]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
most of the new alias mesh system is in place now...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 28 Nov 2002 02:33:39 +0000 (02:33 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 28 Nov 2002 02:33:39 +0000 (02:33 +0000)
reversed lighting direction in R_LightModel because it was backwards (weird...)

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@2656 d7cf8633-e32d-0410-b094-e92efae38249

gl_models.c
model_alias.c
model_alias.h
r_light.c

index b382588fa4f444934900e106c489f903aca4cd93..41c1bf5e0d93b1626e740789e0afe47941d609ac 100644 (file)
@@ -191,28 +191,35 @@ skinframe_t *R_FetchSkinFrame(const entity_render_t *ent)
                return &model->skinframes[model->skinscenes[s].firstframe];
 }
 
+aliasskin_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mesh)
+{
+       model_t *model = ent->model;
+       int s = ent->skinnum;
+       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;
+       else
+               s = model->skinscenes[s].firstframe;
+       if (s > mesh->num_skins)
+               return mesh->data_skins;
+       return mesh->data_skins + s;
+}
+
 void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
 {
-       int i, c, fullbright, pantsfullbright, shirtfullbright, colormapped, tex;
-       float pantscolor[3], shirtcolor[3];
-       float fog, ifog, colorscale;
+       int c, fullbright, layernum;
+       float tint[3], fog, ifog, colorscale;
        vec3_t diff;
        qbyte *bcolor;
        rmeshstate_t m;
-       model_t *model;
-       skinframe_t *skinframe;
        const entity_render_t *ent = calldata1;
-       int blendfunc1, blendfunc2;
+       aliasmesh_t *mesh = ent->model->mdlmd2data_meshes + calldata2;
+       aliaslayer_t *layer;
+       aliasskin_t *skin;
 
        R_Mesh_Matrix(&ent->matrix);
 
-       model = ent->model;
-       R_Mesh_ResizeCheck(model->numverts);
-
-       skinframe = R_FetchSkinFrame(ent);
-
-       fullbright = (ent->effects & EF_FULLBRIGHT) != 0;
-
        fog = 0;
        if (fogenabled)
        {
@@ -231,199 +238,118 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
        }
        ifog = 1 - fog;
 
