]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_models.c
fixed zymotic model transforms (lots of cruft leftover that I will clean up soon)
[divverent/darkplaces.git] / gl_models.c
1
2 #include "quakedef.h"
3
4 //cvar_t gl_transform = {0, "gl_transform", "1"};
5 cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
6 cvar_t r_zymdebug = {0, "r_zymdebug", "0"};
7 cvar_t r_zymdebug_dist = {0, "r_zymdebug_dist", "4"};
8
9 typedef struct
10 {
11         float m[3][4];
12 } zymbonematrix;
13
14 // LordHavoc: vertex array
15 float *aliasvert;
16 float *aliasvertnorm;
17 float *aliasvertcolor;
18 float *aliasvertcolor2;
19 zymbonematrix *zymbonepose;
20 int *aliasvertusage;
21
22 rmeshinfo_t aliasmeshinfo;
23
24 rtexture_t *chrometexture;
25
26 int arraylocked = false;
27 void GL_LockArray(int first, int count)
28 {
29         if (gl_supportslockarrays && gl_lockarrays.integer)
30         {
31                 qglLockArraysEXT(first, count);
32                 arraylocked = true;
33         }
34 }
35
36 void GL_UnlockArray(void)
37 {
38         if (arraylocked)
39         {
40                 qglUnlockArraysEXT();
41                 arraylocked = false;
42         }
43 }
44
45 /*
46 void GL_SetupModelTransform (vec3_t origin, vec3_t angles, vec_t scale)
47 {
48         glTranslatef (origin[0], origin[1], origin[2]);
49
50         if (scale != 1)
51                 glScalef (scale, scale, scale);
52         if (angles[1])
53             glRotatef (angles[1],  0, 0, 1);
54         if (angles[0])
55             glRotatef (-angles[0],  0, 1, 0);
56         if (angles[2])
57             glRotatef (angles[2],  1, 0, 0);
58 }
59 */
60
61 rtexturepool_t *chrometexturepool;
62
63 // currently unused reflection effect texture
64 void makechrometexture(void)
65 {
66         int i;
67         byte noise[64*64];
68         byte data[64*64][4];
69
70         fractalnoise(noise, 64, 8);
71
72         // convert to RGBA data
73         for (i = 0;i < 64*64;i++)
74         {
75                 data[i][0] = data[i][1] = data[i][2] = noise[i];
76                 data[i][3] = 255;
77         }
78
79         chrometexture = R_LoadTexture (chrometexturepool, "chrometexture", 64, 64, &data[0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE);
80 }
81
82 mempool_t *gl_models_mempool;
83
84 void gl_models_start(void)
85 {
86         // allocate vertex processing arrays
87         gl_models_mempool = Mem_AllocPool("GL_Models");
88         aliasvert = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][3]));
89         aliasvertnorm = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][3]));
90         aliasvertcolor = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
91         aliasvertcolor2 = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4])); // used temporarily for tinted coloring
92         zymbonepose = Mem_Alloc(gl_models_mempool, sizeof(zymbonematrix[256]));
93         aliasvertusage = Mem_Alloc(gl_models_mempool, sizeof(int[MD2MAX_VERTS]));
94         chrometexturepool = R_AllocTexturePool();
95         makechrometexture();
96 }
97
98 void gl_models_shutdown(void)
99 {
100         R_FreeTexturePool(&chrometexturepool);
101         Mem_FreePool(&gl_models_mempool);
102 }
103
104 void gl_models_newmap(void)
105 {
106 }
107
108 void GL_Models_Init(void)
109 {
110 //      Cvar_RegisterVariable(&gl_transform);
111         Cvar_RegisterVariable(&gl_lockarrays);
112         Cvar_RegisterVariable(&r_zymdebug);
113         Cvar_RegisterVariable(&r_zymdebug_dist);
114
115         R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap);
116 }
117
118 void R_AliasTransformVerts(int vertcount)
119 {
120         vec3_t point;
121         float *av, *avn;
122         av = aliasvert;
123         avn = aliasvertnorm;
124         while (vertcount >= 4)
125         {
126                 VectorCopy(av, point);softwaretransform(point, av);av += 3;
127                 VectorCopy(av, point);softwaretransform(point, av);av += 3;
128                 VectorCopy(av, point);softwaretransform(point, av);av += 3;
129                 VectorCopy(av, point);softwaretransform(point, av);av += 3;
130                 VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
131                 VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
132                 VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
133                 VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
134                 vertcount -= 4;
135         }
136         while(vertcount > 0)
137         {
138                 VectorCopy(av, point);softwaretransform(point, av);av += 3;
139                 VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
140                 vertcount--;
141         }
142 }
143
144 void R_AliasLerpVerts(int vertcount,
145                                           float lerp1, trivertx_t *verts1, vec3_t fscale1, vec3_t translate1,
146                                           float lerp2, trivertx_t *verts2, vec3_t fscale2, vec3_t translate2,
147                                           float lerp3, trivertx_t *verts3, vec3_t fscale3, vec3_t translate3,
148                                           float lerp4, trivertx_t *verts4, vec3_t fscale4, vec3_t translate4)
149 {
150         int i;
151         vec3_t scale1, scale2, scale3, scale4, translate;
152         float *n1, *n2, *n3, *n4;
153         float *av, *avn;
154         av = aliasvert;
155         avn = aliasvertnorm;
156         VectorScale(fscale1, lerp1, scale1);
157         if (lerp2)
158         {
159                 VectorScale(fscale2, lerp2, scale2);
160                 if (lerp3)
161                 {
162                         VectorScale(fscale3, lerp3, scale3);
163                         if (lerp4)
164                         {
165                                 VectorScale(fscale4, lerp4, scale4);
166                                 translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2 + translate3[0] * lerp3 + translate4[0] * lerp4;
167                                 translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2 + translate3[1] * lerp3 + translate4[1] * lerp4;
168                                 translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2 + translate3[2] * lerp3 + translate4[2] * lerp4;
169                                 // generate vertices
170                                 for (i = 0;i < vertcount;i++)
171                                 {
172                                         av[0] = verts1->v[0] * scale1[0] + verts2->v[0] * scale2[0] + verts3->v[0] * scale3[0] + verts4->v[0] * scale4[0] + translate[0];
173                                         av[1] = verts1->v[1] * scale1[1] + verts2->v[1] * scale2[1] + verts3->v[1] * scale3[1] + verts4->v[1] * scale4[1] + translate[1];
