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 static mempool_t *r_surf_mempool = NULL;
33 static int r_surf_surfacevisiblelimit = 0;
34 static qbyte *r_surf_surfacevisible = NULL;
36 cvar_t r_ambient = {0, "r_ambient", "0"};
37 cvar_t r_drawportals = {0, "r_drawportals", "0"};
38 cvar_t r_testvis = {0, "r_testvis", "0"};
39 cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
40 cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
41 cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"};
42 cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"};
43 cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"};
44 cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"};
45 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
48 // FIXME: these arrays are huge!
49 int r_q1bsp_maxmarkleafs;
50 int r_q1bsp_nummarkleafs;
51 mleaf_t *r_q1bsp_maxleaflist[65536];
52 int r_q1bsp_maxmarksurfaces;
53 int r_q1bsp_nummarksurfaces;
54 msurface_t *r_q1bsp_maxsurfacelist[65536];
56 // FIXME: these arrays are huge!
57 int r_q3bsp_maxmarkleafs;
58 int r_q3bsp_nummarkleafs;
59 q3mleaf_t *r_q3bsp_maxleaflist[65536];
60 int r_q3bsp_maxmarksurfaces;
61 int r_q3bsp_nummarksurfaces;
62 q3msurface_t *r_q3bsp_maxsurfacelist[65536];
65 void R_Surf_ClearSurfaceVisible(int num)
67 if (r_surf_surfacevisiblelimit < num)
69 Mem_Free(r_surf_surfacevisible);
70 r_surf_surfacevisiblelimit = num;
71 r_surf_surfacevisible = Mem_Alloc(r_surf_mempool, r_surf_surfacevisiblelimit);
73 memset(r_surf_surfacevisible, 0, num);
76 static int dlightdivtable[32768];
78 static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
80 int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
82 float dist, impact[3], local[3];
87 smax = (surf->extents[0] >> 4) + 1;
88 tmax = (surf->extents[1] >> 4) + 1;
91 for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
93 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
94 continue; // not lit by this light
96 Matrix4x4_Transform(matrix, light->origin, local);
97 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
99 // for comparisons to minimum acceptable light
100 // compensate for LIGHTOFFSET
101 maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
104 dist2 += LIGHTOFFSET;
105 if (dist2 >= maxdist)
108 if (surf->plane->type < 3)
110 VectorCopy(local, impact);
111 impact[surf->plane->type] -= dist;
115 impact[0] = local[0] - surf->plane->normal[0] * dist;
116 impact[1] = local[1] - surf->plane->normal[1] * dist;
117 impact[2] = local[2] - surf->plane->normal[2] * dist;
120 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
121 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
123 s = bound(0, impacts, smax * 16) - impacts;
124 t = bound(0, impactt, tmax * 16) - impactt;
125 i = s * s + t * t + dist2;
129 // reduce calculations
130 for (s = 0, i = impacts; s < smax; s++, i -= 16)
131 sdtable[s] = i * i + dist2;
133 maxdist3 = maxdist - dist2;
135 // convert to 8.8 blocklights format
136 red = light->rtlight.lightmap_light[0] * (1.0f / 128.0f);
137 green = light->rtlight.lightmap_light[1] * (1.0f / 128.0f);
138 blue = light->rtlight.lightmap_light[2] * (1.0f / 128.0f);
139 subtract = (int) (light->rtlight.lightmap_subtract * 4194304.0f);
143 for (t = 0;t < tmax;t++, i -= 16)
146 // make sure some part of it is visible on this line
149 maxdist2 = maxdist - td;
150 for (s = 0;s < smax;s++)
152 if (sdtable[s] < maxdist2)
154 k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
158 bl[1] += (green * k);
173 static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
175 int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
176 float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
181 smax = (surf->extents[0] >> 4) + 1;
182 tmax = (surf->extents[1] >> 4) + 1;
185 for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
187 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
188 continue; // not lit by this light
190 Matrix4x4_Transform(matrix, light->origin, local);
191 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
193 // for comparisons to minimum acceptable light
194 // compensate for LIGHTOFFSET
195 maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
198 dist2 += LIGHTOFFSET;
199 if (dist2 >= maxdist)
202 if (surf->plane->type < 3)
204 VectorCopy(local, impact);
205 impact[surf->plane->type] -= dist;
209 impact[0] = local[0] - surf->plane->normal[0] * dist;
210 impact[1] = local[1] - surf->plane->normal[1] * dist;
211 impact[2] = local[2] - surf->plane->normal[2] * dist;
214 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
215 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
217 td = bound(0, impacts, smax * 16) - impacts;
218 td1 = bound(0, impactt, tmax * 16) - impactt;
219 td = td * td + td1 * td1 + dist2;
223 // reduce calculations
224 for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
225 sdtable[s] = td1 * td1 + dist2;
227 maxdist3 = maxdist - dist2;
229 // convert to 8.8 blocklights format
230 red = light->rtlight.lightmap_light[0];
231 green = light->rtlight.lightmap_light[1];
232 blue = light->rtlight.lightmap_light[2];
233 subtract = light->rtlight.lightmap_subtract * 32768.0f;
234 bl = floatblocklights;
237 for (t = 0;t < tmax;t++, td1 -= 16.0f)
240 // make sure some part of it is visible on this line
243 maxdist2 = maxdist - td;
244 for (s = 0;s < smax;s++)
246 if (sdtable[s] < maxdist2)
248 k = (32768.0f / (sdtable[s] + td)) - subtract;
268 Combine and scale multiple lightmaps into the 8.8 format in blocklights
271 static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
273 if (!r_floatbuildlightmap.integer)
275 int smax, tmax, i, j, size, size3, maps, stride, l;
276 unsigned int *bl, scale;
277 qbyte *lightmap, *out, *stain;