-       if (ent->effects & EF_ADDITIVE)
-       {
-               blendfunc1 = GL_SRC_ALPHA;
-               blendfunc2 = GL_ONE;
-       }
-       else if (ent->alpha != 1.0 || skinframe->fog != NULL)
-       {
-               blendfunc1 = GL_SRC_ALPHA;
-               blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-       }
-       else
-       {
-               blendfunc1 = GL_ONE;
-               blendfunc2 = GL_ZERO;
-       }
-
+       memset(&m, 0, sizeof(m));
+       skin = R_FetchAliasSkin(ent, mesh);
+       R_Mesh_ResizeCheck(mesh->num_vertices);
        R_Model_Alias_GetVerts(ent, varray_vertex, aliasvert_normals, NULL, NULL);
-       memcpy(varray_texcoord[0], model->mdlmd2data_texcoords, model->numverts * sizeof(float[4]));
-       if (!skinframe->base && !skinframe->pants && !skinframe->shirt && !skinframe->glow)
+       memcpy(varray_texcoord[0], mesh->data_texcoords, mesh->num_vertices * sizeof(float[4]));
+       for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
        {
-               // untextured
-               memset(&m, 0, sizeof(m));
-               m.blendfunc1 = blendfunc1;
-               m.blendfunc2 = blendfunc2;
-               colorscale = r_colorscale;
-               if (gl_combine.integer)
+               if (((layer->flags & ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED) && ent->colormap < 0)
+                || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0)
+                ||  (layer->flags & ALIASLAYER_DRAW_PER_LIGHT))
+                       continue;
+               if (layer->flags & ALIASLAYER_FOG)
                {
-                       colorscale *= 0.25f;
-                       m.texrgbscale[0] = 4;
+                       m.blendfunc1 = GL_SRC_ALPHA;
+                       m.blendfunc2 = GL_ONE;
+                       colorscale = r_colorscale;
+                       m.texrgbscale[0] = 1;
+                       m.tex[0] = R_GetTexture(layer->texture);
+                       R_Mesh_State(&m);
+                       GL_Color(fogcolor[0] * fog * colorscale, fogcolor[1] * fog * colorscale, fogcolor[2] * fog * colorscale, ent->alpha);
+                       c_alias_polys += mesh->num_triangles;
+                       R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_elements);
+                       continue;
                }
-               m.tex[0] = R_GetTexture(r_notexture);
-               R_Mesh_State(&m);
-               c_alias_polys += model->numtris;
-               for (i = 0;i < model->numverts * 4;i += 4)
+               if ((layer->flags & ALIASLAYER_ADD) || ((layer->flags & ALIASLAYER_ALPHA) && (ent->effects & EF_ADDITIVE)))
                {
-                       varray_texcoord[0][i + 0] *= 8.0f;
-                       varray_texcoord[0][i + 1] *= 8.0f;
+                       m.blendfunc1 = GL_SRC_ALPHA;
+                       m.blendfunc2 = GL_ONE;
+               }
+               else if ((layer->flags & ALIASLAYER_ALPHA) || ent->alpha != 1.0)
+               {
+                       m.blendfunc1 = GL_SRC_ALPHA;
+                       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+               }
+               else
+               {
+                       m.blendfunc1 = GL_ONE;
+                       m.blendfunc2 = GL_ZERO;
                }
-               R_LightModel(ent, model->numverts, varray_vertex, aliasvert_normals, varray_color, colorscale, colorscale, colorscale, false);
-               R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
-               return;
-       }
-
-       colormapped = !skinframe->merged || (ent->colormap >= 0 && skinframe->base && (skinframe->pants || skinframe->shirt));
-       if (colormapped)
-       {
-               // 128-224 are backwards ranges
-               c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
-               bcolor = (qbyte *) (&palette_complete[c]);
-               pantsfullbright = c >= 224;
-               VectorScale(bcolor, (1.0f / 255.0f), pantscolor);
-               c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
-               bcolor = (qbyte *) (&palette_complete[c]);
-               shirtfullbright = c >= 224;
-               VectorScale(bcolor, (1.0f / 255.0f), shirtcolor);
-       }
-       else
-       {
-               pantscolor[0] = pantscolor[1] = pantscolor[2] = shirtcolor[0] = shirtcolor[1] = shirtcolor[2] = 1;
-               pantsfullbright = shirtfullbright = false;
-       }
-
-       tex = colormapped ? R_GetTexture(skinframe->base) : R_GetTexture(skinframe->merged);
-       if (tex)
-       {
-               memset(&m, 0, sizeof(m));
-               m.blendfunc1 = blendfunc1;
-               m.blendfunc2 = blendfunc2;
                colorscale = r_colorscale;
+               m.texrgbscale[0] = 1;
                if (gl_combine.integer)
                {
                        colorscale *= 0.25f;
                        m.texrgbscale[0] = 4;
                }
-               m.tex[0] = tex;
+               m.tex[0] = R_GetTexture(layer->texture);
                R_Mesh_State(&m);
-               if (fullbright)
-                       GL_Color(colorscale * ifog, colorscale * ifog, colorscale * ifog, ent->alpha);
-               else
-                       R_LightModel(ent, model->numverts, varray_vertex, aliasvert_normals, varray_color, colorscale * ifog, colorscale * ifog, colorscale * ifog, false);
-               R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
-               c_alias_polys += model->numtris;
-               blendfunc1 = GL_SRC_ALPHA;
-               blendfunc2 = GL_ONE;
-       }
-
-       if (colormapped)
-       {
-               if (skinframe->pants)
+               if (layer->flags & ALIASLAYER_COLORMAP_PANTS)