174                                         av[2] = verts1->v[2] * scale1[2] + verts2->v[2] * scale2[2] + verts3->v[2] * scale3[2] + verts4->v[2] * scale4[2] + translate[2];
175                                         n1 = m_bytenormals[verts1->lightnormalindex];
176                                         n2 = m_bytenormals[verts2->lightnormalindex];
177                                         n3 = m_bytenormals[verts3->lightnormalindex];
178                                         n4 = m_bytenormals[verts4->lightnormalindex];
179                                         avn[0] = n1[0] * lerp1 + n2[0] * lerp2 + n3[0] * lerp3 + n4[0] * lerp4;
180                                         avn[1] = n1[1] * lerp1 + n2[1] * lerp2 + n3[1] * lerp3 + n4[1] * lerp4;
181                                         avn[2] = n1[2] * lerp1 + n2[2] * lerp2 + n3[2] * lerp3 + n4[2] * lerp4;
182                                         av += 3;
183                                         avn += 3;
184                                         verts1++;verts2++;verts3++;verts4++;
185                                 }
186                         }
187                         else
188                         {
189                                 translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2 + translate3[0] * lerp3;
190                                 translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2 + translate3[1] * lerp3;
191                                 translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2 + translate3[2] * lerp3;
192                                 // generate vertices
193                                 for (i = 0;i < vertcount;i++)
194                                 {
195                                         av[0] = verts1->v[0] * scale1[0] + verts2->v[0] * scale2[0] + verts3->v[0] * scale3[0] + translate[0];
196                                         av[1] = verts1->v[1] * scale1[1] + verts2->v[1] * scale2[1] + verts3->v[1] * scale3[1] + translate[1];
197                                         av[2] = verts1->v[2] * scale1[2] + verts2->v[2] * scale2[2] + verts3->v[2] * scale3[2] + translate[2];
198                                         n1 = m_bytenormals[verts1->lightnormalindex];
199                                         n2 = m_bytenormals[verts2->lightnormalindex];
200                                         n3 = m_bytenormals[verts3->lightnormalindex];
201                                         avn[0] = n1[0] * lerp1 + n2[0] * lerp2 + n3[0] * lerp3;
202                                         avn[1] = n1[1] * lerp1 + n2[1] * lerp2 + n3[1] * lerp3;
203                                         avn[2] = n1[2] * lerp1 + n2[2] * lerp2 + n3[2] * lerp3;
204                                         av += 3;
205                                         avn += 3;
206                                         verts1++;verts2++;verts3++;
207                                 }
208                         }
209                 }
210                 else
211                 {
212                         translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2;
213                         translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2;
214                         translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2;
215                         // generate vertices
216                         for (i = 0;i < vertcount;i++)
217                         {
218                                 av[0] = verts1->v[0] * scale1[0] + verts2->v[0] * scale2[0] + translate[0];
219                                 av[1] = verts1->v[1] * scale1[1] + verts2->v[1] * scale2[1] + translate[1];
220                                 av[2] = verts1->v[2] * scale1[2] + verts2->v[2] * scale2[2] + translate[2];
221                                 n1 = m_bytenormals[verts1->lightnormalindex];
222                                 n2 = m_bytenormals[verts2->lightnormalindex];
223                                 avn[0] = n1[0] * lerp1 + n2[0] * lerp2;
224                                 avn[1] = n1[1] * lerp1 + n2[1] * lerp2;
225                                 avn[2] = n1[2] * lerp1 + n2[2] * lerp2;
226                                 av += 3;
227                                 avn += 3;
228                                 verts1++;verts2++;
229                         }
230                 }
231         }
232         else
233         {
234                 translate[0] = translate1[0] * lerp1;
235                 translate[1] = translate1[1] * lerp1;
236                 translate[2] = translate1[2] * lerp1;
237                 // generate vertices
238                 if (lerp1 != 1)
239                 {
240                         // general but almost never used case
241                         for (i = 0;i < vertcount;i++)
242                         {
243                                 av[0] = verts1->v[0] * scale1[0] + translate[0];
244                                 av[1] = verts1->v[1] * scale1[1] + translate[1];
245                                 av[2] = verts1->v[2] * scale1[2] + translate[2];
246                                 n1 = m_bytenormals[verts1->lightnormalindex];
247                                 avn[0] = n1[0] * lerp1;
248                                 avn[1] = n1[1] * lerp1;
249                                 avn[2] = n1[2] * lerp1;
250                                 av += 3;
251                                 avn += 3;
252                                 verts1++;
253                         }
254                 }
255                 else
256                 {
257                         // fast normal case
258                         for (i = 0;i < vertcount;i++)
259                         {
260                                 av[0] = verts1->v[0] * scale1[0] + translate[0];
261                                 av[1] = verts1->v[1] * scale1[1] + translate[1];
262                                 av[2] = verts1->v[2] * scale1[2] + translate[2];
263                                 VectorCopy(m_bytenormals[verts1->lightnormalindex], avn);
264                                 av += 3;
265                                 avn += 3;
266                                 verts1++;
267                         }
268                 }
269         }
270 }
271
272 void R_DrawModelMesh(rtexture_t *skin, float *colors, float cred, float cgreen, float cblue)
273 {
274         aliasmeshinfo.tex[0] = R_GetTexture(skin);
275         aliasmeshinfo.color = colors;
276         if (colors == NULL)
277         {
278                 aliasmeshinfo.cr = cred;
279                 aliasmeshinfo.cg = cgreen;
