2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // r_surf.c: surface-related refresh code
25 #define MAX_LIGHTMAP_SIZE 256
27 static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
28 static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
30 static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
32 cvar_t r_ambient = {0, "r_ambient", "0"};
33 cvar_t r_drawportals = {0, "r_drawportals", "0"};
34 cvar_t r_testvis = {0, "r_testvis", "0"};
35 cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
36 cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
37 cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"};
38 cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"};
39 cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"};
40 cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"};
41 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
44 // FIXME: these arrays are huge!
45 int r_q1bsp_maxmarkleafs;
46 int r_q1bsp_nummarkleafs;
47 mleaf_t *r_q1bsp_maxleaflist[65536];
48 int r_q1bsp_maxmarksurfaces;
49 int r_q1bsp_nummarksurfaces;
50 msurface_t *r_q1bsp_maxsurfacelist[65536];
52 // FIXME: these arrays are huge!
53 int r_q3bsp_maxmarkleafs;
54 int r_q3bsp_nummarkleafs;
55 q3mleaf_t *r_q3bsp_maxleaflist[65536];
56 int r_q3bsp_maxmarksurfaces;
57 int r_q3bsp_nummarksurfaces;
58 q3msurface_t *r_q3bsp_maxsurfacelist[65536];
61 static int dlightdivtable[32768];
63 static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
65 int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
67 float dist, impact[3], local[3];
72 smax = (surf->extents[0] >> 4) + 1;
73 tmax = (surf->extents[1] >> 4) + 1;
76 for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
78 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
79 continue; // not lit by this light
81 Matrix4x4_Transform(matrix, light->origin, local);
82 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
84 // for comparisons to minimum acceptable light
85 // compensate for LIGHTOFFSET
86 maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
93 if (surf->plane->type < 3)
95 VectorCopy(local, impact);
96 impact[surf->plane->type] -= dist;
100 impact[0] = local[0] - surf->plane->normal[0] * dist;
101 impact[1] = local[1] - surf->plane->normal[1] * dist;
102 impact[2] = local[2] - surf->plane->normal[2] * dist;
105 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
106 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
108 s = bound(0, impacts, smax * 16) - impacts;
109 t = bound(0, impactt, tmax * 16) - impactt;
110 i = s * s + t * t + dist2;
114 // reduce calculations
115 for (s = 0, i = impacts; s < smax; s++, i -= 16)
116 sdtable[s] = i * i + dist2;
118 maxdist3 = maxdist - dist2;
120 // convert to 8.8 blocklights format
121 red = light->rtlight.lightmap_light[0] * (1.0f / 128.0f);
122 green = light->rtlight.lightmap_light[1] * (1.0f / 128.0f);
123 blue = light->rtlight.lightmap_light[2] * (1.0f / 128.0f);
124 subtract = (int) (light->rtlight.lightmap_subtract * 4194304.0f);
128 for (t = 0;t < tmax;t++, i -= 16)
131 // make sure some part of it is visible on this line
134 maxdist2 = maxdist - td;
135 for (s = 0;s < smax;s++)
137 if (sdtable[s] < maxdist2)
139 k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
143 bl[1] += (green * k);
158 static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
160 int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
161 float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
166 smax = (surf->extents[0] >> 4) + 1;
167 tmax = (surf->extents[1] >> 4) + 1;
170 for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
172 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
173 continue; // not lit by this light
175 Matrix4x4_Transform(matrix, light->origin, local);
176 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
178 // for comparisons to minimum acceptable light
179 // compensate for LIGHTOFFSET
180 maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
183 dist2 += LIGHTOFFSET;
184 if (dist2 >= maxdist)
187 if (surf->plane->type < 3)
189 VectorCopy(local, impact);
190 impact[surf->plane->type] -= dist;
194 impact[0] = local[0] - surf->plane->normal[0] * dist;
195 impact[1] = local[1] - surf->plane->normal[1] * dist;
196 impact[2] = local[2] - surf->plane->normal[2] * dist;
199 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
200 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
202 td = bound(0, impacts, smax * 16) - impacts;
203 td1 = bound(0, impactt, tmax * 16) - impactt;
204 td = td * td + td1 * td1 + dist2;
208 // reduce calculations
209 for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
210 sdtable[s] = td1 * td1 + dist2;
212 maxdist3 = maxdist - dist2;
214 // convert to 8.8 blocklights format
215 red = light->rtlight.lightmap_light[0];
216 green = light->rtlight.lightmap_light[1];
217 blue = light->rtlight.lightmap_light[2];
218 subtract = light->rtlight.lightmap_subtract * 32768.0f;
219 bl = floatblocklights;
222 for (t = 0;t < tmax;t++, td1 -= 16.0f)
225 // make sure some part of it is visible on this line
228 maxdist2 = maxdist - td;
229 for (s = 0;s < smax;s++)
231 if (sdtable[s] < maxdist2)
233 k = (32768.0f / (sdtable[s] + td)) - subtract;
253 Combine and scale multiple lightmaps into the 8.8 format in blocklights
256 static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
258 if (!r_floatbuildlightmap.integer)
260 int smax, tmax, i, j, size, size3, maps, stride, l;
261 unsigned int *bl, scale;
262 qbyte *lightmap, *out, *stain;
264 // update cached lighting info
265 surf->cached_dlight = 0;
267 smax = (surf->extents[0]>>4)+1;
268 tmax = (surf->extents[1]>>4)+1;
271 lightmap = surf->samples;
273 // set to full bright if no light data
275 if (!ent->model->brushq1.lightdata)
277 for (i = 0;i < size3;i++)
283 memset(bl, 0, size*3*sizeof(unsigned int));
285 if (surf->dlightframe == r_framecount)
287 surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
288 if (surf->cached_dlight)
292 // add all the lightmaps
296 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
297 for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
298 bl[i] += lightmap[i] * scale;
302 stain = surf->stainsamples;
305 // the >> 16 shift adjusts down 8 bits to account for the stainmap
306 // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
307 // be doubled during rendering to achieve 2x overbright
308 // (0 = 0.0, 128 = 1.0, 256 = 2.0)
309 if (ent->model->brushq1.lightmaprgba)
311 stride = (surf->lightmaptexturestride - smax) * 4;
312 for (i = 0;i < tmax;i++, out += stride)
314 for (j = 0;j < smax;j++)
316 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
317 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
318 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
325 stride = (surf->lightmaptexturestride - smax) * 3;
326 for (i = 0;i < tmax;i++, out += stride)
328 for (j = 0;j < smax;j++)
330 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
331 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
332 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
337 R_UpdateTexture(surf->lightmaptexture, templight);
341 int smax, tmax, i, j, size, size3, maps, stride, l;
343 qbyte *lightmap, *out, *stain;
345 // update cached lighting info
346 surf->cached_dlight = 0;
348 smax = (surf->extents[0]>>4)+1;
