]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
implemented gpu-skinning (vertex shader skeletal animation), can be
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 16 Jan 2013 14:23:31 +0000 (14:23 +0000)
committerRudolf Polzer <divverent@xonotic.org>
Sun, 20 Jan 2013 21:13:35 +0000 (22:13 +0100)
disabled by turning off the r_glsl_skeletal cvar

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11881 d7cf8633-e32d-0410-b094-e92efae38249
::stable-branch::merge=c2e80277d20d64e0da8ea14523eed5af1f3120dd

client.h
dpsoftrast.h
gl_backend.c
gl_backend.h
gl_rmain.c
model_alias.c
model_shared.c
model_shared.h
render.h
shader_glsl.h

index da20b908f475fad8e64784369984b546b408f6d5..afd75a23c5e885859b894619f66c92962fb56ed0 100644 (file)
--- a/client.h
+++ b/client.h
@@ -377,6 +377,9 @@ typedef struct entity_render_s
        r_meshbuffer_t *animcache_vertex3fbuffer;
        r_vertexmesh_t *animcache_vertexmesh;
        r_meshbuffer_t *animcache_vertexmeshbuffer;
+       // gpu-skinning shader needs transforms in a certain format
+       // if this is not NULL, the other animcache variables are NULL
+       float *animcache_skeletaltransform3x4;
 
        // current lighting from map (updated ONLY by client code, not renderer)
        vec3_t modellight_ambient;
index eb3df2bae40d5c10b60c8dbdbad305e1eba87515..007d4e366deef11d4d06b49c9cfec736546d8371 100644 (file)
@@ -196,7 +196,8 @@ typedef enum shaderpermutation_e
        SHADERPERMUTATION_TRIPPY = 1<<27, ///< use trippy vertex shader effect
        SHADERPERMUTATION_DEPTHRGB = 1<<28, ///< read/write depth values in RGB color coded format for older hardware without depth samplers
        SHADERPERMUTATION_ALPHAGEN_VERTEX = 1<<29, ///< alphaGen vertex
-       SHADERPERMUTATION_COUNT = 30 ///< size of shaderpermutationinfo array
+       SHADERPERMUTATION_SKELETAL = 1<<30, ///< (skeletal models) use skeletal matrices to deform vertices (gpu-skinning)
+       SHADERPERMUTATION_COUNT = 31 ///< size of shaderpermutationinfo array
 }
 shaderpermutation_t;
 
index e523107055864d0dfdaf58028e69abce72950bda..8415c146e22d8d5895574f5ccb5c709d96ea6a27 100644 (file)
@@ -2675,8 +2675,8 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver
        qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD3, "Attrib_TexCoord3");
        qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD4, "Attrib_TexCoord4");
        qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD5, "Attrib_TexCoord5");
-       qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_TexCoord6");
-       qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_TexCoord7");
+       qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_SkeletalIndex");
+       qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_SkeletalWeight");
 #ifndef USE_GLES2
        if(vid.support.gl20shaders130)
                qglBindFragDataLocation(programobject, 0, "dp_FragColor");
@@ -2912,7 +2912,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
                                                                        else
                                                                                qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, p[0]);
                                                                }
-                                                               else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
+                                                               else if (gl_state.units[j].pointer_texcoord_gltype == (int)(GL_SHORT | 0x80000000))
                                                                {
                                                                        const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
                                                                        if (gl_state.units[j].pointer_texcoord_components == 4)
@@ -2927,6 +2927,30 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
                                                                else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
                                                                {
                                                                        const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
+                                                                       if (gl_state.units[j].pointer_texcoord_components == 4)
+                                                                               qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f), sb[2] * (1.0f / 127.0f), sb[3] * (1.0f / 127.0f));
+                                                                       else if (gl_state.units[j].pointer_texcoord_components == 3)
+                                                                               qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f), sb[2] * (1.0f / 127.0f));
+                                                                       else if (gl_state.units[j].pointer_texcoord_components == 2)
+                                                                               qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f), sb[1] * (1.0f / 127.0f));
+                                                                       else if (gl_state.units[j].pointer_texcoord_components == 1)
+                                                                               qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 127.0f));
+                                                               }
+                                                               else if (gl_state.units[j].pointer_texcoord_gltype == GL_UNSIGNED_BYTE)
+                                                               {
+                                                                       const GLubyte *sb = (const GLubyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
+                                                                       if (gl_state.units[j].pointer_texcoord_components == 4)
+                                                                               qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f), sb[2] * (1.0f / 255.0f), sb[3] * (1.0f / 255.0f));
+                                                                       else if (gl_state.units[j].pointer_texcoord_components == 3)
+                                                                               qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f), sb[2] * (1.0f / 255.0f));
+                                                                       else if (gl_state.units[j].pointer_texcoord_components == 2)
+                                                                               qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f), sb[1] * (1.0f / 255.0f));
+                                                                       else if (gl_state.units[j].pointer_texcoord_components == 1)
+                                                                               qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0] * (1.0f / 255.0f));
+                                                               }
+                                                               else if (gl_state.units[j].pointer_texcoord_gltype == (int)(GL_UNSIGNED_BYTE | 0x80000000))
+                                                               {
+                                                                       const GLubyte *sb = (const GLubyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
                                                                        if (gl_state.units[j].pointer_texcoord_components == 4)
                                                                                qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2], sb[3]);
                                                                        else if (gl_state.units[j].pointer_texcoord_components == 3)
@@ -3455,7 +3479,8 @@ void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void
                        gl_state.pointer_vertex_offset = bufferoffset;
                        CHECKGLERROR
                        GL_BindVBO(bufferobject);
-                       qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+                       // LordHavoc: special flag added to gltype for unnormalized types
+                       qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
                }
                break;
        case RENDERPATH_D3D9:
@@ -3537,7 +3562,8 @@ void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *
                                gl_state.pointer_color_offset = bufferoffset;
                                CHECKGLERROR
                                GL_BindVBO(bufferobject);
-                               qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+                               // LordHavoc: special flag added to gltype for unnormalized types
+                               qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
                        }
                }
                else
@@ -3632,7 +3658,8 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, si
                                unit->pointer_texcoord_vertexbuffer = vertexbuffer;
                                unit->pointer_texcoord_offset = bufferoffset;
                                GL_BindVBO(bufferobject);
-                               qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype, false, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
+                               // LordHavoc: special flag added to gltype for unnormalized types
+                               qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
                        }
                }
                else
@@ -4113,6 +4140,8 @@ D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] =
        {0, (int)((size_t)&((r_vertexmesh_t *)0)->tvector3f         ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2},
        {0, (int)((size_t)&((r_vertexmesh_t *)0)->normal3f          ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3},
        {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordlightmap2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4},
+       {0, (int)((size_t)&((r_vertexmesh_t *)0)->skeletalindex4ub  ), D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 6},
+       {0, (int)((size_t)&((r_vertexmesh_t *)0)->skeletalweight4ub ), D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 7},
        D3DDECL_END()
 };
 