280                 aliasmeshinfo.cb = cblue;
281                 aliasmeshinfo.ca = currentrenderentity->alpha;
282         }
283
284         c_alias_polys += aliasmeshinfo.numtriangles;
285         R_Mesh_Draw(&aliasmeshinfo);
286
287         // leave it in a state for additional passes
288         aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
289         aliasmeshinfo.blendfunc2 = GL_ONE;
290 }
291
292 void R_TintModel(float *in, float *out, int verts, float r, float g, float b)
293 {
294         int i;
295         for (i = 0;i < verts;i++)
296         {
297                 out[0] = in[0] * r;
298                 out[1] = in[1] * g;
299                 out[2] = in[2] * b;
300                 out[3] = in[3];
301                 in += 4;
302                 out += 4;
303         }
304 }
305
306 void R_SetupMDLMD2Frames(skinframe_t **skinframe)
307 {
308         md2frame_t *frame1, *frame2, *frame3, *frame4;
309         trivertx_t *frame1verts, *frame2verts, *frame3verts, *frame4verts;
310         model_t *model;
311         model = currentrenderentity->model;
312
313         if (model->skinscenes[currentrenderentity->skinnum].framecount > 1)
314                 *skinframe = &model->skinframes[model->skinscenes[currentrenderentity->skinnum].firstframe + (int) (cl.time * 10) % model->skinscenes[currentrenderentity->skinnum].framecount];
315         else
316                 *skinframe = &model->skinframes[model->skinscenes[currentrenderentity->skinnum].firstframe];
317
318         frame1 = &model->mdlmd2data_frames[currentrenderentity->frameblend[0].frame];
319         frame2 = &model->mdlmd2data_frames[currentrenderentity->frameblend[1].frame];
320         frame3 = &model->mdlmd2data_frames[currentrenderentity->frameblend[2].frame];
321         frame4 = &model->mdlmd2data_frames[currentrenderentity->frameblend[3].frame];
322         frame1verts = &model->mdlmd2data_pose[currentrenderentity->frameblend[0].frame * model->numverts];
323         frame2verts = &model->mdlmd2data_pose[currentrenderentity->frameblend[1].frame * model->numverts];
324         frame3verts = &model->mdlmd2data_pose[currentrenderentity->frameblend[2].frame * model->numverts];
325         frame4verts = &model->mdlmd2data_pose[currentrenderentity->frameblend[3].frame * model->numverts];
326         /*
327         if (currentrenderentity->frameblend[0].lerp)
328                 Con_Printf("frame1: %i/%i %s scale %f %f %f translate %f %f %f\n", currentrenderentity->frameblend[0].frame, model->numframes, frame1->name, frame1->scale[0], frame1->scale[1], frame1->scale[2], frame1->translate[0], frame1->translate[1], frame1->translate[2]);
329         if (currentrenderentity->frameblend[1].lerp)
330                 Con_Printf("frame2: %i/%i %s scale %f %f %f translate %f %f %f\n", currentrenderentity->frameblend[0].frame, model->numframes, frame2->name, frame2->scale[0], frame2->scale[1], frame2->scale[2], frame2->translate[0], frame2->translate[1], frame2->translate[2]);
331         if (currentrenderentity->frameblend[2].lerp)
332                 Con_Printf("frame3: %i/%i %s scale %f %f %f translate %f %f %f\n", currentrenderentity->frameblend[0].frame, model->numframes, frame3->name, frame3->scale[0], frame3->scale[1], frame3->scale[2], frame3->translate[0], frame3->translate[1], frame3->translate[2]);
333         if (currentrenderentity->frameblend[3].lerp)
334                 Con_Printf("frame4: %i/%i %s scale %f %f %f translate %f %f %f\n", currentrenderentity->frameblend[0].frame, model->numframes, frame4->name, frame4->scale[0], frame4->scale[1], frame4->scale[2], frame4->translate[0], frame4->translate[1], frame4->translate[2]);
335         */
336         R_AliasLerpVerts(model->numverts,
337                 currentrenderentity->frameblend[0].lerp, frame1verts, frame1->scale, frame1->translate,
338                 currentrenderentity->frameblend[1].lerp, frame2verts, frame2->scale, frame2->translate,
339                 currentrenderentity->frameblend[2].lerp, frame3verts, frame3->scale, frame3->translate,
340                 currentrenderentity->frameblend[3].lerp, frame4verts, frame4->scale, frame4->translate);
341         R_AliasTransformVerts(model->numverts);
342
343         R_LightModel(model->numverts);
344 }
345
346 void R_DrawQ1AliasModel (void)
347 {
348         float fog;
349         vec3_t diff;
350         model_t *model;
351         skinframe_t *skinframe;
352
353         model = currentrenderentity->model;
354
355         R_SetupMDLMD2Frames(&skinframe);
356
357         memset(&aliasmeshinfo, 0, sizeof(aliasmeshinfo));
358
359         aliasmeshinfo.vertex = aliasvert;
360         aliasmeshinfo.vertexstep = sizeof(float[3]);
361         aliasmeshinfo.numverts = model->numverts;
362         aliasmeshinfo.numtriangles = model->numtris;
363         aliasmeshinfo.index = model->mdldata_indices;
364         aliasmeshinfo.colorstep = sizeof(float[4]);
365         aliasmeshinfo.texcoords[0] = model->mdldata_texcoords;
366         aliasmeshinfo.texcoordstep[0] = sizeof(float[2]);
367
368         fog = 0;
369         if (fogenabled)
370         {
371                 VectorSubtract(currentrenderentity->origin, r_origin, diff);
372                 fog = DotProduct(diff,diff);
373                 if (fog < 0.01f)
374                         fog = 0.01f;
375                 fog = exp(fogdensity/fog);
376                 if (fog > 1)
377                         fog = 1;
378                 if (fog < 0.01f)
379                         fog = 0;
380                 // fog method: darken, additive fog
381                 // 1. render model as normal, scaled by inverse of fog alpha (darkens it)
382                 // 2. render fog as additive
383         }
384
385         if (currentrenderentity->effects & EF_ADDITIVE)
386         {
387                 aliasmeshinfo.transparent = true;
388                 aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
389                 aliasmeshinfo.blendfunc2 = GL_ONE;
390         }
391         else if (currentrenderentity->alpha != 1.0 || skinframe->fog != NULL)
392         {
393                 aliasmeshinfo.transparent = true;
394                 aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
395                 aliasmeshinfo.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
396         }
397         else
398         {
399                 aliasmeshinfo.transparent = false;
400                 aliasmeshinfo.blendfunc1 = GL_ONE;
401                 aliasmeshinfo.blendfunc2 = GL_ZERO;
402         }
403
404         // darken source
405         if (fog)
406                 R_TintModel(aliasvertcolor, aliasvertcolor, model->numverts, 1 - fog, 1 - fog, 1 - fog);
407