349 tmax = (surf->extents[1]>>4)+1;
352 lightmap = surf->samples;
354 // set to full bright if no light data
355 bl = floatblocklights;
356 if (!ent->model->brushq1.lightdata)
358 for (i = 0;i < size3;i++)
363 memset(bl, 0, size*3*sizeof(float));
365 if (surf->dlightframe == r_framecount)
367 surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
368 if (surf->cached_dlight)
372 // add all the lightmaps
375 bl = floatblocklights;
376 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
377 for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
378 bl[i] += lightmap[i] * scale;
382 stain = surf->stainsamples;
383 bl = floatblocklights;
385 // this scaling adjusts down 8 bits to account for the stainmap
386 // scaling, and remaps the 0.0-2.0 (2x overbright) to 0-256, it will
387 // be doubled during rendering to achieve 2x overbright
388 // (0 = 0.0, 128 = 1.0, 256 = 2.0)
389 scale = 1.0f / (1 << 16);
390 if (ent->model->brushq1.lightmaprgba)
392 stride = (surf->lightmaptexturestride - smax) * 4;
393 for (i = 0;i < tmax;i++, out += stride)
395 for (j = 0;j < smax;j++)
397 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
398 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
399 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
406 stride = (surf->lightmaptexturestride - smax) * 3;
407 for (i = 0;i < tmax;i++, out += stride)
409 for (j = 0;j < smax;j++)
411 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
412 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
413 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
418 R_UpdateTexture(surf->lightmaptexture, templight);
422 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
424 float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
425 msurface_t *surf, *endsurf;
426 int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
430 maxdist = radius * radius;
431 invradius = 1.0f / radius;
434 if (node->contents < 0)
436 ndist = PlaneDiff(origin, node->plane);
439 node = node->children[0];
444 node = node->children[1];
448 dist2 = ndist * ndist;
449 maxdist3 = maxdist - dist2;
451 if (node->plane->type < 3)
453 VectorCopy(origin, impact);
454 impact[node->plane->type] -= ndist;
458 impact[0] = origin[0] - node->plane->normal[0] * ndist;
459 impact[1] = origin[1] - node->plane->normal[1] * ndist;
460 impact[2] = origin[2] - node->plane->normal[2] * ndist;
463 for (surf = model->brushq1.surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
465 if (surf->stainsamples)
467 smax = (surf->extents[0] >> 4) + 1;
468 tmax = (surf->extents[1] >> 4) + 1;
470 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
471 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
473 s = bound(0, impacts, smax * 16) - impacts;
474 t = bound(0, impactt, tmax * 16) - impactt;
475 i = s * s + t * t + dist2;
479 // reduce calculations
480 for (s = 0, i = impacts; s < smax; s++, i -= 16)
481 sdtable[s] = i * i + dist2;
483 bl = surf->stainsamples;
488 for (t = 0;t < tmax;t++, i -= 16)
491 // make sure some part of it is visible on this line
494 maxdist2 = maxdist - td;
495 for (s = 0;s < smax;s++)
497 if (sdtable[s] < maxdist2)
499 ratio = lhrandom(0.0f, 1.0f);
500 a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
501 if (a >= (1.0f / 64.0f))
505 bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
506 bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
507 bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
517 // force lightmap upload
519 surf->cached_dlight = true;
523 if (node->children[0]->contents >= 0)
525 if (node->children[1]->contents >= 0)
527 R_StainNode(node->children[0], model, origin, radius, fcolor);
528 node = node->children[1];
533 node = node->children[0];
537 else if (node->children[1]->contents >= 0)
539 node = node->children[1];
544 void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
548 entity_render_t *ent;
551 if (cl.worldmodel == NULL || !cl.worldmodel->brushq1.nodes)
556 fcolor[3] = ca1 * (1.0f / 64.0f);
557 fcolor[4] = cr2 - cr1;
558 fcolor[5] = cg2 - cg1;
559 fcolor[6] = cb2 - cb1;
560 fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
562 R_StainNode(cl.worldmodel->brushq1.nodes + cl.worldmodel->brushq1.hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor);
564 // look for embedded bmodels
565 for (n = 0;n < cl_num_brushmodel_entities;n++)
567 ent = cl_brushmodel_entities[n];
569 if (model && model->name[0] == '*')
571 Mod_CheckLoaded(model);
572 if (model->brushq1.nodes)
574 Matrix4x4_Transform(&ent->inversematrix, origin, org);
575 R_StainNode(model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
583 =============================================================
587 =============================================================
590 static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
595 if (styles[0] != 255)
597 for (i = 0;i < numverts;i++, c += 4)
599 lm = samples + lightmapoffsets[i];
600 scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
601 VectorMA(c, scale, lm, c);
602 if (styles[1] != 255)
605 scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
606 VectorMA(c, scale, lm, c);
607 if (styles[2] != 255)
610 scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
611 VectorMA(c, scale, lm, c);
612 if (styles[3] != 255)
615 scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
616 VectorMA(c, scale, lm, c);
624 static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
630 for (i = 0;i < numverts;i++, v += 3, c += 4)
632 VectorSubtract(v, modelorg, diff);
633 f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
634 VectorScale(c, f, c);
637 else if (colorscale != 1)
638 for (i = 0;i < numverts;i++, c += 4)
639 VectorScale(c, colorscale, c);
642 static void RSurf_FoggedColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
651 for (i = 0;i < numverts;i++, v += 3, c += 4)
653 VectorSubtract(v, modelorg, diff);
654 f = 1 - exp(fogdensity/DotProduct(diff, diff));
663 for (i = 0;i < numverts;i++, c += 4)
673 static void RSurf_FogPassColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
680 for (i = 0;i < numverts;i++, v += 3, c += 4)
682 VectorSubtract(v, modelorg, diff);
683 f = exp(fogdensity/DotProduct(diff, diff));
691 static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale)
696 int i, l, lit = false;
697 const dlight_t *light;
699 for (l = 0;l < r_numdlights;l++)
701 if (dlightbits[l >> 5] & (1 << (l & 31)))
703 light = &r_dlight[l];
704 Matrix4x4_Transform(matrix, light->origin, lightorigin);
705 for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
707 f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
708 if (f < light->rtlight.lightmap_cullradius2)
710 f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale;
711 VectorMA(c, f, light->rtlight.lightmap_light, c);
720 static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
722 const msurface_t *surf;
725 // LordHavoc: HalfLife maps have freaky skypolys...
726 if (ent->model->brush.ishlbsp)
728 // sky rendering transparently would be too difficult
729 if (ent->flags & RENDER_TRANSPARENT)
734 skyrendernow = false;
739 R_Mesh_Matrix(&ent->matrix);
741 GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
744 // depth-only (masking)
745 GL_ColorMask(0,0,0,0);
746 // just to make sure that braindead drivers don't draw anything
747 // despite that colormask...
