]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_models.c
safety checked lightmap access in Mod_Q1BSP_RecursiveLightPoint as one map Sajt uses...
[xonotic/darkplaces.git] / gl_models.c
index 1f6fc96ff7bad12b6b359c8e8b47a7000372fd3c..8757229ba9fe52c46e9e9de6eb1691b979a3bada 100644 (file)
@@ -247,11 +247,6 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
                else
                {
                        fullbright = !(layer->flags & ALIASLAYER_DIFFUSE) || r_fullbright.integer || (ent->effects & EF_FULLBRIGHT);
-                       if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0 && !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
@@ -266,7 +261,7 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
                        }
                        else
                                tint[0] = tint[1] = tint[2] = 1;
-                       if (r_shadow_realtime_world.integer)
+                       if (r_shadow_realtime_world.integer && !fullbright)
                                VectorScale(tint, r_shadow_realtime_world_lightmaps.value, tint);
                        colorscale *= ifog;
                        if (fullbright)
@@ -328,7 +323,7 @@ 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_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
+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];
@@ -383,7 +378,7 @@ void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v
                        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, lightcubemap);
+                               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_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, lightcubemap);
                        }
                        else if (layer->flags & ALIASLAYER_DIFFUSE)
                        {
@@ -412,7 +407,7 @@ void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v
                                        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, lightcubemap);
+                               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_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, lightcubemap);
                        }
                }
        }
@@ -807,7 +802,7 @@ void R_Model_Zymotic_DrawShadowVolume(entity_render_t *ent, vec3_t relativelight
        // FIXME
 }
 
-void R_Model_Zymotic_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, rtexture_t *lightcubemap)
+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
 }