                {
-                       tex = R_GetTexture(skinframe->pants);
-                       if (tex)
-                       {
-                               memset(&m, 0, sizeof(m));
-                               m.blendfunc1 = blendfunc1;
-                               m.blendfunc2 = blendfunc2;
-                               colorscale = r_colorscale;
-                               if (gl_combine.integer)
-                               {
-                                       colorscale *= 0.25f;
-                                       m.texrgbscale[0] = 4;
-                               }
-                               m.tex[0] = tex;
-                               R_Mesh_State(&m);
-                               if (pantsfullbright)
-                                       GL_Color(pantscolor[0] * colorscale * ifog, pantscolor[1] * colorscale * ifog, pantscolor[2] * colorscale * ifog, ent->alpha);
-                               else
-                                       R_LightModel(ent, model->numverts, varray_vertex, aliasvert_normals, varray_color, pantscolor[0] * colorscale * ifog, pantscolor[1] * colorscale * ifog, pantscolor[2] * colorscale * ifog, false);
-                               R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
-                               c_alias_polys += model->numtris;
-                               blendfunc1 = GL_SRC_ALPHA;
-                               blendfunc2 = GL_ONE;
-                       }
+                       // 128-224 are backwards ranges
+                       c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
+                       bcolor = (qbyte *) (&palette_complete[c]);
+                       fullbright = c >= 224;
+                       VectorScale(bcolor, (1.0f / 255.0f), tint);
                }
-               if (skinframe->shirt)
+               else if (layer->flags & ALIASLAYER_COLORMAP_SHIRT)
                {
-                       tex = R_GetTexture(skinframe->shirt);
-                       if (tex)
-                       {
-                               memset(&m, 0, sizeof(m));
-                               m.blendfunc1 = blendfunc1;
-                               m.blendfunc2 = blendfunc2;
-                               colorscale = r_colorscale;
-                               if (gl_combine.integer)
-                               {
-                                       colorscale *= 0.25f;
-                                       m.texrgbscale[0] = 4;
-                               }
-                               m.tex[0] = tex;
-                               R_Mesh_State(&m);
-                               if (shirtfullbright)
-                                       GL_Color(shirtcolor[0] * colorscale * ifog, shirtcolor[1] * colorscale * ifog, shirtcolor[2] * colorscale * ifog, ent->alpha);
-                               else
-                                       R_LightModel(ent, model->numverts, varray_vertex, aliasvert_normals, varray_color, shirtcolor[0] * colorscale * ifog, shirtcolor[1] * colorscale * ifog, shirtcolor[2] * colorscale * ifog, false);
-                               R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
-                               c_alias_polys += model->numtris;
-                               blendfunc1 = GL_SRC_ALPHA;
-                               blendfunc2 = GL_ONE;
-                       }
+                       // 128-224 are backwards ranges
+                       c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
+                       bcolor = (qbyte *) (&palette_complete[c]);
+                       fullbright = c >= 224;
+                       VectorScale(bcolor, (1.0f / 255.0f), tint);
                }
-       }
-       if (skinframe->glow)
-       {
-               tex = R_GetTexture(skinframe->glow);
-               if (tex)
+               else
                {
-                       memset(&m, 0, sizeof(m));
-                       m.blendfunc1 = blendfunc1;
-                       m.blendfunc2 = blendfunc2;
-                       m.tex[0] = tex;
-                       R_Mesh_State(&m);
-
-                       blendfunc1 = GL_SRC_ALPHA;
-                       blendfunc2 = GL_ONE;
-                       c_alias_polys += model->numtris;
-                       GL_Color(ifog * r_colorscale, ifog * r_colorscale, ifog * r_colorscale, ent->alpha);
-                       R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
+                       tint[0] = tint[1] = tint[2] = 1;
+                       fullbright = false;
                }
-       }
-       if (fog)
-       {
-               memset(&m, 0, sizeof(m));
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE;
-               m.tex[0] = R_GetTexture(skinframe->fog);
-               R_Mesh_State(&m);
-
-               c_alias_polys += model->numtris;
-               GL_Color(fogcolor[0] * fog * r_colorscale, fogcolor[1] * fog * r_colorscale, fogcolor[2] * fog * r_colorscale, ent->alpha);
-               R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
+               VectorScale(tint, ifog * colorscale, tint);
+               if (!(layer->flags & ALIASLAYER_DIFFUSE))
+                       fullbright = true;
+               if (ent->effects & EF_FULLBRIGHT)
+                       fullbright = true;
+               if (fullbright)
+                       GL_Color(tint[0], tint[1], tint[2], ent->alpha);
+               else
+                       R_LightModel(ent, mesh->num_vertices, varray_vertex, aliasvert_normals, varray_color, tint[0], tint[1], tint[2], false);
+               c_alias_polys += mesh->num_triangles;
+               R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_elements);
        }
 }
 
