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added DP_GFX_SKYBOX and DP_CL_LOADSKY extensions
[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 aliaslayer_t r_aliasnoskinlayers[2] = {{ALIASLAYER_DIFFUSE, NULL, NULL}, {ALIASLAYER_FOG | ALIASLAYER_FORCEDRAW_IF_FIRSTPASS, NULL, NULL}};
212 aliasskin_t r_aliasnoskin = {0, 2, r_aliasnoskinlayers};
213 aliasskin_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mesh)
214 {
215         model_t *model = ent->model;
216         if (model->numskins)
217         {
218                 int s = ent->skinnum;
219                 if ((unsigned int)s >= (unsigned int)model->numskins)
220                         s = 0;
221                 if (model->skinscenes[s].framecount > 1)
222                         s = model->skinscenes[s].firstframe + (int) (cl.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
223                 else
224                         s = model->skinscenes[s].firstframe;
225                 if (s >= mesh->num_skins)
226                         s = 0;
227                 return mesh->data_skins + s;
228         }
229         else
230         {
231                 r_aliasnoskinlayers[0].texture = r_notexture;
232                 return &r_aliasnoskin;
233         }
234 }
235
236 void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
237 {
238         int c, fullbright, layernum, firstpass;
239         float tint[3], fog, ifog, colorscale;
240         vec3_t diff;
241         qbyte *bcolor;
242         rmeshstate_t m;
243         const entity_render_t *ent = calldata1;
244         aliasmesh_t *mesh = ent->model->aliasdata_meshes + calldata2;
245         aliaslayer_t *layer;
246         aliasskin_t *skin;
247
248         R_Mesh_Matrix(&ent->matrix);
249
250         fog = 0;
251         if (fogenabled)
252         {
253                 VectorSubtract(ent->origin, r_origin, diff);
254                 fog = DotProduct(diff,diff);
255                 if (fog < 0.01f)
256                         fog = 0.01f;
257                 fog = exp(fogdensity/fog);
258                 if (fog > 1)
259                         fog = 1;
260                 if (fog < 0.01f)
261                         fog = 0;
262                 // fog method: darken, additive fog
263                 // 1. render model as normal, scaled by inverse of fog alpha (darkens it)
264                 // 2. render fog as additive
265         }
266         ifog = 1 - fog;
267
268         firstpass = true;
269         memset(&m, 0, sizeof(m));
270         skin = R_FetchAliasSkin(ent, mesh);
271         for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
272         {
273                 if (!(layer->flags & ALIASLAYER_FORCEDRAW_IF_FIRSTPASS) || !firstpass)
274                 {
275                         if (((layer->flags & ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED) && ent->colormap < 0)
276                          || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0)
277                          || ((layer->flags & ALIASLAYER_FOG) && !fogenabled)
278                          ||  (layer->flags & ALIASLAYER_SPECULAR)
279                          || ((layer->flags & ALIASLAYER_DIFFUSE) && (r_shadow_realtime_world.integer && r_ambient.integer <= 0 && r_fullbright.integer == 0 && !(ent->effects & EF_FULLBRIGHT))))
280                                 continue;
281                 }
282                 if (!firstpass || (ent->effects & EF_ADDITIVE))
283                 {
284                         m.blendfunc1 = GL_SRC_ALPHA;
285                         m.blendfunc2 = GL_ONE;
286                 }
287                 else if ((skin->flags & ALIASSKIN_TRANSPARENT) || ent->alpha != 1.0)
288                 {
289                         m.blendfunc1 = GL_SRC_ALPHA;
290                         m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
291                 }
292                 else
293                 {
294                         m.blendfunc1 = GL_ONE;
295                         m.blendfunc2 = GL_ZERO;
296                 }
297                 firstpass = false;
298                 expandaliasvert(mesh->num_vertices);
299                 colorscale = r_colorscale;
300                 m.texrgbscale[0] = 1;
301                 m.tex[0] = R_GetTexture(layer->texture);
302                 if (gl_combine.integer && layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR))
303                 {
304                         colorscale *= 0.25f;
305                         m.texrgbscale[0] = 4;
306                 }
307                 R_Mesh_State(&m);
308                 c_alias_polys += mesh->num_triangles;
309                 R_Mesh_GetSpace(mesh->num_vertices);
310                 if (layer->texture != NULL)
311                         R_Mesh_CopyTexCoord2f(0, mesh->data_texcoord2f, mesh->num_vertices);
312                 if (layer->flags & ALIASLAYER_FOG)
313                 {
314                         colorscale *= fog;
315                         R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f, NULL, NULL, NULL);
316                         GL_Color(fogcolor[0] * colorscale, fogcolor[1] * colorscale, fogcolor[2] * colorscale, ent->alpha);
317                 }
318                 else