748 GL_BlendFunc(GL_ZERO, GL_ONE);
753 GL_BlendFunc(GL_ONE, GL_ZERO);
758 memset(&m, 0, sizeof(m));
759 while((surf = *surfchain++) != NULL)
761 if (surf->visframe == r_framecount)
763 m.pointer_vertex = surf->mesh.data_vertex3f;
765 GL_LockArrays(0, surf->mesh.num_vertices);
766 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
770 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
773 static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2)
775 const entity_render_t *ent = calldata1;
776 const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
779 float base, colorscale;
782 float args[4] = {0.05f,0,0,0.04f};
783 int rendertype, turb, fullbright;
785 R_Mesh_Matrix(&ent->matrix);
786 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
788 texture = surf->texinfo->texture;
789 if (texture->animated)
790 texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
791 currentalpha = ent->alpha;
792 if (surf->flags & SURF_WATERALPHA)
793 currentalpha *= r_wateralpha.value;
795 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
796 if (ent->effects & EF_ADDITIVE)
798 rendertype = SURFRENDER_ADD;
799 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
802 else if (currentalpha < 1 || texture->skin.fog != NULL)
804 rendertype = SURFRENDER_ALPHA;
805 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
810 rendertype = SURFRENDER_OPAQUE;
811 GL_BlendFunc(GL_ONE, GL_ZERO);
812 GL_DepthMask(!(ent->effects & EF_NODEPTHTEST));
815 turb = (surf->flags & SURF_DRAWTURB) && r_waterscroll.value;
816 fullbright = !(ent->flags & RENDER_LIGHT) || (surf->flags & SURF_DRAWFULLBRIGHT) || !surf->samples;
817 base = fullbright ? 2.0f : r_ambient.value * (1.0f / 64.0f);
818 if (surf->flags & SURF_DRAWTURB)
820 if ((surf->flags & SURF_DRAWTURB) && gl_textureshader && r_watershader.value && !fogenabled)
822 // NVIDIA Geforce3 distortion texture shader on water
823 GL_Color(1, 1, 1, currentalpha);
824 memset(&m, 0, sizeof(m));
825 m.pointer_vertex = surf->mesh.data_vertex3f;
826 m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(cl.time * 16)&63]);
827 m.tex[1] = R_GetTexture(texture->skin.base);
828 m.texcombinergb[0] = GL_REPLACE;
829 m.texcombinergb[1] = GL_REPLACE;
830 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
831 m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f;
832 Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
833 Matrix4x4_CreateTranslate(&m.texmatrix[1], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
837 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
839 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
840 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
841 qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
842 qglEnable(GL_TEXTURE_SHADER_NV);
844 GL_LockArrays(0, surf->mesh.num_vertices);
845 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
848 qglDisable(GL_TEXTURE_SHADER_NV);
849 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
854 memset(&m, 0, sizeof(m));
855 m.pointer_vertex = surf->mesh.data_vertex3f;
856 m.pointer_color = varray_color4f;
857 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
858 m.tex[0] = R_GetTexture(texture->skin.base);
861 // scrolling in texture matrix
862 Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
865 if (gl_combine.integer)
867 m.texrgbscale[0] = 4;
870 R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
873 if (surf->dlightframe == r_framecount)
874 RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1);
876 RSurf_AddLightmapToVertexColors_Color4f(surf->mesh.data_lightmapoffsets, varray_color4f,surf->mesh.num_vertices, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
878 RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
880 GL_LockArrays(0, surf->mesh.num_vertices);
881 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
883 if (texture->skin.glow)
885 memset(&m, 0, sizeof(m));
886 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
888 m.pointer_color = varray_color4f;
889 m.tex[0] = R_GetTexture(texture->skin.glow);
890 m.pointer_vertex = surf->mesh.data_vertex3f;
893 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
896 // scrolling in texture matrix
897 Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
901 RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
902 GL_LockArrays(0, surf->mesh.num_vertices);
903 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
906 if (fogenabled && rendertype != SURFRENDER_ADD)
908 memset(&m, 0, sizeof(m));
909 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
911 m.pointer_color = varray_color4f;
912 m.tex[0] = R_GetTexture(texture->skin.fog);
913 m.pointer_vertex = surf->mesh.data_vertex3f;
916 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
919 // scrolling in texture matrix
920 Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
924 RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
925 GL_LockArrays(0, surf->mesh.num_vertices);
926 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
932 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
934 const msurface_t *surf;
936 int lightmaptexturenum;
937 memset(&m, 0, sizeof(m));
938 GL_BlendFunc(GL_ONE, GL_ZERO);
941 m.tex[0] = R_GetTexture(texture->skin.base);
942 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
943 m.texrgbscale[1] = 2;
944 m.tex[2] = R_GetTexture(texture->skin.detail);
945 m.texrgbscale[2] = 2;
946 if (texture->skin.glow)
948 m.tex[3] = R_GetTexture(texture->skin.glow);
949 m.texcombinergb[3] = GL_ADD;
951 GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
953 while((surf = *surfchain++) != NULL)
955 if (surf->visframe == r_framecount)
957 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
958 m.tex[1] = lightmaptexturenum;
959 m.pointer_vertex = surf->mesh.data_vertex3f;
960 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
961 m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
962 m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
963 m.pointer_texcoord[3] = surf->mesh.data_texcoordtexture2f;
965 GL_LockArrays(0, surf->mesh.num_vertices);
966 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
972 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
974 const msurface_t *surf;
976 int lightmaptexturenum;
977 memset(&m, 0, sizeof(m));
978 GL_BlendFunc(GL_ONE, GL_ZERO);
981 m.tex[0] = R_GetTexture(texture->skin.base);
982 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
983 m.texrgbscale[1] = 2;
984 m.tex[2] = R_GetTexture(texture->skin.detail);
985 m.texrgbscale[2] = 2;
986 GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
988 while((surf = *surfchain++) != NULL)
990 if (surf->visframe == r_framecount)
992 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
993 m.tex[1] = lightmaptexturenum;
994 m.pointer_vertex = surf->mesh.data_vertex3f;
995 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
996 m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
997 m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
999 GL_LockArrays(0, surf->mesh.num_vertices);
1000 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1001 GL_LockArrays(0, 0);
1006 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1008 const msurface_t *surf;
1010 int lightmaptexturenum;
1011 memset(&m, 0, sizeof(m));
1012 GL_BlendFunc(GL_ONE, GL_ZERO);
1015 m.tex[0] = R_GetTexture(texture->skin.base);
1016 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1017 m.texrgbscale[1] = 2;
1018 GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
1019 while((surf = *surfchain++) != NULL)
1021 if (surf->visframe == r_framecount)
1023 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1024 m.tex[1] = lightmaptexturenum;
1025 m.pointer_vertex = surf->mesh.data_vertex3f;
1026 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1027 m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1029 GL_LockArrays(0, surf->mesh.num_vertices);
1030 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1031 GL_LockArrays(0, 0);
1036 static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1038 const msurface_t *surf;
1040 memset(&m, 0, sizeof(m));
1043 GL_BlendFunc(GL_ONE, GL_ZERO);
1044 m.tex[0] = R_GetTexture(texture->skin.base);
1045 if (ent->flags & RENDER_LIGHT)
1046 GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
