]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_models.c
added a firstvertex parameter to R_Mesh_DrawMesh
[xonotic/darkplaces.git] / gl_models.c
index 1b2b134c363b8ce9f2b1c7c68f670a02e3aad9d1..f66348614b3ee4aa6682b48e29ef54cdbe26716c 100644 (file)
@@ -6,9 +6,8 @@ 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 aliasmesh_t *mesh)
 {
        model_t *model = ent->model;
        if (model->numskins)
@@ -17,7 +16,7 @@ aliasskin_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mes
                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 + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
                else
                        s = model->skinscenes[s].firstframe;
                if (s >= mesh->num_skins)
@@ -26,23 +25,23 @@ aliasskin_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mes
        }
        else
        {
-               r_aliasnoskinlayers[0].texture = r_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;
+       texture_t *texture;
 
        R_Mesh_Matrix(&ent->matrix);
 
@@ -64,9 +63,51 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
        }
        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);
 
+       if ((ent->effects & EF_ADDITIVE))
+       {
+               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_basevertex3f;
@@ -78,96 +119,135 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
                Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f);
                normal3f = NULL;
        }
-       for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
+
+       doglow = texture->skin.glow != NULL;
+
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = vertex3f;
+       m.pointer_texcoord[0] = mesh->data_texcoord2f;
+       if (gl_combine.integer)
        {
-               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
+               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(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_texcoord2f;
+               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(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, normal3f);
                        }
-               }
-               m.pointer_vertex = vertex3f;
-
-               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);
+                       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);
+               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))
                {
-                       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)
                        {
-                               m.pointer_color = varray_color4f;
-                               if (normal3f == NULL)
-                               {
-                                       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);
+                               normal3f = varray_normal3f;
+                               Mod_BuildNormals(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, normal3f);
                        }
-                       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);
+               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);
+       }
+
+       colorscale = 1;
+       m.texrgbscale[0] = 0;
+
+       if (texture->skin.glow)
+       {
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
+               m.tex[0] = R_GetTexture(texture->skin.glow);
+               m.pointer_color = NULL;
+               GL_Color(1, 1, 1, ent->alpha);
+               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);
+       }
+
+       if (fog > 0)
+       {
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
+               m.tex[0] = R_GetTexture(texture->skin.fog);
+               m.pointer_color = NULL;
+               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(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
                GL_LockArrays(0, 0);
        }
 }
@@ -183,28 +263,21 @@ void R_Model_Alias_Draw(entity_render_t *ent)
 
        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)
+               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, meshnum);
                else
                        R_DrawAliasModelCallback(ent, meshnum);
        }
 }
 
-void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
+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;
-       vec3_t lightmins, lightmaxs;
        aliasmesh_t *mesh;
-       aliasskin_t *skin;
+       texture_t *texture;
        float projectdistance, *vertex3f;
        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;
@@ -214,8 +287,8 @@ void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightor
                R_Mesh_Matrix(&ent->matrix);
                for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
                {
-                       skin = R_FetchAliasSkin(ent, mesh);
-                       if (skin->flags & ALIASSKIN_TRANSPARENT)
+                       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;
@@ -234,14 +307,13 @@ void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightor
 
 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];
+       int c, meshnum;
+       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;
+       texture_t *texture;
 
        R_Mesh_Matrix(&ent->matrix);
 
@@ -263,11 +335,40 @@ void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v
        }
        ifog = 1 - fog;
 
+       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 (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
        {
-               skin = R_FetchAliasSkin(ent, mesh);
+               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;
                if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1)
                {
@@ -285,49 +386,14 @@ void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v
                        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);
                }
-               for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
+               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, lightcolorbase, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, (ent->colormap >= 0 || !texture->skin.merged) ? texture->skin.base : texture->skin.merged, texture->skin.nmap, texture->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale);
+               if (ent->colormap >= 0)
                {
-                       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;
-                       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, 0, 0, specularscale);
-                       }
-                       else 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);
-                               }
-                               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);
-                               }
-                               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, ambientscale, diffusescale, 0);
-                       }
+                       if (texture->skin.pants && VectorLength2(lightcolorpants) >= 0.001)
+                               R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertex3f, svector3f, tvector3f, normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, texture->skin.pants, texture->skin.nmap, NULL, lightcubemap, ambientscale, diffusescale, 0);
+                       if (texture->skin.shirt && VectorLength2(lightcolorshirt) >= 0.001)
+                               R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertex3f, svector3f, tvector3f, normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, texture->skin.shirt, texture->skin.nmap, NULL, lightcubemap, ambientscale, diffusescale, 0);
                }
        }
 }