varray_texcoord[0][i + 1] *= 8.0f;
}
R_LightModel(ent, model->numverts, varray_vertex, aliasvert_normals, varray_color, colorscale, colorscale, colorscale, false);
- GL_UseColorArray();
R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
return;
}
if (fullbright)
GL_Color(colorscale * ifog, colorscale * ifog, colorscale * ifog, ent->alpha);
else
- {
- GL_UseColorArray();
R_LightModel(ent, model->numverts, varray_vertex, aliasvert_normals, varray_color, colorscale * ifog, colorscale * ifog, colorscale * ifog, false);
- }
R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
c_alias_polys += model->numtris;
blendfunc1 = GL_SRC_ALPHA;
if (pantsfullbright)
GL_Color(pantscolor[0] * colorscale * ifog, pantscolor[1] * colorscale * ifog, pantscolor[2] * colorscale * ifog, ent->alpha);
else
- {
- GL_UseColorArray();
R_LightModel(ent, model->numverts, varray_vertex, aliasvert_normals, varray_color, pantscolor[0] * colorscale * ifog, pantscolor[1] * colorscale * ifog, pantscolor[2] * colorscale * ifog, false);
- }
R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
c_alias_polys += model->numtris;
blendfunc1 = GL_SRC_ALPHA;
if (shirtfullbright)
GL_Color(shirtcolor[0] * colorscale * ifog, shirtcolor[1] * colorscale * ifog, shirtcolor[2] * colorscale * ifog, ent->alpha);
else
- {
- GL_UseColorArray();
R_LightModel(ent, model->numverts, varray_vertex, aliasvert_normals, varray_color, shirtcolor[0] * colorscale * ifog, shirtcolor[1] * colorscale * ifog, shirtcolor[2] * colorscale * ifog, false);
- }
R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
c_alias_polys += model->numtris;
blendfunc1 = GL_SRC_ALPHA;
R_DrawQ1Q2AliasModelCallback(ent, 0);
}
-extern cvar_t r_shadows;
void R_Model_Alias_DrawFakeShadow (entity_render_t *ent)
{
int i;
model_t *model;
float *v, planenormal[3], planedist, dist, projection[3], floororigin[3], surfnormal[3], lightdirection[3], v2[3];
- /*
- if (r_shadows.integer > 1)
- {
- float f, lightscale, lightcolor[3];
- vec3_t temp;
- mlight_t *sl;
- rdlight_t *rd;
- memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ONE;
- R_Mesh_State(&m);
- R_Mesh_Matrix(&ent->matrix);
- for (i = 0, sl = cl.worldmodel->lights;i < cl.worldmodel->numlights;i++, sl++)
- {
- if (d_lightstylevalue[sl->style] > 0)
- {
- VectorSubtract(ent->origin, sl->origin, temp);
- f = DotProduct(temp,temp);
- if (f < (ent->model->radius2 + sl->cullradius2))
- {
- model = ent->model;
- R_Mesh_ResizeCheck(model->numverts * 2);
- R_LerpMDLMD2Vertices(ent, varray_vertex, aliasvert_normals);
- Matrix4x4_Transform(&ent->inversematrix, sl->origin, temp);
- GL_Color(0.1 * r_colorscale, 0.025 * r_colorscale, 0.0125 * r_colorscale, 1);
- R_Shadow_Volume(model->numverts, model->numtris, varray_vertex, model->mdlmd2data_indices, model->mdlmd2data_triangleneighbors, temp, sl->cullradius + model->radius - sqrt(f), true);
- GL_UseColorArray();
- lightscale = d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
- VectorScale(sl->light, lightscale, lightcolor);
- R_Shadow_VertexLight(model->numverts, varray_vertex, aliasvert_normals, temp, sl->cullradius2, sl->distbias, sl->subtract, lightcolor);
- R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
- }
- }
- }
- for (i = 0, rd = r_dlight;i < r_numdlights;i++, rd++)
- {
- if (ent != rd->ent)
- {
- VectorSubtract(ent->origin, rd->origin, temp);
- f = DotProduct(temp,temp);
- if (f < (ent->model->radius2 + rd->cullradius2))
- {
- model = ent->model;
- R_Mesh_ResizeCheck(model->numverts * 2);
- R_LerpMDLMD2Vertices(ent, varray_vertex, aliasvert_normals);
- Matrix4x4_Transform(&ent->inversematrix, rd->origin, temp);
- GL_Color(0.1 * r_colorscale, 0.025 * r_colorscale, 0.0125 * r_colorscale, 1);
- R_Shadow_Volume(model->numverts, model->numtris, varray_vertex, model->mdlmd2data_indices, model->mdlmd2data_triangleneighbors, temp, rd->cullradius + model->radius - sqrt(f), true);
- GL_UseColorArray();
- R_Shadow_VertexLight(model->numverts, varray_vertex, aliasvert_normals, temp, rd->cullradius2, LIGHTOFFSET, rd->subtract, rd->light);
- R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
- }
- }
- }
- return;
- }
- */
-
lightdirection[0] = 0.5;
lightdirection[1] = 0.2;
lightdirection[2] = -1;
R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
}
-void R_Model_Alias_DrawBaseLighting(entity_render_t *ent)
-{
- R_Mesh_Matrix(&ent->matrix);
- GL_Color(0, 0, 0, 1);
- R_Mesh_ResizeCheck(ent->model->numverts);