408         if (skinframe->base || skinframe->pants || skinframe->shirt || skinframe->glow || skinframe->merged)
409         {
410                 if (currentrenderentity->colormap >= 0 && (skinframe->base || skinframe->pants || skinframe->shirt))
411                 {
412                         int c;
413                         byte *color;
414                         if (skinframe->base)
415                                 R_DrawModelMesh(skinframe->base, aliasvertcolor, 0, 0, 0);
416                         if (skinframe->pants)
417                         {
418                                 c = (currentrenderentity->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
419                                 color = (byte *) (&d_8to24table[c]);
420                                 if (c >= 224) // fullbright ranges
421                                         R_DrawModelMesh(skinframe->pants, NULL, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
422                                 else
423                                 {
424                                         R_TintModel(aliasvertcolor, aliasvertcolor2, model->numverts, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
425                                         R_DrawModelMesh(skinframe->pants, aliasvertcolor2, 0, 0, 0);
426                                 }
427                         }
428                         if (skinframe->shirt)
429                         {
430                                 c = currentrenderentity->colormap & 0xF0      ;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
431                                 color = (byte *) (&d_8to24table[c]);
432                                 if (c >= 224) // fullbright ranges
433                                         R_DrawModelMesh(skinframe->shirt, NULL, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
434                                 else
435                                 {
436                                         R_TintModel(aliasvertcolor, aliasvertcolor2, model->numverts, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
437                                         R_DrawModelMesh(skinframe->shirt, aliasvertcolor2, 0, 0, 0);
438                                 }
439                         }
440                 }
441                 else
442                 {
443                         if (skinframe->merged)
444                                 R_DrawModelMesh(skinframe->merged, aliasvertcolor, 0, 0, 0);
445                         else
446                         {
447                                 if (skinframe->base) R_DrawModelMesh(skinframe->base, aliasvertcolor, 0, 0, 0);
448                                 if (skinframe->pants) R_DrawModelMesh(skinframe->pants, aliasvertcolor, 0, 0, 0);
449                                 if (skinframe->shirt) R_DrawModelMesh(skinframe->shirt, aliasvertcolor, 0, 0, 0);
450                         }
451                 }
452                 if (skinframe->glow) R_DrawModelMesh(skinframe->glow, NULL, 1 - fog, 1 - fog, 1 - fog);
453         }
454         else
455                 R_DrawModelMesh(0, NULL, 1 - fog, 1 - fog, 1 - fog);
456
457         if (fog)
458         {
459                 aliasmeshinfo.tex[0] = R_GetTexture(skinframe->fog);
460                 aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
461                 aliasmeshinfo.blendfunc2 = GL_ONE;
462                 aliasmeshinfo.color = NULL;
463
464                 aliasmeshinfo.cr = fogcolor[0];
465                 aliasmeshinfo.cg = fogcolor[1];
466                 aliasmeshinfo.cb = fogcolor[2];
467                 aliasmeshinfo.ca = currentrenderentity->alpha * fog;
468
469                 c_alias_polys += aliasmeshinfo.numtriangles;
470                 R_Mesh_Draw(&aliasmeshinfo);
471         }
472 }
473
474 void R_DrawQ2AliasModel (void)
475 {
476         int *order, count;
477         vec3_t diff;
478         skinframe_t *skinframe;
479         model_t *model;
480
481         model = currentrenderentity->model;
482
483         R_SetupMDLMD2Frames(&skinframe);
484
485         if (!r_render.integer)
486                 return;
487
488         // FIXME FIXME FIXME rewrite loader to convert to triangle mesh
489         glBindTexture(GL_TEXTURE_2D, R_GetTexture(skinframe->base));
490
491         if (currentrenderentity->effects & EF_ADDITIVE)
492         {
493                 glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
494                 glEnable(GL_BLEND);
495                 glDepthMask(0);
496         }
497         else if (currentrenderentity->alpha != 1.0 || R_TextureHasAlpha(skinframe->base))
498         {
499                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
500                 glEnable(GL_BLEND);
501                 glDepthMask(0);
502         }
503         else
504         {
505                 glDisable(GL_BLEND);
506                 glDepthMask(1);
507         }
508
509         // LordHavoc: big mess...
510         // using vertex arrays only slightly, although it is enough to prevent duplicates
511         // (saving half the transforms)
512         glVertexPointer(3, GL_FLOAT, sizeof(float[3]), aliasvert);
513         glColorPointer(4, GL_FLOAT, sizeof(float[4]), aliasvertcolor);
514         glEnableClientState(GL_VERTEX_ARRAY);
515         glEnableClientState(GL_COLOR_ARRAY);
516
517         GL_LockArray(0, model->numverts);
518
519         order = model->md2data_glcmds;
520         while(1)
521         {
522                 if (!(count = *order++))
523                         break;
524                 if (count > 0)
525                         glBegin(GL_TRIANGLE_STRIP);
526                 else
527                 {
528                         glBegin(GL_TRIANGLE_FAN);
529                         count = -count;
530                 }
531                 do
532                 {
533                         glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
534                         glArrayElement(order[2]);
535                         order += 3;
536                 }
537                 while (count--);
538         }
539
540         GL_UnlockArray();
541
542         glDisableClientState(GL_COLOR_ARRAY);
543         glDisableClientState(GL_VERTEX_ARRAY);
544
545         if (fogenabled)
546         {
547                 glDisable (GL_TEXTURE_2D);
548                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
549                 glEnable (GL_BLEND);
550                 glDepthMask(0); // disable zbuffer updates
551
552                 VectorSubtract(currentrenderentity->origin, r_origin, diff);
553                 glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff)));
554
555                 // LordHavoc: big mess...