@@ -4193,6 +4222,9 @@ void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, con
                        R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+                       R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+                       R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
+                       R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
                }
                else
                {
@@ -4203,6 +4235,9 @@ void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, con
                        R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+                       R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+                       R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
+                       R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
                }
                break;
        case RENDERPATH_GL13:
@@ -4307,6 +4342,9 @@ void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3
                        R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+                       R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+                       R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
+                       R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
                        return;
                }
                break;
@@ -4387,6 +4425,9 @@ void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *ve
                        R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+                       R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+                       R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
+                       R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
                }
                else
                {
@@ -4397,6 +4438,9 @@ void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *ve
                        R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+                       R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+                       R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
+                       R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
                }
                break;
        case RENDERPATH_GL13:
@@ -4501,6 +4545,9 @@ void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f,
                        R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0);
                        R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0);
                        R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0);
+                       R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+                       R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
+                       R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0);
                        return;
                }
                break;
@@ -4592,6 +4639,9 @@ void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex,
                        R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(*vertex), vertex->tvector3f         , vertexbuffer, (int)((unsigned char *)vertex->tvector3f          - (unsigned char *)vertex));
                        R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(*vertex), vertex->normal3f          , vertexbuffer, (int)((unsigned char *)vertex->normal3f           - (unsigned char *)vertex));
                        R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
+                       R_Mesh_TexCoordPointer(5, 2, GL_FLOAT        , sizeof(*vertex), NULL, NULL, 0);
+                       R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(*vertex), vertex->skeletalindex4ub  , vertexbuffer, (int)((unsigned char *)vertex->skeletalindex4ub   - (unsigned char *)vertex));
+                       R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->skeletalweight4ub , vertexbuffer, (int)((unsigned char *)vertex->skeletalweight4ub  - (unsigned char *)vertex));
                }
                else
                {
@@ -4602,6 +4652,9 @@ void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex,
                        R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(*vertex), vertex->tvector3f         , NULL, 0);
                        R_Mesh_TexCoordPointer(3, 3, GL_FLOAT        , sizeof(*vertex), vertex->normal3f          , NULL, 0);
                        R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
+                       R_Mesh_TexCoordPointer(5, 2, GL_FLOAT        , sizeof(*vertex), NULL, NULL, 0);
+                       R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(*vertex), vertex->skeletalindex4ub  , NULL, 0);
+                       R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->skeletalweight4ub , NULL, 0);
                }
                break;
        case RENDERPATH_GL13:
index 86b2d310d97031cf49b95b8704abb31e02c5d18a..0c6913d9be28ef925d8e739228a5e2366e513808 100644 (file)
@@ -95,7 +95,7 @@ void R_EntityMatrix(const matrix4x4_t *matrix);
 void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset);
 // sets the color array pointer (GL_Color only works when this is NULL)
 void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset);
-// sets the texcoord array pointer for an array unit
+// sets the texcoord array pointer for an array unit, if GL_UNSIGNED_BYTE | 0x80000000 is specified it will be an unnormalized type (integer values)
 void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset);
 // returns current texture bound to this identifier
 int R_Mesh_TexBound(unsigned int unitnum, int id);
index c4cbe0d881770dbc45056bff72864995dd0dc597..958a341b5a201b60dad5451dc53a2b619301f33d 100644 (file)
@@ -162,6 +162,7 @@ cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_ste
 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
 
+cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
@@ -662,7 +663,8 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
        {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
        {"#define USETRIPPY\n", " trippy"},
        {"#define USEDEPTHRGB\n", " depthrgb"},
-       {"#define USEALPHAGENVERTEX\n", "alphagenvertex"}
+       {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
+       {"#define USESKELETAL\n", " skeletal"}
 };
 
 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
@@ -821,6 +823,7 @@ typedef struct r_glsl_permutation_s
        int loc_ShadowMap_Parameters;
        int loc_ShadowMap_TextureScale;
        int loc_SpecularPower;
+       int loc_Skeletal_Transform12;
        int loc_UserVec1;
        int loc_UserVec2;
        int loc_UserVec3;
@@ -1168,6 +1171,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->loc_ShadowMap_Parameters       = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
                p->loc_ShadowMap_TextureScale     = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
                p->loc_SpecularPower              = qglGetUniformLocation(p->program, "SpecularPower");
+               p->loc_Skeletal_Transform12       = qglGetUniformLocation(p->program, "Skeletal_Transform12");
                p->loc_UserVec1                   = qglGetUniformLocation(p->program, "UserVec1");
                p->loc_UserVec2                   = qglGetUniformLocation(p->program, "UserVec2");
                p->loc_UserVec3                   = qglGetUniformLocation(p->program, "UserVec3");
@@ -2145,6 +2149,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        float m16f[16];
        matrix4x4_t tempmatrix;
        r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
+       if (rsurface.entityskeletaltransform3x4)
+               permutation |= SHADERPERMUTATION_SKELETAL;
        if (r_trippy.integer && !notrippy)
                permutation |= SHADERPERMUTATION_TRIPPY;
        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
@@ -2693,10 +2699,13 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
                        R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
                        R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
+                       R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+                       R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
+                       R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
                }
                else
                {
-                       RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
+                       RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
                        R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
                }
                R_SetupShader_SetPermutationGLSL(mode, permutation);
@@ -2840,6 +2849,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        }
                }
                if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
+               if (r_glsl_permutation->loc_Skeletal_Transform12 >= 0 && rsurface.entityskeletalnumtransforms > 0)
+                       qglUniform4fv(r_glsl_permutation->loc_Skeletal_Transform12, rsurface.entityskeletalnumtransforms*3, rsurface.entityskeletaltransform3x4);
                CHECKGLERROR
                break;
        case RENDERPATH_GL11:
@@ -4316,6 +4327,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_test);
        Cvar_RegisterVariable(&r_batch_multidraw);
        Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
+       Cvar_RegisterVariable(&r_glsl_skeletal);
        Cvar_RegisterVariable(&r_glsl_saturation);
        Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
        Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
@@ -4616,6 +4628,7 @@ void R_AnimCache_ClearCache(void)
                ent->animcache_vertexmesh = NULL;
                ent->animcache_vertex3fbuffer = NULL;
                ent->animcache_vertexmeshbuffer = NULL;
+               ent->animcache_skeletaltransform3x4 = NULL;
        }
 }
 
