mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2024-11-22 12:41:21 +00:00
renders: use dot product of shadevector and normal directly
This commit is contained in:
parent
a9219192e0
commit
88bb466f1e
4 changed files with 70 additions and 81 deletions
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@ -27,20 +27,15 @@
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#include "header/local.h"
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#define NUMVERTEXNORMALS 162
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#define SHADEDOT_QUANT 16
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/* precalculated dot products for quantized angles */
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static float r_avertexnormal_dots[SHADEDOT_QUANT][256] = {
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#include "../constants/anormtab.h"
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static const float r_avertexnormals[NUMVERTEXNORMALS][3] = {
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#include "../constants/anorms.h"
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};
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vec3_t shadevector;
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float shadelight[3];
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float *shadedots = r_avertexnormal_dots[0];
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static void
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R_DrawAliasDrawCommands(const entity_t *currententity, int *order, const int *order_end,
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float alpha, dxtrivertx_t *verts, vec4_t *s_lerped)
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float alpha, dxtrivertx_t *verts, vec4_t *s_lerped, const float *shadelight,
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const float *shadevector)
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{
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#ifdef _MSC_VER // workaround for lack of VLAs (=> our workaround uses alloca() which is bad in loops)
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int maxCount = 0;
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@ -129,6 +124,7 @@ R_DrawAliasDrawCommands(const entity_t *currententity, int *order, const int *or
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do
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{
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int index_xyz;
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const float *norm;
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float l;
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/* texture coordinates come from the draw list */
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@ -139,7 +135,9 @@ R_DrawAliasDrawCommands(const entity_t *currententity, int *order, const int *or
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order += 3;
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/* normals and vertexes come from the frame list */
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l = shadedots[verts[index_xyz].lightnormalindex];
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/* shadevector is set above according to rotation (around Z axis I think) */
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norm = r_avertexnormals[verts[index_xyz].lightnormalindex];
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l = DotProduct(norm, shadevector) + 1;
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clr[index_clr++] = l * shadelight[0];
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clr[index_clr++] = l * shadelight[1];
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@ -177,7 +175,7 @@ R_DrawAliasDrawCommands(const entity_t *currententity, int *order, const int *or
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*/
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static void
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R_DrawAliasFrameLerp(entity_t *currententity, dmdx_t *paliashdr, float backlerp,
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vec4_t *s_lerped)
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vec4_t *s_lerped, const float *shadelight, const float *shadevector)
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{
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daliasxframe_t *frame, *oldframe;
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const dxtrivertx_t *ov;
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@ -241,7 +239,8 @@ R_DrawAliasFrameLerp(entity_t *currententity, dmdx_t *paliashdr, float backlerp,
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lerp = s_lerped[0];
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R_LerpVerts(colorOnly, paliashdr->num_xyz, verts, ov, lerp, move, frontv, backv);
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R_LerpVerts(colorOnly, paliashdr->num_xyz, verts, ov, lerp,
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move, frontv, backv);
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num_mesh_nodes = paliashdr->num_meshes;
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mesh_nodes = (dmdxmesh_t *)((char*)paliashdr + paliashdr->ofs_meshes);
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@ -252,7 +251,7 @@ R_DrawAliasFrameLerp(entity_t *currententity, dmdx_t *paliashdr, float backlerp,
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order + mesh_nodes[i].ofs_glcmds,
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order + Q_min(paliashdr->num_glcmds,
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mesh_nodes[i].ofs_glcmds + mesh_nodes[i].num_glcmds),
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alpha, verts, s_lerped);
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alpha, verts, s_lerped, shadelight, shadevector);
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}
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if (colorOnly)
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@ -263,7 +262,7 @@ R_DrawAliasFrameLerp(entity_t *currententity, dmdx_t *paliashdr, float backlerp,
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static void
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R_DrawAliasShadowCommand(const entity_t *currententity, int *order, const int *order_end,
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float height, float lheight, vec4_t *s_lerped)
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float height, float lheight, vec4_t *s_lerped, const float *shadevector)
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{
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unsigned short total;
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vec3_t point;
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@ -346,7 +345,7 @@ R_DrawAliasShadowCommand(const entity_t *currententity, int *order, const int *o
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static void
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R_DrawAliasShadow(entity_t *currententity, dmdx_t *paliashdr, int posenum,
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vec4_t *s_lerped)
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vec4_t *s_lerped, vec3_t shadevector)
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{
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int *order, i, num_mesh_nodes;
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float height = 0, lheight;
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@ -373,7 +372,7 @@ R_DrawAliasShadow(entity_t *currententity, dmdx_t *paliashdr, int posenum,
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order + mesh_nodes[i].ofs_glcmds,
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order + Q_min(paliashdr->num_glcmds,
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mesh_nodes[i].ofs_glcmds + mesh_nodes[i].num_glcmds),
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height, lheight, s_lerped);