556                 // using vertex arrays only slightly, although it is enough to prevent duplicates
557                 // (saving half the transforms)
558                 glVertexPointer(3, GL_FLOAT, sizeof(float[3]), aliasvert);
559                 glEnableClientState(GL_VERTEX_ARRAY);
560
561                 GL_LockArray(0, model->numverts);
562
563                 order = model->md2data_glcmds;
564                 while(1)
565                 {
566                         if (!(count = *order++))
567                                 break;
568                         if (count > 0)
569                                 glBegin(GL_TRIANGLE_STRIP);
570                         else
571                         {
572                                 glBegin(GL_TRIANGLE_FAN);
573                                 count = -count;
574                         }
575                         do
576                         {
577                                 glArrayElement(order[2]);
578                                 order += 3;
579                         }
580                         while (count--);
581                 }
582
583                 GL_UnlockArray();
584
585                 glDisableClientState(GL_VERTEX_ARRAY);
586
587                 glEnable (GL_TEXTURE_2D);
588                 glColor3f (1,1,1);
589         }
590
591         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
592         glEnable (GL_BLEND);
593         glDepthMask(1);
594 }
595
596 static int zymdebug;
597 static float bestdist;
598
599 int ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, zymbone_t *bone/*, float rootorigin[3], float rootangles[3], float rootscale*/)
600 {
601         int i/*, j*/;
602         float lerp1, lerp2, lerp3, lerp4/*, ang[3]*/;
603         zymbonematrix *out, modelmatrix, swapmatrix, m, *bone1, *bone2, *bone3, *bone4;
604         //int a, b, c;
605
606         memset(&swapmatrix, 0, sizeof(zymbonematrix));
607
608         //ang[0] = (zymdebug & 3) * 90;zymdebug /= 4;
609         //ang[1] = (zymdebug & 3) * 90;zymdebug /= 4;
610         //ang[2] = (zymdebug & 3) * 90;zymdebug /= 4;
611         /*
612         ang[0] = 0;
613         ang[1] = -90;
614         ang[2] = 0;
615         AngleVectorsFLU(ang, swapmatrix.m[0], swapmatrix.m[1], swapmatrix.m[2]);
616         */
617         /*
618         i = zymdebug % 3;zymdebug /= 3;
619         j = zymdebug % 3;zymdebug /= 3;
620         lerp1 = (zymdebug & 1) ? -1 : 1;zymdebug /= 2;
621         if (swapmatrix.m[i][j])
622                 return false;
623         swapmatrix.m[i][j] = lerp1;
624         i = zymdebug % 3;zymdebug /= 3;
625         j = zymdebug % 3;zymdebug /= 3;
626         lerp1 = (zymdebug & 1) ? -1 : 1;zymdebug /= 2;
627         if (swapmatrix.m[i][j])
628                 return false;
629         swapmatrix.m[i][j] = lerp1;
630         i = zymdebug % 3;zymdebug /= 3;
631         j = zymdebug % 3;zymdebug /= 3;
632         lerp1 = (zymdebug & 1) ? -1 : 1;zymdebug /= 2;
633         if (swapmatrix.m[i][j])
634                 return false;
635         swapmatrix.m[i][j] = lerp1;
636         */
637         /*
638         lerp1 = (zymdebug & 1) ? -1 : 1;zymdebug /= 2;
639         swapmatrix.m[0][zymdebug % 3] = lerp1;zymdebug /= 3;
640         lerp1 = (zymdebug & 1) ? -1 : 1;zymdebug /= 2;
641         swapmatrix.m[1][zymdebug % 3] = lerp1;zymdebug /= 3;
642         lerp1 = (zymdebug & 1) ? -1 : 1;zymdebug /= 2;
643         swapmatrix.m[2][zymdebug % 3] = lerp1;zymdebug /= 3;
644         */
645         /*
646         for (i = 0;i < 3;i++)
647         {
648                 for (j = 0;j < 3;j++)
649                 {
650                         swapmatrix.m[i][j] = (zymdebug % 3) - 1;
651                         zymdebug /= 3;
652                 }
653         }
654         */
655         /*
656         for (i = 0;i < 3;i++)
657         {
658                 if (fabs(swapmatrix.m[i][0] * swapmatrix.m[i][0] + swapmatrix.m[i][1] * swapmatrix.m[i][1] + swapmatrix.m[i][2] * swapmatrix.m[i][2] - 1) > 0.01f)
659                         return false;
660                 if (fabs(swapmatrix.m[0][i] * swapmatrix.m[0][i] + swapmatrix.m[1][i] * swapmatrix.m[1][i] + swapmatrix.m[2][i] * swapmatrix.m[2][i] - 1) > 0.01f)
661                         return false;
662         }
663         */
664         //if (fabs(DotProduct(swapmatrix.m[0], swapmatrix.m[0]) + DotProduct(swapmatrix.m[0], swapmatrix.m[0]) + DotProduct(swapmatrix.m[0], swapmatrix.m[0]) - 3) > 0.01f)
665         //      return false;
666
667         swapmatrix.m[0][1] = -1;
668         swapmatrix.m[1][0] = 1;
669         swapmatrix.m[2][2] = 1;
670
671         memset(&modelmatrix, 0, sizeof(zymbonematrix));
672
673         /*
674         a = b = c = 0;
675         switch (zymdebug % 6)
676         {
677         case 0: a = 0;b = 1;c = 2;break;
678         case 1: a = 1;b = 0;c = 2;break;
679         case 2: a = 2;b = 0;c = 1;break;
680         case 3: a = 0;b = 2;c = 1;break;
681         case 4: a = 1;b = 2;c = 0;break;
682         case 5: a = 2;b = 1;c = 0;break;
683         }
684         zymdebug /= 6;
685         AngleVectors(rootangles, m.m[a], m.m[b], m.m[c]);
686         if (zymdebug & 1)
687                 VectorNegate(m.m[0], m.m[0]);
688         zymdebug /= 2;
689         if (zymdebug & 1)
690                 VectorNegate(m.m[1], m.m[1]);
691         zymdebug /= 2;
692         if (zymdebug & 1)
693                 VectorNegate(m.m[2], m.m[2]);
694         zymdebug /= 2;
695         if (zymdebug & 1)
696         {
697                 for (a = 0;a < 3;a++)
698                         for (b = 0;b < 3;b++)
699                                 modelmatrix.m[a][b] = m.m[b][a];
700         }
701         else
702         {
703                 for (a = 0;a < 3;a++)
704                         for (b = 0;b < 3;b++)
705                                 modelmatrix.m[a][b] = m.m[a][b];
706         }
707         zymdebug /= 2;
708         VectorScale(modelmatrix.m[0], rootscale, modelmatrix.m[0]);
709         VectorScale(modelmatrix.m[1], rootscale, modelmatrix.m[1]);
710         VectorScale(modelmatrix.m[2], rootscale, modelmatrix.m[2]);
711         */
712
713         /*
714         AngleVectors(rootangles, modelmatrix.m[0], modelmatrix.m[1], modelmatrix.m[2]);
715         VectorScale(modelmatrix.m[0], rootscale, modelmatrix.m[0]);
716         VectorScale(modelmatrix.m[1], rootscale, modelmatrix.m[1]);
717         VectorScale(modelmatrix.m[2], rootscale, modelmatrix.m[2]);
718         modelmatrix.m[0][3] = rootorigin[0];
719         modelmatrix.m[1][3] = rootorigin[1];
720         modelmatrix.m[2][3] = rootorigin[2];
721
722         memcpy(&m, &swapmatrix, sizeof(zymbonematrix));
723         if (zymdebug & 1)
724                 R_ConcatTransforms(&m.m[0], &modelmatrix.m[0], &swapmatrix.m[0]);
725         else
726                 R_ConcatTransforms(&modelmatrix.m[0], &m.m[0], &swapmatrix.m[0]);
727         zymdebug /= 2;
728         */
729
730         memcpy(&m, &swapmatrix, sizeof(zymbonematrix));
731         R_ConcatTransforms(&softwaretransform_matrix[0], &m.m[0], &swapmatrix.m[0]);