@@ -4652,6 +4665,106 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool
 {
        dp_model_t *model = ent->model;
        int numvertices;
+
+       // cache skeletal animation data first (primarily for gpu-skinning)
+       if (!ent->animcache_skeletaltransform3x4 && model->num_bones > 0)
+       {
+               int i;
+               int blends;
+               const skeleton_t *skeleton = ent->skeleton;
+               const frameblend_t *frameblend = ent->frameblend;
+               float *boneposerelative;
+               float m[12];
+               static float bonepose[256][12];
+               ent->animcache_skeletaltransform3x4 = R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
+               boneposerelative = ent->animcache_skeletaltransform3x4;
+               if (skeleton && !skeleton->relativetransforms)
+                       skeleton = NULL;
+               // resolve hierarchy and make relative transforms (deforms) which the shader wants
+               if (skeleton)
+               {
+                       for (i = 0;i < model->num_bones;i++)
+                       {
+                               Matrix4x4_ToArray12FloatD3D(&skeleton->relativetransforms[i], m);
+                               if (model->data_bones[i].parent >= 0)
+                                       R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]);
+                               else
+                                       memcpy(bonepose[i], m, sizeof(m));
+
+                               // create a relative deformation matrix to describe displacement
+                               // from the base mesh, which is used by the actual weighting
+                               R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12);
+                       }
+               }
+               else
+               {
+                       for (i = 0;i < model->num_bones;i++)
+                       {
+                               const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[0].subframe * model->num_bones + i);
+                               float lerp = frameblend[0].lerp,
+                                       tx = pose7s[0], ty = pose7s[1], tz = pose7s[2],
+                                       rx = pose7s[3] * lerp,
+                                       ry = pose7s[4] * lerp,
+                                       rz = pose7s[5] * lerp,
+                                       rw = pose7s[6] * lerp,
+                                       dx = tx*rw + ty*rz - tz*ry,
+                                       dy = -tx*rz + ty*rw + tz*rx,
+                                       dz = tx*ry - ty*rx + tz*rw,
+                                       dw = -tx*rx - ty*ry - tz*rz,
+                                       scale, sx, sy, sz, sw;
+                               for (blends = 1;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++)
+                               {
+                                       const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[blends].subframe * model->num_bones + i);
+                                       float lerp = frameblend[blends].lerp,
+                                               tx = pose7s[0], ty = pose7s[1], tz = pose7s[2],
+                                               qx = pose7s[3], qy = pose7s[4], qz = pose7s[5], qw = pose7s[6];
+                                       if(rx*qx + ry*qy + rz*qz + rw*qw < 0) lerp = -lerp;
+                                       qx *= lerp;
+                                       qy *= lerp;
+                                       qz *= lerp;
+                                       qw *= lerp;
+                                       rx += qx;
+                                       ry += qy;
+                                       rz += qz;
+                                       rw += qw;
+                                       dx += tx*qw + ty*qz - tz*qy;
+                                       dy += -tx*qz + ty*qw + tz*qx;
+                                       dz += tx*qy - ty*qx + tz*qw;
+                                       dw += -tx*qx - ty*qy - tz*qz;
+                               }
+                               scale = 1.0f / (rx*rx + ry*ry + rz*rz + rw*rw);
+                               sx = rx * scale;
+                               sy = ry * scale;
+                               sz = rz * scale;
+                               sw = rw * scale;
+                               m[0] = sw*rw + sx*rx - sy*ry - sz*rz;
+                               m[1] = 2*(sx*ry - sw*rz);
+                               m[2] = 2*(sx*rz + sw*ry);
+                               m[3] = model->num_posescale*(dx*sw - dy*sz + dz*sy - dw*sx);
+                               m[4] = 2*(sx*ry + sw*rz);
+                               m[5] = sw*rw + sy*ry - sx*rx - sz*rz;
+                               m[6] = 2*(sy*rz - sw*rx);
+                               m[7] = model->num_posescale*(dx*sz + dy*sw - dz*sx - dw*sy);
+                               m[8] = 2*(sx*rz - sw*ry);
+                               m[9] = 2*(sy*rz + sw*rx);
+                               m[10] = sw*rw + sz*rz - sx*rx - sy*ry;
+                               m[11] = model->num_posescale*(dy*sx + dz*sw - dx*sy - dw*sz);
+                               if (i == r_skeletal_debugbone.integer)
+                                       m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value;
+                               m[3] *= r_skeletal_debugtranslatex.value;
+                               m[7] *= r_skeletal_debugtranslatey.value;
+                               m[11] *= r_skeletal_debugtranslatez.value;
+                               if (model->data_bones[i].parent >= 0)
+                                       R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]);
+                               else
+                                       memcpy(bonepose[i], m, sizeof(m));
+                               // create a relative deformation matrix to describe displacement
+                               // from the base mesh, which is used by the actual weighting
+                               R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12);
+                       }
+               }
+       }
+
        // see if it's already cached this frame
        if (ent->animcache_vertex3f)
        {
@@ -4682,6 +4795,24 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool
                // see if this ent is worth caching
                if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
                        return false;
+               // skip entity if the shader backend has a cheaper way
+               if (model->surfmesh.data_skeletalindex4ub && r_glsl_skeletal.integer)
+               {
+                       switch (vid.renderpath)
+                       {
+                       case RENDERPATH_GL20:
+                               return false;
+                       case RENDERPATH_GL11:
+                       case RENDERPATH_GL13:
+                       case RENDERPATH_GLES1:
+                       case RENDERPATH_GLES2:
+                       case RENDERPATH_D3D9:
+                       case RENDERPATH_D3D10:
+                       case RENDERPATH_D3D11:
+                       case RENDERPATH_SOFT:
+                               break;
+                       }
+               }
                // get some memory for this entity and generate mesh data
                numvertices = model->surfmesh.num_vertices;
                ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
@@ -8146,6 +8277,12 @@ void RSurf_ActiveWorldEntity(void)
        rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
        rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
        rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
+       rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
+       rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
+       rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
+       rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
+       rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
+       rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
        rsurface.modelelement3i = model->surfmesh.data_element3i;
        rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
        rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
@@ -8186,6 +8323,12 @@ void RSurf_ActiveWorldEntity(void)
        rsurface.batchtexcoordlightmap2f = NULL;
        rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
        rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
+       rsurface.batchskeletalindex4ub = NULL;
+       rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
+       rsurface.batchskeletalindex4ub_bufferoffset = 0;
+       rsurface.batchskeletalweight4ub = NULL;
+       rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
+       rsurface.batchskeletalweight4ub_bufferoffset = 0;
        rsurface.batchvertexmesh = NULL;
        rsurface.batchvertexmeshbuffer = NULL;
        rsurface.batchvertex3fbuffer = NULL;
@@ -8241,7 +8384,10 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
                rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
        }
-       if (model->surfmesh.isanimated && model->AnimateVertices)
+       // if the animcache code decided it should use the shader path, skip the deform step
+       rsurface.entityskeletaltransform3x4 = ent->animcache_vertex3f ? NULL : ent->animcache_skeletaltransform3x4;
+       rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
+       if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
        {
                if (ent->animcache_vertex3f)
                {
@@ -8324,6 +8470,12 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
        rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
        rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
+       rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
+       rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
+       rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
+       rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
+       rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
+       rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
        rsurface.modelelement3i = model->surfmesh.data_element3i;
        rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
        rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
@@ -8360,6 +8512,12 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        rsurface.batchtexcoordlightmap2f = NULL;
        rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
        rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
+       rsurface.batchskeletalindex4ub = NULL;
+       rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
+       rsurface.batchskeletalindex4ub_bufferoffset = 0;
+       rsurface.batchskeletalweight4ub = NULL;
+       rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
+       rsurface.batchskeletalweight4ub_bufferoffset = 0;
        rsurface.batchvertexmesh = NULL;
        rsurface.batchvertexmeshbuffer = NULL;
        rsurface.batchvertex3fbuffer = NULL;
@@ -8450,6 +8608,12 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
        rsurface.modeltexcoordlightmap2f  = NULL;
        rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
        rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
+       rsurface.modelskeletalindex4ub = NULL;
+       rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
+       rsurface.modelskeletalindex4ub_bufferoffset = 0;
+       rsurface.modelskeletalweight4ub = NULL;
+       rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
+       rsurface.modelskeletalweight4ub_bufferoffset = 0;
        rsurface.modelelement3i = (int *)element3i;
        rsurface.modelelement3i_indexbuffer = NULL;
        rsurface.modelelement3i_bufferoffset = 0;
@@ -8484,6 +8648,12 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
        rsurface.batchtexcoordlightmap2f = NULL;
        rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
        rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
+       rsurface.batchskeletalindex4ub = NULL;
+       rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
+       rsurface.batchskeletalindex4ub_bufferoffset = 0;
+       rsurface.batchskeletalweight4ub = NULL;
+       rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
+       rsurface.batchskeletalweight4ub_bufferoffset = 0;
        rsurface.batchvertexmesh = NULL;
        rsurface.batchvertexmeshbuffer = NULL;
        rsurface.batchvertex3fbuffer = NULL;
@@ -8579,6 +8749,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        float scale;
        float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
        float waveparms[4];
+       unsigned char *ub;
        q3shaderinfo_deform_t *deform;
        const msurface_t *surface, *firstsurface;
        r_vertexmesh_t *vertexmesh;
@@ -8734,6 +8905,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
                if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
                if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
+               if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL)    batchneed |= BATCHNEED_ARRAY_SKELETAL;
        }
 