319                 {
320                         if (layer->flags & (ALIASLAYER_COLORMAP_PANTS | ALIASLAYER_COLORMAP_SHIRT))
321                         {
322                                 // 128-224 are backwards ranges
323                                 if (layer->flags & ALIASLAYER_COLORMAP_PANTS)
324                                         c = (ent->colormap & 0xF) << 4;
325                                 else //if (layer->flags & ALIASLAYER_COLORMAP_SHIRT)
326                                         c = (ent->colormap & 0xF0);
327                                 c += (c >= 128 && c < 224) ? 4 : 12;
328                                 bcolor = (qbyte *) (&palette_complete[c]);
329                                 fullbright = c >= 224;
330                                 VectorScale(bcolor, (1.0f / 255.0f), tint);
331                         }
332                         else
333                         {
334                                 tint[0] = tint[1] = tint[2] = 1;
335                                 fullbright = false;
336                         }
337                         colorscale *= ifog;
338                         if (fullbright || !(layer->flags & ALIASLAYER_DIFFUSE) || r_fullbright.integer || (ent->effects & EF_FULLBRIGHT))
339                         {
340                                 R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f, NULL, NULL, NULL);
341                                 GL_Color(tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha);
342                         }
343                         else if (r_shadow_realtime_world.integer)
344                         {
345                                 R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f, NULL, NULL, NULL);
346                                 colorscale *= r_ambient.value * (2.0f / 128.0f);
347                                 GL_Color(tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha);
348                         }
349                         else
350                         {
351                                 R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f, aliasvert_normal3f, NULL, NULL);
352                                 R_LightModel(ent, mesh->num_vertices, varray_vertex3f, aliasvert_normal3f, varray_color4f, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, false);
353                         }
354                 }
355                 R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
356         }
357 }
358
359 void R_Model_Alias_Draw(entity_render_t *ent)
360 {
361         int meshnum;
362         aliasmesh_t *mesh;
363         if (ent->alpha < (1.0f / 64.0f))
364                 return; // basically completely transparent
365
366         c_models++;
367
368         for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++, mesh++)
369         {
370                 if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchAliasSkin(ent, mesh)->flags & ALIASSKIN_TRANSPARENT)
371                         R_MeshQueue_AddTransparent(ent->origin, R_DrawAliasModelCallback, ent, meshnum);
372                 else
373                         R_DrawAliasModelCallback(ent, meshnum);
374         }
375 }
376
377 void R_Model_Alias_DrawFakeShadow (entity_render_t *ent)
378 {
379         int i, meshnum;
380         aliasmesh_t *mesh;
381         aliasskin_t *skin;
382         rmeshstate_t m;
383         float *v, planenormal[3], planedist, dist, projection[3], floororigin[3], surfnormal[3], lightdirection[3], v2[3];
384
385         if ((ent->effects & EF_ADDITIVE) || ent->alpha < 1)
386                 return;
387
388         lightdirection[0] = 0.5;
389         lightdirection[1] = 0.2;
390         lightdirection[2] = -1;
391         VectorNormalizeFast(lightdirection);
392
393         VectorMA(ent->origin, 65536.0f, lightdirection, v2);
394         if (CL_TraceLine(ent->origin, v2, floororigin, surfnormal, 0, false, NULL) == 1)
395                 return;
396
397         R_Mesh_Matrix(&ent->matrix);
398
399         memset(&m, 0, sizeof(m));
400         m.blendfunc1 = GL_SRC_ALPHA;
401         m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
402         R_Mesh_State(&m);
403         GL_Color(0, 0, 0, 0.5);
404
405         // put a light direction in the entity's coordinate space
406         Matrix4x4_Transform3x3(&ent->inversematrix, lightdirection, projection);
407         VectorNormalizeFast(projection);
408
409         // put the plane's normal in the entity's coordinate space
410         Matrix4x4_Transform3x3(&ent->inversematrix, surfnormal, planenormal);
411         VectorNormalizeFast(planenormal);
412
413         // put the plane's distance in the entity's coordinate space
414         VectorSubtract(floororigin, ent->origin, floororigin);
415         planedist = DotProduct(floororigin, surfnormal) + 2;
416
417         dist = -1.0f / DotProduct(projection, planenormal);
418         VectorScale(projection, dist, projection);
419         for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++)
420         {
421                 skin = R_FetchAliasSkin(ent, mesh);
422                 if (skin->flags & ALIASSKIN_TRANSPARENT)
423                         continue;
424                 R_Mesh_GetSpace(mesh->num_vertices);