 void R_Model_Alias_Draw(entity_render_t *ent)
 {
+       int meshnum;
+       aliasmesh_t *mesh;
        if (ent->alpha < (1.0f / 64.0f))
                return; // basically completely transparent
 
        c_models++;
 
-       if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchSkinFrame(ent)->fog != NULL)
-               R_MeshQueue_AddTransparent(ent->origin, R_DrawAliasModelCallback, ent, 0);
-       else
-               R_DrawAliasModelCallback(ent, 0);
+       for (meshnum = 0, mesh = ent->model->mdlmd2data_meshes;meshnum < ent->model->mdlmd2num_meshes;meshnum++, mesh++)
+       {
+               if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchAliasSkin(ent, mesh)->flags & ALIASSKIN_TRANSPARENT)
+                       R_MeshQueue_AddTransparent(ent->origin, R_DrawAliasModelCallback, ent, meshnum);
+               else
+                       R_DrawAliasModelCallback(ent, meshnum);
+       }
 }
 
 void R_Model_Alias_DrawFakeShadow (entity_render_t *ent)
 {
-       int i;
+       int i, meshnum;
+       aliasmesh_t *mesh;
+       aliasskin_t *skin;
        rmeshstate_t m;
-       model_t *model;
        float *v, planenormal[3], planedist, 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;
@@ -435,16 +361,11 @@ void R_Model_Alias_DrawFakeShadow (entity_render_t *ent)
 
        R_Mesh_Matrix(&ent->matrix);
 
-       model = ent->model;
-       R_Mesh_ResizeCheck(model->numverts);
-
        memset(&m, 0, sizeof(m));
        m.blendfunc1 = GL_SRC_ALPHA;
        m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
        R_Mesh_State(&m);
-
-       c_alias_polys += model->numtris;
-       R_Model_Alias_GetVerts(ent, varray_vertex, NULL, NULL, NULL);
+       GL_Color(0, 0, 0, 0.5);
 
        // put a light direction in the entity's coordinate space
        Matrix4x4_Transform3x3(&ent->inversematrix, lightdirection, projection);
@@ -460,32 +381,134 @@ void R_Model_Alias_DrawFakeShadow (entity_render_t *ent)
 
        dist = -1.0f / DotProduct(projection, planenormal);
        VectorScale(projection, dist, projection);
-       for (i = 0, v = varray_vertex;i < model->numverts;i++, v += 4)
+       for (meshnum = 0, mesh = ent->model->mdlmd2data_meshes;meshnum < ent->model->mdlmd2num_meshes;meshnum++)
        {
-               dist = DotProduct(v, planenormal) - planedist;
-               if (dist > 0)
-               //if (i & 1)
-                       VectorMA(v, dist, projection, v);
+               skin = R_FetchAliasSkin(ent, mesh);
+               if (skin->flags & ALIASSKIN_TRANSPARENT)
+                       continue;
+               R_Mesh_ResizeCheck(mesh->num_vertices);
+               R_Model_Alias_GetVerts(ent, varray_vertex, NULL, NULL, NULL);
+               for (i = 0, v = varray_vertex;i < mesh->num_vertices;i++, v += 4)
+               {
+                       dist = DotProduct(v, planenormal) - planedist;
+                       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_elements);
        }
-       GL_Color(0, 0, 0, 0.5);
-       R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
 }
 