        // if needsupdate, we have to do a dynamic vertex batch for sure
@@ -8765,6 +8937,12 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
        rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
        rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
+       rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
+       rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
+       rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
+       rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
+       rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
+       rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
        rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
        rsurface.batchvertexmesh = rsurface.modelvertexmesh;
        rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
@@ -8868,6 +9046,12 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                rsurface.batchtexcoordlightmap2f = NULL;
                rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
                rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
+               rsurface.batchskeletalindex4ub = NULL;
+               rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
+               rsurface.batchskeletalindex4ub_bufferoffset = 0;
+               rsurface.batchskeletalweight4ub = NULL;
+               rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
+               rsurface.batchskeletalweight4ub_bufferoffset = 0;
                rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
                rsurface.batchelement3i_indexbuffer = NULL;
                rsurface.batchelement3i_bufferoffset = 0;
@@ -8892,6 +9076,11 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
                if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
                        rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
+               if (batchneed & BATCHNEED_ARRAY_SKELETAL)
+               {
+                       rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
+                       rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
+               }
                numvertices = 0;
                numtriangles = 0;
                for (i = 0;i < texturenumsurfaces;i++)
@@ -8953,6 +9142,22 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                                        else
                                                memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
                                }
+                               if (batchneed & BATCHNEED_ARRAY_SKELETAL)
+                               {
+                                       if (rsurface.modelskeletalindex4ub)
+                                       {
+                                               memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
+                                               memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
+                                       }
+                                       else
+                                       {
+                                               memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
+                                               memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
+                                               ub = rsurface.batchskeletalweight4ub + 4*numvertices;
+                                               for (j = 0;j < surfacenumvertices;j++)
+                                                       ub[j*4] = 255;
+                                       }
+                               }
                        }
                        RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
                        numvertices += surfacenumvertices;
@@ -9416,6 +9621,14 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
                        for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
                                Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
+               if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
+               {
+                       for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
+                       {
+                               Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
+                               Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
+                       }
+               }
        }
 }
 