425                 R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f, NULL, NULL, NULL);
426                 for (i = 0, v = varray_vertex3f;i < mesh->num_vertices;i++, v += 3)
427                 {
428                         dist = DotProduct(v, planenormal) - planedist;
429                         if (dist > 0)
430                                 VectorMA(v, dist, projection, v);
431                 }
432                 c_alias_polys += mesh->num_triangles;
433                 R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
434         }
435 }
436
437 void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
438 {
439         int meshnum;
440         aliasmesh_t *mesh;
441         aliasskin_t *skin;
442         float projectdistance;
443         if (ent->effects & EF_ADDITIVE || ent->alpha < 1)
444                 return;
445         projectdistance = lightradius + ent->model->radius - sqrt(DotProduct(relativelightorigin, relativelightorigin));
446         if (projectdistance > 0.1)
447         {
448                 R_Mesh_Matrix(&ent->matrix);
449                 for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++, mesh++)
450                 {
451                         skin = R_FetchAliasSkin(ent, mesh);
452                         if (skin->flags & ALIASSKIN_TRANSPARENT)
453                                 continue;
454                         R_Mesh_GetSpace(mesh->num_vertices * 2);
455                         R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f, NULL, NULL, NULL);
456                         R_Shadow_Volume(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, mesh->data_neighbor3i, relativelightorigin, lightradius, projectdistance);
457                 }
458         }
459 }
460
461 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)
462 {
463         int c, meshnum, layernum;
464         float fog, ifog, lightcolor2[3], *vertices;
465         vec3_t diff;
466         qbyte *bcolor;
467         aliasmesh_t *mesh;
468         aliaslayer_t *layer;
469         aliasskin_t *skin;
470
471         if (ent->effects & (EF_ADDITIVE | EF_FULLBRIGHT) || ent->alpha < 1)
472                 return;
473
474         R_Mesh_Matrix(&ent->matrix);
475
476         fog = 0;
477         if (fogenabled)
478         {
479                 VectorSubtract(ent->origin, r_origin, diff);
480                 fog = DotProduct(diff,diff);
481                 if (fog < 0.01f)
482                         fog = 0.01f;
483                 fog = exp(fogdensity/fog);
484                 if (fog > 1)
485                         fog = 1;
486                 if (fog < 0.01f)
487                         fog = 0;
488                 // fog method: darken, additive fog
489                 // 1. render model as normal, scaled by inverse of fog alpha (darkens it)
490                 // 2. render fog as additive
491         }
492         ifog = 1 - fog;
493
494         for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++, mesh++)
495         {
496                 skin = R_FetchAliasSkin(ent, mesh);
497                 if (skin->flags & ALIASSKIN_TRANSPARENT)
498                         continue;
499                 expandaliasvert(mesh->num_vertices);
500                 vertices = R_Shadow_VertexBuffer(mesh->num_vertices);
501                 R_Model_Alias_GetMesh_Vertex3f(ent, mesh, vertices, aliasvert_normal3f, aliasvert_svector3f, aliasvert_tvector3f);
502                 for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
503                 {
504                         if (!(layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR))
505                          || ((layer->flags & ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED) && ent->colormap < 0)
506                          || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0))
507                                 continue;
508                         lightcolor2[0] = lightcolor[0] * ifog;
509                         lightcolor2[1] = lightcolor[1] * ifog;
510                         lightcolor2[2] = lightcolor[2] * ifog;
511                         if (layer->flags & ALIASLAYER_SPECULAR)
512                         {
513                                 c_alias_polys += mesh->num_triangles;
514                                 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);
515                         }
516                         else if (layer->flags & ALIASLAYER_DIFFUSE)
517                         {
518                                 if (layer->flags & ALIASLAYER_COLORMAP_PANTS)
519                                 {
520                                         // 128-224 are backwards ranges
521                                         c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
522                                         // fullbright passes were already taken care of, so skip them in realtime lighting passes
523                                         if (c >= 224)
524                                                 continue;
525                                         bcolor = (qbyte *) (&palette_complete[c]);
526                                         lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f);
