]> de.git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
rewrote colormapping handling to store colormap_pantscolor and colormap_shirtcolor...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 11 Sep 2005 11:48:17 +0000 (11:48 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 11 Sep 2005 11:48:17 +0000 (11:48 +0000)
rewrote portions of surface renderer again, to improve readability and overbright handling, this shouldn't change anything visually

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@5720 d7cf8633-e32d-0410-b094-e92efae38249

cl_main.c
client.h
gl_rmain.c
gl_rsurf.c
model_shared.h
r_shadow.c

index 16c8a2cc7650926d856d681119b95e1834baea97..9436dbebbbbab2acee20e720ae9d0050258bdbe6 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -588,14 +588,46 @@ void CL_LinkNetworkEntity(entity_t *e)
                e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
                e->render.flags = e->state_current.flags;
                e->render.effects = e->state_current.effects;
+               VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
                if (e->state_current.flags & RENDER_COLORMAPPED)
+               {
+                       int cb;
+                       qbyte *cbcolor;
                        e->render.colormap = e->state_current.colormap;
-               else if (cl.scores != NULL && e->state_current.colormap)
+                       cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
+                       cbcolor = (qbyte *) (&palette_complete[cb]);
+                       e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
+                       e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
+                       e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
+                       cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
+                       cbcolor = (qbyte *) (&palette_complete[cb]);
+                       e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
+                       e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
+                       e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
+               }
+               else if (e->state_current.colormap && cl.scores != NULL)
+               {
+                       int cb;
+                       qbyte *cbcolor;
                        e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
+                       cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
+                       cbcolor = (qbyte *) (&palette_complete[cb]);
+                       e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
+                       e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
+                       e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
+                       cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
+                       cbcolor = (qbyte *) (&palette_complete[cb]);
+                       e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
+                       e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
+                       e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
+               }
                else
+               {
                        e->render.colormap = -1; // no special coloring
+                       VectorClear(e->render.colormap_pantscolor);
+                       VectorClear(e->render.colormap_shirtcolor);
+               }
                e->render.skinnum = e->state_current.skin;
-               VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
                if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
                {
                        if (!r_drawviewmodel.integer || chase_active.integer || envmap)
index c50db411eb7269a06cc6dbddd35c227f5720a988..2da0549ce6b6f2fee423c317f30b4851df8ef06c 100644 (file)
--- a/client.h
+++ b/client.h
@@ -243,8 +243,11 @@ typedef struct entity_render_s
        model_t *model;
        // current uninterpolated animation frame (for things which do not use interpolation)
        int frame;
-       // entity shirt and pants colors
+       // entity shirt and pants colors (-1 if not colormapped)
        int colormap;
+       // literal colors for renderer
+       vec3_t colormap_pantscolor;
+       vec3_t colormap_shirtcolor;
        // light, particles, etc
        int effects;
        // for Alias models
index 88b006f91cb33846c6f177eec8808c0cb6003d13..14d17f723c1997b75a9e4119dacaa1ba03a89d49 100644 (file)
@@ -1354,7 +1354,7 @@ void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *plane
        }
 }
 
-void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, matrix4x4_t *matrix, float r, float g, float b, float a, int texrgbscale)
+void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, matrix4x4_t *matrix, float r, float g, float b, float a)
 {
        texturelayer_t *layer;
        layer = t->currentlayers + t->currentnumlayers++;
@@ -1368,14 +1368,13 @@ void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int bl
        layer->color[1] = g;
        layer->color[2] = b;
        layer->color[3] = a;
-       layer->texrgbscale = texrgbscale;
 }
 
 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
 {
        // FIXME: identify models using a better check than ent->model->brush.shadowmesh
        //int lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
-       vec4_t currentcolorbase;
+       float currentalpha;
 
        {
                texture_t *texture = t;
@@ -1400,17 +1399,14 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
        }
 
        t->currentmaterialflags = t->basematerialflags;
-       currentcolorbase[0] = ent->colormod[0];
-       currentcolorbase[1] = ent->colormod[1];
-       currentcolorbase[2] = ent->colormod[2];
-       currentcolorbase[3] = ent->alpha;
+       currentalpha = ent->alpha;
        if (t->basematerialflags & MATERIALFLAG_WATERALPHA)
-               currentcolorbase[3] *= r_wateralpha.value;
+               currentalpha *= r_wateralpha.value;
        if (!(ent->flags & RENDER_LIGHT))