index 14c385bd345b5a944e5f349369c24e350dde290b..5407c86d5041bd2569a40b3fee2ca3ce4ae28d5a 100644 (file)
@@ -1891,7 +1891,7 @@ void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
        loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
        loadmodel->num_texturesperskin = loadmodel->num_surfaces;
-       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + meshvertices * sizeof(float[14]) + meshvertices * sizeof(unsigned short) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]));
+       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + meshvertices * (sizeof(float[14]) + sizeof(unsigned short) + sizeof(unsigned char[2][4])) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]));
        loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
        loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
        loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
@@ -1907,6 +1907,8 @@ void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->surfmesh.data_tvector3f = (float *)data;data += meshvertices * sizeof(float[3]);
        loadmodel->surfmesh.data_normal3f = (float *)data;data += meshvertices * sizeof(float[3]);
        loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]);
+       loadmodel->surfmesh.data_skeletalindex4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]);
+       loadmodel->surfmesh.data_skeletalweight4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]);
        loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]);
        loadmodel->surfmesh.num_blends = 0;
        loadmodel->surfmesh.blends = (unsigned short *)data;data += meshvertices * sizeof(unsigned short);
@@ -1994,6 +1996,14 @@ void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                loadmodel->surfmesh.data_vertex3f[j*3+2] = relativeorigin[0] * m[8] + relativeorigin[1] * m[9] + relativeorigin[2] * m[10] + m[11];
                // store the weight as the primary weight on this vertex
                loadmodel->surfmesh.blends[j] = boneindex;
+               loadmodel->surfmesh.data_skeletalindex4ub[j*4  ] = boneindex;
+               loadmodel->surfmesh.data_skeletalindex4ub[j*4+1] = 0;
+               loadmodel->surfmesh.data_skeletalindex4ub[j*4+2] = 0;
+               loadmodel->surfmesh.data_skeletalindex4ub[j*4+3] = 0;
+               loadmodel->surfmesh.data_skeletalweight4ub[j*4  ] = 255;
+               loadmodel->surfmesh.data_skeletalweight4ub[j*4+1] = 0;
+               loadmodel->surfmesh.data_skeletalweight4ub[j*4+2] = 0;
+               loadmodel->surfmesh.data_skeletalweight4ub[j*4+3] = 0;
        }
        Z_Free(bonepose);
        // normals and tangents are calculated after elements are loaded
@@ -2212,7 +2222,7 @@ void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
        loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_Skeletal_AnimateVertices : NULL;
        // do most allocations as one merged chunk
-       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + meshvertices * (sizeof(float[14]) + sizeof(unsigned short)) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t));
+       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + meshvertices * (sizeof(float[14]) + sizeof(unsigned short) + sizeof(unsigned char[2][4])) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t));
        loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
        loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
        loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
@@ -2228,6 +2238,8 @@ void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->surfmesh.data_tvector3f = (float *)data;data += meshvertices * sizeof(float[3]);
        loadmodel->surfmesh.data_normal3f = (float *)data;data += meshvertices * sizeof(float[3]);
        loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]);
+       loadmodel->surfmesh.data_skeletalindex4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]);
+       loadmodel->surfmesh.data_skeletalweight4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]);
        loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]);
        loadmodel->skinscenes = (animscene_t *)data;data += loadmodel->numskins * sizeof(animscene_t);
        loadmodel->data_bones = (aliasbone_t *)data;data += loadmodel->num_bones * sizeof(aliasbone_t);
@@ -2424,6 +2436,14 @@ void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                                data += sizeof(dpmbonevert_t);
                        }
                        loadmodel->surfmesh.blends[j] = Mod_Skeletal_CompressBlend(loadmodel, weightindex, weightinfluence);
+                       loadmodel->surfmesh.data_skeletalindex4ub[j*4  ] = weightindex[0];
+                       loadmodel->surfmesh.data_skeletalindex4ub[j*4+1] = weightindex[1];
+                       loadmodel->surfmesh.data_skeletalindex4ub[j*4+2] = weightindex[2];
+                       loadmodel->surfmesh.data_skeletalindex4ub[j*4+3] = weightindex[3];
+                       loadmodel->surfmesh.data_skeletalweight4ub[j*4  ] = (unsigned char)(weightinfluence[0]*255.0f);
+                       loadmodel->surfmesh.data_skeletalweight4ub[j*4+1] = (unsigned char)(weightinfluence[1]*255.0f);
+                       loadmodel->surfmesh.data_skeletalweight4ub[j*4+2] = (unsigned char)(weightinfluence[2]*255.0f);
+                       loadmodel->surfmesh.data_skeletalweight4ub[j*4+3] = (unsigned char)(weightinfluence[3]*255.0f);
                }
 
                // since dpm models do not have named sections, reuse their shader name as the section name
@@ -2869,7 +2889,7 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
        loadmodel->AnimateVertices = loadmodel->surfmesh.isanimated ? Mod_Skeletal_AnimateVertices : NULL;
        // do most allocations as one merged chunk
-       size = loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + loadmodel->surfmesh.num_triangles * sizeof(int[3]) + (r_enableshadowvolumes.integer ? loadmodel->surfmesh.num_triangles * sizeof(int[3]) : 0)  + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[2]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned short) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t) + ((loadmodel->surfmesh.num_vertices <= 65536) ? (loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3])) : 0);
+       size = loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + loadmodel->surfmesh.num_triangles * sizeof(int[3]) + (r_enableshadowvolumes.integer ? loadmodel->surfmesh.num_triangles * sizeof(int[3]) : 0)  + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[2]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned short) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t) + ((loadmodel->surfmesh.num_vertices <= 65536) ? (loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3])) : 0);
        data = (unsigned char *)Mem_Alloc(loadmodel->mempool, size);
        loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
        loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
@@ -2884,6 +2904,8 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->surfmesh.data_tvector3f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
        loadmodel->surfmesh.data_normal3f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
        loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
+       loadmodel->surfmesh.data_skeletalindex4ub = (unsigned char *)data;data += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
+       loadmodel->surfmesh.data_skeletalweight4ub = (unsigned char *)data;data += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
        loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]);
        loadmodel->skinscenes = (animscene_t *)data;data += loadmodel->numskins * sizeof(animscene_t);
        loadmodel->data_bones = (aliasbone_t *)data;data += loadmodel->num_bones * sizeof(aliasbone_t);
@@ -3009,6 +3031,14 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                        }
                }
                loadmodel->surfmesh.blends[index] = Mod_Skeletal_CompressBlend(loadmodel, weightindex, weightinfluence);
+               loadmodel->surfmesh.data_skeletalindex4ub[index*4  ] = weightindex[0];
+               loadmodel->surfmesh.data_skeletalindex4ub[index*4+1] = weightindex[1];
+               loadmodel->surfmesh.data_skeletalindex4ub[index*4+2] = weightindex[2];
+               loadmodel->surfmesh.data_skeletalindex4ub[index*4+3] = weightindex[3];
+               loadmodel->surfmesh.data_skeletalweight4ub[index*4  ] = (unsigned char)(weightinfluence[0]*255.0f);
+               loadmodel->surfmesh.data_skeletalweight4ub[index*4+1] = (unsigned char)(weightinfluence[1]*255.0f);
+               loadmodel->surfmesh.data_skeletalweight4ub[index*4+2] = (unsigned char)(weightinfluence[2]*255.0f);
+               loadmodel->surfmesh.data_skeletalweight4ub[index*4+3] = (unsigned char)(weightinfluence[3]*255.0f);
        }
        if (loadmodel->surfmesh.num_blends < loadmodel->surfmesh.num_vertices)
                loadmodel->surfmesh.data_blendweights = (blendweights_t *)Mem_Realloc(loadmodel->mempool, loadmodel->surfmesh.data_blendweights, loadmodel->surfmesh.num_blends * sizeof(blendweights_t));
@@ -3353,7 +3383,7 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        meshtriangles = header.num_triangles;
 