527                                         lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f);
528                                         lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
529                                 }
530                                 else if (layer->flags & ALIASLAYER_COLORMAP_SHIRT)
531                                 {
532                                         // 128-224 are backwards ranges
533                                         c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
534                                         // fullbright passes were already taken care of, so skip them in realtime lighting passes
535                                         if (c >= 224)
536                                                 continue;
537                                         bcolor = (qbyte *) (&palette_complete[c]);
538                                         lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f);
539                                         lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f);
540                                         lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
541                                 }
542                                 c_alias_polys += mesh->num_triangles;
543                                 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);
544                         }
545                 }
546         }
547 }
548
549 int ZymoticLerpBones(int count, const zymbonematrix *bonebase, const frameblend_t *blend, const zymbone_t *bone)
550 {
551         int i;
552         float lerp1, lerp2, lerp3, lerp4;
553         zymbonematrix *out, rootmatrix, m;
554         const zymbonematrix *bone1, *bone2, *bone3, *bone4;
555
556         rootmatrix.m[0][0] = 1;
557         rootmatrix.m[0][1] = 0;
558         rootmatrix.m[0][2] = 0;
559         rootmatrix.m[0][3] = 0;
560         rootmatrix.m[1][0] = 0;
561         rootmatrix.m[1][1] = 1;
562         rootmatrix.m[1][2] = 0;
563         rootmatrix.m[1][3] = 0;
564         rootmatrix.m[2][0] = 0;
565         rootmatrix.m[2][1] = 0;
566         rootmatrix.m[2][2] = 1;
567         rootmatrix.m[2][3] = 0;
568
569         bone1 = bonebase + blend[0].frame * count;
570         lerp1 = blend[0].lerp;
571         if (blend[1].lerp)
572         {
573                 bone2 = bonebase + blend[1].frame * count;
574                 lerp2 = blend[1].lerp;
575                 if (blend[2].lerp)
576                 {
577                         bone3 = bonebase + blend[2].frame * count;
578                         lerp3 = blend[2].lerp;
579                         if (blend[3].lerp)
580                         {
581                                 // 4 poses
582                                 bone4 = bonebase + blend[3].frame * count;
583                                 lerp4 = blend[3].lerp;
584                                 for (i = 0, out = zymbonepose;i < count;i++, out++)
585                                 {
586                                         // interpolate matrices
587                                         m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3 + bone4->m[0][0] * lerp4;
588                                         m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3 + bone4->m[0][1] * lerp4;
589                                         m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3 + bone4->m[0][2] * lerp4;
590                                         m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3 + bone4->m[0][3] * lerp4;
591                                         m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3 + bone4->m[1][0] * lerp4;
592                                         m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3 + bone4->m[1][1] * lerp4;
593                                         m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3 + bone4->m[1][2] * lerp4;
594                                         m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3 + bone4->m[1][3] * lerp4;
595                                         m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3 + bone4->m[2][0] * lerp4;
596                                         m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3 + bone4->m[2][1] * lerp4;
597                                         m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3 + bone4->m[2][2] * lerp4;
598                                         m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3 + bone4->m[2][3] * lerp4;
599                                         if (bone->parent >= 0)
600                                                 R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
601                                         else
602                                                 R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
603                                         bone1++;
604                                         bone2++;
605                                         bone3++;
606                                         bone4++;
607                                         bone++;
608                                 }
609                         }