1048 GL_Color(1, 1, 1, 1);
1049 while((surf = *surfchain++) != NULL)
1051 if (surf->visframe == r_framecount)
1053 m.pointer_vertex = surf->mesh.data_vertex3f;
1054 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1056 GL_LockArrays(0, surf->mesh.num_vertices);
1057 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1058 GL_LockArrays(0, 0);
1063 static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1065 const msurface_t *surf;
1067 int lightmaptexturenum;
1068 memset(&m, 0, sizeof(m));
1069 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1070 GL_DepthMask(false);
1072 m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1073 GL_Color(1, 1, 1, 1);
1074 while((surf = *surfchain++) != NULL)
1076 if (surf->visframe == r_framecount)
1078 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1079 m.tex[0] = lightmaptexturenum;
1080 m.pointer_vertex = surf->mesh.data_vertex3f;
1081 m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
1083 GL_LockArrays(0, surf->mesh.num_vertices);
1084 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1085 GL_LockArrays(0, 0);
1090 static void RSurfShader_OpaqueWall_Pass_BaseAmbient(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1092 const msurface_t *surf;
1094 memset(&m, 0, sizeof(m));
1095 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1096 GL_DepthMask(false);
1098 m.tex[0] = R_GetTexture(texture->skin.base);
1099 GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
1100 while((surf = *surfchain++) != NULL)
1102 if (surf->visframe == r_framecount)
1104 m.pointer_vertex = surf->mesh.data_vertex3f;
1105 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1107 GL_LockArrays(0, surf->mesh.num_vertices);
1108 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1109 GL_LockArrays(0, 0);
1114 static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1116 const msurface_t *surf;
1119 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1120 memset(&m, 0, sizeof(m));
1121 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1122 GL_DepthMask(false);
1124 m.pointer_color = varray_color4f;
1125 while((surf = *surfchain++) != NULL)
1127 if (surf->visframe == r_framecount)
1129 m.pointer_vertex = surf->mesh.data_vertex3f;
1131 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1133 RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg);
1134 GL_LockArrays(0, surf->mesh.num_vertices);
1135 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1136 GL_LockArrays(0, 0);
1141 static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1143 const msurface_t *surf;
1145 memset(&m, 0, sizeof(m));
1146 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1147 GL_DepthMask(false);
1149 m.tex[0] = R_GetTexture(texture->skin.detail);
1150 GL_Color(1, 1, 1, 1);
1151 while((surf = *surfchain++) != NULL)
1153 if (surf->visframe == r_framecount)
1155 m.pointer_vertex = surf->mesh.data_vertex3f;
1156 m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f;
1158 GL_LockArrays(0, surf->mesh.num_vertices);
1159 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1160 GL_LockArrays(0, 0);
1165 static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1167 const msurface_t *surf;
1169 memset(&m, 0, sizeof(m));
1170 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1171 GL_DepthMask(false);
1173 m.tex[0] = R_GetTexture(texture->skin.glow);
1174 GL_Color(1, 1, 1, 1);
1175 while((surf = *surfchain++) != NULL)
1177 if (surf->visframe == r_framecount)
1179 m.pointer_vertex = surf->mesh.data_vertex3f;
1180 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1182 GL_LockArrays(0, surf->mesh.num_vertices);
1183 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1184 GL_LockArrays(0, 0);
1190 static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1192 const msurface_t *surf;
1194 memset(&m, 0, sizeof(m));
1195 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1197 m.tex[0] = R_GetTexture(texture->skin.glow);
1199 GL_Color(1, 1, 1, 1);
1201 GL_Color(0, 0, 0, 1);
1202 while((surf = *surfchain++) != NULL)
1204 if (surf->visframe == r_framecount)
1206 m.pointer_vertex = surf->mesh.data_vertex3f;
1207 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1209 GL_LockArrays(0, surf->mesh.num_vertices);
1210 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1211 GL_LockArrays(0, 0);
1217 static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1219 const msurface_t *surf;
1221 int lightmaptexturenum;
1222 memset(&m, 0, sizeof(m));
1223 GL_BlendFunc(GL_ONE, GL_ZERO);
1226 m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1227 GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
1228 while((surf = *surfchain++) != NULL)
1230 if (surf->visframe == r_framecount)
1232 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1233 m.tex[0] = lightmaptexturenum;
1234 m.pointer_vertex = surf->mesh.data_vertex3f;
1235 m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
1237 GL_LockArrays(0, surf->mesh.num_vertices);
1238 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1239 GL_LockArrays(0, 0);
1244 void R_UpdateTextureInfo(entity_render_t *ent)
1246 int i, texframe, alttextures;
1252 alttextures = ent->frame != 0;
1253 texframe = (int)(cl.time * 5.0f);
1254 for (i = 0;i < ent->model->brushq1.numtextures;i++)
1256 t = ent->model->brushq1.textures + i;
1257 t->currentalpha = ent->alpha;
1258 if (t->flags & SURF_WATERALPHA)
1259 t->currentalpha *= r_wateralpha.value;
1260 if (ent->effects & EF_ADDITIVE)
1261 t->rendertype = SURFRENDER_ADD;
1262 else if (t->currentalpha < 1 || t->skin.fog != NULL)
1263 t->rendertype = SURFRENDER_ALPHA;
1265 t->rendertype = SURFRENDER_OPAQUE;
1266 // we don't need to set currentframe if t->animated is false because
1267 // it was already set up by the texture loader for non-animating
1269 t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
1273 void R_UpdateLightmapInfo(entity_render_t *ent)
1276 msurface_t *surface, **surfacechain;
1277 model_t *model = ent->model;
1280 if (r_dynamic.integer && !r_rtdlight)
1282 for (i = 0;i < model->brushq1.light_styles;i++)
1284 if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
1286 model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
1287 for (surfacechain = model->brushq1.light_styleupdatechains[i];(surface = *surfacechain);surfacechain++)
1288 surface->cached_dlight = true;
1293 void R_PrepareSurfaces(entity_render_t *ent)
1295 int i, numsurfaces, *surfacevisframes;
1297 msurface_t *surf, *surfaces;
1304 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1305 numsurfaces = model->nummodelsurfaces;
1306 surfaces = model->brushq1.surfaces + model->firstmodelsurface;
1307 surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
1308 for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
1310 if (surfacevisframes[i] == r_framecount)
1312 #if !WORLDNODECULLBACKFACES
1313 // mark any backface surfaces as not visible
1314 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1316 if (!(surf->flags & SURF_PLANEBACK))
1317 surfacevisframes[i] = -1;
1321 if ((surf->flags & SURF_PLANEBACK))
1322 surfacevisframes[i] = -1;
1324 if (surfacevisframes[i] == r_framecount)
1328 surf->visframe = r_framecount;
1329 if (surf->cached_dlight && surf->lightmaptexture != NULL)
1330 R_BuildLightMap(ent, surf);
1336 void R_DrawSurfaces(entity_render_t *ent, int flagsmask)
1338 int texturenumber, f;
1340 msurface_t *surf, **chain, **surfchain;
1341 texture_t *t, *texture;
1342 model_t *model = ent->model;
1345 R_Mesh_Matrix(&ent->matrix);
1346 for (texturenumber = 0, t = model->brushq1.textures;texturenumber < model->brushq1.numtextures;texturenumber++, t++)
1348 if ((f = t->flags & flagsmask) && (texture = t->currentframe) && (surfchain = model->brushq1.pvstexturechains[texturenumber]) != NULL)
1350 if (texture->flags & SURF_LIGHTMAP)
1352 if (gl_lightmaps.integer)
1354 RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain);
1356 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1358 else if (texture->rendertype != SURFRENDER_OPAQUE)
1360 // transparent vertex shaded from lightmap
1361 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1363 if (surf->visframe == r_framecount)
1365 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