        // do most allocations as one merged chunk
-       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + meshvertices * (sizeof(float[14]) + (vcolor4f || vcolor4ub ? sizeof(float[4]) : 0)) + (vblendindexes && vblendweights ? meshvertices * sizeof(unsigned short) : 0) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t));
+       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + meshvertices * (sizeof(float[14]) + (vcolor4f || vcolor4ub ? sizeof(float[4]) : 0)) + (vblendindexes && vblendweights ? meshvertices * (sizeof(unsigned short) + sizeof(unsigned char[2][4])) : 0) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t));
        loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
        loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
        loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
@@ -3373,6 +3403,11 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        {
                loadmodel->surfmesh.data_lightmapcolor4f = (float *)data;data += meshvertices * sizeof(float[4]);
        }
+       if (vblendindexes && vblendweights)
+       {
+               loadmodel->surfmesh.data_skeletalindex4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]);
+               loadmodel->surfmesh.data_skeletalweight4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]);
+       }
        loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]);
        loadmodel->skinscenes = (animscene_t *)data;data += loadmodel->numskins * sizeof(animscene_t);
        loadmodel->data_bones = (aliasbone_t *)data;data += loadmodel->num_bones * sizeof(aliasbone_t);
@@ -3797,6 +3832,14 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                        memcpy(weights.index, vblendindexes + i*4, 4);
                        memcpy(weights.influence, vblendweights + i*4, 4);
                        loadmodel->surfmesh.blends[i] = Mod_Skeletal_AddBlend(loadmodel, &weights);
+                       loadmodel->surfmesh.data_skeletalindex4ub[i*4  ] = weights.index[0];
+                       loadmodel->surfmesh.data_skeletalindex4ub[i*4+1] = weights.index[1];
+                       loadmodel->surfmesh.data_skeletalindex4ub[i*4+2] = weights.index[2];
+                       loadmodel->surfmesh.data_skeletalindex4ub[i*4+3] = weights.index[3];
+                       loadmodel->surfmesh.data_skeletalweight4ub[i*4  ] = weights.influence[0];
+                       loadmodel->surfmesh.data_skeletalweight4ub[i*4+1] = weights.influence[1];
+                       loadmodel->surfmesh.data_skeletalweight4ub[i*4+2] = weights.influence[2];
+                       loadmodel->surfmesh.data_skeletalweight4ub[i*4+3] = weights.influence[3];
                }
        }
 
index 1b1b29cd15a2a2238f093da54cca817c0bc12b0e..0c4fe1759c63359576b002e563e67072cc1599fc 100644 (file)
@@ -3035,6 +3035,10 @@ void Mod_BuildVBOs(void)
                        Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
                        if (loadmodel->surfmesh.data_texcoordlightmap2f)
                                Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
+                       if (loadmodel->surfmesh.data_skeletalindex4ub)
+                               Vector4Copy(loadmodel->surfmesh.data_skeletalindex4ub + 4*vertexindex, vertexmesh->skeletalindex4ub);
+                       if (loadmodel->surfmesh.data_skeletalweight4ub)
+                               Vector4Copy(loadmodel->surfmesh.data_skeletalweight4ub + 4*vertexindex, vertexmesh->skeletalweight4ub);
                }
        }
 
@@ -3072,6 +3076,8 @@ void Mod_BuildVBOs(void)
                loadmodel->surfmesh.vbooffset_texcoordtexture2f  = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
                loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
                loadmodel->surfmesh.vbooffset_lightmapcolor4f    = size;if (loadmodel->surfmesh.data_lightmapcolor4f   ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
+               loadmodel->surfmesh.vbooffset_skeletalindex4ub   = size;if (loadmodel->surfmesh.data_skeletalindex4ub  ) size += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
+               loadmodel->surfmesh.vbooffset_skeletalweight4ub  = size;if (loadmodel->surfmesh.data_skeletalweight4ub ) size += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
                mem = (unsigned char *)Mem_Alloc(tempmempool, size);
                if (loadmodel->surfmesh.data_vertex3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f          , loadmodel->surfmesh.data_vertex3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
                if (loadmodel->surfmesh.data_svector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f         , loadmodel->surfmesh.data_svector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
@@ -3080,6 +3086,8 @@ void Mod_BuildVBOs(void)
                if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
                if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
                if (loadmodel->surfmesh.data_lightmapcolor4f   ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f   , loadmodel->surfmesh.data_lightmapcolor4f   , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
+               if (loadmodel->surfmesh.data_skeletalindex4ub  ) memcpy(mem + loadmodel->surfmesh.vbooffset_skeletalindex4ub  , loadmodel->surfmesh.data_skeletalindex4ub  , loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]));
+               if (loadmodel->surfmesh.data_skeletalweight4ub ) memcpy(mem + loadmodel->surfmesh.vbooffset_skeletalweight4ub , loadmodel->surfmesh.data_skeletalweight4ub , loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]));
                loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false);
                Mem_Free(mem);
        }
index 84fba405900608931071226dd5033afe2a5ce77b..dc8177ae1bf17aa38701e4b90de28e230b7705d6 100644 (file)
@@ -112,7 +112,7 @@ r_vertexgeneric_t;
 
 typedef struct r_vertexmesh_s
 {
-       // 80 bytes
+       // 88 bytes
        float vertex3f[3];
        float color4f[4];
        float texcoordtexture2f[2];
@@ -120,6 +120,8 @@ typedef struct r_vertexmesh_s
        float svector3f[3];
        float tvector3f[3];
        float normal3f[3];
+       unsigned char skeletalindex4ub[4];
+       unsigned char skeletalweight4ub[4];
 }
 r_vertexmesh_t;
 