610                         else
611                         {
612                                 // 3 poses
613                                 for (i = 0, out = zymbonepose;i < count;i++, out++)
614                                 {
615                                         // interpolate matrices
616                                         m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3;
617                                         m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3;
618                                         m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3;
619                                         m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3;
620                                         m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3;
621                                         m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3;
622                                         m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3;
623                                         m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3;
624                                         m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3;
625                                         m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3;
626                                         m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3;
627                                         m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3;
628                                         if (bone->parent >= 0)
629                                                 R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
630                                         else
631                                                 R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
632                                         bone1++;
633                                         bone2++;
634                                         bone3++;
635                                         bone++;
636                                 }
637                         }
638                 }
639                 else
640                 {
641                         // 2 poses
642                         for (i = 0, out = zymbonepose;i < count;i++, out++)
643                         {
644                                 // interpolate matrices
645                                 m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2;
646                                 m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2;
647                                 m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2;
648                                 m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2;
649                                 m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2;
650                                 m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2;
651                                 m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2;
652                                 m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2;
653                                 m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2;
654                                 m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2;
655                                 m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2;
656                                 m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2;
657                                 if (bone->parent >= 0)
658                                         R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
659                                 else
660                                         R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
661                                 bone1++;
662                                 bone2++;
663                                 bone++;
664                         }
665                 }
666         }
667         else
668         {
669                 // 1 pose
670                 if (lerp1 != 1)
671                 {
672                         // lerp != 1.0
673                         for (i = 0, out = zymbonepose;i < count;i++, out++)
674                         {
675                                 // interpolate matrices
676                                 m.m[0][0] = bone1->m[0][0] * lerp1;
677                                 m.m[0][1] = bone1->m[0][1] * lerp1;
678                                 m.m[0][2] = bone1->m[0][2] * lerp1;
679                                 m.m[0][3] = bone1->m[0][3] * lerp1;
680                                 m.m[1][0] = bone1->m[1][0] * lerp1;
681                                 m.m[1][1] = bone1->m[1][1] * lerp1;
682                                 m.m[1][2] = bone1->m[1][2] * lerp1;
683                                 m.m[1][3] = bone1->m[1][3] * lerp1;
684                                 m.m[2][0] = bone1->m[2][0] * lerp1;
685                                 m.m[2][1] = bone1->m[2][1] * lerp1;
686                                 m.m[2][2] = bone1->m[2][2] * lerp1;
687                                 m.m[2][3] = bone1->m[2][3] * lerp1;
688                                 if (bone->parent >= 0)