279 // update cached lighting info
280 surf->cached_dlight = 0;
282 smax = (surf->extents[0]>>4)+1;
283 tmax = (surf->extents[1]>>4)+1;
286 lightmap = surf->samples;
288 // set to full bright if no light data
290 if (!ent->model->brushq1.lightdata)
292 for (i = 0;i < size3;i++)
298 memset(bl, 0, size*3*sizeof(unsigned int));
300 if (surf->dlightframe == r_framecount)
302 surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
303 if (surf->cached_dlight)
307 // add all the lightmaps
311 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
312 for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
313 bl[i] += lightmap[i] * scale;
317 stain = surf->stainsamples;
320 // the >> 16 shift adjusts down 8 bits to account for the stainmap
321 // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
322 // be doubled during rendering to achieve 2x overbright
323 // (0 = 0.0, 128 = 1.0, 256 = 2.0)
324 if (ent->model->brushq1.lightmaprgba)
326 stride = (surf->lightmaptexturestride - smax) * 4;
327 for (i = 0;i < tmax;i++, out += stride)
329 for (j = 0;j < smax;j++)
331 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
332 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
333 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
340 stride = (surf->lightmaptexturestride - smax) * 3;
341 for (i = 0;i < tmax;i++, out += stride)
343 for (j = 0;j < smax;j++)
345 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
346 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
347 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
352 R_UpdateTexture(surf->lightmaptexture, templight);
356 int smax, tmax, i, j, size, size3, maps, stride, l;
358 qbyte *lightmap, *out, *stain;
360 // update cached lighting info
361 surf->cached_dlight = 0;
363 smax = (surf->extents[0]>>4)+1;
364 tmax = (surf->extents[1]>>4)+1;
367 lightmap = surf->samples;
369 // set to full bright if no light data
370 bl = floatblocklights;
371 if (!ent->model->brushq1.lightdata)
373 for (i = 0;i < size3;i++)
378 memset(bl, 0, size*3*sizeof(float));
380 if (surf->dlightframe == r_framecount)
382 surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
383 if (surf->cached_dlight)
387 // add all the lightmaps
390 bl = floatblocklights;
391 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
392 for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
393 bl[i] += lightmap[i] * scale;
397 stain = surf->stainsamples;
398 bl = floatblocklights;
400 // this scaling adjusts down 8 bits to account for the stainmap
401 // scaling, and remaps the 0.0-2.0 (2x overbright) to 0-256, it will
402 // be doubled during rendering to achieve 2x overbright
403 // (0 = 0.0, 128 = 1.0, 256 = 2.0)
404 scale = 1.0f / (1 << 16);
405 if (ent->model->brushq1.lightmaprgba)
407 stride = (surf->lightmaptexturestride - smax) * 4;
408 for (i = 0;i < tmax;i++, out += stride)
410 for (j = 0;j < smax;j++)
412 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
413 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
414 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
421 stride = (surf->lightmaptexturestride - smax) * 3;
422 for (i = 0;i < tmax;i++, out += stride)
424 for (j = 0;j < smax;j++)
426 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
427 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
428 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
433 R_UpdateTexture(surf->lightmaptexture, templight);
437 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
439 float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
440 msurface_t *surf, *endsurf;
441 int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
445 maxdist = radius * radius;
446 invradius = 1.0f / radius;
449 if (node->contents < 0)
451 ndist = PlaneDiff(origin, node->plane);
454 node = node->children[0];
459 node = node->children[1];
463 dist2 = ndist * ndist;
464 maxdist3 = maxdist - dist2;
466 if (node->plane->type < 3)
468 VectorCopy(origin, impact);
469 impact[node->plane->type] -= ndist;
473 impact[0] = origin[0] - node->plane->normal[0] * ndist;
474 impact[1] = origin[1] - node->plane->normal[1] * ndist;
475 impact[2] = origin[2] - node->plane->normal[2] * ndist;
478 for (surf = model->brushq1.surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
480 if (surf->stainsamples)
482 smax = (surf->extents[0] >> 4) + 1;
483 tmax = (surf->extents[1] >> 4) + 1;
485 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
486 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
488 s = bound(0, impacts, smax * 16) - impacts;
489 t = bound(0, impactt, tmax * 16) - impactt;
490 i = s * s + t * t + dist2;
494 // reduce calculations
495 for (s = 0, i = impacts; s < smax; s++, i -= 16)
496 sdtable[s] = i * i + dist2;
498 bl = surf->stainsamples;
503 for (t = 0;t < tmax;t++, i -= 16)
506 // make sure some part of it is visible on this line
509 maxdist2 = maxdist - td;
510 for (s = 0;s < smax;s++)
512 if (sdtable[s] < maxdist2)
514 ratio = lhrandom(0.0f, 1.0f);
515 a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
516 if (a >= (1.0f / 64.0f))
520 bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
521 bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
522 bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
532 // force lightmap upload
534 surf->cached_dlight = true;
538 if (node->children[0]->contents >= 0)
540 if (node->children[1]->contents >= 0)
542 R_StainNode(node->children[0], model, origin, radius, fcolor);
543 node = node->children[1];
548 node = node->children[0];
552 else if (node->children[1]->contents >= 0)
554 node = node->children[1];
559 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)
563 entity_render_t *ent;
566 if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brushq1.nodes)