                t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
        if (ent->effects & EF_ADDITIVE)
                t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT;
-       else if (currentcolorbase[3] < 1)
+       else if (currentalpha < 1)
                t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT;
        if (ent->effects & EF_NODEPTHTEST)
                t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST;
@@ -1421,191 +1417,100 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
        t->currentnumlayers = 0;
        if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
        {
-               int blendfunc1, blendfunc2, depthmask;
-               if (t->currentmaterialflags & MATERIALFLAG_ADD)
-               {
-                       blendfunc1 = GL_SRC_ALPHA;
-                       blendfunc2 = GL_ONE;
-                       depthmask = false;
-               }
-               else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
-               {
-                       blendfunc1 = GL_SRC_ALPHA;
-                       blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-                       depthmask = false;
-               }
-               else
-               {
-                       blendfunc1 = GL_ONE;
-                       blendfunc2 = GL_ZERO;
-                       depthmask = true;
-               }
                if (gl_lightmaps.integer)
-                       R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LIGHTMAP, r_texture_white, &r_identitymatrix, 1, 1, 1, 1, 1);
+                       R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, r_texture_white, &r_identitymatrix, 1, 1, 1, 1);
                else if (t->currentmaterialflags & MATERIALFLAG_SKY)
                {
                        // transparent sky would be ridiculous
                        if (!(t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
-                               R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_SKY, r_texture_white, &r_identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1);
+                               R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_SKY, r_texture_white, &r_identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], 1);
                }
-               else if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
+               else
                {
-                       int type;
-                       float colorscale, r, g, b;
-                       rtexture_t *currentbasetexture;
-                       int layerflags = 0;
-                       if (fogenabled && (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
-                               layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
-                       colorscale = 2;
-                       // q3bsp has no lightmap updates, so the lightstylevalue that
-                       // would normally be baked into the lightmaptexture must be
-                       // applied to the color
-                       if (!(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) && ent->model->type == mod_brushq3)
-                               colorscale *= d_lightstylevalue[0] * (1.0f / 256.0f);
-                       r = currentcolorbase[0] * colorscale;
-                       g = currentcolorbase[1] * colorscale;
-                       b = currentcolorbase[2] * colorscale;
-                       // transparent and fullbright are not affected by r_lightmapintensity
-                       if (!(t->currentmaterialflags & (MATERIALFLAG_TRANSPARENT | MATERIALFLAG_FULLBRIGHT)))
+                       int blendfunc1, blendfunc2, depthmask;
+                       if (t->currentmaterialflags & MATERIALFLAG_ADD)
                        {
-                               r *= r_lightmapintensity;
-                               g *= r_lightmapintensity;
-                               b *= r_lightmapintensity;
+                               blendfunc1 = GL_SRC_ALPHA;
+                               blendfunc2 = GL_ONE;
+                               depthmask = false;
                        }
-                       currentbasetexture = (ent->colormap >= 0 && t->skin.merged) ? t->skin.merged : t->skin.base;
-                       if (!(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) && r_textureunits.integer >= 2 && gl_combine.integer)
+                       else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
                        {
-                               if ((r > 2 || g > 2 || b > 2) && gl_combine.integer)
-                                       R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LIGHTMAP_DOUBLEMODULATE_TEXTURE, currentbasetexture, &t->currenttexmatrix, r * 0.25f, g * 0.25f, b * 0.25f, currentcolorbase[3], 4);
-                               else if ((r > 1 || g > 1 || b > 1) && gl_combine.integer)
-                                       R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LIGHTMAP_DOUBLEMODULATE_TEXTURE, currentbasetexture, &t->currenttexmatrix, r * 0.5f, g * 0.5f, b * 0.5f, currentcolorbase[3], 2);
-                               else
-                                       R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LIGHTMAP_DOUBLEMODULATE_TEXTURE, currentbasetexture, &t->currenttexmatrix, r, g, b, currentcolorbase[3], 1);
-                       }
-                       else if ((t->currentmaterialflags & (MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_TRANSPARENT)) == 0)
-                       {
-                               R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LIGHTMAP, r_texture_white, &r_identitymatrix, 1, 1, 1, 1, 1);
-                               if (r > 1 || g > 1 || b > 1)
-                                       R_Texture_AddLayer(t, false, GL_DST_COLOR, GL_SRC_COLOR, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, r * 0.5f, g * 0.5f, b * 0.5f, currentcolorbase[3], 1);
-                               else
-                                       R_Texture_AddLayer(t, false, GL_ZERO, GL_SRC_COLOR, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, r, g, b, currentcolorbase[3], 1);