732
733         bone1 = bonebase + blend[0].frame * count;
734         lerp1 = blend[0].lerp;
735         if (blend[1].lerp)
736         {
737                 bone2 = bonebase + blend[1].frame * count;
738                 lerp2 = blend[1].lerp;
739                 if (blend[2].lerp)
740                 {
741                         bone3 = bonebase + blend[2].frame * count;
742                         lerp3 = blend[2].lerp;
743                         if (blend[3].lerp)
744                         {
745                                 // 4 poses
746                                 bone4 = bonebase + blend[3].frame * count;
747                                 lerp4 = blend[3].lerp;
748                                 for (i = 0, out = zymbonepose;i < count;i++, out++)
749                                 {
750                                         // interpolate matrices
751                                         m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3 + bone4->m[0][0] * lerp4;
752                                         m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3 + bone4->m[0][1] * lerp4;
753                                         m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3 + bone4->m[0][2] * lerp4;
754                                         m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3 + bone4->m[0][3] * lerp4;
755                                         m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3 + bone4->m[1][0] * lerp4;
756                                         m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3 + bone4->m[1][1] * lerp4;
757                                         m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3 + bone4->m[1][2] * lerp4;
758                                         m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3 + bone4->m[1][3] * lerp4;
759                                         m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3 + bone4->m[2][0] * lerp4;
760                                         m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3 + bone4->m[2][1] * lerp4;
761                                         m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3 + bone4->m[2][2] * lerp4;
762                                         m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3 + bone4->m[2][3] * lerp4;
763                                         if (bone->parent >= 0)
764                                                 R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
765                                         else
766                                                 R_ConcatTransforms(&swapmatrix.m[0], &m.m[0], &out->m[0]);
767                                         bone1++;
768                                         bone2++;
769                                         bone3++;
770                                         bone4++;
771                                         bone++;
772                                 }
773                         }
774                         else
775                         {
776                                 // 3 poses
777                                 for (i = 0, out = zymbonepose;i < count;i++, out++)
778                                 {
779                                         // interpolate matrices
780                                         m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3;
781                                         m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3;
782                                         m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3;
783                                         m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3;
784                                         m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3;
785                                         m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3;
786                                         m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3;
787                                         m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3;
788                                         m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3;
789                                         m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3;
790                                         m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3;
791                                         m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3;
792                                         if (bone->parent >= 0)
793                                                 R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
794                                         else
795                                                 R_ConcatTransforms(&swapmatrix.m[0], &m.m[0], &out->m[0]);
796                                         bone1++;
797                                         bone2++;
798                                         bone3++;
799                                         bone++;
800                                 }
801                         }
802                 }
803                 else
804                 {
805                         // 2 poses
806                         for (i = 0, out = zymbonepose;i < count;i++, out++)
807                         {
808                                 // interpolate matrices
809                                 m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2;
810                                 m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2;
811                                 m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2;
812                                 m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2;
813                                 m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2;
814                                 m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2;
815                                 m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2;
816                                 m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2;
817                                 m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2;
818                                 m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2;
819                                 m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2;
820                                 m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2;
821                                 if (bone->parent >= 0)
822                                         R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
823                                 else
824                                         R_ConcatTransforms(&swapmatrix.m[0], &m.m[0], &out->m[0]);
825                                 bone1++;
826                                 bone2++;
827                                 bone++;
828                         }
829                 }
830         }
831         else
832         {