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height, lheight, s_lerped, shadevector);
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}
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/* stencilbuffer shadows */
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@ -418,10 +417,11 @@ void
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R_DrawAliasModel(entity_t *currententity, const model_t *currentmodel)
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{
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int i;
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dmdx_t *paliashdr;
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float an;
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vec3_t bbox[8];
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const image_t *skin = NULL;
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vec3_t bbox[8];
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vec3_t shadevector, shadelight;
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dmdx_t *paliashdr;
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vec4_t *s_lerped;
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if (!(currententity->flags & RF_WEAPONMODEL))
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@ -585,9 +585,6 @@ R_DrawAliasModel(entity_t *currententity, const model_t *currentmodel)
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shadelight[2] = 0.0;
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}
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shadedots = r_avertexnormal_dots[((int)(currententity->angles[1] *
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(SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)];
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an = currententity->angles[1] / 180 * M_PI;
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shadevector[0] = cos(-an);
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shadevector[1] = sin(-an);
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@ -703,7 +700,7 @@ R_DrawAliasModel(entity_t *currententity, const model_t *currentmodel)
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s_lerped = R_VertBufferRealloc(paliashdr->num_xyz);
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R_DrawAliasFrameLerp(currententity, paliashdr, currententity->backlerp,
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s_lerped);
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s_lerped, shadelight, shadevector);
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R_TexEnv(GL_REPLACE);
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glShadeModel(GL_FLAT);
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@ -760,7 +757,7 @@ R_DrawAliasModel(entity_t *currententity, const model_t *currentmodel)
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glEnable(GL_BLEND);
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glColor4f(0, 0, 0, 0.5f);
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R_DrawAliasShadow(currententity, paliashdr, currententity->frame,
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s_lerped);
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s_lerped, shadevector);
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_BLEND);
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glPopMatrix();
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@ -30,11 +30,9 @@
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#include "../files/DG_dynarr.h"
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#define NUMVERTEXNORMALS 162
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#define SHADEDOT_QUANT 16
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/* precalculated dot products for quantized angles */
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static float r_avertexnormal_dots[SHADEDOT_QUANT][256] = {
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#include "../constants/anormtab.h"
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static const float r_avertexnormals[NUMVERTEXNORMALS][3] = {
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#include "../constants/anorms.h"
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};
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typedef struct gl3_shadowinfo_s {
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@ -66,8 +64,8 @@ GL3_ShutdownMeshes(void)
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static void
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DrawAliasFrameLerpCommands(dmdx_t *paliashdr, entity_t* entity, vec3_t shadelight,
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int *order, int *order_end, float* shadedots, float alpha, qboolean colorOnly,
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dxtrivertx_t *verts, vec4_t *s_lerped)
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int *order, int *order_end, float alpha, qboolean colorOnly,
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dxtrivertx_t *verts, vec4_t *s_lerped, const float *shadevector)
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{
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// all the triangle fans and triangle strips of this model will be converted to
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// just triangles: the vertices stay the same and are batched in vtxBuf,
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@ -132,6 +130,7 @@ DrawAliasFrameLerpCommands(dmdx_t *paliashdr, entity_t* entity, vec3_t shadeligh
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for(i=0; i<count; ++i)
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{
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gl3_alias_vtx_t* cur = &buf[i];
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const float *norm;
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int index_xyz;
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int j = 0;
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float l;
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order += 3;
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/* normals and vertexes come from the frame list */
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// shadedots is set above according to rotation (around Z axis I think)
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// to one of 16 (SHADEDOT_QUANT) presets in r_avertexnormal_dots
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l = shadedots[verts[index_xyz].lightnormalindex];
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/* shadevector is set above according to rotation (around Z axis I think) */
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norm = r_avertexnormals[verts[index_xyz].lightnormalindex];
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l = DotProduct(norm, shadevector) + 1;
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for(j=0; j<3; ++j)
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{
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* Interpolates between two frames and origins
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*/
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static void
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DrawAliasFrameLerp(dmdx_t *paliashdr, entity_t* entity, vec3_t shadelight)
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DrawAliasFrameLerp(dmdx_t *paliashdr, entity_t* entity, vec3_t shadelight,
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const float *shadevector)
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{
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daliasxframe_t *frame, *oldframe;
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dxtrivertx_t *ov, *verts;
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(RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE | RF_SHELL_DOUBLE |
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RF_SHELL_HALF_DAM));
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// TODO: maybe we could somehow store the non-rotated normal and do the dot in shader?