1366 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces);
1372 if (!(ent->flags & RENDER_LIGHT))
1374 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1375 if (r_detailtextures.integer)
1376 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1377 if (texture->skin.glow)
1378 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1380 else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0)
1381 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain);
1384 if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0)
1385 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain);
1388 if (r_textureunits.integer >= 2 && gl_combine.integer)
1389 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain);
1392 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1393 RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
1395 if (r_ambient.value > 0)
1396 RSurfShader_OpaqueWall_Pass_BaseAmbient(ent, texture, surfchain);
1397 if (r_detailtextures.integer)
1398 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1400 if (texture->skin.glow)
1401 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1404 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1407 else if (texture->flags & SURF_DRAWTURB)
1409 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1411 if (surf->visframe == r_framecount)
1413 if (texture->rendertype == SURFRENDER_OPAQUE)
1414 RSurfShader_Transparent_Callback(ent, surf - ent->model->brushq1.surfaces);
1417 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
1418 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces);
1423 else if (texture->flags & SURF_DRAWSKY)
1424 RSurfShader_Sky(ent, texture, surfchain);
1429 static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
1434 const entity_render_t *ent = calldata1;
1435 const mportal_t *portal = ent->model->brushq1.portals + calldata2;
1436 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1437 GL_DepthMask(false);
1439 R_Mesh_Matrix(&ent->matrix);
1441 memset(&m, 0, sizeof(m));
1442 m.pointer_vertex = varray_vertex3f;
1445 i = portal - ent->model->brushq1.portals;
1446 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
1447 ((i & 0x0038) >> 3) * (1.0f / 7.0f),
1448 ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
1450 if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0)
1452 for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
1453 VectorCopy(portal->points[i].position, v);
1456 for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
1457 VectorCopy(portal->points[i].position, v);
1458 GL_LockArrays(0, portal->numpoints);
1459 R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
1460 GL_LockArrays(0, 0);
1463 // LordHavoc: this is just a nice debugging tool, very slow
1464 static void R_DrawPortals(entity_render_t *ent)
1467 mportal_t *portal, *endportal;
1468 float temp[3], center[3], f;
1469 if (ent->model == NULL)
1471 for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++)
1473 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
1476 for (i = 0;i < portal->numpoints;i++)
1477 VectorAdd(temp, portal->points[i].position, temp);
1478 f = ixtable[portal->numpoints];
1479 VectorScale(temp, f, temp);
1480 Matrix4x4_Transform(&ent->matrix, temp, center);
1481 R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->brushq1.portals);
1486 void R_PrepareBrushModel(entity_render_t *ent)
1488 int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
1491 #if WORLDNODECULLBACKFACES
1495 // because bmodels can be reused, we have to decide which things to render
1496 // from scratch every time
1500 #if WORLDNODECULLBACKFACES
1501 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1503 numsurfaces = model->nummodelsurfaces;
1504 surf = model->brushq1.surfaces + model->firstmodelsurface;
1505 surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
1506 surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface;
1507 for (i = 0;i < numsurfaces;i++, surf++)
1509 #if WORLDNODECULLBACKFACES
1510 // mark any backface surfaces as not visible
1511 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1513 if ((surf->flags & SURF_PLANEBACK))
1514 surfacevisframes[i] = r_framecount;
1516 else if (!(surf->flags & SURF_PLANEBACK))
1517 surfacevisframes[i] = r_framecount;
1519 surfacevisframes[i] = r_framecount;
1521 surf->dlightframe = -1;
1523 R_UpdateTextureInfo(ent);
1524 R_UpdateLightmapInfo(ent);
1527 void R_SurfaceWorldNode (entity_render_t *ent)
1529 int i, *surfacevisframes, *surfacepvsframes, surfnum;
1535 // equivilant to quake's RecursiveWorldNode but faster and more effective
1539 surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
1540 surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface;
1541 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1543 for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
1545 if (!R_CullBox (leaf->mins, leaf->maxs))
1548 leaf->visframe = r_framecount;
1552 for (i = 0;i < model->brushq1.pvssurflistlength;i++)
1554 surfnum = model->brushq1.pvssurflist[i];
1555 surf = model->brushq1.surfaces + surfnum;
1556 #if WORLDNODECULLBACKFACES
1557 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1559 if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1560 surfacevisframes[surfnum] = r_framecount;
1564 if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1565 surfacevisframes[surfnum] = r_framecount;
1568 if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
1569 surfacevisframes[surfnum] = r_framecount;
1574 static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
1576 int c, leafstackpos, *mark, *surfacevisframes;
1577 #if WORLDNODECULLBACKFACES
1581 mleaf_t *leaf, *leafstack[8192];
1584 msurface_t *surfaces;
1585 if (ent->model == NULL)
1587 // LordHavoc: portal-passage worldnode with PVS;
1588 // follows portals leading outward from viewleaf, does not venture
1589 // offscreen or into leafs that are not visible, faster than Quake's
1590 // RecursiveWorldNode
1591 surfaces = ent->model->brushq1.surfaces;
1592 surfacevisframes = ent->model->brushq1.surfacevisframes;
1593 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1594 viewleaf->worldnodeframe = r_framecount;
1595 leafstack[0] = viewleaf;
1597 while (leafstackpos)
1600 leaf = leafstack[--leafstackpos];
1601 leaf->visframe = r_framecount;
1602 // draw any surfaces bounding this leaf
1603 if (leaf->nummarksurfaces)
1605 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
1607 #if WORLDNODECULLBACKFACES
1609 if (surfacevisframes[n] != r_framecount)
1611 surf = surfaces + n;
1612 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1614 if ((surf->flags & SURF_PLANEBACK))
1615 surfacevisframes[n] = r_framecount;
1619 if (!(surf->flags & SURF_PLANEBACK))
1620 surfacevisframes[n] = r_framecount;
1624 surfacevisframes[*mark++] = r_framecount;
1628 // follow portals into other leafs
1629 for (p = leaf->portals;p;p = p->next)
1631 // LordHavoc: this DotProduct hurts less than a cache miss
1632 // (which is more likely to happen if backflowing through leafs)
1633 if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1))
1636 if (leaf->worldnodeframe != r_framecount)
1638 leaf->worldnodeframe = r_framecount;
1639 // FIXME: R_CullBox is absolute, should be done relative
1640 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
1641 leafstack[leafstackpos++] = leaf;
1648 void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
1650 int j, c, *surfacepvsframes, *mark;
1655 if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer))
1657 model->brushq1.pvsframecount++;
1658 model->brushq1.pvsviewleaf = viewleaf;
1659 model->brushq1.pvsviewleafnovis = r_novis.integer;
1660 model->brushq1.pvsleafchain = NULL;
1661 model->brushq1.pvssurflistlength = 0;
1664 surfacepvsframes = model->brushq1.surfacepvsframes;
1665 for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++)
1667 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
1669 leaf->pvsframe = model->brushq1.pvsframecount;
1670 leaf->pvschain = model->brushq1.pvsleafchain;
1671 model->brushq1.pvsleafchain = leaf;
1672 // mark surfaces bounding this leaf as visible
1673 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
1674 surfacepvsframes[*mark] = model->brushq1.pvsframecount;
1677 model->brushq1.BuildPVSTextureChains(model);