571 fcolor[3] = ca1 * (1.0f / 64.0f);
572 fcolor[4] = cr2 - cr1;
573 fcolor[5] = cg2 - cg1;
574 fcolor[6] = cb2 - cb1;
575 fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
577 R_StainNode(r_refdef.worldmodel->brushq1.nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor);
579 // look for embedded bmodels
580 for (n = 0;n < cl_num_brushmodel_entities;n++)
582 ent = cl_brushmodel_entities[n];
584 if (model && model->name[0] == '*')
586 Mod_CheckLoaded(model);
587 if (model->brushq1.nodes)
589 Matrix4x4_Transform(&ent->inversematrix, origin, org);
590 R_StainNode(model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
598 =============================================================
602 =============================================================
605 static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
610 if (styles[0] != 255)
612 for (i = 0;i < numverts;i++, c += 4)
614 lm = samples + lightmapoffsets[i];
615 scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
616 VectorMA(c, scale, lm, c);
617 if (styles[1] != 255)
620 scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
621 VectorMA(c, scale, lm, c);
622 if (styles[2] != 255)
625 scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
626 VectorMA(c, scale, lm, c);
627 if (styles[3] != 255)
630 scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
631 VectorMA(c, scale, lm, c);
639 static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
645 for (i = 0;i < numverts;i++, v += 3, c += 4)
647 VectorSubtract(v, modelorg, diff);
648 f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
649 VectorScale(c, f, c);
652 else if (colorscale != 1)
653 for (i = 0;i < numverts;i++, c += 4)
654 VectorScale(c, colorscale, c);
657 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)
666 for (i = 0;i < numverts;i++, v += 3, c += 4)
668 VectorSubtract(v, modelorg, diff);
669 f = 1 - exp(fogdensity/DotProduct(diff, diff));
678 for (i = 0;i < numverts;i++, c += 4)
688 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)
695 for (i = 0;i < numverts;i++, v += 3, c += 4)
697 VectorSubtract(v, modelorg, diff);
698 f = exp(fogdensity/DotProduct(diff, diff));
706 static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale)
711 int i, l, lit = false;
712 const dlight_t *light;
714 for (l = 0;l < r_numdlights;l++)
716 if (dlightbits[l >> 5] & (1 << (l & 31)))
718 light = &r_dlight[l];
719 Matrix4x4_Transform(matrix, light->origin, lightorigin);
720 for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
722 f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
723 if (f < light->rtlight.lightmap_cullradius2)
725 f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale;
726 VectorMA(c, f, light->rtlight.lightmap_light, c);
735 static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
737 const msurface_t *surf;
740 // sky rendering transparently would be too difficult
741 if (ent->flags & RENDER_TRANSPARENT)
746 skyrendernow = false;
751 // LordHavoc: HalfLife maps have freaky skypolys...
752 if (ent->model->brush.ishlbsp)
754 R_Mesh_Matrix(&ent->matrix);
756 GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
759 // depth-only (masking)
760 GL_ColorMask(0,0,0,0);
761 // just to make sure that braindead drivers don't draw anything
762 // despite that colormask...
763 GL_BlendFunc(GL_ZERO, GL_ONE);
768 GL_BlendFunc(GL_ONE, GL_ZERO);
773 memset(&m, 0, sizeof(m));
774 while((surf = *surfchain++) != NULL)
776 if (surf->visframe == r_framecount)
778 m.pointer_vertex = surf->mesh.data_vertex3f;
780 GL_LockArrays(0, surf->mesh.num_vertices);
781 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
785 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
788 static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2)
790 const entity_render_t *ent = calldata1;
791 const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
794 float base, colorscale;
797 float args[4] = {0.05f,0,0,0.04f};
798 int rendertype, turb, fullbright;
800 R_Mesh_Matrix(&ent->matrix);
801 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
803 texture = surf->texinfo->texture;
804 if (texture->animated)
805 texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (r_refdef.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
806 currentalpha = ent->alpha;
807 if (surf->flags & SURF_WATERALPHA)
808 currentalpha *= r_wateralpha.value;
810 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
811 if (ent->effects & EF_ADDITIVE)
813 rendertype = SURFRENDER_ADD;
814 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
817 else if (currentalpha < 1 || texture->skin.fog != NULL)
819 rendertype = SURFRENDER_ALPHA;
820 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
825 rendertype = SURFRENDER_OPAQUE;
826 GL_BlendFunc(GL_ONE, GL_ZERO);
827 GL_DepthMask(!(ent->effects & EF_NODEPTHTEST));
830 turb = (surf->flags & SURF_DRAWTURB) && r_waterscroll.value;
831 fullbright = !(ent->flags & RENDER_LIGHT) || (surf->flags & SURF_DRAWFULLBRIGHT) || !surf->samples;
832 base = fullbright ? 2.0f : r_ambient.value * (1.0f / 64.0f);
833 if (surf->flags & SURF_DRAWTURB)
835 if ((surf->flags & SURF_DRAWTURB) && gl_textureshader && r_watershader.value && !fogenabled && fullbright && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
837 // NVIDIA Geforce3 distortion texture shader on water
838 GL_Color(1, 1, 1, currentalpha);
839 memset(&m, 0, sizeof(m));
840 m.pointer_vertex = surf->mesh.data_vertex3f;
841 m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(r_refdef.time * 16)&63]);
842 m.tex[1] = R_GetTexture(texture->skin.base);
843 m.texcombinergb[0] = GL_REPLACE;
844 m.texcombinergb[1] = GL_REPLACE;
845 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
846 m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f;