+                               blendfunc1 = GL_SRC_ALPHA;
+                               blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+                               depthmask = false;
                        }
                        else
                        {
-                               if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
-                               {
-                                       type = TEXTURELAYERTYPE_TEXTURE;
-                                       r *= 0.5f;
-                                       g *= 0.5f;
-                                       b *= 0.5f;
-                               }
-                               else
-                                       type = TEXTURELAYERTYPE_VERTEXTEXTURE;
-                               if ((r > 2 || g > 2 || b > 2) && gl_combine.integer)
-                                       R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, type, currentbasetexture, &t->currenttexmatrix, r * 0.25f, g * 0.25f, b * 0.25f, currentcolorbase[3], 4);
-                               else if ((r > 1 || g > 1 || b > 1) && gl_combine.integer)
-                                       R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, type, currentbasetexture, &t->currenttexmatrix, r * 0.5f, g * 0.5f, b * 0.5f, currentcolorbase[3], 2);
-                               else
-                                       R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, type, currentbasetexture, &t->currenttexmatrix, r, g, b, currentcolorbase[3], 1);
+                               blendfunc1 = GL_ONE;
+                               blendfunc2 = GL_ZERO;
+                               depthmask = true;
                        }
-                       if (ent->colormap >= 0 && t->skin.pants)
+                       if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
                        {
-                               int cb;
-                               qbyte *cbcolor;
-                               // 128-224 are backwards ranges
-                               cb = (ent->colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
-                               cbcolor = (qbyte *) (&palette_complete[cb]);
-                               r = cbcolor[0] * (1.0f / 255.0f) * currentcolorbase[0] * colorscale;
-                               g = cbcolor[1] * (1.0f / 255.0f) * currentcolorbase[1] * colorscale;
-                               b = cbcolor[2] * (1.0f / 255.0f) * currentcolorbase[2] * colorscale;
-                               // transparent and fullbright are not affected by r_lightmapintensity
-                               if ((cb >= 224) || (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+                               rtexture_t *currentbasetexture;
+                               int layerflags = 0;
+                               if (fogenabled && (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+                                       layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
+                               currentbasetexture = (ent->colormap < 0 && t->skin.merged) ? t->skin.merged : t->skin.base;
+                               if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
                                {
-                                       type = TEXTURELAYERTYPE_TEXTURE;
-                                       r *= 0.5f;
-                                       g *= 0.5f;
-                                       b *= 0.5f;
+                                       R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], currentalpha);
+                                       if (ent->colormap >= 0 && t->skin.pants)
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0], ent->colormap_pantscolor[1], ent->colormap_pantscolor[2], currentalpha);
+                                       if (ent->colormap >= 0 && t->skin.shirt)
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0], ent->colormap_shirtcolor[1], ent->colormap_shirtcolor[2], currentalpha);
                                }
                                else
                                {
-                                       type = TEXTURELAYERTYPE_VERTEXTEXTURE;
-                                       if (!(t->currentmaterialflags & (MATERIALFLAG_TRANSPARENT | MATERIALFLAG_FULLBRIGHT)))
+                                       float colorscale;
+                                       colorscale = 2;
+                                       // q3bsp has no lightmap updates, so the lightstylevalue that
+                                       // would normally be baked into the lightmaptexture must be
+                                       // applied to the color
+                                       if (ent->model->type == mod_brushq3)
+                                               colorscale *= d_lightstylevalue[0] * (1.0f / 256.0f);
+                                       // transparent and fullbright are not affected by r_lightmapintensity
+                                       if (!(t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+                                               colorscale *= r_lightmapintensity;
+                                       if (r_textureunits.integer >= 2 && gl_combine.integer)
+                                               R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_COMBINE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, currentalpha);
+                                       else if ((t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) == 0)
+                                               R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale * 0.5f, ent->colormod[1] * colorscale * 0.5f, ent->colormod[2] * colorscale * 0.5f, currentalpha);
+                                       else
+                                               R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, currentalpha);
+                                       if (r_ambient.value >= (1.0f/64.0f))