1682 void R_WorldVisibility(entity_render_t *ent)
1687 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1688 viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL;
1689 R_PVSUpdate(ent, viewleaf);
1694 if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
1695 R_SurfaceWorldNode (ent);
1697 R_PortalWorldNode (ent, viewleaf);
1699 if (r_drawportals.integer)
1703 void R_Q1BSP_DrawSky(entity_render_t *ent)
1705 if (ent->model == NULL)
1707 if (ent != &cl_entities[0].render)
1708 R_PrepareBrushModel(ent);
1709 R_PrepareSurfaces(ent);
1710 R_DrawSurfaces(ent, SURF_DRAWSKY);
1713 void R_Q1BSP_Draw(entity_render_t *ent)
1715 if (ent->model == NULL)
1718 if (ent != &cl_entities[0].render)
1719 R_PrepareBrushModel(ent);
1720 R_PrepareSurfaces(ent);
1721 R_UpdateTextureInfo(ent);
1722 R_UpdateLightmapInfo(ent);
1723 R_DrawSurfaces(ent, SURF_DRAWTURB | SURF_LIGHTMAP);
1726 void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
1728 model_t *model = ent->model;
1729 vec3_t lightmins, lightmaxs;
1730 int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
1733 msurface_t *surface;
1736 lightmins[0] = relativelightorigin[0] - lightradius;
1737 lightmins[1] = relativelightorigin[1] - lightradius;
1738 lightmins[2] = relativelightorigin[2] - lightradius;
1739 lightmaxs[0] = relativelightorigin[0] + lightradius;
1740 lightmaxs[1] = relativelightorigin[1] + lightradius;
1741 lightmaxs[2] = relativelightorigin[2] + lightradius;
1742 *outnumclusterspointer = 0;
1743 *outnumsurfacespointer = 0;
1744 memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
1745 memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
1748 VectorCopy(lightmins, outmins);
1749 VectorCopy(lightmaxs, outmaxs);
1752 VectorCopy(relativelightorigin, outmins);
1753 VectorCopy(relativelightorigin, outmaxs);
1754 if (model->brush.GetPVS)
1755 pvs = model->brush.GetPVS(model, relativelightorigin);
1758 // FIXME: use BSP recursion as lights are often small
1759 for (leafindex = 0, leaf = model->brushq1.data_leafs;leafindex < model->brushq1.num_leafs;leafindex++, leaf++)
1761 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
1763 outmins[0] = min(outmins[0], leaf->mins[0]);
1764 outmins[1] = min(outmins[1], leaf->mins[1]);
1765 outmins[2] = min(outmins[2], leaf->mins[2]);
1766 outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
1767 outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
1768 outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
1771 if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
1773 SETPVSBIT(outclusterpvs, leaf->clusterindex);
1774 outclusterlist[outnumclusters++] = leaf->clusterindex;
1779 for (marksurfaceindex = 0;marksurfaceindex < leaf->nummarksurfaces;marksurfaceindex++)
1781 surfaceindex = leaf->firstmarksurface[marksurfaceindex];
1782 if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
1784 surface = model->brushq1.surfaces + surfaceindex;
1785 if (BoxesOverlap(lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs) && (surface->flags & SURF_LIGHTMAP) && !surface->texinfo->texture->skin.fog)
1787 for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
1789 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
1790 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
1791 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
1792 if (PointInfrontOfTriangle(relativelightorigin, 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])))
1794 SETPVSBIT(outsurfacepvs, surfaceindex);
1795 outsurfacelist[outnumsurfaces++] = surfaceindex;
1806 // limit combined leaf box to light boundaries
1807 outmins[0] = max(outmins[0], lightmins[0]);
1808 outmins[1] = max(outmins[1], lightmins[1]);
1809 outmins[2] = max(outmins[2], lightmins[2]);
1810 outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
1811 outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
1812 outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
1814 *outnumclusterspointer = outnumclusters;
1815 *outnumsurfacespointer = outnumsurfaces;
1818 void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
1820 model_t *model = ent->model;
1821 vec3_t lightmins, lightmaxs;
1822 msurface_t *surface;
1823 int surfacelistindex, j, t;
1826 if (r_drawcollisionbrushes.integer < 2)
1828 lightmins[0] = relativelightorigin[0] - lightradius;
1829 lightmins[1] = relativelightorigin[1] - lightradius;
1830 lightmins[2] = relativelightorigin[2] - lightradius;
1831 lightmaxs[0] = relativelightorigin[0] + lightradius;
1832 lightmaxs[1] = relativelightorigin[1] + lightradius;
1833 lightmaxs[2] = relativelightorigin[2] + lightradius;
1834 R_Mesh_Matrix(&ent->matrix);
1835 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1836 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1838 surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
1839 for (j = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < surface->mesh.num_triangles;j++, t++, e += 3)
1841 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
1842 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
1843 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
1844 if (PointInfrontOfTriangle(relativelightorigin, 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])))
1845 shadowmarklist[numshadowmark++] = t;
1848 R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
1852 void R_Q1BSP_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 numsurfaces, const int *surfacelist)
1854 model_t *model = ent->model;
1855 vec3_t lightmins, lightmaxs, modelorg;
1856 msurface_t *surface;
1858 int surfacelistindex;
1859 if (r_drawcollisionbrushes.integer < 2)
1861 lightmins[0] = relativelightorigin[0] - lightradius;
1862 lightmins[1] = relativelightorigin[1] - lightradius;
1863 lightmins[2] = relativelightorigin[2] - lightradius;
1864 lightmaxs[0] = relativelightorigin[0] + lightradius;
1865 lightmaxs[1] = relativelightorigin[1] + lightradius;
1866 lightmaxs[2] = relativelightorigin[2] + lightradius;
1867 R_Mesh_Matrix(&ent->matrix);
1868 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1869 R_UpdateTextureInfo(ent);
1870 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1872 surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
1873 if (r_shadow_compilingrtlight)
1875 // if compiling an rtlight, capture the mesh
1876 t = surface->texinfo->texture;
1877 if (t->flags & SURF_LIGHTMAP && t->skin.fog == NULL)
1878 Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texinfo->texture->skin.base, surface->texinfo->texture->skin.gloss, surface->texinfo->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i);
1880 else if (ent != &cl_entities[0].render || surface->visframe == r_framecount)
1882 t = surface->texinfo->texture->currentframe;
1883 if (t->flags & SURF_LIGHTMAP)
1884 R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR);
1890 void R_DrawCollisionBrush(colbrushf_t *brush)
1894 memset(&m, 0, sizeof(m));
1895 m.pointer_vertex = brush->points->v;
1897 i = ((int)brush) / sizeof(colbrushf_t);
1898 GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
1899 GL_LockArrays(0, brush->numpoints);
1900 R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
1901 GL_LockArrays(0, 0);
1904 void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3msurface_t *face)
1908 if (!face->num_collisiontriangles)
1910 memset(&m, 0, sizeof(m));
1911 m.pointer_vertex = face->data_collisionvertex3f;
1913 i = ((int)face) / sizeof(q3msurface_t);
1914 GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
1915 GL_LockArrays(0, face->num_collisionvertices);
1916 R_Mesh_Draw(face->num_collisionvertices, face->num_collisiontriangles, face->data_collisionelement3i);
1917 GL_LockArrays(0, 0);
1920 void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3msurface_t *face)
1923 if (!face->num_triangles)
1925 // drawing sky transparently would be too difficult
1926 if (ent->flags & RENDER_TRANSPARENT)
1931 skyrendernow = false;
1932 if (skyrendermasked)
1935 if (!r_q3bsp_renderskydepth.integer)
1938 R_Mesh_Matrix(&ent->matrix);
1940 GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
1941 if (skyrendermasked)
1943 // depth-only (masking)
1944 GL_ColorMask(0,0,0,0);
1945 // just to make sure that braindead drivers don't draw anything
1946 // despite that colormask...
