fog = 0;
if (fogenabled)
{
- VectorSubtract(ent->origin, r_origin, diff);
+ VectorSubtract(ent->origin, r_vieworigin, diff);
fog = DotProduct(diff,diff);
if (fog < 0.01f)
fog = 0.01f;
|| ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0)
|| ((layer->flags & ALIASLAYER_FOG) && !fogenabled)
|| (layer->flags & ALIASLAYER_SPECULAR)
- || ((layer->flags & ALIASLAYER_DIFFUSE) && (r_shadow_realtime_world.integer && r_ambient.integer <= 0 && r_fullbright.integer == 0 && !(ent->effects & EF_FULLBRIGHT))))
+ || ((layer->flags & ALIASLAYER_DIFFUSE) && (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0 && r_ambient.integer <= 0 && r_fullbright.integer == 0 && !(ent->effects & EF_FULLBRIGHT))))
continue;
}
if (!firstpass || (ent->effects & EF_ADDITIVE))
m.texrgbscale[0] = 4;
}
}
- R_Mesh_State_Texture(&m);
+ m.pointer_vertex = varray_vertex3f;
c_alias_polys += mesh->num_triangles;
- GL_VertexPointer(varray_vertex3f);
R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f);
if (layer->flags & ALIASLAYER_FOG)
{
else
{
fullbright = !(layer->flags & ALIASLAYER_DIFFUSE) || r_fullbright.integer || (ent->effects & EF_FULLBRIGHT);
- if (r_shadow_realtime_world.integer && !fullbright)
- {
- colorscale *= r_ambient.value * (2.0f / 128.0f);
- fullbright = true;
- }
if (layer->flags & (ALIASLAYER_COLORMAP_PANTS | ALIASLAYER_COLORMAP_SHIRT))
{
// 128-224 are backwards ranges
}
else
tint[0] = tint[1] = tint[2] = 1;
+ if (r_shadow_realtime_world.integer && !fullbright)
+ VectorScale(tint, r_shadow_realtime_world_lightmaps.value, tint);
colorscale *= ifog;
if (fullbright)
GL_Color(tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha);
{
if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false))
{
- GL_ColorPointer(varray_color4f);
+ m.pointer_color = varray_color4f;
R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_NORMAL, varray_normal3f);
R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, varray_vertex3f, varray_normal3f, varray_color4f);
}
GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
}
}
+ R_Mesh_State(&m);
+ GL_LockArrays(0, mesh->num_vertices);
R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
+ GL_LockArrays(0, 0);
}
}
}
}
-void R_Model_Alias_DrawFakeShadow (entity_render_t *ent)
-{
- int i, meshnum;
- aliasmesh_t *mesh;
- aliasskin_t *skin;
- rmeshstate_t m;
- float *v, plane[4], dist, projection[3], floororigin[3], surfnormal[3], lightdirection[3], v2[3];
-
- if ((ent->effects & EF_ADDITIVE) || ent->alpha < 1)
- return;
-
- lightdirection[0] = 0.5;
- lightdirection[1] = 0.2;
- lightdirection[2] = -1;
- VectorNormalizeFast(lightdirection);
-
- VectorMA(ent->origin, 65536.0f, lightdirection, v2);
- if (CL_TraceLine(ent->origin, v2, floororigin, surfnormal, false, NULL, SUPERCONTENTS_SOLID) == 1)
- return;
-
- R_Mesh_Matrix(&ent->matrix);
-
- memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
-
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_DepthMask(false);
- GL_DepthTest(true);
- GL_VertexPointer(varray_vertex3f);
- GL_Color(0, 0, 0, 0.5);
-
- // put a light direction in the entity's coordinate space
- Matrix4x4_Transform3x3(&ent->inversematrix, lightdirection, projection);
- VectorNormalizeFast(projection);
-
- // put the plane's normal in the entity's coordinate space
- Matrix4x4_Transform3x3(&ent->inversematrix, surfnormal, plane);
- VectorNormalizeFast(plane);
-
- // put the plane's distance in the entity's coordinate space
- VectorSubtract(floororigin, ent->origin, floororigin);
- plane[3] = DotProduct(floororigin, surfnormal) + 2;
-
- dist = -1.0f / DotProduct(projection, plane);
- VectorScale(projection, dist, projection);
- for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++)
- {
- skin = R_FetchAliasSkin(ent, mesh);
- if (skin->flags & ALIASSKIN_TRANSPARENT)
- continue;
- R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f);
- for (i = 0, v = varray_vertex3f;i < mesh->num_vertices;i++, v += 3)
- {
- dist = DotProduct(v, plane) - plane[3];
- if (dist > 0)
- VectorMA(v, dist, projection, v);
- }
- c_alias_polys += mesh->num_triangles;
- R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
- }
-}
-
void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
{
int meshnum;
float projectdistance;
if (ent->effects & EF_ADDITIVE || ent->alpha < 1)
return;
- projectdistance = lightradius + ent->model->radius - sqrt(DotProduct(relativelightorigin, relativelightorigin));
+ projectdistance = lightradius + ent->model->radius;// - sqrt(DotProduct(relativelightorigin, relativelightorigin));