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float* shadedots = r_avertexnormal_dots[((int)(entity->angles[1] *
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(SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)];
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frame = (daliasxframe_t *)((byte *)paliashdr + paliashdr->ofs_frames
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+ entity->frame * paliashdr->framesize);
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verts = frame->verts;
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order + mesh_nodes[i].ofs_glcmds,
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order + Q_min(paliashdr->num_glcmds,
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mesh_nodes[i].ofs_glcmds + mesh_nodes[i].num_glcmds),
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shadedots, alpha, colorOnly, verts, s_lerped);
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alpha, colorOnly, verts, s_lerped, shadevector);
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}
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}
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static void
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DrawAliasShadowCommands(int *order, int *order_end, vec3_t shadevector,
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DrawAliasShadowCommands(int *order, int *order_end, const float *shadevector,
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float height, float lheight, vec4_t *s_lerped)
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{
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// GL1 uses alpha 0.5, but in GL3 0.3 looks better
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@ -606,8 +602,8 @@ GL3_DrawAliasModel(entity_t *entity)
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else
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{
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R_LightPoint(gl3_worldmodel->grid, entity, &gl3_newrefdef,
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gl3_worldmodel->surfaces, gl3_worldmodel->nodes, entity->origin,
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shadelight, r_modulate->value, lightspot);
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gl3_worldmodel->surfaces, gl3_worldmodel->nodes,
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entity->origin, shadelight, r_modulate->value, lightspot);
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}
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/* player lighting hack for communication back to server */
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entity->oldframe = 0;
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}
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DrawAliasFrameLerp(paliashdr, entity, shadelight);
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DrawAliasFrameLerp(paliashdr, entity, shadelight, shadevector);
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//glPopMatrix();
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gl3state.uni3DData.transModelMat4 = origModelMat;
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@ -30,11 +30,9 @@
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#include "../files/DG_dynarr.h"
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#define NUMVERTEXNORMALS 162
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#define SHADEDOT_QUANT 16
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/* precalculated dot products for quantized angles */
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static float r_avertexnormal_dots[SHADEDOT_QUANT][256] = {
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#include "../constants/anormtab.h"
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static const float r_avertexnormals[NUMVERTEXNORMALS][3] = {
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#include "../constants/anorms.h"
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};
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typedef struct gl4_shadowinfo_s {
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@ -66,8 +64,8 @@ GL4_ShutdownMeshes(void)
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static void
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DrawAliasFrameLerpCommands(dmdx_t *paliashdr, entity_t* entity, vec3_t shadelight,
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int *order, int *order_end, float* shadedots, float alpha, qboolean colorOnly,
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dxtrivertx_t *verts, vec4_t *s_lerped)
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int *order, int *order_end, float alpha, qboolean colorOnly,
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dxtrivertx_t *verts, vec4_t *s_lerped, const float *shadevector)
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{
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// all the triangle fans and triangle strips of this model will be converted to
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// just triangles: the vertices stay the same and are batched in vtxBuf,
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@ -132,6 +130,7 @@ DrawAliasFrameLerpCommands(dmdx_t *paliashdr, entity_t* entity, vec3_t shadeligh
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for(i=0; i<count; ++i)
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{
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gl4_alias_vtx_t* cur = &buf[i];
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const float *norm;
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int index_xyz;
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int j = 0;
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float l;
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order += 3;
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/* normals and vertexes come from the frame list */
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// shadedots is set above according to rotation (around Z axis I think)
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// to one of 16 (SHADEDOT_QUANT) presets in r_avertexnormal_dots
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l = shadedots[verts[index_xyz].lightnormalindex];
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/* shadevector is set above according to rotation (around Z axis I think) */
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norm = r_avertexnormals[verts[index_xyz].lightnormalindex];
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l = DotProduct(norm, shadevector) + 1;
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for(j=0; j<3; ++j)
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{
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@ -213,7 +212,8 @@ DrawAliasFrameLerpCommands(dmdx_t *paliashdr, entity_t* entity, vec3_t shadeligh
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* Interpolates between two frames and origins
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*/
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static void
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DrawAliasFrameLerp(dmdx_t *paliashdr, entity_t* entity, vec3_t shadelight)
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DrawAliasFrameLerp(dmdx_t *paliashdr, entity_t* entity, vec3_t shadelight,
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const float *shadevector)
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{
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daliasxframe_t *frame, *oldframe;
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dxtrivertx_t *ov, *verts;
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@ -234,10 +234,6 @@ DrawAliasFrameLerp(dmdx_t *paliashdr, entity_t* entity, vec3_t shadelight)
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(RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE | RF_SHELL_DOUBLE |
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RF_SHELL_HALF_DAM));
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// TODO: maybe we could somehow store the non-rotated normal and do the dot in shader?