847 Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
848 Matrix4x4_CreateTranslate(&m.texmatrix[1], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
852 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
854 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
855 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
856 qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
857 qglEnable(GL_TEXTURE_SHADER_NV);
859 GL_LockArrays(0, surf->mesh.num_vertices);
860 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
863 qglDisable(GL_TEXTURE_SHADER_NV);
864 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
869 memset(&m, 0, sizeof(m));
870 m.pointer_vertex = surf->mesh.data_vertex3f;
871 m.pointer_color = varray_color4f;
872 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
873 m.tex[0] = R_GetTexture(texture->skin.base);
876 // scrolling in texture matrix
877 Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
880 if (gl_combine.integer)
882 m.texrgbscale[0] = 4;
885 R_FillColors(varray_color4f, surf->mesh.num_vertices, base * ent->colormod[0], base * ent->colormod[1], base * ent->colormod[2], currentalpha);
888 if (surf->dlightframe == r_framecount)
889 RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1);
891 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);
893 RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
895 GL_LockArrays(0, surf->mesh.num_vertices);
896 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
898 if (texture->skin.glow)
900 memset(&m, 0, sizeof(m));
901 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
903 m.pointer_color = varray_color4f;
904 m.tex[0] = R_GetTexture(texture->skin.glow);
905 m.pointer_vertex = surf->mesh.data_vertex3f;
908 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
911 // scrolling in texture matrix
912 Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
916 RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
917 GL_LockArrays(0, surf->mesh.num_vertices);
918 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
921 if (fogenabled && rendertype != SURFRENDER_ADD)
923 memset(&m, 0, sizeof(m));
924 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
926 m.pointer_color = varray_color4f;
927 m.tex[0] = R_GetTexture(texture->skin.fog);
928 m.pointer_vertex = surf->mesh.data_vertex3f;
931 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
934 // scrolling in texture matrix
935 Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
939 RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
940 GL_LockArrays(0, surf->mesh.num_vertices);
941 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
947 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
949 const msurface_t *surf;
951 int lightmaptexturenum;
952 memset(&m, 0, sizeof(m));
953 GL_BlendFunc(GL_ONE, GL_ZERO);
956 m.tex[0] = R_GetTexture(texture->skin.base);
957 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
958 m.texrgbscale[1] = 2;
959 m.tex[2] = R_GetTexture(texture->skin.detail);
960 m.texrgbscale[2] = 2;
961 if (texture->skin.glow)
963 m.tex[3] = R_GetTexture(texture->skin.glow);
964 m.texcombinergb[3] = GL_ADD;
966 GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
968 while((surf = *surfchain++) != NULL)
970 if (surf->visframe == r_framecount)
972 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
973 m.tex[1] = lightmaptexturenum;
974 m.pointer_vertex = surf->mesh.data_vertex3f;
975 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
976 m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
977 m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
978 m.pointer_texcoord[3] = surf->mesh.data_texcoordtexture2f;
980 GL_LockArrays(0, surf->mesh.num_vertices);
981 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
987 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
989 const msurface_t *surf;
991 int lightmaptexturenum;
992 memset(&m, 0, sizeof(m));
993 GL_BlendFunc(GL_ONE, GL_ZERO);
996 m.tex[0] = R_GetTexture(texture->skin.base);
997 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
998 m.texrgbscale[1] = 2;
999 m.tex[2] = R_GetTexture(texture->skin.detail);
1000 m.texrgbscale[2] = 2;
1001 GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
1003 while((surf = *surfchain++) != NULL)
1005 if (surf->visframe == r_framecount)
1007 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1008 m.tex[1] = lightmaptexturenum;
1009 m.pointer_vertex = surf->mesh.data_vertex3f;
1010 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1011 m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1012 m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
1014 GL_LockArrays(0, surf->mesh.num_vertices);
1015 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1016 GL_LockArrays(0, 0);
1021 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1023 const msurface_t *surf;
1025 int lightmaptexturenum;
1026 memset(&m, 0, sizeof(m));
1027 GL_BlendFunc(GL_ONE, GL_ZERO);
1030 m.tex[0] = R_GetTexture(texture->skin.base);
1031 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1032 m.texrgbscale[1] = 2;
1033 GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
1034 while((surf = *surfchain++) != NULL)
1036 if (surf->visframe == r_framecount)
1038 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1039 m.tex[1] = lightmaptexturenum;
1040 m.pointer_vertex = surf->mesh.data_vertex3f;
1041 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1042 m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1044 GL_LockArrays(0, surf->mesh.num_vertices);
1045 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1046 GL_LockArrays(0, 0);
1051 static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1053 const msurface_t *surf;
