#include "quakedef.h"
#include "r_shadow.h"
-void GL_Models_Init(void)
-{
-}
-
-aliaslayer_t r_aliasnoskinlayers[2] = {{ALIASLAYER_DIFFUSE, NULL, NULL}, {ALIASLAYER_FOG | ALIASLAYER_FORCEDRAW_IF_FIRSTPASS, NULL, NULL}};
-aliasskin_t r_aliasnoskin = {0, 2, r_aliasnoskinlayers};
-aliasskin_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mesh)
+static texture_t r_aliasnotexture;
+static texture_t *R_FetchAliasSkin(const entity_render_t *ent, const surfmesh_t *mesh)
{
model_t *model = ent->model;
if (model->numskins)
if ((unsigned int)s >= (unsigned int)model->numskins)
s = 0;
if (model->skinscenes[s].framecount > 1)
- s = model->skinscenes[s].firstframe + (int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
+ s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
else
s = model->skinscenes[s].firstframe;
if (s >= mesh->num_skins)
}
else
{
- r_aliasnoskinlayers[0].texture = r_texture_notexture;
- return &r_aliasnoskin;
+ memset(&r_aliasnotexture, 0, sizeof(r_aliasnotexture));
+ r_aliasnotexture.skin.base = r_texture_notexture;
+ return &r_aliasnotexture;
}
}
-void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
+static void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
{
- int c, fullbright, layernum, firstpass;
- float tint[3], fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3];
+ int c, fbbase, fbpants, fbshirt, doglow;
+ float tint[3], fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3], colorbase[3], colorpants[3], colorshirt[3];
float *vertex3f, *normal3f;
vec3_t diff;
qbyte *bcolor;
rmeshstate_t m;
const entity_render_t *ent = calldata1;
- aliasmesh_t *mesh = ent->model->alias.aliasdata_meshes + calldata2;
- aliaslayer_t *layer;
- aliasskin_t *skin;
+ msurface_t *surface = ent->model->data_surfaces + calldata2;
+ surfmesh_t *mesh = surface->groupmesh;
+ texture_t *texture;
R_Mesh_Matrix(&ent->matrix);
}
ifog = 1 - fog;
- firstpass = true;
- skin = R_FetchAliasSkin(ent, mesh);
+ VectorScale(ent->colormod, ifog, colorbase);
+ VectorClear(colorpants);
+ VectorClear(colorshirt);
+ fbbase = ent->effects & EF_FULLBRIGHT;
+ fbpants = fbbase;
+ fbshirt = fbbase;
+ if (ent->colormap >= 0)
+ {
+ // 128-224 are backwards ranges
+ c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
+ if (c >= 224)
+ fbpants = true;
+ bcolor = (qbyte *) (&palette_complete[c]);
+ colorpants[0] = colorbase[0] * bcolor[0] * (1.0f / 255.0f);
+ colorpants[1] = colorbase[1] * bcolor[1] * (1.0f / 255.0f);
+ colorpants[2] = colorbase[2] * bcolor[2] * (1.0f / 255.0f);
+ // 128-224 are backwards ranges
+ c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
+ if (c >= 224)
+ fbshirt = true;
+ bcolor = (qbyte *) (&palette_complete[c]);
+ colorshirt[0] = colorbase[0] * bcolor[0] * (1.0f / 255.0f);
+ colorshirt[1] = colorbase[1] * bcolor[1] * (1.0f / 255.0f);
+ colorshirt[2] = colorbase[2] * bcolor[2] * (1.0f / 255.0f);
+ }
+
+ texture = R_FetchAliasSkin(ent, mesh);
- vertex3f = NULL;
- normal3f = NULL;
- for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
+ if ((ent->effects & EF_ADDITIVE))
{
- if (!(layer->flags & ALIASLAYER_FORCEDRAW_IF_FIRSTPASS) || !firstpass)
- {
- if (((layer->flags & ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED) && ent->colormap < 0)
- || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0)
- || ((layer->flags & ALIASLAYER_FOG) && !fogenabled)
- || (layer->flags & ALIASLAYER_SPECULAR)
- || ((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_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- }
- else if ((skin->flags & ALIASSKIN_TRANSPARENT) || ent->alpha != 1.0)
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_DepthMask(false);
- }
- else
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ }
+ else if (texture->skin.fog || ent->alpha != 1.0)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ }
+ else
+ {
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ }
+ GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
+ colorscale = 1.0f;
+ if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1)
+ {
+ vertex3f = mesh->data_vertex3f;
+ normal3f = mesh->data_normal3f;
+ }
+ else
+ {
+ vertex3f = varray_vertex3f;
+ Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f);
+ normal3f = NULL;
+ }
+
+ doglow = texture->skin.glow != NULL;
+
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.pointer_texcoord[0] = mesh->data_texcoordtexture2f;
+ if (gl_combine.integer)
+ {
+ colorscale *= 0.25f;
+ m.texrgbscale[0] = 4;
+ }
+
+ m.tex[0] = R_GetTexture((ent->colormap >= 0 || !texture->skin.merged) ? texture->skin.base : texture->skin.merged);
+ VectorScale(colorbase, colorscale, tint);
+ m.pointer_color = NULL;
+ if (fbbase)
+ GL_Color(tint[0], tint[1], tint[2], ent->alpha);
+ else if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0], tint[1], tint[2], ent->alpha, false))
+ {
+ m.pointer_color = varray_color4f;
+ if (normal3f == NULL)
{
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
+ normal3f = varray_normal3f;
+ Mod_BuildNormals(0, mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, normal3f);
}
- GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
- firstpass = false;
- colorscale = 1.0f;
+ R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, vertex3f, normal3f, varray_color4f);
+ }
+ else
+ GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
+ if (gl_combine.integer && doglow)
+ {
+ doglow = false;
+ m.tex[1] = R_GetTexture(texture->skin.glow);
+ m.pointer_texcoord[1] = mesh->data_texcoordtexture2f;
+ m.texcombinergb[1] = GL_ADD;
+ }
+ R_Mesh_State(&m);
+ c_alias_polys += mesh->num_triangles;
+ GL_LockArrays(0, mesh->num_vertices);
+ R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
+ GL_LockArrays(0, 0);
+ m.tex[1] = 0;
+ m.pointer_texcoord[1] = NULL;
+ m.texcombinergb[1] = 0;
- memset(&m, 0, sizeof(m));
- if (layer->texture != NULL)
+ VectorScale(colorpants, colorscale, tint);
+ if (ent->colormap >= 0 && texture->skin.pants && VectorLength2(tint) >= 0.001)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ m.tex[0] = R_GetTexture(texture->skin.pants);
+ m.pointer_color = NULL;
+ if (fbpants)
+ GL_Color(tint[0], tint[1], tint[2], ent->alpha);
+ else if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0], tint[1], tint[2], ent->alpha, false))
{
- m.tex[0] = R_GetTexture(layer->texture);
- m.pointer_texcoord[0] = mesh->data_texcoord2f;
- if (gl_combine.integer && layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR))
+ m.pointer_color = varray_color4f;
+ if (normal3f == NULL)
{
- colorscale *= 0.25f;
- m.texrgbscale[0] = 4;
+ normal3f = varray_normal3f;
+ Mod_BuildNormals(0, mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, normal3f);
}
+ R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, vertex3f, normal3f, varray_color4f);
}
- if (!vertex3f)
+ else
+ GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
+ R_Mesh_State(&m);
+ c_alias_polys += mesh->num_triangles;
+ GL_LockArrays(0, mesh->num_vertices);
+ R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
+ GL_LockArrays(0, 0);
+ }
+
+ VectorScale(colorshirt, colorscale, tint);
+ if (ent->colormap >= 0 && texture->skin.shirt && VectorLength2(tint) >= 0.001)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ m.tex[0] = R_GetTexture(texture->skin.shirt);
+ m.pointer_color = NULL;
+ if (fbshirt)
+ GL_Color(tint[0], tint[1], tint[2], ent->alpha);
+ else if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0], tint[1], tint[2], ent->alpha, false))
{
- if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1)
- vertex3f = mesh->data_basevertex3f;
- else
+ m.pointer_color = varray_color4f;
+ if (normal3f == NULL)
{
- vertex3f = varray_vertex3f;
- Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f);
+ normal3f = varray_normal3f;
+ Mod_BuildNormals(0, mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, normal3f);
}
+ R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, vertex3f, normal3f, varray_color4f);
}
- m.pointer_vertex = vertex3f;
+ else
+ GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
+ R_Mesh_State(&m);
+ c_alias_polys += mesh->num_triangles;
+ GL_LockArrays(0, mesh->num_vertices);
+ R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
+ GL_LockArrays(0, 0);
+ }
+
+ colorscale = 1;
+ m.texrgbscale[0] = 0;
+ m.pointer_color = NULL;
+ if (doglow)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ m.tex[0] = R_GetTexture(texture->skin.glow);
+ GL_Color(1, 1, 1, ent->alpha);
+ R_Mesh_State(&m);
c_alias_polys += mesh->num_triangles;
- if (layer->flags & ALIASLAYER_FOG)
- {
- colorscale *= fog;
- GL_Color(fogcolor[0] * colorscale, fogcolor[1] * colorscale, fogcolor[2] * colorscale, ent->alpha);
- }
- else
- {
- fullbright = !(layer->flags & ALIASLAYER_DIFFUSE) || !(ent->flags & RENDER_LIGHT);
- if (layer->flags & (ALIASLAYER_COLORMAP_PANTS | ALIASLAYER_COLORMAP_SHIRT))
- {
- // 128-224 are backwards ranges
- if (layer->flags & ALIASLAYER_COLORMAP_PANTS)
- c = (ent->colormap & 0xF) << 4;
- else //if (layer->flags & ALIASLAYER_COLORMAP_SHIRT)
- c = (ent->colormap & 0xF0);
- c += (c >= 128 && c < 224) ? 4 : 12;
- bcolor = (qbyte *) (&palette_complete[c]);
- fullbright = fullbright || c >= 224;
- VectorScale(bcolor, (1.0f / 255.0f), tint);
- }
- else
- tint[0] = tint[1] = tint[2] = 1;
- 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 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)
- {
- 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]);
- }
+ GL_LockArrays(0, mesh->num_vertices);
+ R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
+ GL_LockArrays(0, 0);
+ }
+
+ if (fog > 0)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ m.tex[0] = R_GetTexture(texture->skin.fog);
+ GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], fog * ent->alpha);
R_Mesh_State(&m);
+ c_alias_polys += mesh->num_triangles;
GL_LockArrays(0, mesh->num_vertices);
- R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
+ R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
GL_LockArrays(0, 0);
}
}
void R_Model_Alias_Draw(entity_render_t *ent)
{
- int meshnum;
- aliasmesh_t *mesh;
+ int surfacenum;
+ msurface_t *surface;
+ surfmesh_t *mesh;
if (ent->alpha < (1.0f / 64.0f))
return; // basically completely transparent
c_models++;
- for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
+ for (surfacenum = 0, surface = ent->model->data_surfaces;surfacenum < ent->model->num_surfaces;surfacenum++, surface++)
{
- if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchAliasSkin(ent, mesh)->flags & ALIASSKIN_TRANSPARENT)
- R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawAliasModelCallback, ent, meshnum);
+ mesh = surface->groupmesh;
+ if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchAliasSkin(ent, mesh)->skin.fog)
+ R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawAliasModelCallback, ent, surfacenum);
else
- R_DrawAliasModelCallback(ent, meshnum);
+ R_DrawAliasModelCallback(ent, surfacenum);
}
}
void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
{
- int meshnum;
- aliasmesh_t *mesh;
- aliasskin_t *skin;
+ int surfacenum;
+ msurface_t *surface;
+ surfmesh_t *mesh;
+ texture_t *texture;
float projectdistance, *vertex3f;