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float* shadedots = r_avertexnormal_dots[((int)(entity->angles[1] *
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(SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)];
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frame = (daliasxframe_t *)((byte *)paliashdr + paliashdr->ofs_frames
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+ entity->frame * paliashdr->framesize);
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verts = frame->verts;
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@ -308,12 +304,12 @@ DrawAliasFrameLerp(dmdx_t *paliashdr, entity_t* entity, vec3_t shadelight)
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order + mesh_nodes[i].ofs_glcmds,
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order + Q_min(paliashdr->num_glcmds,
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mesh_nodes[i].ofs_glcmds + mesh_nodes[i].num_glcmds),
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shadedots, alpha, colorOnly, verts, s_lerped);
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alpha, colorOnly, verts, s_lerped, shadevector);
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}
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}
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static void
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DrawAliasShadowCommands(int *order, int *order_end, vec3_t shadevector,
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DrawAliasShadowCommands(int *order, int *order_end, const float *shadevector,
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float height, float lheight, vec4_t *s_lerped)
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{
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// GL1 uses alpha 0.5, but in GL4 0.6 looks better and more true to vanilla
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@ -796,7 +792,7 @@ GL4_DrawAliasModel(entity_t *entity)
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entity->oldframe = 0;
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}
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DrawAliasFrameLerp(paliashdr, entity, shadelight);
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DrawAliasFrameLerp(paliashdr, entity, shadelight, shadevector);
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//glPopMatrix();
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gl4state.uni3DData.transModelMat4 = origModelMat;
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@ -832,12 +828,14 @@ GL4_DrawAliasModel(entity_t *entity)
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}
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}
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void GL4_ResetShadowAliasModels(void)
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void
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GL4_ResetShadowAliasModels(void)
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{
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da_clear(shadowModels);
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}
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void GL4_DrawAliasShadows(void)
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void
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GL4_DrawAliasShadows(void)
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{
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size_t numShadowModels = da_count(shadowModels);
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if(numShadowModels == 0)
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@ -28,7 +28,6 @@
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#include "header/local.h"
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#define NUMVERTEXNORMALS 162
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#define SHADEDOT_QUANT 16
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enum {
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TRIANGLE_STRIP = 0,
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@ -52,15 +51,10 @@ static modelvert *vertList[2] = {NULL, NULL};
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static vec3_t *shadowverts = NULL;
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static int verts_count = 0;
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/* precalculated dot products for quantized angles */
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static float r_avertexnormal_dots[SHADEDOT_QUANT][256] = {
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#include "../constants/anormtab.h"
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static const float r_avertexnormals[NUMVERTEXNORMALS][3] = {
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#include "../constants/anorms.h"
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};