1055 memset(&m, 0, sizeof(m));
1058 GL_BlendFunc(GL_ONE, GL_ZERO);
1059 m.tex[0] = R_GetTexture(texture->skin.base);
1060 if (ent->flags & RENDER_LIGHT)
1061 GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
1063 GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1);
1064 while((surf = *surfchain++) != NULL)
1066 if (surf->visframe == r_framecount)
1068 m.pointer_vertex = surf->mesh.data_vertex3f;
1069 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1071 GL_LockArrays(0, surf->mesh.num_vertices);
1072 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1073 GL_LockArrays(0, 0);
1078 static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1080 const msurface_t *surf;
1082 int lightmaptexturenum;
1083 memset(&m, 0, sizeof(m));
1084 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1085 GL_DepthMask(false);
1087 m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1088 GL_Color(1, 1, 1, 1);
1089 while((surf = *surfchain++) != NULL)
1091 if (surf->visframe == r_framecount)
1093 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1094 m.tex[0] = lightmaptexturenum;
1095 m.pointer_vertex = surf->mesh.data_vertex3f;
1096 m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
1098 GL_LockArrays(0, surf->mesh.num_vertices);
1099 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1100 GL_LockArrays(0, 0);
1105 static void RSurfShader_OpaqueWall_Pass_BaseAmbient(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1107 const msurface_t *surf;
1109 memset(&m, 0, sizeof(m));
1110 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1111 GL_DepthMask(false);
1113 m.tex[0] = R_GetTexture(texture->skin.base);
1114 GL_Color(r_ambient.value * (1.0f / 128.0f) * ent->colormod[0], r_ambient.value * (1.0f / 128.0f) * ent->colormod[1], r_ambient.value * (1.0f / 128.0f) * ent->colormod[2], 1);
1115 while((surf = *surfchain++) != NULL)
1117 if (surf->visframe == r_framecount)
1119 m.pointer_vertex = surf->mesh.data_vertex3f;
1120 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1122 GL_LockArrays(0, surf->mesh.num_vertices);
1123 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1124 GL_LockArrays(0, 0);
1129 static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1131 const msurface_t *surf;
1134 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1135 memset(&m, 0, sizeof(m));
1136 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1137 GL_DepthMask(false);
1139 m.pointer_color = varray_color4f;
1140 while((surf = *surfchain++) != NULL)
1142 if (surf->visframe == r_framecount)
1144 m.pointer_vertex = surf->mesh.data_vertex3f;
1146 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1148 RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg);
1149 GL_LockArrays(0, surf->mesh.num_vertices);
1150 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1151 GL_LockArrays(0, 0);
1156 static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1158 const msurface_t *surf;
1160 memset(&m, 0, sizeof(m));
1161 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1162 GL_DepthMask(false);
1164 m.tex[0] = R_GetTexture(texture->skin.detail);
1165 GL_Color(1, 1, 1, 1);
1166 while((surf = *surfchain++) != NULL)
1168 if (surf->visframe == r_framecount)
1170 m.pointer_vertex = surf->mesh.data_vertex3f;
1171 m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f;
1173 GL_LockArrays(0, surf->mesh.num_vertices);
1174 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1175 GL_LockArrays(0, 0);
1180 static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1182 const msurface_t *surf;
1184 memset(&m, 0, sizeof(m));
1185 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1186 GL_DepthMask(false);
1188 m.tex[0] = R_GetTexture(texture->skin.glow);
1189 GL_Color(1, 1, 1, 1);
1190 while((surf = *surfchain++) != NULL)
1192 if (surf->visframe == r_framecount)
1194 m.pointer_vertex = surf->mesh.data_vertex3f;
1195 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1197 GL_LockArrays(0, surf->mesh.num_vertices);
1198 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1199 GL_LockArrays(0, 0);
1205 static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1207 const msurface_t *surf;
1209 memset(&m, 0, sizeof(m));
1210 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1212 m.tex[0] = R_GetTexture(texture->skin.glow);
1214 GL_Color(1, 1, 1, 1);
1216 GL_Color(0, 0, 0, 1);
1217 while((surf = *surfchain++) != NULL)
1219 if (surf->visframe == r_framecount)
1221 m.pointer_vertex = surf->mesh.data_vertex3f;
1222 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1224 GL_LockArrays(0, surf->mesh.num_vertices);
1225 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1226 GL_LockArrays(0, 0);
1232 static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1234 const msurface_t *surf;
1236 int lightmaptexturenum;
1237 memset(&m, 0, sizeof(m));
1238 GL_BlendFunc(GL_ONE, GL_ZERO);
1241 m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1242 GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
1243 while((surf = *surfchain++) != NULL)
1245 if (surf->visframe == r_framecount)
1247 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1248 m.tex[0] = lightmaptexturenum;
1249 m.pointer_vertex = surf->mesh.data_vertex3f;
1250 m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
1252 GL_LockArrays(0, surf->mesh.num_vertices);
1253 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1254 GL_LockArrays(0, 0);
1259 void R_UpdateTextureInfo(entity_render_t *ent)
1261 int i, texframe, alttextures;
1267 alttextures = ent->frame != 0;
1268 texframe = (int)(r_refdef.time * 5.0f);
1269 for (i = 0;i < ent->model->brushq1.numtextures;i++)
1271 t = ent->model->brushq1.textures + i;
1272 t->currentalpha = ent->alpha;
1273 if (t->flags & SURF_WATERALPHA)