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), currentalpha);
+                                       if (ent->colormap >= 0 && t->skin.pants)
                                        {
-                                               r *= r_lightmapintensity;
-                                               g *= r_lightmapintensity;
-                                               b *= r_lightmapintensity;
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * colorscale, ent->colormap_pantscolor[1] * colorscale, ent->colormap_pantscolor[2] * colorscale, currentalpha);
+                                               if (r_ambient.value >= (1.0f/64.0f))
+                                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * r_ambient.value * (1.0f / 64.0f), currentalpha);
                                        }
-                               }
-                               if ((r > 2 || g > 2 || b > 2) && gl_combine.integer)
-                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, type, t->skin.pants, &t->currenttexmatrix, r * 0.25f, g * 0.25f, b * 0.25f, currentcolorbase[3], 4);
-                               else if ((r > 1 || g > 1 || b > 1) && gl_combine.integer)
-                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, type, t->skin.pants, &t->currenttexmatrix, r * 0.5f, g * 0.5f, b * 0.5f, currentcolorbase[3], 2);
-                               else
-                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, type, t->skin.pants, &t->currenttexmatrix, r, g, b, currentcolorbase[3], 1);
-                       }
-                       if (ent->colormap >= 0 && t->skin.shirt)
-                       {
-                               int cb;
-                               qbyte *cbcolor;
-                               // 128-224 are backwards ranges
-                               cb = (ent->colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
-                               cbcolor = (qbyte *) (&palette_complete[cb]);
-                               r = cbcolor[0] * (1.0f / 255.0f) * currentcolorbase[0] * colorscale;
-                               g = cbcolor[1] * (1.0f / 255.0f) * currentcolorbase[1] * colorscale;
-                               b = cbcolor[2] * (1.0f / 255.0f) * currentcolorbase[2] * colorscale;
-                               // transparent and fullbright are not affected by r_lightmapintensity
-                               if ((cb >= 224) || (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
-                               {
-                                       type = TEXTURELAYERTYPE_TEXTURE;
-                                       r *= 0.5f;
-                                       g *= 0.5f;
-                                       b *= 0.5f;
-                               }
-                               else
-                               {
-                                       type = TEXTURELAYERTYPE_VERTEXTEXTURE;
-                                       if (!(t->currentmaterialflags & (MATERIALFLAG_TRANSPARENT | MATERIALFLAG_FULLBRIGHT)))
+                                       if (ent->colormap >= 0 && t->skin.shirt)
                                        {
-                                               r *= r_lightmapintensity;
-                                               g *= r_lightmapintensity;
-                                               b *= r_lightmapintensity;
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * colorscale, ent->colormap_shirtcolor[1] * colorscale, ent->colormap_shirtcolor[2] * colorscale, currentalpha);
+                                               if (r_ambient.value >= (1.0f/64.0f))
+                                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * r_ambient.value * (1.0f / 64.0f), currentalpha);
                                        }
                                }
-                               if ((r > 2 || g > 2 || b > 2) && gl_combine.integer)
-                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, type, t->skin.shirt, &t->currenttexmatrix, r * 0.25f, g * 0.25f, b * 0.25f, currentcolorbase[3], 4);
-                               else if ((r > 1 || g > 1 || b > 1) && gl_combine.integer)
-                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, type, t->skin.shirt, &t->currenttexmatrix, r * 0.5f, g * 0.5f, b * 0.5f, currentcolorbase[3], 2);
-                               else
-                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, type, t->skin.shirt, &t->currenttexmatrix, r, g, b, currentcolorbase[3], 1);
-                       }
-                       if (r_ambient.value >= (1.0f/64.0f))
-                       {
-                               r = currentcolorbase[0] * colorscale * r_ambient.value * (1.0f / 64.0f);
-                               g = currentcolorbase[1] * colorscale * r_ambient.value * (1.0f / 64.0f);
-                               b = currentcolorbase[2] * colorscale * r_ambient.value * (1.0f / 64.0f);
-                               if ((r > 2 || g > 2 || b > 2) && gl_combine.integer)
-                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, r * 0.25f, g * 0.25f, b * 0.25f, currentcolorbase[3], 4);
-                               else if ((r > 1 || g > 1 || b > 1) && gl_combine.integer)
-                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, r * 0.5f, g * 0.5f, b * 0.5f, currentcolorbase[3], 2);
-                               else
-                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, r, g, b, currentcolorbase[3], 1);
-                       }
-                       if (t->skin.glow != NULL)
-                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.glow, &t->currenttexmatrix, 1, 1, 1, currentcolorbase[3], 1);
-                       if (fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
-                       {
-                               // if this is opaque use alpha blend which will darken the earlier
-                               // passes cheaply.
