-void R_DrawZymoticModel (void)
-{
- zymtype1header_t *m;
-
- // FIXME: do better fog
- m = currentrenderentity->model->zymdata_header;
- ZymoticLerpBones(m->numbones, (zymbonematrix *)(m->lump_poses.start + (int) m), currentrenderentity->frameblend, (zymbone_t *)(m->lump_bones.start + (int) m));
- ZymoticTransformVerts(m->numverts, (int *)(m->lump_vertbonecounts.start + (int) m), (zymvertex_t *)(m->lump_verts.start + (int) m));
- ZymoticCalcNormals(m->numverts, m->numshaders, (int *)(m->lump_render.start + (int) m));
-
- R_LightModel(m->numverts);
-
- memset(&aliasmeshinfo, 0, sizeof(aliasmeshinfo));
- aliasmeshinfo.numverts = m->numverts;
-
- R_DrawZymoticModelMesh(m);
-
- if (fogenabled)
- R_DrawZymoticModelMeshFog(currentrenderentity->origin, m);
+ for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
+ {
+ skin = R_FetchAliasSkin(ent, mesh);
+ // FIXME: transparent skins need to be lit during the transparent render
+ if (skin->flags & ALIASSKIN_TRANSPARENT)
+ continue;
+ vertex3f = NULL;
+ svector3f = NULL;
+ tvector3f = NULL;
+ normal3f = NULL;
+ for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
+ {
+ if (!(layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR))
+ || ((layer->flags & ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED) && ent->colormap < 0)
+ || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0))
+ continue;
+ lightcolor2[0] = lightcolor[0] * ifog;
+ lightcolor2[1] = lightcolor[1] * ifog;
+ lightcolor2[2] = lightcolor[2] * ifog;
+ ambientscale2 = 0;
+ diffusescale2 = 0;
+ specularscale2 = 0;
+ if (layer->flags & ALIASLAYER_SPECULAR)
+ specularscale2 = specularscale;
+ if (layer->flags & ALIASLAYER_DIFFUSE)
+ {
+ if (layer->flags & ALIASLAYER_COLORMAP_PANTS)
+ {
+ // 128-224 are backwards ranges
+ c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
+ // fullbright passes were already taken care of, so skip them in realtime lighting passes
+ if (c < 224)
+ {
+ bcolor = (qbyte *) (&palette_complete[c]);
+ lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f);
+ lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f);
+ lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
+ ambientscale2 = ambientscale;
+ diffusescale2 = diffusescale;
+ }
+ }
+ else if (layer->flags & ALIASLAYER_COLORMAP_SHIRT)
+ {
+ // 128-224 are backwards ranges
+ c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
+ // fullbright passes were already taken care of, so skip them in realtime lighting passes
+ if (c < 224)
+ {
+ bcolor = (qbyte *) (&palette_complete[c]);
+ lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f);
+ lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f);
+ lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
+ ambientscale2 = ambientscale;
+ diffusescale2 = diffusescale;
+ }
+ }
+ else
+ {
+ ambientscale2 = ambientscale;
+ diffusescale2 = diffusescale;
+ }
+ }
+ if (!(ambientscale2 + diffusescale2 + specularscale2) || VectorLength2(lightcolor2) <= 0.01)
+ continue;
+ c_alias_polys += mesh->num_triangles;
+ if (!vertex3f)
+ {
+ if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1)
+ {
+ vertex3f = mesh->data_basevertex3f;
+ svector3f = mesh->data_basesvector3f;
+ tvector3f = mesh->data_basetvector3f;
+ normal3f = mesh->data_basenormal3f;
+ }
+ else
+ {
+ vertex3f = varray_vertex3f;
+ svector3f = varray_svector3f;
+ tvector3f = varray_tvector3f;
+ normal3f = varray_normal3f;
+ Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f);
+ Mod_BuildTextureVectorsAndNormals(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_texcoord2f, mesh->data_element3i, svector3f, tvector3f, normal3f);
+ }
+ }
+ // TODO: make layer have ->gloss as well as ->texture, and merge specular layer for common non-colormapped case?
+ R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertex3f, svector3f, tvector3f, normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, ambientscale2, diffusescale2, specularscale2);
+ }
+ }