1274 t->currentalpha *= r_wateralpha.value;
1275 if (ent->effects & EF_ADDITIVE)
1276 t->rendertype = SURFRENDER_ADD;
1277 else if (t->currentalpha < 1 || t->skin.fog != NULL)
1278 t->rendertype = SURFRENDER_ALPHA;
1280 t->rendertype = SURFRENDER_OPAQUE;
1281 // we don't need to set currentframe if t->animated is false because
1282 // it was already set up by the texture loader for non-animating
1284 t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
1288 void R_UpdateLightmapInfo(entity_render_t *ent)
1291 msurface_t *surface, **surfacechain;
1292 model_t *model = ent->model;
1295 if (r_dynamic.integer && !r_rtdlight)
1297 for (i = 0;i < model->brushq1.light_styles;i++)
1299 if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
1301 model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
1302 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
1303 for (;(surface = *surfacechain);surfacechain++)
1304 surface->cached_dlight = true;
1309 void R_PrepareSurfaces(entity_render_t *ent)
1311 int i, numsurfaces, *surfacevisframes;
1313 msurface_t *surf, *surfaces;
1320 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1321 numsurfaces = model->nummodelsurfaces;
1322 surfaces = model->brushq1.surfaces + model->firstmodelsurface;
1323 surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
1324 for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
1326 if (surfacevisframes[i] == r_framecount)
1328 #if !WORLDNODECULLBACKFACES
1329 // mark any backface surfaces as not visible
1330 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1332 if (!(surf->flags & SURF_PLANEBACK))
1333 surfacevisframes[i] = -1;
1337 if ((surf->flags & SURF_PLANEBACK))
1338 surfacevisframes[i] = -1;
1340 if (surfacevisframes[i] == r_framecount)
1344 surf->visframe = r_framecount;
1345 if (surf->cached_dlight && surf->lightmaptexture != NULL)
1346 R_BuildLightMap(ent, surf);
1352 void R_DrawSurfaces(entity_render_t *ent, int flagsmask)
1354 int texturenumber, f;
1356 msurface_t *surf, **chain, **surfchain;
1357 texture_t *t, *texture;
1358 model_t *model = ent->model;
1361 R_Mesh_Matrix(&ent->matrix);
1362 for (texturenumber = 0, t = model->brushq1.textures;texturenumber < model->brushq1.numtextures;texturenumber++, t++)
1364 if ((f = t->flags & flagsmask) && (texture = t->currentframe) && (surfchain = model->brushq1.pvstexturechains[texturenumber]) != NULL)
1366 if (texture->flags & SURF_LIGHTMAP)
1368 if (gl_lightmaps.integer)
1370 RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain);
1372 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1374 else if (texture->rendertype != SURFRENDER_OPAQUE)
1376 // transparent vertex shaded from lightmap
1377 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1379 if (surf->visframe == r_framecount)
1381 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
1382 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces);
1388 if (!(ent->flags & RENDER_LIGHT))
1390 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1391 if (r_detailtextures.integer)
1392 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1393 if (texture->skin.glow)
1394 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1396 else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0)
1397 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain);
1400 if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0)
1401 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain);
1404 if (r_textureunits.integer >= 2 && gl_combine.integer)
1405 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain);
1408 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1409 RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
1411 if (r_ambient.value > 0)
1412 RSurfShader_OpaqueWall_Pass_BaseAmbient(ent, texture, surfchain);
1413 if (r_detailtextures.integer)
1414 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1416 if (texture->skin.glow)
1417 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1420 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1423 else if (texture->flags & SURF_DRAWTURB)
1425 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1427 if (surf->visframe == r_framecount)
1429 if (texture->rendertype == SURFRENDER_OPAQUE)
1430 RSurfShader_Transparent_Callback(ent, surf - ent->model->brushq1.surfaces);
1433 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
1434 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces);
1439 else if (texture->flags & SURF_DRAWSKY)
1440 RSurfShader_Sky(ent, texture, surfchain);
1445 static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
1450 const mportal_t *portal = calldata1;
1451 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1452 GL_DepthMask(false);
1454 R_Mesh_Matrix(&r_identitymatrix);
1456 memset(&m, 0, sizeof(m));
1457 m.pointer_vertex = varray_vertex3f;
1461 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
1462 ((i & 0x0038) >> 3) * (1.0f / 7.0f),
1463 ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
1465 if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0)
1467 for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
1468 VectorCopy(portal->points[i].position, v);
1471 for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
1472 VectorCopy(portal->points[i].position, v);
1473 GL_LockArrays(0, portal->numpoints);
1474 R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
1475 GL_LockArrays(0, 0);
1478 // LordHavoc: this is just a nice debugging tool, very slow
1479 static void R_DrawPortals(void)
1484 model_t *model = r_refdef.worldmodel;
1487 for (portalnum = 0, portal = model->brushq1.portals;portalnum < model->brushq1.numportals;portalnum++, portal++)
1489 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
