a+2] += normal[2];
774                         aliasvertusage[renderlist[2]]++;
775                         renderlist += 3;
776                 }
777         }
778         // FIXME: precalc this
779         // average surface normals
780         out = normal3f;
781         u = aliasvertusage;
782         while(vertcount--)
783         {
784                 if (*u > 1)
785                 {
786                         s = ixtable[*u];
787                         out[0] *= s;
788                         out[1] *= s;
789                         out[2] *= s;
790                 }
791                 u++;
792                 out += 3;
793         }
794 }
795
796 void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2)
797 {
798         float fog, ifog, colorscale;
799         vec3_t diff;
800         int i, *renderlist, *elements;
801         rtexture_t *texture;
802         rmeshstate_t mstate;
803         const entity_render_t *ent = calldata1;
804         int shadernum = calldata2;
805         int numverts, numtriangles;
806
807         R_Mesh_Matrix(&ent->matrix);
808
809         // find the vertex index list and texture
810         renderlist = ent->model->zymdata_renderlist;
811         for (i = 0;i < shadernum;i++)
812                 renderlist += renderlist[0] * 3 + 1;
813         texture = ent->model->zymdata_textures[shadernum];
814
815         numverts = ent->model->zymnum_verts;
816         numtriangles = *renderlist++;
817         elements = renderlist;
818
819         expandaliasvert(numverts);
820
821         fog = 0;
822         if (fogenabled)
823         {
824                 VectorSubtract(ent->origin, r_origin, diff);
825                 fog = DotProduct(diff,diff);
826                 if (fog < 0.01f)
827                         fog = 0.01f;
828                 fog = exp(fogdensity/fog);
829                 if (fog > 1)
830                         fog = 1;
831                 if (fog < 0.01f)
832                         fog = 0;
833                 // fog method: darken, additive fog
834                 // 1. render model as normal, scaled by inverse of fog alpha (darkens it)
835                 // 2. render fog as additive
836         }
837         ifog = 1 - fog;
838
839         memset(&mstate, 0, sizeof(mstate));
840         if (ent->effects & EF_ADDITIVE)
841         {
842                 mstate.blendfunc1 = GL_SRC_ALPHA;
843                 mstate.blendfunc2 = GL_ONE;
844         }
845         else if (ent->alpha != 1.0 || R_TextureHasAlpha(texture))
846         {
847                 mstate.blendfunc1 = GL_SRC_ALPHA;
848                 mstate.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
849         }
850         else
851         {
852                 mstate.blendfunc1 = GL_ONE;
853                 mstate.blendfunc2 = GL_ZERO;
854         }
855         colorscale = r_colorscale;
856         if (gl_combine.integer)
857         {
858                 mstate.texrgbscale[0] = 4;
859                 colorscale *= 0.25f;
860         }
861         mstate.tex[0] = R_GetTexture(texture);
862         R_Mesh_State(&mstate);
863         ZymoticLerpBones(ent->model->zymnum_bones, (zymbonematrix *) ent->model->zymdata_poses, ent->frameblend, ent->model->zymdata_bones);
864
865         R_Mesh_GetSpace(numverts);
866         ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->zymdata_vertbonecounts, ent->model->zymdata_verts);
867         R_Mesh_CopyTexCoord2f(0, ent->model->zymdata_texcoords, ent->model->zymnum_verts);
868         ZymoticCalcNormal3f(numverts, varray_vertex3f, aliasvert_normal3f, ent->model->zymnum_shaders, ent->model->zymdata_renderlist);
869         R_LightModel(ent, numverts, varray_vertex3f, aliasvert_normal3f, varray_color4f, ifog * colorscale, ifog * colorscale, ifog * colorscale, false);
870         R_Mesh_Draw(numverts, numtriangles, elements);
871         c_alias_polys += numtriangles;
872
873         if (fog)
874         {
875                 memset(&mstate, 0, sizeof(mstate));
876                 mstate.blendfunc1 = GL_SRC_ALPHA;
877                 mstate.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
878                 // FIXME: need alpha mask for fogging...
879                 //mstate.tex[0] = R_GetTexture(texture);
880                 R_Mesh_State(&mstate);
881                 GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, ent->alpha * fog);
882                 R_Mesh_GetSpace(numverts);
883                 ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->zymdata_vertbonecounts, ent->model->zymdata_verts);
884                 R_Mesh_Draw(numverts, numtriangles, elements);
885                 c_alias_polys += numtriangles;
886         }
887 }
888
889 void R_Model_Zymotic_Draw(entity_render_t *ent)
890 {
891         int i;
892
893         if (ent->alpha < (1.0f / 64.0f))
894                 return; // basically completely transparent
895
896         c_models++;
897
898         for (i = 0;i < ent->model->zymnum_shaders;i++)
899         {
900                 if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_TextureHasAlpha(ent->model->zymdata_textures[i]))
901                         R_MeshQueue_AddTransparent(ent->origin, R_DrawZymoticModelMeshCallback, ent, i);
902                 else
903                         R_DrawZymoticModelMeshCallback(ent, i);
904         }
905 }
906
907 void R_Model_Zymotic_DrawFakeShadow(entity_render_t *ent)
908 {
909         // FIXME
910 }
911
912 void R_Model_Zymotic_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, float lightradius2, float lightdistbias, float lightsubtract, float *lightcolor)
913 {
914         // FIXME
915 }
916
917 void R_Model_Zymotic_DrawOntoLight(entity_render_t *ent)
918 {
919         // FIXME
920 }
921