1947 GL_BlendFunc(GL_ZERO, GL_ONE);
1952 GL_BlendFunc(GL_ONE, GL_ZERO);
1957 memset(&m, 0, sizeof(m));
1958 m.pointer_vertex = face->data_vertex3f;
1961 GL_LockArrays(0, face->num_vertices);
1962 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
1963 GL_LockArrays(0, 0);
1964 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1967 void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3msurface_t *face)
1970 memset(&m, 0, sizeof(m));
1971 GL_BlendFunc(GL_ONE, GL_ZERO);
1974 if (face->texture->skin.glow)
1976 m.tex[0] = R_GetTexture(face->texture->skin.glow);
1977 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
1978 GL_Color(1, 1, 1, 1);
1981 GL_Color(0, 0, 0, 1);
1982 m.pointer_vertex = face->data_vertex3f;
1984 GL_LockArrays(0, face->num_vertices);
1985 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
1986 GL_LockArrays(0, 0);
1989 void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3msurface_t *face)
1992 memset(&m, 0, sizeof(m));
1993 GL_BlendFunc(GL_ONE, GL_ZERO);
1996 m.tex[0] = R_GetTexture(face->texture->skin.base);
1997 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
1998 m.tex[1] = R_GetTexture(face->lightmaptexture);
1999 m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
2000 m.texrgbscale[1] = 2;
2001 GL_Color(1, 1, 1, 1);
2002 m.pointer_vertex = face->data_vertex3f;
2004 GL_LockArrays(0, face->num_vertices);
2005 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2006 GL_LockArrays(0, 0);
2009 void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3msurface_t *face)
2012 memset(&m, 0, sizeof(m));
2013 GL_BlendFunc(GL_ONE, GL_ZERO);
2016 m.tex[0] = R_GetTexture(face->texture->skin.base);
2017 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2018 GL_Color(1, 1, 1, 1);
2019 m.pointer_vertex = face->data_vertex3f;
2021 GL_LockArrays(0, face->num_vertices);
2022 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2023 GL_LockArrays(0, 0);
2026 void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3msurface_t *face)
2029 memset(&m, 0, sizeof(m));
2030 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2031 GL_DepthMask(false);
2033 m.tex[0] = R_GetTexture(face->lightmaptexture);
2034 m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
2035 GL_Color(1, 1, 1, 1);
2036 m.pointer_vertex = face->data_vertex3f;
2038 GL_LockArrays(0, face->num_vertices);
2039 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2040 GL_LockArrays(0, 0);
2043 void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3msurface_t *face)
2046 memset(&m, 0, sizeof(m));
2047 GL_BlendFunc(GL_ONE, GL_ZERO);
2050 m.tex[0] = R_GetTexture(face->lightmaptexture);
2051 m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
2052 GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
2053 m.pointer_vertex = face->data_vertex3f;
2055 GL_LockArrays(0, face->num_vertices);
2056 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2057 GL_LockArrays(0, 0);
2060 void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3msurface_t *face)
2063 memset(&m, 0, sizeof(m));
2064 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2065 GL_DepthMask(false);
2067 if (face->texture->skin.glow)
2069 m.tex[0] = R_GetTexture(face->texture->skin.glow);
2070 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2071 GL_Color(1, 1, 1, 1);
2074 GL_Color(0, 0, 0, 1);
2075 m.pointer_vertex = face->data_vertex3f;
2077 GL_LockArrays(0, face->num_vertices);
2078 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2079 GL_LockArrays(0, 0);
2082 void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3msurface_t *face)
2087 memset(&m, 0, sizeof(m));
2088 GL_BlendFunc(GL_ONE, GL_ZERO);
2091 m.tex[0] = R_GetTexture(face->texture->skin.base);
2092 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2093 mul = 2.0f * r_lightmapintensity;
2094 if (mul == 2 && gl_combine.integer)
2096 m.texrgbscale[0] = 2;
2097 m.pointer_color = face->data_color4f;
2100 m.pointer_color = face->data_color4f;
2103 for (i = 0;i < face->num_vertices;i++)
2105 varray_color4f[i*4+0] = face->data_color4f[i*4+0] * mul;
2106 varray_color4f[i*4+1] = face->data_color4f[i*4+1] * mul;
2107 varray_color4f[i*4+2] = face->data_color4f[i*4+2] * mul;
2108 varray_color4f[i*4+3] = face->data_color4f[i*4+3];
2110 m.pointer_color = varray_color4f;
2112 m.pointer_vertex = face->data_vertex3f;
2114 GL_LockArrays(0, face->num_vertices);
2115 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2116 GL_LockArrays(0, 0);
2119 void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3msurface_t *face)
2124 memset(&m, 0, sizeof(m));
2125 GL_BlendFunc(GL_ONE, GL_ZERO);
2128 mul = 2.0f * r_lightmapintensity;
2130 m.pointer_color = face->data_color4f;
2133 for (i = 0;i < face->num_vertices;i++)
2135 varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
2136 varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
2137 varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
2138 varray_color4f[i*4+3] = face->data_color4f[i*4+3];
2140 m.pointer_color = varray_color4f;
2142 m.pointer_vertex = face->data_vertex3f;
2144 GL_LockArrays(0, face->num_vertices);
2145 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2146 GL_LockArrays(0, 0);
2149 void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3msurface_t *face)
2152 memset(&m, 0, sizeof(m));
2153 GL_BlendFunc(GL_ONE, GL_ONE);
2156 m.tex[0] = R_GetTexture(face->texture->skin.base);
2157 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2158 GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
2159 m.pointer_vertex = face->data_vertex3f;
2161 GL_LockArrays(0, face->num_vertices);
2162 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2163 GL_LockArrays(0, 0);
2166 void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
2170 const entity_render_t *ent = voident;
2171 q3msurface_t *face = ent->model->brushq3.data_faces + facenumber;
2173 R_Mesh_Matrix(&ent->matrix);
2174 memset(&m, 0, sizeof(m));
2175 if (ent->effects & EF_ADDITIVE)
2176 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2178 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2179 GL_DepthMask(false);
2180 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
2181 m.tex[0] = R_GetTexture(face->texture->skin.base);
2182 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2183 colorscale = r_lightmapintensity;
2184 if (gl_combine.integer)
2185 m.texrgbscale[0] = 2;
2188 for (i = 0;i < face->num_vertices;i++)
2190 varray_color4f[i*4+0] = face->data_color4f[i*4+0] * colorscale;
2191 varray_color4f[i*4+1] = face->data_color4f[i*4+1] * colorscale;
2192 varray_color4f[i*4+2] = face->data_color4f[i*4+2] * colorscale;
2193 varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
2195 m.pointer_color = varray_color4f;
2196 m.pointer_vertex = face->data_vertex3f;
2198 qglDisable(GL_CULL_FACE);
2199 GL_LockArrays(0, face->num_vertices);
2200 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2201 GL_LockArrays(0, 0);
2202 qglEnable(GL_CULL_FACE);
2205 void R_Q3BSP_DrawFace(entity_render_t *ent, q3msurface_t *face)
2207 if (!face->num_triangles)
2209 if (face->texture->surfaceflags && (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)))
2212 if ((face->texture->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
2214 vec3_t facecenter, center;
2215 facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f;
2216 facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f;
2217 facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f;
2218 Matrix4x4_Transform(&ent->matrix, facecenter, center);
2219 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces);
2222 R_Mesh_Matrix(&ent->matrix);
2223 if (r_lightmapintensity <= 0)
2224 R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(ent, face);
2225 else if (!(ent->flags & RENDER_LIGHT))
2227 R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
2228 if (face->texture->skin.glow)
2229 R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
2231 else if (face->lightmaptexture)
2233 if (gl_lightmaps.integer)
2234 R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(ent, face);
2237 if (r_textureunits.integer >= 2 && gl_combine.integer)
2238 R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(ent, face);
2241 R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
2242 R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(ent, face);
2244 if (face->texture->skin.glow)
2245 R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
2250 if (gl_lightmaps.integer)
2251 R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(ent, face);
2254 R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(ent, face);
2255 if (face->texture->skin.glow)
2256 R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
2259 if (r_ambient.value)
2260 R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(ent, face);
2263 void R_Q3BSP_RecursiveWorldNode(q3mnode_t *node)
2269 if (R_CullBox(node->mins, node->maxs))
2274 R_Q3BSP_RecursiveWorldNode(node->children[0]);
2275 node = node->children[1];
2277 leaf = (q3mleaf_t *)node;
2278 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
2281 for (i = 0;i < leaf->numleaffaces;i++)
2282 leaf->firstleafface[i]->visframe = r_framecount;
2286 // FIXME: num_leafs needs to be recalculated at load time to include only
2287 // node-referenced leafs, as some maps are incorrectly compiled with leafs for