1491 VectorClear(center);
1492 for (i = 0;i < portal->numpoints;i++)
1493 VectorAdd(center, portal->points[i].position, center);
1494 f = ixtable[portal->numpoints];
1495 VectorScale(center, f, center);
1496 R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, portalnum);
1501 void R_PrepareBrushModel(entity_render_t *ent)
1503 int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
1506 #if WORLDNODECULLBACKFACES
1510 // because bmodels can be reused, we have to decide which things to render
1511 // from scratch every time
1515 #if WORLDNODECULLBACKFACES
1516 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1518 numsurfaces = model->nummodelsurfaces;
1519 surf = model->brushq1.surfaces + model->firstmodelsurface;
1520 surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
1521 surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface;
1522 for (i = 0;i < numsurfaces;i++, surf++)
1524 #if WORLDNODECULLBACKFACES
1525 // mark any backface surfaces as not visible
1526 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1528 if ((surf->flags & SURF_PLANEBACK))
1529 surfacevisframes[i] = r_framecount;
1531 else if (!(surf->flags & SURF_PLANEBACK))
1532 surfacevisframes[i] = r_framecount;
1534 surfacevisframes[i] = r_framecount;
1536 surf->dlightframe = -1;
1538 R_UpdateTextureInfo(ent);
1539 R_UpdateLightmapInfo(ent);
1542 void R_SurfaceWorldNode (void)
1544 int i, *surfacevisframes, *surfacepvsframes, surfnum;
1549 // equivilant to quake's RecursiveWorldNode but faster and more effective
1550 model = r_refdef.worldmodel;
1553 surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
1554 surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface;
1556 for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
1558 if (!R_CullBox (leaf->mins, leaf->maxs))
1561 leaf->visframe = r_framecount;
1565 for (i = 0;i < model->brushq1.pvssurflistlength;i++)
1567 surfnum = model->brushq1.pvssurflist[i];
1568 surf = model->brushq1.surfaces + surfnum;
1569 #if WORLDNODECULLBACKFACES
1570 if (PlaneDist(r_vieworigin, surf->plane) < surf->plane->dist)
1572 if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1573 surfacevisframes[surfnum] = r_framecount;
1577 if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1578 surfacevisframes[surfnum] = r_framecount;
1581 if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
1582 surfacevisframes[surfnum] = r_framecount;
1587 static void R_PortalWorldNode(mleaf_t *viewleaf)
1589 int c, leafstackpos, *mark, *surfacevisframes;
1590 #if WORLDNODECULLBACKFACES
1594 mleaf_t *leaf, *leafstack[8192];
1596 msurface_t *surfaces;
1597 model_t *model = r_refdef.worldmodel;
1600 // LordHavoc: portal-passage worldnode with PVS;
1601 // follows portals leading outward from viewleaf, does not venture
1602 // offscreen or into leafs that are not visible, faster than Quake's
1603 // RecursiveWorldNode
1604 surfaces = model->brushq1.surfaces;
1605 surfacevisframes = model->brushq1.surfacevisframes;
1606 viewleaf->worldnodeframe = r_framecount;
1607 leafstack[0] = viewleaf;
1609 while (leafstackpos)
1612 leaf = leafstack[--leafstackpos];
1613 leaf->visframe = r_framecount;
1614 // draw any surfaces bounding this leaf
1615 if (leaf->nummarksurfaces)
1617 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
1619 #if WORLDNODECULLBACKFACES
1621 if (surfacevisframes[n] != r_framecount)
1623 surf = surfaces + n;
1624 if (PlaneDist(r_vieworigin, surf->plane) < surf->plane->dist)
1626 if ((surf->flags & SURF_PLANEBACK))
1627 surfacevisframes[n] = r_framecount;
1631 if (!(surf->flags & SURF_PLANEBACK))
1632 surfacevisframes[n] = r_framecount;
1636 surfacevisframes[*mark++] = r_framecount;
1640 // follow portals into other leafs
1641 for (p = leaf->portals;p;p = p->next)
1643 // LordHavoc: this DotProduct hurts less than a cache miss
1644 // (which is more likely to happen if backflowing through leafs)
1645 if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1))
1648 if (leaf->worldnodeframe != r_framecount)
1650 leaf->worldnodeframe = r_framecount;
1651 // FIXME: R_CullBox is absolute, should be done relative
1652 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
1653 leafstack[leafstackpos++] = leaf;
1660 void R_PVSUpdate (mleaf_t *viewleaf)
1662 int j, c, *surfacepvsframes, *mark;
1666 model = r_refdef.worldmodel;
1667 if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer))
1669 model->brushq1.pvsframecount++;
1670 model->brushq1.pvsviewleaf = viewleaf;
1671 model->brushq1.pvsviewleafnovis = r_novis.integer;
1672 model->brushq1.pvsleafchain = NULL;
1673 model->brushq1.pvssurflistlength = 0;
1676 surfacepvsframes = model->brushq1.surfacepvsframes;
1677 for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++)
1679 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
1681 leaf->pvsframe = model->brushq1.pvsframecount;
1682 leaf->pvschain = model->brushq1.pvsleafchain;
1683 model->brushq1.pvsleafchain = leaf;
1684 // mark surfaces bounding this leaf as visible
1685 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
1686 surfacepvsframes[*mark] = model->brushq1.pvsframecount;
1689 model->brushq1.BuildPVSTextureChains(model);
1694 void R_WorldVisibility(void)
1698 viewleaf = (r_refdef.worldmodel && r_refdef.worldmodel->brushq1.PointInLeaf) ? r_refdef.worldmodel->brushq1.PointInLeaf(r_refdef.worldmodel, r_vieworigin) : NULL;
1699 R_PVSUpdate(viewleaf);
1704 if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
1705 R_SurfaceWorldNode();
1707 R_PortalWorldNode(viewleaf);
1709 if (r_drawportals.integer)
1713 void R_Q1BSP_DrawSky(entity_render_t *ent)
1715 if (ent->model == NULL)
1717 if (ent != r_refdef.worldentity)
1718 R_PrepareBrushModel(ent);
1719 R_PrepareSurfaces(ent);
1720 R_DrawSurfaces(ent, SURF_DRAWSKY);
