if ((unsigned int)s >= (unsigned int)model->numskins)
s = 0;
if (model->skinscenes[s].framecount > 1)
- s = model->skinscenes[s].firstframe + (int) (cl.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
+ s = model->skinscenes[s].firstframe + (int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
else
s = model->skinscenes[s].firstframe;
if (s >= mesh->num_skins)
void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
{
- int c, fullbright, layernum, firstpass, generatenormals = true;
+ int c, fullbright, layernum, firstpass;
float tint[3], fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3];
float *vertex3f, *normal3f;
vec3_t diff;
firstpass = true;
skin = R_FetchAliasSkin(ent, mesh);
- if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1)
- {
- vertex3f = mesh->data_basevertex3f;
- normal3f = mesh->data_basenormal3f;
- }
- else
- {
- vertex3f = varray_vertex3f;
- Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f);
- normal3f = NULL;
- }
+ vertex3f = NULL;
+ normal3f = NULL;
for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
{
if (!(layer->flags & ALIASLAYER_FORCEDRAW_IF_FIRSTPASS) || !firstpass)
|| ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0)
|| ((layer->flags & ALIASLAYER_FOG) && !fogenabled)
|| (layer->flags & ALIASLAYER_SPECULAR)
- || ((layer->flags & ALIASLAYER_DIFFUSE) && (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0 && r_ambient.integer <= 0 && r_fullbright.integer == 0 && !(ent->effects & EF_FULLBRIGHT))))
+ || ((layer->flags & ALIASLAYER_DIFFUSE) && (ent->flags & RENDER_LIGHT) && r_lightmapintensity <= 0 && !(ent->flags & RENDER_TRANSPARENT) && r_ambient.integer <= 0))
continue;
}
if (!firstpass || (ent->effects & EF_ADDITIVE))
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
}
- GL_DepthTest(true);
+ GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
firstpass = false;
colorscale = 1.0f;
m.texrgbscale[0] = 4;
}
}
+ if (!vertex3f)
+ {
+ if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1)
+ vertex3f = mesh->data_basevertex3f;
+ else
+ {
+ vertex3f = varray_vertex3f;
+ Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f);
+ }
+ }
m.pointer_vertex = vertex3f;
c_alias_polys += mesh->num_triangles;
}
else
{
- fullbright = !(layer->flags & ALIASLAYER_DIFFUSE) || r_fullbright.integer || (ent->effects & EF_FULLBRIGHT);
+ fullbright = !(layer->flags & ALIASLAYER_DIFFUSE) || !(ent->flags & RENDER_LIGHT);
if (layer->flags & (ALIASLAYER_COLORMAP_PANTS | ALIASLAYER_COLORMAP_SHIRT))
{
// 128-224 are backwards ranges
}
else
tint[0] = tint[1] = tint[2] = 1;
- if (r_shadow_realtime_world.integer && !fullbright)
- VectorScale(tint, r_shadow_realtime_world_lightmaps.value, tint);
+ tint[0] *= ent->colormod[0];
+ tint[1] *= ent->colormod[1];
+ tint[2] *= ent->colormod[2];
+ if (!fullbright && !(ent->flags & RENDER_TRANSPARENT))
+ colorscale *= r_lightmapintensity;
colorscale *= ifog;
if (fullbright)
GL_Color(tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha);
- else
+ else if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false))
{
- if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false))
+ m.pointer_color = varray_color4f;
+ if (normal3f == NULL)
{
- m.pointer_color = varray_color4f;
- if (normal3f == NULL)
+ if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1)
+ normal3f = mesh->data_basenormal3f;
+ else
{
normal3f = varray_normal3f;
Mod_BuildNormals(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, normal3f);
}
- R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, vertex3f, normal3f, varray_color4f);
}
- else
- GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
+ R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, vertex3f, normal3f, varray_color4f);
}
+ else
+ GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
}
R_Mesh_State(&m);
GL_LockArrays(0, mesh->num_vertices);
for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
{
if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchAliasSkin(ent, mesh)->flags & ALIASSKIN_TRANSPARENT)
- R_MeshQueue_AddTransparent(ent->origin, R_DrawAliasModelCallback, ent, meshnum);
+ R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawAliasModelCallback, ent, meshnum);
else
R_DrawAliasModelCallback(ent, meshnum);
}
void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
{
int meshnum;
+ vec3_t lightmins, lightmaxs;
aliasmesh_t *mesh;
aliasskin_t *skin;
float projectdistance, *vertex3f;
- if (ent->effects & EF_ADDITIVE || ent->alpha < 1)
+ if (!(ent->flags & RENDER_SHADOW))
+ return;
+ lightmins[0] = relativelightorigin[0] - lightradius;
+ lightmins[1] = relativelightorigin[1] - lightradius;
+ lightmins[2] = relativelightorigin[2] - lightradius;
+ lightmaxs[0] = relativelightorigin[0] + lightradius;
+ lightmaxs[1] = relativelightorigin[1] + lightradius;
+ lightmaxs[2] = relativelightorigin[2] + lightradius;
+ // check the box in modelspace, it was already checked in worldspace
+ if (!BoxesOverlap(ent->model->normalmins, ent->model->normalmaxs, lightmins, lightmaxs))
return;
projectdistance = lightradius + ent->model->radius;// - sqrt(DotProduct(relativelightorigin, relativelightorigin));
if (projectdistance > 0.1)
vertex3f = varray_vertex3f;
Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f);
}
- R_Shadow_VolumeFromSphere(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, mesh->data_neighbor3i, relativelightorigin, projectdistance, lightradius);
+ // identify lit faces within the bounding box
+ R_Shadow_PrepareShadowMark(mesh->num_triangles);
+ R_Shadow_MarkVolumeFromBox(0, mesh->num_triangles, vertex3f, mesh->data_element3i, relativelightorigin, lightmins, lightmaxs, ent->model->normalmins, ent->model->normalmaxs);
+ R_Shadow_VolumeFromList(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, mesh->data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
}
}
}
-void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
+void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist)
{
int c, meshnum, layernum;
- float fog, ifog, lightcolor2[3];
+ float fog, ifog, lightcolor2[3], ambientscale2, diffusescale2, specularscale2;
float *vertex3f, *svector3f, *tvector3f, *normal3f;
vec3_t diff;
qbyte *bcolor;
aliaslayer_t *layer;
aliasskin_t *skin;
- if (ent->effects & (EF_ADDITIVE | EF_FULLBRIGHT) || ent->alpha < 1)
- return;
-
R_Mesh_Matrix(&ent->matrix);
fog = 0;
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;
- 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);
- }
+ 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))
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)
- {
- c_alias_polys += mesh->num_triangles;
- 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, LIGHTING_SPECULAR);
- }
- else if (layer->flags & ALIASLAYER_DIFFUSE)
+ 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)
- continue;
- 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);
+ 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)
- continue;
- 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);
+ 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);
}
- c_alias_polys += mesh->num_triangles;
- 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, LIGHTING_DIFFUSE);
}
+ // 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);
}
}
}