-                               //
-                               // if this is an alpha blended material, all the earlier passes
-                               // were darkened by fog already, so we only need to add the fog
-                               // color ontop through the fog mask texture
-                               //
-                               // if this is an additive blended material, all the earlier passes
-                               // were darkened by fog already, and we should not add fog color
-                               // (because the background was not darkened, there is no fog color
-                               // that was lost behind it).
-                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &r_identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], currentcolorbase[3], 1);
+                               if (t->skin.glow != NULL)
+                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.glow, &t->currenttexmatrix, 1, 1, 1, currentalpha);
+                               if (fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
+                               {
+                                       // if this is opaque use alpha blend which will darken the earlier
+                                       // passes cheaply.
+                                       //
+                                       // if this is an alpha blended material, all the earlier passes
+                                       // were darkened by fog already, so we only need to add the fog
+                                       // color ontop through the fog mask texture
+                                       //
+                                       // if this is an additive blended material, all the earlier passes
+                                       // were darkened by fog already, and we should not add fog color
+                                       // (because the background was not darkened, there is no fog color
+                                       // that was lost behind it).
+                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &r_identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha);
+                               }
                        }
                }
        }
@@ -1845,30 +1750,6 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
        c_faces += texturenumsurfaces;
        // FIXME: identify models using a better check than ent->model->brush.shadowmesh
        lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
-       // gl_lightmaps debugging mode skips normal texturing
-       if (gl_lightmaps.integer)
-       {
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_DepthMask(true);
-               GL_DepthTest(true);
-               qglDisable(GL_CULL_FACE);
-               GL_Color(1, 1, 1, 1);
-               memset(&m, 0, sizeof(m));
-               R_Mesh_State(&m);
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-               {
-                       surface = texturesurfacelist[texturesurfaceindex];
-                       R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
-                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
-                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
-                       RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, lightmode ? lightmode : !surface->lightmaptexture, false, false);
-                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                       GL_LockArrays(0, 0);
-               }
-               qglEnable(GL_CULL_FACE);
-               return;
-       }
        GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
        if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
                qglDisable(GL_CULL_FACE);
@@ -1878,10 +1759,28 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                texturelayer_t *layer;
                for (layerindex = 0, layer = texture->currentlayers;layerindex < texture->currentnumlayers;layerindex++, layer++)
                {
+                       vec4_t layercolor;
+                       int layertexrgbscale;
                        GL_DepthMask(layer->depthmask);
                        GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
-                       GL_Color(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
-                       applycolor = layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1;
+                       if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
+                       {
+                               layertexrgbscale = 4;
+                               VectorScale(layer->color, 0.25f, layercolor);
+                       }
+                       else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
+                       {
+                               layertexrgbscale = 2;
+                               VectorScale(layer->color, 0.5f, layercolor);
+                       }
+                       else
+                       {
+                               layertexrgbscale = 1;
+                               VectorScale(layer->color, 1.0f, layercolor);
+                       }
+                       layercolor[3] = layer->color[3];
+                       GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
+                       applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
                        switch (layer->type)
                        {
                        case TEXTURELAYERTYPE_SKY:
@@ -1893,7 +1792,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                                R_Sky();
                                                // restore entity matrix and GL_Color
                                                R_Mesh_Matrix(&ent->matrix);
-                                               GL_Color(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
+                                               GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
                                        }
                                }
                                // LordHavoc: HalfLife maps have freaky skypolys...