689                                         R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
690                                 else
691                                         R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
692                                 bone1++;
693                                 bone++;
694                         }
695                 }
696                 else
697                 {
698                         // lerp == 1.0
699                         for (i = 0, out = zymbonepose;i < count;i++, out++)
700                         {
701                                 if (bone->parent >= 0)
702                                         R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &bone1->m[0][0], &out->m[0][0]);
703                                 else
704                                         R_ConcatTransforms(&rootmatrix.m[0][0], &bone1->m[0][0], &out->m[0][0]);
705                                 bone1++;
706                                 bone++;
707                         }
708                 }
709         }
710         return true;
711 }
712
713 void ZymoticTransformVerts(int vertcount, float *vertex, int *bonecounts, zymvertex_t *vert)
714 {
715         int c;
716         float *out = vertex;
717         zymbonematrix *matrix;
718         while(vertcount--)
719         {
720                 c = *bonecounts++;
721                 // FIXME: validate bonecounts at load time (must be >= 1)
722                 // FIXME: need 4th component in origin, for how much of the translate to blend in
723                 if (c == 1)
724                 {
725                         matrix = &zymbonepose[vert->bonenum];
726                         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];
727                         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];
728                         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];
729                         vert++;
730                 }
731                 else
732                 {
733                         VectorClear(out);
734                         while(c--)
735                         {
736                                 matrix = &zymbonepose[vert->bonenum];
737                                 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];
738                                 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];
739                                 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];
740                                 vert++;
741                         }
742                 }
743                 out += 3;
744         }
745 }
746
747 void ZymoticCalcNormal3f(int vertcount, float *vertex3f, float *normal3f, int shadercount, int *renderlist)
748 {
749         int a, b, c, d;
750         float *out, v1[3], v2[3], normal[3], s;
751         int *u;
752         // clear normals
753         memset(normal3f, 0, sizeof(float) * vertcount * 3);
754         memset(aliasvertusage, 0, sizeof(int) * vertcount);
755         // parse render list and accumulate surface normals
756         while(shadercount--)
757         {
758                 d = *renderlist++;
759                 while (d--)
760                 {
761                         a = renderlist[0]*4;
762                         b = renderlist[1]*4;
763                         c = renderlist[2]*4;
764                         v1[0] = vertex3f[a+0] - vertex3f[b+0];
765                         v1[1] = vertex3f[a+1] - vertex3f[b+1];
766                         v1[2] = vertex3f[a+2] - vertex3f[b+2];
767                         v2[0] = vertex3f[c+0] - vertex3f[b+0];
768                         v2[1] = vertex3f[c+1] - vertex3f[b+1];
769                         v2[2] = vertex3f[c+2] - vertex3f[b+2];
770                         CrossProduct(v1, v2, normal);
771                         VectorNormalizeFast(normal);
772                         // add surface normal to vertices
773                         a = renderlist[0] * 3;
774                         normal3f[a+0] += normal[0];
775                         normal3f[a+1] += normal[1];
776                         normal3f[a+2] += normal[2];
777                         aliasvertusage[renderlist[0]]++;
778                         a = renderlist[1] * 3;
779                         normal3f[a+0] += normal[0];
780                         normal3f[a+1] += normal[1];
781                         normal3f[a+2] += normal[2];
782                         aliasvertusage[renderlist[1]]++;
783                         a = renderlist[2] * 3;
784                         normal3f[a+0] += normal[0];
785                         normal3f[a+1] += normal[1];
786                         normal3f[a+2] += normal[2];
787                         aliasvertusage[renderlist[2]]++;
788                         renderlist += 3;
789                 }
790         }
791         // FIXME: precalc this
792         // average surface normals
793         out = normal3f;
794         u = aliasvertusage;
795         while(vertcount--)
796         {
797                 if (*u > 1)
798                 {
799                         s = ixtable[*u];
800                         out[0] *= s;
801                         out[1] *= s;