833                 // 1 pose
834                 if (lerp1 != 1)
835                 {
836                         // lerp != 1.0
837                         for (i = 0, out = zymbonepose;i < count;i++, out++)
838                         {
839                                 // interpolate matrices
840                                 m.m[0][0] = bone1->m[0][0] * lerp1;
841                                 m.m[0][1] = bone1->m[0][1] * lerp1;
842                                 m.m[0][2] = bone1->m[0][2] * lerp1;
843                                 m.m[0][3] = bone1->m[0][3] * lerp1;
844                                 m.m[1][0] = bone1->m[1][0] * lerp1;
845                                 m.m[1][1] = bone1->m[1][1] * lerp1;
846                                 m.m[1][2] = bone1->m[1][2] * lerp1;
847                                 m.m[1][3] = bone1->m[1][3] * lerp1;
848                                 m.m[2][0] = bone1->m[2][0] * lerp1;
849                                 m.m[2][1] = bone1->m[2][1] * lerp1;
850                                 m.m[2][2] = bone1->m[2][2] * lerp1;
851                                 m.m[2][3] = bone1->m[2][3] * lerp1;
852                                 if (bone->parent >= 0)
853                                         R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
854                                 else
855                                         R_ConcatTransforms(&swapmatrix.m[0], &m.m[0], &out->m[0]);
856                                 bone1++;
857                                 bone++;
858                         }
859                 }
860                 else
861                 {
862                         // lerp == 1.0
863                         for (i = 0, out = zymbonepose;i < count;i++, out++)
864                         {
865                                 if (bone->parent >= 0)
866                                         R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &bone1->m[0], &out->m[0]);
867                                 else
868                                         R_ConcatTransforms(&swapmatrix.m[0], &bone1->m[0], &out->m[0]);
869                                 bone1++;
870                                 bone++;
871                         }
872                 }
873         }
874         return true;
875 }
876
877 void ZymoticTransformVerts(int vertcount, int *bonecounts, zymvertex_t *vert)
878 {
879         int c;
880         float *out = aliasvert;
881         float v[3];
882         float dist;
883         zymbonematrix *matrix;
884         while(vertcount--)
885         {
886                 c = *bonecounts++;
887                 // FIXME: validate bonecounts at load time (must be >= 1)
888                 // FIXME: need 4th component in origin, for how much of the translate to blend in
889                 if (c == 1)
890                 {
891                         matrix = &zymbonepose[vert->bonenum];
892                         v[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];
893                         v[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];
894                         v[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];
895                         vert++;
896                 }
897                 else
898                 {
899                         VectorClear(v);
900                         while(c--)
901                         {
902                                 matrix = &zymbonepose[vert->bonenum];
903                                 v[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];
904                                 v[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];
905                                 v[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];
906                                 vert++;
907                         }
908                 }
909                 //softwaretransform(v, out);
910                 VectorCopy(v, out);
911                 dist = DotProduct(out, vpn) - DotProduct(r_origin, vpn);
912                 if (dist > bestdist)
913                         bestdist = dist;
914                 out += 3;
915         }
916 }
917
918 void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist)
919 {
920         int a, b, c, d;
921         float *out, v1[3], v2[3], normal[3];
922         int *u;
923         // clear normals
924         memset(aliasvertnorm, 0, sizeof(float[3]) * vertcount);
925         memset(aliasvertusage, 0, sizeof(int) * vertcount);
926         // parse render list and accumulate surface normals
927         while(shadercount--)
928         {
929                 d = *renderlist++;
930                 while (d--)
931                 {
932                         a = renderlist[0]*3;
933                         b = renderlist[1]*3;
934                         c = renderlist[2]*3;
935                         v1[0] = aliasvert[a+0] - aliasvert[b+0];
936                         v1[1] = aliasvert[a+1] - aliasvert[b+1];
937                         v1[2] = aliasvert[a+2] - aliasvert[b+2];
938                         v2[0] = aliasvert[c+0] - aliasvert[b+0];
939                         v2[1] = aliasvert[c+1] - aliasvert[b+1];
940                         v2[2] = aliasvert[c+2] - aliasvert[b+2];
941                         CrossProduct(v1, v2, normal);
942                         VectorNormalizeFast(normal);
943                         // add surface normal to vertices
944                         aliasvertnorm[a+0] += normal[0];
945                         aliasvertnorm[a+1] += normal[1];
946                         aliasvertnorm[a+2] += normal[2];
947                         aliasvertusage[a]++;
948                         aliasvertnorm[b+0] += normal[0];
949                         aliasvertnorm[b+1] += normal[1];
950                         aliasvertnorm[b+2] += normal[2];
951                         aliasvertusage[b]++;
952                         aliasvertnorm[c+0] += normal[0];
953                         aliasvertnorm[c+1] += normal[1];
954                         aliasvertnorm[c+2] += normal[2];
955                         aliasvertusage[c]++;
956                         renderlist += 3;
957                 }
958         }
959         // average surface normals
960         out = aliasvertnorm;
961         u = aliasvertusage;
962         while(vertcount--)
963         {
964                 if (*u > 1)
965                 {
966                         a = ixtable[*u];
967                         out[0] *= a;
968                         out[1] *= a;
969                         out[2] *= a;
970                 }
971                 u++;
972                 out += 3;
973         }
974 }
975
976 void R_DrawZymoticModelMesh(zymtype1header_t *m)
977 {
978         int i, *renderlist;
979         rtexture_t **texture;
980
981         // FIXME: do better fog
982         renderlist = (int *)(m->lump_render.start + (int) m);
983         texture = (rtexture_t **)(m->lump_shaders.start + (int) m);
984
985         aliasmeshinfo.vertex = aliasvert;
986         aliasmeshinfo.vertexstep = sizeof(float[3]);
987         aliasmeshinfo.color = aliasvertcolor;