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vec3_t shadevector;
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float shadelight[3];
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float *shadedots = r_avertexnormal_dots[0];
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// correction matrix with "hacked depth" for models with RF_DEPTHHACK flag set
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static float r_vulkan_correction_dh[16] = {
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1.f, 0.f, 0.f, 0.f,
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||||
|
@ -202,7 +196,8 @@ Mesh_Free(void)
|
|||
static void
|
||||
Vk_DrawAliasFrameLerpCommands(entity_t *currententity, int *order, int *order_end,
|
||||
float alpha, image_t *skin, float *modelMatrix, int leftHandOffset, int translucentIdx,
|
||||
dxtrivertx_t *verts, vec4_t *s_lerped, int verts_count)
|
||||
dxtrivertx_t *verts, vec4_t *s_lerped, int verts_count, const float *shadelight,
|
||||
const float *shadevector)
|
||||
{
|
||||
int vertCounts[2] = { 0, 0 };
|
||||
int pipeCounters[2] = { 0, 0 };
|
||||
|
@ -295,6 +290,7 @@ Vk_DrawAliasFrameLerpCommands (entity_t *currententity, int *order, int *order_e
|
|||
{
|
||||
int vertIdx = vertCounts[pipelineIdx];
|
||||
int index_xyz = order[2];
|
||||
const float *norm;
|
||||
float l;
|
||||
|
||||
if (Mesh_VertsRealloc(vertIdx))
|
||||
|
@ -306,8 +302,10 @@ Vk_DrawAliasFrameLerpCommands (entity_t *currententity, int *order, int *order_e
|
|||
vertList[pipelineIdx][vertIdx].texCoord[0] = ((float *)order)[0];
|
||||
vertList[pipelineIdx][vertIdx].texCoord[1] = ((float *)order)[1];
|
||||
|
||||
// normals and vertexes come from the frame list
|
||||
l = shadedots[verts[index_xyz].lightnormalindex];
|
||||
/* normals and vertexes come from the frame list */
|
||||
/* shadevector is set above according to rotation (around Z axis I think) */
|
||||
norm = r_avertexnormals[verts[index_xyz].lightnormalindex];
|
||||
l = DotProduct(norm, shadevector) + 1;
|
||||
|
||||
vertList[pipelineIdx][vertIdx].color[0] = l * shadelight[0];
|
||||
vertList[pipelineIdx][vertIdx].color[1] = l * shadelight[1];
|
||||
|
@ -400,7 +398,8 @@ FIXME: batch lerp all vertexes
|
|||
*/
|
||||
static void
|
||||
Vk_DrawAliasFrameLerp(entity_t *currententity, dmdx_t *paliashdr, float backlerp, image_t *skin,
|
||||
float *modelMatrix, int leftHandOffset, int translucentIdx, vec4_t *s_lerped)
|
||||
float *modelMatrix, int leftHandOffset, int translucentIdx, vec4_t *s_lerped,
|
||||
const float *shadelight, const float *shadevector)
|
||||
{
|
||||
daliasxframe_t *frame, *oldframe;
|
||||
dxtrivertx_t *ov, *verts;
|
||||
|
@ -469,13 +468,14 @@ Vk_DrawAliasFrameLerp(entity_t *currententity, dmdx_t *paliashdr, float backlerp
|
|||
mesh_nodes[i].ofs_glcmds + mesh_nodes[i].num_glcmds),
|
||||
alpha, skin,
|
||||
modelMatrix, leftHandOffset, translucentIdx, verts,
|
||||
s_lerped, paliashdr->num_xyz);
|
||||
s_lerped, paliashdr->num_xyz, shadelight, shadevector);
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
Vk_DrawAliasShadow(int *order, int *order_end, int posenum,
|
||||
float *modelMatrix, entity_t *currententity, vec4_t *s_lerped)
|
||||
float *modelMatrix, entity_t *currententity, vec4_t *s_lerped,
|
||||
const float *shadevector)
|
||||
{
|
||||
vec3_t point;
|
||||
float height, lheight;
|
||||
|
@ -603,6 +603,7 @@ R_DrawAliasModel(entity_t *currententity, const model_t *currentmodel)
|
|||
{
|
||||
int leftHandOffset = 0, i;
|
||||
float prev_viewproj[16], an;
|
||||
vec3_t shadevector, shadelight;
|
||||
dmdx_t *paliashdr;
|
||||
vec4_t *s_lerped;
|
||||
|
||||
|
@ -759,9 +760,6 @@ R_DrawAliasModel(entity_t *currententity, const model_t *currentmodel)
|
|||
shadelight[2] = 0.0;
|
||||
}
|
||||
|
||||
shadedots = r_avertexnormal_dots[((int)(currententity->angles[1] *
|
||||
(SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)];
|
||||
|
||||
an = currententity->angles[1] / 180 * M_PI;
|
||||
shadevector[0] = cos(-an);
|
||||
shadevector[1] = sin(-an);
|
||||
|
@ -861,7 +859,7 @@ R_DrawAliasModel(entity_t *currententity, const model_t *currentmodel)
|
|||
|
||||
Vk_DrawAliasFrameLerp(currententity, paliashdr, currententity->backlerp,
|
||||
skin, model, leftHandOffset, (currententity->flags & RF_TRANSLUCENT) ? 1 : 0,
|
||||
s_lerped);
|
||||
s_lerped, shadelight, shadevector);
|
||||
}
|
||||
|
||||
if ( ( currententity->flags & RF_WEAPONMODEL ) && ( r_lefthand->value == 1.0F ) )
|
||||
|
@ -898,7 +896,7 @@ R_DrawAliasModel(entity_t *currententity, const model_t *currentmodel)
|
|||
order + Q_min(paliashdr->num_glcmds,
|
||||
mesh_nodes[i].ofs_glcmds + mesh_nodes[i].num_glcmds),
|
||||
currententity->frame, model, currententity,
|
||||
s_lerped);
|
||||
s_lerped, shadevector);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue