texture_t *texture;
int surfacelistindex;
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 (r_shadow_compilingrtlight)
+ R_UpdateAllTextureInfo(ent);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ tex = NULL;
+ texture = NULL;
+ skip = false;
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
- // if compiling an rtlight, capture the meshes
- int tri;
- int *e;
- float *lightmins, *lightmaxs, *v[3], *vertex3f;
- for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+ if ((ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]]))
+ continue;
+ surface = model->data_surfaces + surfacelist[surfacelistindex];
+ if (tex != surface->texture)
{
- surface = model->data_surfaces + surfacelist[surfacelistindex];
- texture = surface->texture;
- if ((texture->basematerialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) != MATERIALFLAG_WALL || !surface->num_triangles)
+ tex = surface->texture;
+ texture = surface->texture->currentframe;
+ // FIXME: transparent surfaces need to be lit later
+ skip = (texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) != MATERIALFLAG_WALL;
+ if (skip)
continue;
- e = surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle;
- vertex3f = surface->groupmesh->data_vertex3f;
- lightmins = r_shadow_compilingrtlight->cullmins;
- lightmaxs = r_shadow_compilingrtlight->cullmaxs;
- for (tri = 0;tri < surface->num_triangles;tri++, e += 3)
+ if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglDisable(GL_CULL_FACE);
+ else
+ qglEnable(GL_CULL_FACE);
+ glosstexture = r_texture_black;
+ specularscale = 0;
+ if (texture->skin.gloss)
{
- v[0] = vertex3f + e[0] * 3;
- v[1] = vertex3f + e[1] * 3;
- v[2] = vertex3f + e[2] * 3;
- if (PointInfrontOfTriangle(r_shadow_compilingrtlight->shadoworigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
- Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->groupmesh->data_vertex3f, surface->groupmesh->data_svector3f, surface->groupmesh->data_tvector3f, surface->groupmesh->data_normal3f, surface->groupmesh->data_texcoordtexture2f, 1, e);
+ if (r_shadow_gloss.integer >= 1 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
+ {
+ glosstexture = texture->skin.gloss;
+ specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
+ }
}
- }
- }
- else
- {
- texture_t *tex;
- vec3_t lightcolorpants, lightcolorshirt;
- rtexture_t *basetexture = NULL;
- rtexture_t *glosstexture = NULL;
- float specularscale = 0;
- qboolean skip;
- R_UpdateAllTextureInfo(ent);
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- tex = NULL;
- texture = NULL;
- skip = false;
- for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
- {
- if ((ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]]))
- continue;
- surface = model->data_surfaces + surfacelist[surfacelistindex];
- if (tex != surface->texture)
+ else
{
- tex = surface->texture;
- texture = surface->texture->currentframe;
- // FIXME: transparent surfaces need to be lit later
- skip = (texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) != MATERIALFLAG_WALL;
- if (skip)
- continue;
- if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
- qglDisable(GL_CULL_FACE);
- else
- qglEnable(GL_CULL_FACE);
- glosstexture = r_texture_black;
- specularscale = 0;
- if (texture->skin.gloss)
+ if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
{
- if (r_shadow_gloss.integer >= 1 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
- {
- glosstexture = texture->skin.gloss;
- specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
- }
+ glosstexture = r_texture_white;
+ specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
}
- else
+ }
+ 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)
{
- if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
- {
- glosstexture = r_texture_white;
- specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
- }
+ 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);
}
- VectorClear(lightcolorpants);
- VectorClear(lightcolorshirt);
- if (ent->colormap >= 0)
+ // 128-224 are backwards ranges
+ b = (ent->colormap & 0xF0);b += (b >= 128 && b < 224) ? 4 : 12;
+ if (texture->skin.shirt && b < 224)
{
- // 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;
+ 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);
}
- else
- basetexture = 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;
- }
- if (skip || !surface->num_triangles)
- continue;
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
- if (!rsurface_svector3f)
- {
- rsurface_svector3f = varray_svector3f;
- rsurface_tvector3f = varray_tvector3f;
- rsurface_normal3f = varray_normal3f;
- Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+ basetexture = texture->skin.base;
}
- R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), rsurface_vertex3f, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, surface->groupmesh->data_texcoordtexture2f, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->skin.gloss);
+ else
+ basetexture = 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;
+ }
+ if (skip || !surface->num_triangles)
+ continue;
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ if (!rsurface_svector3f)
+ {
+ rsurface_svector3f = varray_svector3f;
+ rsurface_tvector3f = varray_tvector3f;
+ rsurface_normal3f = varray_normal3f;
+ Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
}
+ R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), rsurface_vertex3f, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, surface->groupmesh->data_texcoordtexture2f, lightcolorbase, lightcolorpants, lightcolorshirt, basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->skin.gloss);
}
qglEnable(GL_CULL_FACE);
}