if (!(ent->flags & RENDER_SHADOW))
return;
projectdistance = lightradius + ent->model->radius;// - sqrt(DotProduct(relativelightorigin, relativelightorigin));
if (projectdistance > 0.1)
{
- R_Mesh_Matrix(&ent->matrix);
- for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
+ for (surfacenum = 0, surface = ent->model->data_surfaces;surfacenum < ent->model->num_surfaces;surfacenum++, surface++)
{
- skin = R_FetchAliasSkin(ent, mesh);
- if (skin->flags & ALIASSKIN_TRANSPARENT)
+ mesh = surface->groupmesh;
+ texture = R_FetchAliasSkin(ent, mesh);
+ if (texture->skin.fog)
continue;
if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1)
- vertex3f = mesh->data_basevertex3f;
+ vertex3f = mesh->data_vertex3f;
else
{
vertex3f = varray_vertex3f;
}
}
-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)
+void R_Model_Alias_DrawLight(entity_render_t *ent, float *lightcolor, int numsurfaces, const int *surfacelist)
{
- int c, meshnum, layernum;
- float fog, ifog, lightcolor2[3], ambientscale2, diffusescale2, specularscale2;
+ int c;
+ float fog, ifog, lightcolorbase[3], lightcolorpants[3], lightcolorshirt[3];
float *vertex3f, *svector3f, *tvector3f, *normal3f;
vec3_t diff;
qbyte *bcolor;
- aliasmesh_t *mesh;
- aliaslayer_t *layer;
- aliasskin_t *skin;
-
- R_Mesh_Matrix(&ent->matrix);
+ int surfacenum;
+ msurface_t *surface;
+ surfmesh_t *mesh;
+ texture_t *texture;
fog = 0;
if (fogenabled)
}
ifog = 1 - fog;
- for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
+ VectorScale(lightcolor, ifog, lightcolorbase);
+ if (VectorLength2(lightcolorbase) < 0.001)
+ return;
+ VectorClear(lightcolorpants);
+ VectorClear(lightcolorshirt);
+ if (ent->colormap >= 0)
+ {
+ // 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]);
+ lightcolorpants[0] = lightcolorbase[0] * bcolor[0] * (1.0f / 255.0f);
+ lightcolorpants[1] = lightcolorbase[1] * bcolor[1] * (1.0f / 255.0f);
+ lightcolorpants[2] = lightcolorbase[2] * bcolor[2] * (1.0f / 255.0f);
+ }
+ // 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]);
+ lightcolorshirt[0] = lightcolorbase[0] * bcolor[0] * (1.0f / 255.0f);
+ lightcolorshirt[1] = lightcolorbase[1] * bcolor[1] * (1.0f / 255.0f);
+ lightcolorshirt[2] = lightcolorbase[2] * bcolor[2] * (1.0f / 255.0f);
+ }
+ }
+
+ for (surfacenum = 0, surface = ent->model->data_surfaces;surfacenum < ent->model->num_surfaces;surfacenum++, surface++)
{
- skin = R_FetchAliasSkin(ent, mesh);
+ mesh = surface->groupmesh;
+ texture = R_FetchAliasSkin(ent, mesh);
// FIXME: transparent skins need to be lit during the transparent render
- if (skin->flags & ALIASSKIN_TRANSPARENT)
+ if (texture->skin.fog)
continue;
- vertex3f = NULL;
- svector3f = NULL;
- tvector3f = NULL;
- normal3f = NULL;
- for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
+ if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1)
{
- 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);
+ vertex3f = mesh->data_vertex3f;
+ svector3f = mesh->data_svector3f;
+ tvector3f = mesh->data_tvector3f;
+ normal3f = mesh->data_normal3f;
+ }
+ 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(0, mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_texcoordtexture2f, mesh->data_element3i, svector3f, tvector3f, normal3f);
}
+ c_alias_polys += mesh->num_triangles;
+ R_Shadow_RenderLighting(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertex3f, svector3f, tvector3f, normal3f, mesh->data_texcoordtexture2f, lightcolorbase, lightcolorpants, lightcolorshirt, (ent->colormap >= 0 || !texture->skin.merged) ? texture->skin.base : texture->skin.merged, ent->colormap >= 0 ? texture->skin.pants : 0, ent->colormap >= 0 ? texture->skin.shirt : 0, texture->skin.nmap, texture->skin.gloss);
}
}