 void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
 {
+       int meshnum;
+       aliasmesh_t *mesh;
+       aliasskin_t *skin;
        float projectdistance;
+       if (ent->effects & EF_ADDITIVE || ent->alpha < 1)
+               return;
        projectdistance = lightradius + ent->model->radius - sqrt(DotProduct(relativelightorigin, relativelightorigin));
        if (projectdistance > 0.1)
        {
                R_Mesh_Matrix(&ent->matrix);
-               R_Mesh_ResizeCheck(ent->model->numverts * 2);
-               R_Model_Alias_GetVerts(ent, varray_vertex, NULL, NULL, NULL);
-               R_Shadow_Volume(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices, ent->model->mdlmd2data_triangleneighbors, relativelightorigin, lightradius, projectdistance);
+               for (meshnum = 0, mesh = ent->model->mdlmd2data_meshes;meshnum < ent->model->mdlmd2num_meshes;meshnum++)
+               {
+                       skin = R_FetchAliasSkin(ent, mesh);
+                       if (skin->flags & ALIASSKIN_TRANSPARENT)
+                               continue;
+                       R_Mesh_ResizeCheck(mesh->num_vertices * 2);
+                       R_Model_Alias_GetVerts(ent, varray_vertex, NULL, NULL, NULL);
+                       R_Shadow_Volume(mesh->num_vertices, mesh->num_triangles, mesh->data_elements, mesh->data_neighbors, relativelightorigin, lightradius, projectdistance);
+               }
        }
 }
 
 void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor)
 {
+       int c, meshnum, layernum;
+       float fog, ifog, lightcolor2[3];
+       vec3_t diff;
+       qbyte *bcolor;
+       aliasmesh_t *mesh;
+       aliaslayer_t *layer;
+       aliasskin_t *skin;
+
+       if (ent->effects & (EF_ADDITIVE | EF_FULLBRIGHT) || ent->alpha < 1)
+               return;
+
+       R_Mesh_Matrix(&ent->matrix);
+
+       fog = 0;
+       if (fogenabled)
+       {
+               VectorSubtract(ent->origin, r_origin, diff);
+               fog = DotProduct(diff,diff);
+               if (fog < 0.01f)
+                       fog = 0.01f;
+               fog = exp(fogdensity/fog);
+               if (fog > 1)
+                       fog = 1;
+               if (fog < 0.01f)
+                       fog = 0;
+               // fog method: darken, additive fog
+               // 1. render model as normal, scaled by inverse of fog alpha (darkens it)
+               // 2. render fog as additive
+       }
+       ifog = 1 - fog;
+
+       for (meshnum = 0, mesh = ent->model->mdlmd2data_meshes;meshnum < ent->model->mdlmd2num_meshes;meshnum++, mesh++)
+       {
+               skin = R_FetchAliasSkin(ent, mesh);
+               if (skin->flags & ALIASSKIN_TRANSPARENT)
+                       continue;
+               R_Mesh_ResizeCheck(mesh->num_vertices);
+               R_Model_Alias_GetVerts(ent, varray_vertex, aliasvert_normals, aliasvert_svectors, aliasvert_tvectors);
+               for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
+               {
+                       if (!(layer->flags & ALIASLAYER_DRAW_PER_LIGHT)
+                        || ((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_SpecularLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_elements, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, mesh->data_texcoords, relativelightorigin, relativeeyeorigin, lightradius, lightcolor2, layer->texture, layer->nmap, NULL);
+                       }
+                       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_DiffuseLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_elements, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, mesh->data_texcoords, relativelightorigin, lightradius, lightcolor2, layer->texture, layer->nmap, NULL);
+                       }
+               }
+       }
+/*
        int c;
        float lightcolor2[3];
        qbyte *bcolor;
@@ -536,6 +559,7 @@ void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v
        else
                if (skinframe->merged)
                        R_Shadow_DiffuseLighting(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, ent->model->mdlmd2data_texcoords, relativelightorigin, lightradius, lightcolor, skinframe->merged, skinframe->nmap, NULL);
+*/
 }
 