- R_LerpMDLMD2Vertices(ent, varray_vertex, aliasvert_normals);
- R_Mesh_Draw(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices);
-}
-
-void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int visiblevolume)
+void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
{
float projectdistance;
projectdistance = lightradius + ent->model->radius - sqrt(DotProduct(relativelightorigin, relativelightorigin));
R_Mesh_Matrix(&ent->matrix);
R_Mesh_ResizeCheck(ent->model->numverts * 2);
R_LerpMDLMD2Vertices(ent, varray_vertex, aliasvert_normals);
- R_Shadow_Volume(ent->model->numverts, ent->model->numtris, varray_vertex, ent->model->mdlmd2data_indices, ent->model->mdlmd2data_triangleneighbors, relativelightorigin, lightradius, projectdistance, visiblevolume);
+ R_Shadow_Volume(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices, ent->model->mdlmd2data_triangleneighbors, relativelightorigin, lightradius, projectdistance);
}
}
-void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float lightdistbias, float lightsubtract, float *lightcolor)
+void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor)
{
+ int c;
+ float lightcolor2[3];
+ qbyte *bcolor;
skinframe_t *skinframe;
R_Mesh_Matrix(&ent->matrix);
- skinframe = R_FetchSkinFrame(ent);
R_Mesh_ResizeCheck(ent->model->numverts);
R_LerpMDLMD2Vertices(ent, varray_vertex, aliasvert_normals);
Mod_BuildTextureVectorsAndNormals(ent->model->numverts, ent->model->numtris, varray_vertex, ent->model->mdlmd2data_texcoords, ent->model->mdlmd2data_indices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals);
- R_Shadow_RenderLighting(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, ent->model->mdlmd2data_texcoords, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, skinframe->base, skinframe->gloss, skinframe->nmap, NULL);
+ skinframe = R_FetchSkinFrame(ent);
+
+ // note: to properly handle fog this should scale the lightcolor into lightcolor2 according to 1-fog scaling
+
+ R_Shadow_SpecularLighting(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, ent->model->mdlmd2data_texcoords, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, NULL, NULL, NULL);
+
+ if (!skinframe->base && !skinframe->pants && !skinframe->shirt && !skinframe->glow)
+ {
+ R_Shadow_DiffuseLighting(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, ent->model->mdlmd2data_texcoords, relativelightorigin, lightradius, lightcolor, r_notexture, NULL, NULL);
+ return;
+ }
+
+ if (!skinframe->merged || (ent->colormap >= 0 && skinframe->base && (skinframe->pants || skinframe->shirt)))
+ {
+ // 128-224 are backwards ranges
+ // we only render non-fullbright ranges here
+ if (skinframe->pants && (ent->colormap & 0xF) < 0xE)
+ {
+ c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
+ bcolor = (qbyte *) (&palette_complete[c]);
+ lightcolor2[0] = lightcolor[0] * bcolor[0] * (1.0f / 255.0f);
+ lightcolor2[1] = lightcolor[1] * bcolor[1] * (1.0f / 255.0f);
+ lightcolor2[2] = lightcolor[2] * bcolor[2] * (1.0f / 255.0f);
+ R_Shadow_DiffuseLighting(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, ent->model->mdlmd2data_texcoords, relativelightorigin, lightradius, lightcolor2, skinframe->pants, skinframe->nmap, NULL);
+ }
+
+ // we only render non-fullbright ranges here
+ if (skinframe->shirt && (ent->colormap & 0xF0) < 0xE0)
+ {
+ c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
+ bcolor = (qbyte *) (&palette_complete[c]);
+ lightcolor2[0] = lightcolor[0] * bcolor[0] * (1.0f / 255.0f);
+ lightcolor2[1] = lightcolor[1] * bcolor[1] * (1.0f / 255.0f);
+ lightcolor2[2] = lightcolor[2] * bcolor[2] * (1.0f / 255.0f);
+ R_Shadow_DiffuseLighting(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, ent->model->mdlmd2data_texcoords, relativelightorigin, lightradius, lightcolor2, skinframe->shirt, skinframe->nmap, NULL);
+ }
+
+ if (skinframe->base)
+ R_Shadow_DiffuseLighting(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, ent->model->mdlmd2data_texcoords, relativelightorigin, lightradius, lightcolor, skinframe->base, skinframe->nmap, NULL);
+ }
+ else
+ if (skinframe->merged)
+ R_Shadow_DiffuseLighting(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, ent->model->mdlmd2data_texcoords, relativelightorigin, lightradius, lightcolor, skinframe->merged, skinframe->nmap, NULL);
}
int ZymoticLerpBones(int count, const zymbonematrix *bonebase, const frameblend_t *blend, const zymbone_t *bone)