@@ -1926,11 +1825,11 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                                GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
                                }
                                break;
-                       case TEXTURELAYERTYPE_LIGHTMAP_DOUBLEMODULATE_TEXTURE:
+                       case TEXTURELAYERTYPE_LITTEXTURE_COMBINE:
                                memset(&m, 0, sizeof(m));
                                m.tex[1] = R_GetTexture(layer->texture);
                                m.texmatrix[1] = layer->texmatrix;
-                               m.texrgbscale[1] = layer->texrgbscale;
+                               m.texrgbscale[1] = layertexrgbscale;
                                m.pointer_color = varray_color4f;
                                R_Mesh_State(&m);
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
@@ -1942,25 +1841,29 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                        if (lightmode == 2)
                                        {
                                                R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                               RSurf_SetColorPointer(ent, surface, modelorg, layer->color[0], layer->color[1], layer->color[2], layer->color[3], 2, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
+                                               RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
                                        }
                                        else if (surface->lightmaptexture)
                                        {
                                                R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
-                                               RSurf_SetColorPointer(ent, surface, modelorg, layer->color[0], layer->color[1], layer->color[2], layer->color[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
+                                               RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
                                        }
                                        else
                                        {
                                                R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                               RSurf_SetColorPointer(ent, surface, modelorg, layer->color[0], layer->color[1], layer->color[2], layer->color[3], 1, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
+                                               RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
                                        }
                                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
                                        GL_LockArrays(0, 0);
                                }
                                break;
-                       case TEXTURELAYERTYPE_LIGHTMAP:
+                       case TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS:
                                memset(&m, 0, sizeof(m));
+                               m.tex[0] = R_GetTexture(layer->texture);
+                               m.texmatrix[0] = layer->texmatrix;
+                               m.pointer_color = varray_color4f;
+                               m.texrgbscale[0] = layertexrgbscale;
                                R_Mesh_State(&m);
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
@@ -1970,7 +1873,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                        if (lightmode == 2)
                                        {
                                                R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                               RSurf_SetColorPointer(ent, surface, modelorg, layer->color[0], layer->color[1], layer->color[2], layer->color[3], 2, applycolor, false);
+                                               RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, 2, false, false);
                                        }
                                        else if (surface->lightmaptexture)
                                        {
@@ -1980,27 +1883,43 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                        else
                                        {
                                                R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                               // TODO: use a specialized RSurf_SetColorPointer
-                                               RSurf_SetColorPointer(ent, surface, modelorg, layer->color[0], layer->color[1], layer->color[2], layer->color[3], 1, applycolor, false);
+                                               RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, 1, false, false);
                                        }
                                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
                                        GL_LockArrays(0, 0);
                                }
+                               GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+                               memset(&m, 0, sizeof(m));
+                               m.tex[0] = R_GetTexture(layer->texture);
+                               m.texmatrix[0] = layer->texmatrix;
+                               m.pointer_color = varray_color4f;
+                               m.texrgbscale[0] = layertexrgbscale;
+                               R_Mesh_State(&m);
+                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                               {
+                                       surface = texturesurfacelist[texturesurfaceindex];
+                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+                                       RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
+                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                                       GL_LockArrays(0, 0);
+                               }
                                break;
-                       case TEXTURELAYERTYPE_VERTEXTEXTURE:
+                       case TEXTURELAYERTYPE_LITTEXTURE_VERTEX:
                                memset(&m, 0, sizeof(m));
                                m.tex[0] = R_GetTexture(layer->texture);
                                m.texmatrix[0] = layer->texmatrix;
+                               m.texrgbscale[0] = layertexrgbscale;
                                m.pointer_color = varray_color4f;
-                               m.texrgbscale[0] = layer->texrgbscale;
                                R_Mesh_State(&m);