 int ZymoticLerpBones(int count, const zymbonematrix *bonebase, const frameblend_t *blend, const zymbone_t *bone)
index a2d3d5e0570082cb7cf9f523633f25f04b92e10f..f7a1767441ae702e21159c78d0444da2c6de543f 100644 (file)
@@ -81,6 +81,7 @@ static void Mod_BuildAliasVertexTextureVectors(int numtriangles, const int *elem
        Mod_BuildTextureVectorsAndNormals(numverts, numtriangles, vertexbuffer, texcoords, elements, svectorsbuffer, tvectorsbuffer, normalsbuffer);
        for (i = 0;i < numverts;i++)
        {
+               // LordHavoc: alias models are backwards, apparently
                vertices[i].normal[0] = normalsbuffer[i * 4 + 0];
                vertices[i].normal[1] = normalsbuffer[i * 4 + 1];
                vertices[i].normal[2] = normalsbuffer[i * 4 + 2];
@@ -245,23 +246,23 @@ void Mod_BuildMDLMD2MeshInfo(void)
                if (skinframe->glow != NULL)
                        skin->num_layers++;
                if (skinframe->merged != NULL)
-                       skin->num_layers++;
+                       skin->num_layers += 2;
                if (skinframe->base != NULL)
-                       skin->num_layers++;
+                       skin->num_layers += 2;
                if (skinframe->pants != NULL)
-                       skin->num_layers++;
+                       skin->num_layers += 2;
                if (skinframe->shirt != NULL)
-                       skin->num_layers++;
+                       skin->num_layers += 2;
                layer = skin->data_layers = Mem_Alloc(loadmodel->mempool, skin->num_layers * sizeof(aliaslayer_t));
                if (skinframe->glow != NULL)
                {
-                       layer->flags = ALIASLAYER_REALTIME_NODRAW;
+                       layer->flags = 0;
                        layer->texture = skinframe->glow;
                        layer++;
                }
                if (skinframe->merged != NULL)
                {
-                       layer->flags = ALIASLAYER_COLORMAP_NODRAW | ALIASLAYER_DIFFUSE;
+                       layer->flags = ALIASLAYER_NODRAW_IF_COLORMAPPED | ALIASLAYER_DIFFUSE;
                        if (skinframe->glow != NULL)
                                layer->flags |= ALIASLAYER_ADD;
                        layer->texture = skinframe->merged;
@@ -270,7 +271,7 @@ void Mod_BuildMDLMD2MeshInfo(void)
                }
                if (skinframe->base != NULL)
                {
-                       layer->flags = ALIASLAYER_COLORMAP_DRAW | ALIASLAYER_DIFFUSE;
+                       layer->flags = ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_DIFFUSE;
                        if (skinframe->glow != NULL)
                                layer->flags |= ALIASLAYER_ADD;
                        layer->texture = skinframe->base;
@@ -279,7 +280,7 @@ void Mod_BuildMDLMD2MeshInfo(void)
                }
                if (skinframe->pants != NULL)
                {
-                       layer->flags = ALIASLAYER_COLORMAP_DRAW | ALIASLAYER_COLORMAP_DIFFUSE_SHIRT;
+                       layer->flags = ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_DIFFUSE | ALIASLAYER_COLORMAP_SHIRT;
                        if (skinframe->glow != NULL || skinframe->base != NULL)
                                layer->flags |= ALIASLAYER_ADD;
                        layer->texture = skinframe->pants;
@@ -288,20 +289,48 @@ void Mod_BuildMDLMD2MeshInfo(void)
                }
                if (skinframe->shirt != NULL)
                {
-                       layer->flags = ALIASLAYER_COLORMAP_DRAW | ALIASLAYER_COLORMAP_DIFFUSE_SHIRT;
+                       layer->flags = ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_DIFFUSE | ALIASLAYER_COLORMAP_SHIRT;
                        if (skinframe->glow != NULL || skinframe->base != NULL || skinframe->pants != NULL)
                                layer->flags |= ALIASLAYER_ADD;
                        layer->texture = skinframe->shirt;
                        layer->nmap = skinframe->nmap;
                        layer++;
                }
-               layer->flags = ALIASLAYER_REALTIME_DRAW | ALIASLAYER_SPECULAR;
+               layer->flags = ALIASLAYER_FOG;
+               layer->texture = skinframe->fog;
+               layer++;
+               layer->flags = ALIASLAYER_DRAW_PER_LIGHT | ALIASLAYER_SPECULAR;
                layer->texture = skinframe->gloss;
                layer->nmap = skinframe->nmap;
                layer++;
-               layer->flags = ALIASLAYER_REALTIME_NODRAW | ALIASLAYER_FOG;
-               layer->texture = skinframe->fog;
-               layer++;
+               if (skinframe->merged != NULL)
+               {
+                       layer->flags = ALIASLAYER_DRAW_PER_LIGHT | ALIASLAYER_NODRAW_IF_COLORMAPPED | ALIASLAYER_DIFFUSE;
+                       layer->texture = skinframe->merged;
+                       layer->nmap = skinframe->nmap;
+                       layer++;
+               }
+               if (skinframe->base != NULL)
+               {
+                       layer->flags = ALIASLAYER_DRAW_PER_LIGHT | ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_DIFFUSE;
+                       layer->texture = skinframe->base;
+                       layer->nmap = skinframe->nmap;
+                       layer++;
+               }
+               if (skinframe->pants != NULL)
+               {
+                       layer->flags = ALIASLAYER_DRAW_PER_LIGHT | ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_DIFFUSE | ALIASLAYER_COLORMAP_PANTS;
+                       layer->texture = skinframe->pants;
+                       layer->nmap = skinframe->nmap;
+                       layer++;
+               }
+               if (skinframe->shirt != NULL)
+               {
+                       layer->flags = ALIASLAYER_DRAW_PER_LIGHT | ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_DIFFUSE | ALIASLAYER_COLORMAP_SHIRT;
+                       layer->texture = skinframe->shirt;
+                       layer->nmap = skinframe->nmap;
+                       layer++;
+               }
        }
 }
 