802                         out[2] *= s;
803                 }
804                 u++;
805                 out += 3;
806         }
807 }
808
809 void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2)
810 {
811         float fog, ifog, colorscale;
812         vec3_t diff;
813         int i, *renderlist, *elements;
814         rtexture_t *texture;
815         rmeshstate_t mstate;
816         const entity_render_t *ent = calldata1;
817         int shadernum = calldata2;
818         int numverts, numtriangles;
819
820         R_Mesh_Matrix(&ent->matrix);
821
822         // find the vertex index list and texture
823         renderlist = ent->model->zymdata_renderlist;
824         for (i = 0;i < shadernum;i++)
825                 renderlist += renderlist[0] * 3 + 1;
826         texture = ent->model->zymdata_textures[shadernum];
827
828         numverts = ent->model->zymnum_verts;
829         numtriangles = *renderlist++;
830         elements = renderlist;
831
832         expandaliasvert(numverts);
833
834         fog = 0;
835         if (fogenabled)
836         {
837                 VectorSubtract(ent->origin, r_origin, diff);
838                 fog = DotProduct(diff,diff);
839                 if (fog < 0.01f)
840                         fog = 0.01f;
841                 fog = exp(fogdensity/fog);
842                 if (fog > 1)
843                         fog = 1;
844                 if (fog < 0.01f)
845                         fog = 0;
846                 // fog method: darken, additive fog
847                 // 1. render model as normal, scaled by inverse of fog alpha (darkens it)
848                 // 2. render fog as additive
849         }
850         ifog = 1 - fog;
851
852         memset(&mstate, 0, sizeof(mstate));
853         if (ent->effects & EF_ADDITIVE)
854         {
855                 mstate.blendfunc1 = GL_SRC_ALPHA;
856                 mstate.blendfunc2 = GL_ONE;
857         }
858         else if (ent->alpha != 1.0 || R_TextureHasAlpha(texture))
859         {
860                 mstate.blendfunc1 = GL_SRC_ALPHA;
861                 mstate.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
862         }
863         else
864         {
865                 mstate.blendfunc1 = GL_ONE;
866                 mstate.blendfunc2 = GL_ZERO;
867         }
868         colorscale = r_colorscale;
869         if (gl_combine.integer)
870         {
871                 mstate.texrgbscale[0] = 4;
872                 colorscale *= 0.25f;
873         }
874         mstate.tex[0] = R_GetTexture(texture);
875         R_Mesh_State(&mstate);
876         ZymoticLerpBones(ent->model->zymnum_bones, (zymbonematrix *) ent->model->zymdata_poses, ent->frameblend, ent->model->zymdata_bones);
877
878         R_Mesh_GetSpace(numverts);
879         ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->zymdata_vertbonecounts, ent->model->zymdata_verts);
880         R_Mesh_CopyTexCoord2f(0, ent->model->zymdata_texcoords, ent->model->zymnum_verts);
881         ZymoticCalcNormal3f(numverts, varray_vertex3f, aliasvert_normal3f, ent->model->zymnum_shaders, ent->model->zymdata_renderlist);
882         R_LightModel(ent, numverts, varray_vertex3f, aliasvert_normal3f, varray_color4f, ifog * colorscale, ifog * colorscale, ifog * colorscale, false);
883         R_Mesh_Draw(numverts, numtriangles, elements);
884         c_alias_polys += numtriangles;
885
886         if (fog)
887         {
888                 memset(&mstate, 0, sizeof(mstate));
889                 mstate.blendfunc1 = GL_SRC_ALPHA;
890                 mstate.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
891                 // FIXME: need alpha mask for fogging...
892                 //mstate.tex[0] = R_GetTexture(texture);
893                 R_Mesh_State(&mstate);
894                 GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, ent->alpha * fog);
895                 R_Mesh_GetSpace(numverts);
896                 ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->zymdata_vertbonecounts, ent->model->zymdata_verts);
897                 R_Mesh_Draw(numverts, numtriangles, elements);
898                 c_alias_polys += numtriangles;
899         }
900 }
901
902 void R_Model_Zymotic_Draw(entity_render_t *ent)
903 {
904         int i;
905
906         if (ent->alpha < (1.0f / 64.0f))
907                 return; // basically completely transparent
908
909         c_models++;
910
911         for (i = 0;i < ent->model->zymnum_shaders;i++)
912         {
913                 if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_TextureHasAlpha(ent->model->zymdata_textures[i]))
914                         R_MeshQueue_AddTransparent(ent->origin, R_DrawZymoticModelMeshCallback, ent, i);
915                 else
916                         R_DrawZymoticModelMeshCallback(ent, i);
917         }
918 }
919
920 void R_Model_Zymotic_DrawFakeShadow(entity_render_t *ent)
921 {
922         // FIXME
923 }
924
925 void R_Model_Zymotic_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, float lightradius2, float lightdistbias, float lightsubtract, float *lightcolor)
926 {
927         // FIXME
928 }
929
930 void R_Model_Zymotic_DrawOntoLight(entity_render_t *ent)
931 {
932         // FIXME
933 }
934