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
                                        surface = texturesurfacelist[texturesurfaceindex];
                                        RSurf_SetVertexPointer(ent, texture, surface, modelorg);
                                        R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                       RSurf_SetColorPointer(ent, surface, modelorg, layer->color[0], layer->color[1], layer->color[2], layer->color[3], lightmode ? lightmode : 1, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
+                                       RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], lightmode ? lightmode : 1, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
                                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
                                        GL_LockArrays(0, 0);
@@ -2011,14 +1930,14 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                m.tex[0] = R_GetTexture(layer->texture);
                                m.texmatrix[0] = layer->texmatrix;
                                m.pointer_color = varray_color4f;
-                               m.texrgbscale[0] = layer->texrgbscale;
+                               m.texrgbscale[0] = layertexrgbscale;
                                R_Mesh_State(&m);
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
                                        surface = texturesurfacelist[texturesurfaceindex];
                                        RSurf_SetVertexPointer(ent, texture, surface, modelorg);
                                        R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                       RSurf_SetColorPointer(ent, surface, modelorg, layer->color[0], layer->color[1], layer->color[2], layer->color[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
+                                       RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
                                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
                                        GL_LockArrays(0, 0);
@@ -2046,10 +1965,10 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                        {
                                                VectorSubtract(v, modelorg, diff);
                                                f = exp(fogdensity/DotProduct(diff, diff));
-                                               c[0] = layer->color[0];
-                                               c[1] = layer->color[1];
-                                               c[2] = layer->color[2];
-                                               c[3] = f * layer->color[3];
+                                               c[0] = layercolor[0];
+                                               c[1] = layercolor[1];
+                                               c[2] = layercolor[2];
+                                               c[3] = f * layercolor[3];
                                        }
                                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
@@ -2059,6 +1978,25 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                        default:
                                Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
                        }
+                       // if trying to do overbright on first pass of an opaque surface
+                       // when combine is not supported, brighten as a post process
+                       if (layertexrgbscale > 1 && !gl_combine.integer && layer->depthmask)
+                       {
+                               int scale;
+                               GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+                               GL_Color(1, 1, 1, 1);
+                               memset(&m, 0, sizeof(m));
+                               R_Mesh_State(&m);
+                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                               {
+                                       surface = texturesurfacelist[texturesurfaceindex];
+                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                       for (scale = 1;scale < layertexrgbscale;scale <<= 1)
+                                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                                       GL_LockArrays(0, 0);
+                               }
+                       }
                }
        }
        if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
index ab54df99bf29bfec11faa197882500c30484f6b5..cff28d66c9b6d4fb5570990808330b958420bf28 100644 (file)
@@ -736,7 +736,7 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
 
 #define RSURF_MAX_BATCHSURFACES 1024
 
-void R_Q1BSP_DrawLight(entity_render_t *ent, float *lightcolorbase, int numsurfaces, const int *surfacelist)
+void R_Q1BSP_DrawLight(entity_render_t *ent, float *lightcolorbase, float *lightcolorpants, float *lightcolorshirt, int numsurfaces, const int *surfacelist)
 {
        model_t *model = ent->model;
        msurface_t *surface;
@@ -745,13 +745,14 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, float *lightcolorbase, int numsurfa
        msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
        vec3_t modelorg;
        texture_t *tex;
-       vec3_t lightcolorpants, lightcolorshirt;
        rtexture_t *basetexture = NULL;
        rtexture_t *glosstexture = NULL;
        float specularscale = 0;
        qboolean skip;
        if (r_drawcollisionbrushes.integer >= 2)
                return;
+       if (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt) < 0.0001)
+               return;
        R_UpdateAllTextureInfo(ent);
        Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
        tex = NULL;
@@ -798,32 +799,7 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, float *lightcolorbase, int numsurfa
                                        specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
                                }
                        }
-                       VectorClear(lightcolorpants);
-                       VectorClear(lightcolorshirt);
-                       if (ent->colormap >= 0)
-                       {
-                               // 128-224 are backwards ranges
-                               int b = (ent->colormap & 0xF) << 4;b += (b >= 128 && b < 224) ? 4 : 12;
-                               if (texture->skin.pants && b < 224)
-                               {
-                                       qbyte *bcolor = (qbyte *) (&palette_complete[b]);