@@ -157,6 +159,8 @@ typedef struct surfmesh_s
        float *data_texcoordtexture2f; // float[verts*2] texcoords for surface texture
        float *data_texcoordlightmap2f; // float[verts*2] texcoords for lightmap texture
        float *data_lightmapcolor4f;
+       unsigned char *data_skeletalindex4ub;
+       unsigned char *data_skeletalweight4ub;
        int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
        // vertex buffer object (stores geometry in video memory)
        r_meshbuffer_t *vbo_vertexbuffer;
@@ -167,6 +171,8 @@ typedef struct surfmesh_s
        size_t vbooffset_texcoordtexture2f;
        size_t vbooffset_texcoordlightmap2f;
        size_t vbooffset_lightmapcolor4f;
+       size_t vbooffset_skeletalindex4ub;
+       size_t vbooffset_skeletalweight4ub;
        // morph blending, these are zero if model is skeletal or static
        int num_morphframes;
        struct md3vertex_s *data_morphmd3vertex;
index e1c2c0c232f8962281538702c995d5a94ff61651..f694bcfeefac24532f061afb3140a1dae1cee25f 100644 (file)
--- a/render.h
+++ b/render.h
@@ -246,6 +246,8 @@ typedef struct rsurfacestate_s
        // (in other words, the model has been animated in software)
        qboolean                    forcecurrenttextureupdate; // set for RSurf_ActiveCustomEntity to force R_GetCurrentTexture to recalculate the texture parameters (such as entity alpha)
        qboolean                    modelgeneratedvertex;
+       int                         entityskeletalnumtransforms; // how many transforms are used for this mesh
+       float                      *entityskeletaltransform3x4; // use gpu-skinning shader on this mesh
        float                      *modelvertex3f;
        const r_meshbuffer_t       *modelvertex3f_vertexbuffer;
        size_t                      modelvertex3f_bufferoffset;
@@ -267,6 +269,12 @@ typedef struct rsurfacestate_s
        float                      *modeltexcoordlightmap2f;
        const r_meshbuffer_t       *modeltexcoordlightmap2f_vertexbuffer;
        size_t                      modeltexcoordlightmap2f_bufferoffset;
+       unsigned char              *modelskeletalindex4ub;
+       const r_meshbuffer_t       *modelskeletalindex4ub_vertexbuffer;
+       size_t                      modelskeletalindex4ub_bufferoffset;
+       unsigned char              *modelskeletalweight4ub;
+       const r_meshbuffer_t       *modelskeletalweight4ub_vertexbuffer;
+       size_t                      modelskeletalweight4ub_bufferoffset;
        r_vertexmesh_t             *modelvertexmesh;
        const r_meshbuffer_t       *modelvertexmeshbuffer;
        const r_meshbuffer_t       *modelvertex3fbuffer;
@@ -318,6 +326,12 @@ typedef struct rsurfacestate_s
        float                      *batchtexcoordlightmap2f;
        const r_meshbuffer_t       *batchtexcoordlightmap2f_vertexbuffer;
        size_t                      batchtexcoordlightmap2f_bufferoffset;
+       unsigned char              *batchskeletalindex4ub;
+       const r_meshbuffer_t       *batchskeletalindex4ub_vertexbuffer;
+       size_t                      batchskeletalindex4ub_bufferoffset;
+       unsigned char              *batchskeletalweight4ub;
+       const r_meshbuffer_t       *batchskeletalweight4ub_vertexbuffer;
+       size_t                      batchskeletalweight4ub_bufferoffset;
        int                        *batchelement3i;
        const r_meshbuffer_t       *batchelement3i_indexbuffer;
        size_t                      batchelement3i_bufferoffset;
@@ -424,14 +438,16 @@ void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatri
 #define BATCHNEED_VERTEXMESH_VERTEXCOLOR (1<< 4) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
 #define BATCHNEED_VERTEXMESH_TEXCOORD    (1<< 5) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
 #define BATCHNEED_VERTEXMESH_LIGHTMAP    (1<< 6) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
-#define BATCHNEED_ARRAY_VERTEX           (1<< 7) // set up rsurface.batchvertex3f and optionally others
-#define BATCHNEED_ARRAY_NORMAL           (1<< 8) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS
-#define BATCHNEED_ARRAY_VECTOR           (1<< 9) // set up vectors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchsvector3f and rsurface.batchtvector3f if BATCHNEED_ARRAYS
-#define BATCHNEED_ARRAY_VERTEXCOLOR      (1<<10) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
-#define BATCHNEED_ARRAY_TEXCOORD         (1<<11) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
-#define BATCHNEED_ARRAY_LIGHTMAP         (1<<12) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
-#define BATCHNEED_NOGAPS                 (1<<13) // force vertex copying if firstvertex is not zero or there are gaps
-#define BATCHNEED_ALLOWMULTIDRAW         (1<<14) // allow multiple draws
+#define BATCHNEED_VERTEXMESH_SKELETAL    (1<< 7) // set up skeletal index and weight data for vertex shader
+#define BATCHNEED_ARRAY_VERTEX           (1<< 8) // set up rsurface.batchvertex3f and optionally others
+#define BATCHNEED_ARRAY_NORMAL           (1<< 9) // set up normals in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchnormal3f if BATCHNEED_ARRAYS
+#define BATCHNEED_ARRAY_VECTOR           (1<<10) // set up vectors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchsvector3f and rsurface.batchtvector3f if BATCHNEED_ARRAYS
+#define BATCHNEED_ARRAY_VERTEXCOLOR      (1<<11) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
+#define BATCHNEED_ARRAY_TEXCOORD         (1<<12) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
+#define BATCHNEED_ARRAY_LIGHTMAP         (1<<13) // set up vertex colors in rsurface.batchvertexmesh if BATCHNEED_MESH, set up rsurface.batchlightmapcolor4f if BATCHNEED_ARRAYS
+#define BATCHNEED_ARRAY_SKELETAL         (1<<14) // set up skeletal index and weight data for vertex shader
+#define BATCHNEED_NOGAPS                 (1<<15) // force vertex copying if firstvertex is not zero or there are gaps
+#define BATCHNEED_ALLOWMULTIDRAW         (1<<16) // allow multiple draws
 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist);
 void RSurf_DrawBatch(void);
 