index 40526831d465493ee46b1ea17b2c21879e6e453a..7466d7cb16431cfc86ea364ff8b9e324e5ea0f2d 100644 (file)
@@ -238,7 +238,7 @@ typedef struct aliasvertex_s
 }
 aliasvertex_t;
 
-// this layer is fog
+// this layer is fog (completely specialized behavior)
 #define ALIASLAYER_FOG 1
 // alpha blending
 #define ALIASLAYER_ALPHA 2
@@ -249,17 +249,15 @@ aliasvertex_t;
 // apply specular lighting
 #define ALIASLAYER_SPECULAR 16
 // tint with pants color
-#define ALIASLAYER_COLORMAP_DIFFUSE_PANTS 32
+#define ALIASLAYER_COLORMAP_PANTS 32
 // tint with shirt color
-#define ALIASLAYER_COLORMAP_DIFFUSE_SHIRT 64
+#define ALIASLAYER_COLORMAP_SHIRT 64
+// don't draw this layer if colormap is not used
+#define ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED 128
 // don't draw this layer if colormap is used
-#define ALIASLAYER_COLORMAP_NODRAW 128
-// only draw this layer if colormap is used
-#define ALIASLAYER_COLORMAP_DRAW 256
-// don't draw this layer for realtime lighting passes
-#define ALIASLAYER_REALTIME_NODRAW 512
-// only draw this layer for realtime lighting passes
-#define ALIASLAYER_REALTIME_DRAW 1024
+#define ALIASLAYER_NODRAW_IF_COLORMAPPED 256
+// draw this layer for realtime lighting passes, otherwise don't
+#define ALIASLAYER_DRAW_PER_LIGHT 512
 
 typedef struct aliaslayer_s
 {
index 86c2a0d4031f33e69c1a75315f5f62920e3d9736..48ef2cdd0a3a4c51ddcffc0ba200ddde28d60266 100644 (file)
--- a/r_light.c
+++ b/r_light.c
@@ -840,7 +840,7 @@ void R_LightModel(const entity_render_t *ent, int numverts, float *vertices, flo
                        VectorCopy(basecolor, color);
                        for (j = 0, nl = &nearlight[0];j < nearlights;j++, nl++)
                        {
-                               VectorSubtract(nl->origin, av, v);
+                               VectorSubtract(av, nl->origin, v);
                                // directional shading
                                dot = DotProduct(avn,v);
                                if (dot > 0)