if (projectdistance > 0.1)
{
R_Mesh_Matrix(&ent->matrix);
if (skin->flags & ALIASSKIN_TRANSPARENT)
continue;
R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f);
- R_Shadow_Volume(mesh->num_vertices, mesh->num_triangles, varray_vertex3f, mesh->data_element3i, mesh->data_neighbor3i, relativelightorigin, lightradius, projectdistance);
+ R_Shadow_VolumeFromSphere(mesh->num_vertices, mesh->num_triangles, varray_vertex3f, mesh->data_element3i, mesh->data_neighbor3i, relativelightorigin, projectdistance, lightradius);
}
}
}
-void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
+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)
{
int c, meshnum, layernum;
float fog, ifog, lightcolor2[3];
fog = 0;
if (fogenabled)
{
- VectorSubtract(ent->origin, r_origin, diff);
+ VectorSubtract(ent->origin, r_vieworigin, diff);
fog = DotProduct(diff,diff);
if (fog < 0.01f)
fog = 0.01f;
if (layer->flags & ALIASLAYER_SPECULAR)
{
c_alias_polys += mesh->num_triangles;
- R_Shadow_SpecularLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, aliasvert_vertex3f, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor2, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, NULL);
+ R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, aliasvert_vertex3f, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, LIGHTING_SPECULAR);
}
else if (layer->flags & ALIASLAYER_DIFFUSE)
{
lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
}
c_alias_polys += mesh->num_triangles;
- R_Shadow_DiffuseLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, aliasvert_vertex3f, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, lightradius, lightcolor2, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, NULL);
+ R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, aliasvert_vertex3f, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, LIGHTING_DIFFUSE);
}
}
}
fog = 0;
if (fogenabled)
{
- VectorSubtract(ent->origin, r_origin, diff);
+ VectorSubtract(ent->origin, r_vieworigin, diff);
fog = DotProduct(diff,diff);
if (fog < 0.01f)
fog = 0.01f;
GL_DepthMask(true);
}
GL_DepthTest(true);
- GL_VertexPointer(varray_vertex3f);
memset(&mstate, 0, sizeof(mstate));
colorscale = 1.0f;
}
mstate.tex[0] = R_GetTexture(texture);
mstate.pointer_texcoord[0] = ent->model->alias.zymdata_texcoords;
- R_Mesh_State_Texture(&mstate);
+ mstate.pointer_vertex = varray_vertex3f;
ZymoticLerpBones(ent->model->alias.zymnum_bones, (zymbonematrix *) ent->model->alias.zymdata_poses, ent->frameblend, ent->model->alias.zymdata_bones);
ZymoticCalcNormal3f(numverts, varray_vertex3f, aliasvert_normal3f, ent->model->alias.zymnum_shaders, ent->model->alias.zymdata_renderlist);
if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, ifog * colorscale, ifog * colorscale, ifog * colorscale, ent->alpha, false))
{
- GL_ColorPointer(varray_color4f);
+ mstate.pointer_color = varray_color4f;
R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, numverts, varray_vertex3f, aliasvert_normal3f, varray_color4f);
}
else
GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
+ R_Mesh_State(&mstate);
+ GL_LockArrays(0, numverts);
R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(0, 0);
c_alias_polys += numtriangles;
if (fog)
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
GL_DepthTest(true);
- GL_VertexPointer(varray_vertex3f);
memset(&mstate, 0, sizeof(mstate));
// FIXME: need alpha mask for fogging...
//mstate.tex[0] = R_GetTexture(texture);
//mstate.pointer_texcoord = ent->model->alias.zymdata_texcoords;
- R_Mesh_State_Texture(&mstate);
+ mstate.pointer_vertex = varray_vertex3f;
+ R_Mesh_State(&mstate);
GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], ent->alpha * fog);
ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->alias.zymdata_vertbonecounts, ent->model->alias.zymdata_verts);
+ R_Mesh_State(&mstate);
+ GL_LockArrays(0, numverts);
R_Mesh_Draw(numverts, numtriangles, elements);
+ GL_LockArrays(0, 0);
c_alias_polys += numtriangles;
}
}
}
}
-void R_Model_Zymotic_DrawFakeShadow(entity_render_t *ent)
-{
- // FIXME
-}
-
-void R_Model_Zymotic_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, float lightradius2, float lightdistbias, float lightsubtract, float *lightcolor)
+void R_Model_Zymotic_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
{
// FIXME
}
-void R_Model_Zymotic_DrawOntoLight(entity_render_t *ent)
+void R_Model_Zymotic_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)
{
// FIXME
}