2288 // the submodels (which would render the submodels occasionally, as part of
2289 // the world - not good)
2290 void R_Q3BSP_MarkLeafPVS(void)
2294 for (j = 0, leaf = cl.worldmodel->brushq3.data_leafs;j < cl.worldmodel->brushq3.num_leafs;j++, leaf++)
2296 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
2299 for (i = 0;i < leaf->numleaffaces;i++)
2300 leaf->firstleafface[i]->visframe = r_framecount;
2305 static int r_q3bsp_framecount = -1;
2307 void R_Q3BSP_DrawSky(entity_render_t *ent)
2313 R_Mesh_Matrix(&ent->matrix);
2315 if (r_drawcollisionbrushes.integer < 2)
2317 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2318 if (ent == &cl_entities[0].render)
2320 if (r_q3bsp_framecount != r_framecount)
2322 r_q3bsp_framecount = r_framecount;
2323 R_Q3BSP_RecursiveWorldNode(model->brushq3.data_nodes);
2324 //R_Q3BSP_MarkLeafPVS();
2326 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2327 if (face->visframe == r_framecount && (face->texture->surfaceflags & Q3SURFACEFLAG_SKY) && !R_CullBox(face->mins, face->maxs))
2328 R_Q3BSP_DrawSkyFace(ent, face);
2331 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2332 if ((face->texture->surfaceflags & Q3SURFACEFLAG_SKY))
2333 R_Q3BSP_DrawSkyFace(ent, face);
2337 void R_Q3BSP_Draw(entity_render_t *ent)
2344 R_Mesh_Matrix(&ent->matrix);
2346 if (r_drawcollisionbrushes.integer < 2)
2348 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2349 if (ent == &cl_entities[0].render)
2351 if (model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2352 if (r_q3bsp_framecount != r_framecount)
2354 r_q3bsp_framecount = r_framecount;
2355 R_Q3BSP_RecursiveWorldNode(model->brushq3.data_nodes);
2356 //R_Q3BSP_MarkLeafPVS();
2358 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2359 if (face->visframe == r_framecount && !R_CullBox(face->mins, face->maxs))
2360 R_Q3BSP_DrawFace(ent, face);
2363 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2364 R_Q3BSP_DrawFace(ent, face);
2366 if (r_drawcollisionbrushes.integer >= 1)
2368 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2369 GL_DepthMask(false);
2371 qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
2372 for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++)
2373 if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles)
2374 R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf);
2375 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2376 if (face->num_collisiontriangles)
2377 R_Q3BSP_DrawCollisionFace(ent, face);
2378 qglPolygonOffset(0, 0);
2382 void R_Q3BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
2384 model_t *model = ent->model;
2385 vec3_t lightmins, lightmaxs;
2386 int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
2389 q3msurface_t *surface;
2392 lightmins[0] = relativelightorigin[0] - lightradius;
2393 lightmins[1] = relativelightorigin[1] - lightradius;
2394 lightmins[2] = relativelightorigin[2] - lightradius;
2395 lightmaxs[0] = relativelightorigin[0] + lightradius;
2396 lightmaxs[1] = relativelightorigin[1] + lightradius;
2397 lightmaxs[2] = relativelightorigin[2] + lightradius;
2398 *outnumclusterspointer = 0;
2399 *outnumsurfacespointer = 0;
2400 memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
2401 memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
2404 VectorCopy(lightmins, outmins);
2405 VectorCopy(lightmaxs, outmaxs);
2408 VectorCopy(relativelightorigin, outmins);
2409 VectorCopy(relativelightorigin, outmaxs);
2410 if (model->brush.GetPVS)
2411 pvs = model->brush.GetPVS(model, relativelightorigin);
2414 // FIXME: use BSP recursion as lights are often small
2415 for (leafindex = 0, leaf = model->brushq3.data_leafs;leafindex < model->brushq3.num_leafs;leafindex++, leaf++)
2417 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
2419 outmins[0] = min(outmins[0], leaf->mins[0]);
2420 outmins[1] = min(outmins[1], leaf->mins[1]);
2421 outmins[2] = min(outmins[2], leaf->mins[2]);
2422 outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
2423 outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
2424 outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
2427 if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
2429 SETPVSBIT(outclusterpvs, leaf->clusterindex);
2430 outclusterlist[outnumclusters++] = leaf->clusterindex;
2435 for (marksurfaceindex = 0;marksurfaceindex < leaf->numleaffaces;marksurfaceindex++)
2437 surface = leaf->firstleafface[marksurfaceindex];
2438 surfaceindex = surface - model->brushq3.data_faces;
2439 if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
2441 if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)))
2443 for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
2445 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
2446 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
2447 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
2448 if (PointInfrontOfTriangle(relativelightorigin, 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])))
2450 SETPVSBIT(outsurfacepvs, surfaceindex);
2451 outsurfacelist[outnumsurfaces++] = surfaceindex;
2462 // limit combined leaf box to light boundaries
2463 outmins[0] = max(outmins[0], lightmins[0]);
2464 outmins[1] = max(outmins[1], lightmins[1]);
2465 outmins[2] = max(outmins[2], lightmins[2]);
2466 outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
2467 outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
2468 outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
2470 *outnumclusterspointer = outnumclusters;
2471 *outnumsurfacespointer = outnumsurfaces;
2474 void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
2476 model_t *model = ent->model;
2477 vec3_t lightmins, lightmaxs;
2478 q3msurface_t *surface;
2479 int surfacelistindex, j, t;
2482 if (r_drawcollisionbrushes.integer < 2)
2484 lightmins[0] = relativelightorigin[0] - lightradius;
2485 lightmins[1] = relativelightorigin[1] - lightradius;
2486 lightmins[2] = relativelightorigin[2] - lightradius;
2487 lightmaxs[0] = relativelightorigin[0] + lightradius;
2488 lightmaxs[1] = relativelightorigin[1] + lightradius;
2489 lightmaxs[2] = relativelightorigin[2] + lightradius;
2490 R_Mesh_Matrix(&ent->matrix);
2491 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
2492 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2494 surface = model->brushq3.data_faces + surfacelist[surfacelistindex];
2495 // FIXME: check some manner of face->rendermode here?
2496 if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles && !surface->texture->skin.fog)
2498 for (j = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < surface->num_triangles;j++, t++, e += 3)
2500 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
2501 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
2502 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
2503 if (PointInfrontOfTriangle(relativelightorigin, 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])))
2504 shadowmarklist[numshadowmark++] = t;
2508 R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
2512 void R_Q3BSP_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 numsurfaces, const int *surfacelist)
2514 model_t *model = ent->model;
2515 vec3_t lightmins, lightmaxs, modelorg;
2516 q3msurface_t *surface;
2517 int surfacelistindex;
2518 if (r_drawcollisionbrushes.integer < 2)
2520 lightmins[0] = relativelightorigin[0] - lightradius;
2521 lightmins[1] = relativelightorigin[1] - lightradius;
2522 lightmins[2] = relativelightorigin[2] - lightradius;
2523 lightmaxs[0] = relativelightorigin[0] + lightradius;
2524 lightmaxs[1] = relativelightorigin[1] + lightradius;
2525 lightmaxs[2] = relativelightorigin[2] + lightradius;
2526 R_Mesh_Matrix(&ent->matrix);
2527 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2528 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2530 surface = model->brushq3.data_faces + surfacelist[surfacelistindex];
2531 if (r_shadow_compilingrtlight)
2533 // if compiling an rtlight, capture the mesh
2534 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->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, surface->num_triangles, surface->data_element3i);
2536 else if ((ent != &cl_entities[0].render || surface->visframe == r_framecount) && !(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles)
2537 R_Shadow_RenderLighting(surface->num_vertices, surface->num_triangles, surface->data_element3i, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, surface->texture->skin.base, surface->texture->skin.nmap, surface->texture->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR);
2542 static void gl_surf_start(void)
2546 static void gl_surf_shutdown(void)
2550 static void gl_surf_newmap(void)
2554 void GL_Surf_Init(void)
2557 dlightdivtable[0] = 4194304;
2558 for (i = 1;i < 32768;i++)
2559 dlightdivtable[i] = 4194304 / (i << 7);
2561 Cvar_RegisterVariable(&r_ambient);
2562 Cvar_RegisterVariable(&r_drawportals);
2563 Cvar_RegisterVariable(&r_testvis);
2564 Cvar_RegisterVariable(&r_floatbuildlightmap);
2565 Cvar_RegisterVariable(&r_detailtextures);
2566 Cvar_RegisterVariable(&r_surfaceworldnode);
2567 Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
2568 Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
2569 Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
2570 Cvar_RegisterVariable(&gl_lightmaps);
2572 R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);