988         aliasmeshinfo.colorstep = sizeof(float[4]);
989         aliasmeshinfo.texcoords[0] = (float *)(m->lump_texcoords.start + (int) m);
990         aliasmeshinfo.texcoordstep[0] = sizeof(float[2]);
991
992         for (i = 0;i < m->numshaders;i++)
993         {
994                 aliasmeshinfo.tex[0] = R_GetTexture(texture[i]);
995                 if (currentrenderentity->effects & EF_ADDITIVE)
996                 {
997                         aliasmeshinfo.transparent = true;
998                         aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
999                         aliasmeshinfo.blendfunc2 = GL_ONE;
1000                 }
1001                 else if (currentrenderentity->alpha != 1.0 || R_TextureHasAlpha(texture[i]))
1002                 {
1003                         aliasmeshinfo.transparent = true;
1004                         aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
1005                         aliasmeshinfo.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1006                 }
1007                 else
1008                 {
1009                         aliasmeshinfo.transparent = false;
1010                         aliasmeshinfo.blendfunc1 = GL_ONE;
1011                         aliasmeshinfo.blendfunc2 = GL_ZERO;
1012                 }
1013                 aliasmeshinfo.numtriangles = *renderlist++;
1014                 aliasmeshinfo.index = renderlist;
1015                 c_alias_polys += aliasmeshinfo.numtriangles;
1016                 R_Mesh_Draw(&aliasmeshinfo);
1017                 renderlist += aliasmeshinfo.numtriangles * 3;
1018         }
1019 }
1020
1021 void R_DrawZymoticModelMeshFog(vec3_t org, zymtype1header_t *m)
1022 {
1023         int i, *renderlist;
1024         vec3_t diff;
1025
1026         // FIXME: do better fog
1027         renderlist = (int *)(m->lump_render.start + (int) m);
1028
1029         aliasmeshinfo.tex[0] = 0;
1030         aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
1031         aliasmeshinfo.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1032
1033         VectorSubtract(org, r_origin, diff);
1034         aliasmeshinfo.cr = fogcolor[0];
1035         aliasmeshinfo.cg = fogcolor[1];
1036         aliasmeshinfo.cb = fogcolor[2];
1037         aliasmeshinfo.ca = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff));
1038
1039         for (i = 0;i < m->numshaders;i++)
1040         {
1041                 aliasmeshinfo.numtriangles = *renderlist++;
1042                 aliasmeshinfo.index = renderlist;
1043                 c_alias_polys += aliasmeshinfo.numtriangles;
1044                 R_Mesh_Draw(&aliasmeshinfo);
1045                 renderlist += aliasmeshinfo.numtriangles * 3;
1046         }
1047 }
1048
1049 void R_DrawZymoticModel (void)
1050 {
1051         //int a, b, c;
1052         int keeptrying;
1053         zymtype1header_t *m;
1054         //vec3_t angles;
1055
1056         // FIXME: do better fog
1057         m = currentrenderentity->model->zymdata_header;
1058         keeptrying = true;
1059         while(keeptrying)
1060         {
1061                 keeptrying = false;
1062                 zymdebug = r_zymdebug.integer;
1063                 /*
1064                 angles[0] = currentrenderentity->angles[1];
1065                 angles[1] = currentrenderentity->angles[0] + 180;
1066                 angles[2] = -currentrenderentity->angles[2];
1067                 */
1068                 /*
1069                 angles[0] = currentrenderentity->angles[0];
1070                 angles[1] = currentrenderentity->angles[1];
1071                 angles[2] = currentrenderentity->angles[2];
1072                 */
1073                 /*
1074                 a = b = c = 0;
1075                 switch (zymdebug % 6)
1076                 {
1077                 case 0: a = 0;b = 1;c = 2;break;
1078                 case 1: a = 1;b = 0;c = 2;break;
1079                 case 2: a = 2;b = 0;c = 1;break;
1080                 case 3: a = 0;b = 2;c = 1;break;
1081                 case 4: a = 1;b = 2;c = 0;break;
1082                 case 5: a = 2;b = 1;c = 0;break;
1083                 }
1084                 zymdebug /= 6;
1085                 angles[0] = currentrenderentity->angles[a];
1086                 angles[1] = currentrenderentity->angles[b];
1087                 angles[2] = currentrenderentity->angles[c];
1088                 if (zymdebug & 1)
1089                         angles[0] = -angles[0];
1090                 zymdebug /= 2;
1091                 if (zymdebug & 1)
1092                         angles[1] = -angles[1];
1093                 zymdebug /= 2;
1094                 if (zymdebug & 1)
1095                         angles[2] = -angles[2];
1096                 zymdebug /= 2;
1097                 angles[0] += (zymdebug & 3) * 90;
1098                 zymdebug /= 4;
1099                 angles[1] += (zymdebug & 3) * 90;
1100                 zymdebug /= 4;
1101                 angles[2] += (zymdebug & 3) * 90;
1102                 zymdebug /= 4;
1103                 */
1104                 bestdist = -1000;
1105                 if (ZymoticLerpBones(m->numbones, (zymbonematrix *)(m->lump_poses.start + (int) m), currentrenderentity->frameblend, (zymbone_t *)(m->lump_bones.start + (int) m)/*, currentrenderentity->origin, angles, currentrenderentity->scale*/))
1106                         ZymoticTransformVerts(m->numverts, (int *)(m->lump_vertbonecounts.start + (int) m), (zymvertex_t *)(m->lump_verts.start + (int) m));
1107                 if (bestdist < r_zymdebug_dist.value)
1108                 {
1109                         Cvar_SetValueQuick(&r_zymdebug, r_zymdebug.integer + 1);
1110                         if (zymdebug) // if there is some leftover, unclaimed, don't repeat
1111                                 Cvar_SetValueQuick(&r_zymdebug, 0);
1112                         else
1113                                 keeptrying = true;
1114                         Con_Printf("trying %i, bestdist was: %f\n", r_zymdebug.integer, bestdist);
1115                 }
1116         }
1117         ZymoticCalcNormals(m->numverts, m->numshaders, (int *)(m->lump_render.start + (int) m));
1118
1119         R_LightModel(m->numverts);
1120
1121         memset(&aliasmeshinfo, 0, sizeof(aliasmeshinfo));
1122         aliasmeshinfo.numverts = m->numverts;
1123
1124         R_DrawZymoticModelMesh(m);
1125
1126         if (fogenabled)
1127                 R_DrawZymoticModelMeshFog(currentrenderentity->origin, m);
1128 }
1129
1130 void R_DrawAliasModel (void)
1131 {
1132         if (currentrenderentity->alpha < (1.0f / 64.0f))
1133                 return; // basically completely transparent
1134
1135         c_models++;
1136
1137         softwaretransformforentity(currentrenderentity);
1138
1139         if (currentrenderentity->model->aliastype == ALIASTYPE_ZYM)
1140                 R_DrawZymoticModel();
1141         else if (currentrenderentity->model->aliastype == ALIASTYPE_MD2)
1142                 R_DrawQ2AliasModel();
1143         else
1144                 R_DrawQ1AliasModel();
1145 }