-                                       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
-                               b = (ent->colormap & 0xF0);b += (b >= 128 && b < 224) ? 4 : 12;
-                               if (texture->skin.shirt && b < 224)
-                               {
-                                       qbyte *bcolor = (qbyte *) (&palette_complete[b]);
-                                       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);
-                               }
-                               basetexture = texture->skin.base;
-                       }
-                       else
-                               basetexture = texture->skin.merged ? texture->skin.merged : texture->skin.base;
+                       basetexture = (ent->colormap < 0 && texture->skin.merged) ? texture->skin.merged : texture->skin.base;
                        if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
                                skip = true;
                }
index cbb6b81822fab4056f9d89c01341d79515f551a5..3d76921e73cae1724148ac7269b51cf3e9b57e08 100644 (file)
@@ -145,10 +145,10 @@ typedef enum texturelayertype_e
 {
        TEXTURELAYERTYPE_INVALID,
        TEXTURELAYERTYPE_SKY,
-       TEXTURELAYERTYPE_LIGHTMAP_DOUBLEMODULATE_TEXTURE,
-       TEXTURELAYERTYPE_LIGHTMAP,
+       TEXTURELAYERTYPE_LITTEXTURE_COMBINE,
+       TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS,
+       TEXTURELAYERTYPE_LITTEXTURE_VERTEX,
        TEXTURELAYERTYPE_TEXTURE,
-       TEXTURELAYERTYPE_VERTEXTEXTURE,
        TEXTURELAYERTYPE_FOG,
 }
 texturelayertype_t;
@@ -172,7 +172,6 @@ typedef struct texturelayer_s
        rtexture_t *texture;
        matrix4x4_t texmatrix;
        vec4_t color;
-       int texrgbscale;
        int flags;
 }
 texturelayer_t;
@@ -555,7 +554,7 @@ typedef struct model_s
        // draw a shadow volume for the model based on light source
        void(*DrawShadowVolume)(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
        // draw the lighting on a model (through stencil)
-       void(*DrawLight)(struct entity_render_s *ent, float *lightcolor, int numsurfaces, const int *surfacelist);
+       void(*DrawLight)(struct entity_render_s *ent, vec3_t lightcolorbase, vec3_t lightcolorpants, vec3_t lightcolorshirt, int numsurfaces, const int *surfacelist);
        // trace a box against this model
        void (*TraceBox)(struct model_s *model, int frame, struct trace_s *trace, const vec3_t boxstartmins, const vec3_t boxstartmaxs, const vec3_t boxendmins, const vec3_t boxendmaxs, int hitsupercontentsmask);
        // fields belonging to some types of model
@@ -657,7 +656,7 @@ void R_Q1BSP_Draw(struct entity_render_s *ent);
 void R_Q1BSP_GetLightInfo(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, qbyte *outleafpvs, int *outnumleafspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer);
 void R_Q1BSP_CompileShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist);
 void R_Q1BSP_DrawShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
-void R_Q1BSP_DrawLight(struct entity_render_s *ent, float *lightcolor, int numsurfaces, const int *surfacelist);
+void R_Q1BSP_DrawLight(struct entity_render_s *ent, vec3_t lightcolorbase, vec3_t lightcolorpants, vec3_t lightcolorshirt, int numsurfaces, const int *surfacelist);
 
 // alias models
 struct frameblend_s;
index 59d729963c1e72a2d3f2dce5e6ebfcb97b4abb4b..392d1f499813c4fce3269bebf2598b2e006e3069 100644 (file)
@@ -1069,7 +1069,11 @@ static matrix4x4_t r_shadow_entitytoattenuationxyz;
 // this transforms only the Z to S, and T is always 0.5
 static matrix4x4_t r_shadow_entitytoattenuationz;
 // rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha
-static vec3_t r_shadow_entitylightcolor;
+static vec3_t r_shadow_entitylightcolorbase;
+// rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_pantscolor * ent->alpha
+static vec3_t r_shadow_entitylightcolorpants;
+// rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_shirtcolor * ent->alpha
+static vec3_t r_shadow_entitylightcolorshirt;
 
 static int r_shadow_lightpermutation;
 static int r_shadow_lightprog;
@@ -2713,12 +2717,18 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int num
        }
 }
 
-void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolorbase, int numsurfaces, int *surfacelist)
+void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolor, int numsurfaces, int *surfacelist)
 {
        // set up properties for rendering light onto this entity
-       r_shadow_entitylightcolor[0] = lightcolorbase[0] * ent->colormod[0] * ent->alpha;
-       r_shadow_entitylightcolor[1] = lightcolorbase[1] * ent->colormod[1] * ent->alpha;
-       r_shadow_entitylightcolor[2] = lightcolorbase[2] * ent->colormod[2] * ent->alpha;
+       r_shadow_entitylightcolorbase[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
+       r_shadow_entitylightcolorbase[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
+       r_shadow_entitylightcolorbase[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
+       r_shadow_entitylightcolorpants[0] = lightcolor[0] * ent->colormap_pantscolor[0] * ent->alpha;
+       r_shadow_entitylightcolorpants[1] = lightcolor[1] * ent->colormap_pantscolor[1] * ent->alpha;
+       r_shadow_entitylightcolorpants[2] = lightcolor[2] * ent->colormap_pantscolor[2] * ent->alpha;
+       r_shadow_entitylightcolorshirt[0] = lightcolor[0] * ent->colormap_shirtcolor[0] * ent->alpha;
+       r_shadow_entitylightcolorshirt[1] = lightcolor[1] * ent->colormap_shirtcolor[1] * ent->alpha;
+       r_shadow_entitylightcolorshirt[2] = lightcolor[2] * ent->colormap_shirtcolor[2] * ent->alpha;
        Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix);
        Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
        Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
@@ -2736,9 +2746,9 @@ void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t l
                }
        }
        if (ent == r_refdef.worldentity)
-               ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist);
+               ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, numsurfaces, surfacelist);
        else
-               ent->model->DrawLight(ent, r_shadow_entitylightcolor, ent->model->nummodelsurfaces, ent->model->surfacelist);
+               ent->model->DrawLight(ent, r_shadow_entitylightcolorbase, r_shadow_entitylightcolorpants, r_shadow_entitylightcolorshirt, ent->model->nummodelsurfaces, ent->model->surfacelist);
 }
 
 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)