index ebfa9b47bb9f8c66fef4729464c60d612c5b4775..ac0dd80a48f673ab4282291b054cda1c172cff9f 100644 (file)
 "dp_attribute vec3 Attrib_TexCoord2; // tvector\n"
 "dp_attribute vec3 Attrib_TexCoord3; // normal\n"
 "dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords\n"
+"#ifdef USESKELETAL\n"
+"//uniform mat4 Skeletal_Transform[128];\n"
+"uniform vec4 Skeletal_Transform12[768];\n"
+"dp_attribute vec4 Attrib_SkeletalIndex;\n"
+"dp_attribute vec4 Attrib_SkeletalWeight;\n"
+"#endif\n"
 "#endif\n"
 "dp_varying mediump vec4 VertexColor;\n"
 "\n"
 "#ifdef VERTEX_SHADER\n"
 "void main(void)\n"
 "{\n"
+"#ifdef USESKELETAL\n"
+"      ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n"
+"      ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n"
+"      ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n"
+"      vec4 sw = Attrib_SkeletalWeight;\n"
+"      vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n"
+"      vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n"
+"      vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n"
+"      mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n"
+"      vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n"
+"#define Attrib_Position SkeletalVertex\n"
+"#endif\n"
 "      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
 "#ifdef USETRIPPY\n"
 "      gl_Position = TrippyVertex(gl_Position);\n"
 "#ifdef VERTEX_SHADER\n"
 "void main(void)\n"
 "{\n"
+"#ifdef USESKELETAL\n"
+"      ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n"
+"      ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n"
+"      ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n"
+"      vec4 sw = Attrib_SkeletalWeight;\n"
+"      vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n"
+"      vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n"
+"      vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n"
+"      mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n"
+"      vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n"
+"#define Attrib_Position SkeletalVertex\n"
+"#endif\n"
 "      gl_Position = ModelViewProjectionMatrix * Attrib_Position;\n"
 "      VertexColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
 "#ifdef USETRIPPY\n"
 "#ifdef VERTEX_SHADER\n"
 "void main(void)\n"
 "{\n"
+"#ifdef USESKELETAL\n"
+"      ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n"
+"      ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n"
+"      ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n"
+"      vec4 sw = Attrib_SkeletalWeight;\n"
+"      vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n"
+"      vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n"
+"      vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n"
+"      mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n"
+"      vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n"
+"#define Attrib_Position SkeletalVertex\n"
+"#endif\n"
 "      VertexColor = Attrib_Color;\n"
 "#ifdef USEDIFFUSE\n"
 "      TexCoord1 = Attrib_TexCoord0.xy;\n"
 "\n"
 "void main(void)\n"
 "{\n"
+"#ifdef USESKELETAL\n"
+"      ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n"
+"      ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n"
+"      ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n"
+"      vec4 sw = Attrib_SkeletalWeight;\n"
+"      vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n"
+"      vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n"
+"      vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n"
+"      mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n"
+"      vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n"
+"#define Attrib_Position SkeletalVertex\n"
+"#endif\n"
 "#ifdef USEALPHAGENVERTEX\n"
 "      VertexColor = Attrib_Color;\n"
 "#endif\n"
 "\n"
 "void main(void)\n"
 "{\n"
+"#ifdef USESKELETAL\n"
+"      ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n"
+"      ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n"
+"      ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n"
+"      vec4 sw = Attrib_SkeletalWeight;\n"
+"      vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n"
+"      vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n"
+"      vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n"
+"      mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n"
+"      mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz));\n"
+"      vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n"
+"      vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n"
+"      vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n"
+"      vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n"
+"#define Attrib_Position SkeletalVertex\n"
+"#define Attrib_TexCoord1 SkeletalSVector\n"
+"#define Attrib_TexCoord2 SkeletalTVector\n"
+"#define Attrib_TexCoord3 SkeletalNormal\n"
+"#endif\n"
 "#ifdef USEALPHAGENVERTEX\n"
 "      VertexColor = Attrib_Color;\n"
 "#endif\n"
 "#       else\n"
 "      vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (shadowmaptc.xy - 0.5*offset).xyxy)*ShadowMap_TextureScale.xyxy;\n"
 "      f = (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(texval(weight.zw), texval(weight.xw), texval(weight.zy), texval(weight.xy)));\n"
-"#       endif\n"        
+"#       endif        \n"
 "#     else\n"
 "      f = dp_shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z));\n"
 "#     endif\n"
 "uniform highp mat4 ModelViewMatrix;\n"
 "void main(void)\n"
 "{\n"
+"#ifdef USESKELETAL\n"
+"      ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n"
+"      ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n"
+"      ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n"
+"      vec4 sw = Attrib_SkeletalWeight;\n"
+"      vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n"
+"      vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n"
+"      vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n"
+"      mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n"
+"      mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz));\n"
+"      vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n"
+"      vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n"
+"      vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n"
+"      vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n"
+"#define Attrib_Position SkeletalVertex\n"
+"#define Attrib_TexCoord1 SkeletalSVector\n"
+"#define Attrib_TexCoord2 SkeletalTVector\n"
+"#define Attrib_TexCoord3 SkeletalNormal\n"
+"#endif\n"
 "      TexCoordSurfaceLightmap = vec4((TexMatrix * Attrib_TexCoord0).xy, 0.0, 0.0);\n"
 "#ifdef USEVERTEXTEXTUREBLEND\n"
 "      VertexColor = Attrib_Color;\n"
 "#endif\n"
 "void main(void)\n"
 "{\n"
+"#ifdef USESKELETAL\n"
+"      ivec4 si0 = ivec4(Attrib_SkeletalIndex * 3.0);\n"
+"      ivec4 si1 = si0 + ivec4(1, 1, 1, 1);\n"
+"      ivec4 si2 = si0 + ivec4(2, 2, 2, 2);\n"
+"      vec4 sw = Attrib_SkeletalWeight;\n"
+"      vec4 SkeletalMatrix1 = Skeletal_Transform12[si0.x] * sw.x + Skeletal_Transform12[si0.y] * sw.y + Skeletal_Transform12[si0.z] * sw.z + Skeletal_Transform12[si0.w] * sw.w;\n"
+"      vec4 SkeletalMatrix2 = Skeletal_Transform12[si1.x] * sw.x + Skeletal_Transform12[si1.y] * sw.y + Skeletal_Transform12[si1.z] * sw.z + Skeletal_Transform12[si1.w] * sw.w;\n"
+"      vec4 SkeletalMatrix3 = Skeletal_Transform12[si2.x] * sw.x + Skeletal_Transform12[si2.y] * sw.y + Skeletal_Transform12[si2.z] * sw.z + Skeletal_Transform12[si2.w] * sw.w;\n"
+"      mat4 SkeletalMatrix = mat4(SkeletalMatrix1, SkeletalMatrix2, SkeletalMatrix3, vec4(0.0, 0.0, 0.0, 1.0));\n"
+"//    ivec4 si = ivec4(Attrib_SkeletalIndex);\n"
+"//    mat4 SkeletalMatrix = Skeletal_Transform[si.x] * Attrib_SkeletalWeight.x + Skeletal_Transform[si.y] * Attrib_SkeletalWeight.y + Skeletal_Transform[si.z] * Attrib_SkeletalWeight.z + Skeletal_Transform[si.w] * Attrib_SkeletalWeight.w;\n"
+"      mat3 SkeletalNormalMatrix = mat3(cross(SkeletalMatrix[1].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[2].xyz, SkeletalMatrix[0].xyz), cross(SkeletalMatrix[0].xyz, SkeletalMatrix[1].xyz));\n"
+"      vec4 SkeletalVertex = Attrib_Position * SkeletalMatrix;\n"
+"      SkeletalVertex.w = 1.0;\n"
+"      vec3 SkeletalSVector = normalize(Attrib_TexCoord1.xyz * SkeletalNormalMatrix);\n"
+"      vec3 SkeletalTVector = normalize(Attrib_TexCoord2.xyz * SkeletalNormalMatrix);\n"
+"      vec3 SkeletalNormal  = normalize(Attrib_TexCoord3.xyz * SkeletalNormalMatrix);\n"
+"#define Attrib_Position SkeletalVertex\n"
+"#define Attrib_TexCoord1 SkeletalSVector\n"
+"#define Attrib_TexCoord2 SkeletalTVector\n"
+"#define Attrib_TexCoord3 SkeletalNormal\n"
+"#endif\n"
+"\n"
 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR) || defined(USEALPHAGENVERTEX)\n"
 "      VertexColor = Attrib_Color;\n"
 "#endif\n"