1723 void R_Q1BSP_Draw(entity_render_t *ent)
1725 if (ent->model == NULL)
1728 if (ent != r_refdef.worldentity)
1729 R_PrepareBrushModel(ent);
1730 R_PrepareSurfaces(ent);
1731 R_UpdateTextureInfo(ent);
1732 R_UpdateLightmapInfo(ent);
1733 R_DrawSurfaces(ent, SURF_DRAWTURB | SURF_LIGHTMAP);
1736 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)
1738 model_t *model = ent->model;
1739 vec3_t lightmins, lightmaxs;
1740 int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
1743 msurface_t *surface;
1746 lightmins[0] = relativelightorigin[0] - lightradius;
1747 lightmins[1] = relativelightorigin[1] - lightradius;
1748 lightmins[2] = relativelightorigin[2] - lightradius;
1749 lightmaxs[0] = relativelightorigin[0] + lightradius;
1750 lightmaxs[1] = relativelightorigin[1] + lightradius;
1751 lightmaxs[2] = relativelightorigin[2] + lightradius;
1752 *outnumclusterspointer = 0;
1753 *outnumsurfacespointer = 0;
1754 memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
1755 memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
1758 VectorCopy(lightmins, outmins);
1759 VectorCopy(lightmaxs, outmaxs);
1762 VectorCopy(relativelightorigin, outmins);
1763 VectorCopy(relativelightorigin, outmaxs);
1764 if (model->brush.GetPVS)
1765 pvs = model->brush.GetPVS(model, relativelightorigin);
1768 // FIXME: use BSP recursion as lights are often small
1769 for (leafindex = 0, leaf = model->brushq1.data_leafs;leafindex < model->brushq1.num_leafs;leafindex++, leaf++)
1771 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
1773 outmins[0] = min(outmins[0], leaf->mins[0]);
1774 outmins[1] = min(outmins[1], leaf->mins[1]);
1775 outmins[2] = min(outmins[2], leaf->mins[2]);
1776 outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
1777 outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
1778 outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
1781 if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
1783 SETPVSBIT(outclusterpvs, leaf->clusterindex);
1784 outclusterlist[outnumclusters++] = leaf->clusterindex;
1789 for (marksurfaceindex = 0;marksurfaceindex < leaf->nummarksurfaces;marksurfaceindex++)
1791 surfaceindex = leaf->firstmarksurface[marksurfaceindex];
1792 if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
1794 surface = model->brushq1.surfaces + surfaceindex;
1795 if (BoxesOverlap(lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs) && (surface->flags & SURF_LIGHTMAP) && !surface->texinfo->texture->skin.fog)
1797 for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
1799 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
1800 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
1801 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
1802 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])))
1804 SETPVSBIT(outsurfacepvs, surfaceindex);
1805 outsurfacelist[outnumsurfaces++] = surfaceindex;
1816 // limit combined leaf box to light boundaries
1817 outmins[0] = max(outmins[0], lightmins[0]);
1818 outmins[1] = max(outmins[1], lightmins[1]);
1819 outmins[2] = max(outmins[2], lightmins[2]);
1820 outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
1821 outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
1822 outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
1824 *outnumclusterspointer = outnumclusters;
1825 *outnumsurfacespointer = outnumsurfaces;
1828 void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
1830 model_t *model = ent->model;
1831 vec3_t lightmins, lightmaxs;
1832 msurface_t *surface;
1833 int surfacelistindex;
1834 if (r_drawcollisionbrushes.integer < 2)
1836 lightmins[0] = relativelightorigin[0] - lightradius;
1837 lightmins[1] = relativelightorigin[1] - lightradius;
1838 lightmins[2] = relativelightorigin[2] - lightradius;
1839 lightmaxs[0] = relativelightorigin[0] + lightradius;
1840 lightmaxs[1] = relativelightorigin[1] + lightradius;
1841 lightmaxs[2] = relativelightorigin[2] + lightradius;
1842 R_Mesh_Matrix(&ent->matrix);
1843 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1844 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1846 surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
1847 R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs);
1849 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);
1853 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, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist)
1855 model_t *model = ent->model;
1856 vec3_t lightmins, lightmaxs, modelorg;
1857 msurface_t *surface;
1859 int surfacelistindex;
1860 if (r_drawcollisionbrushes.integer < 2)
1862 lightmins[0] = relativelightorigin[0] - lightradius;
1863 lightmins[1] = relativelightorigin[1] - lightradius;
1864 lightmins[2] = relativelightorigin[2] - lightradius;
1865 lightmaxs[0] = relativelightorigin[0] + lightradius;
1866 lightmaxs[1] = relativelightorigin[1] + lightradius;
1867 lightmaxs[2] = relativelightorigin[2] + lightradius;
1868 R_Mesh_Matrix(&ent->matrix);
1869 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1870 R_UpdateTextureInfo(ent);
1871 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1873 surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
1874 if (r_shadow_compilingrtlight)
1876 // if compiling an rtlight, capture the mesh
1877 t = surface->texinfo->texture;
1878 if (t->flags & SURF_LIGHTMAP && t->skin.fog == NULL)
1879 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);
1881 else if (ent != r_refdef.worldentity || surface->visframe == r_framecount)
1883 t = surface->texinfo->texture->currentframe;
1884 // FIXME: transparent surfaces need to be lit later
1885 if (t->flags & SURF_LIGHTMAP && t->rendertype == SURFRENDER_OPAQUE)
1886 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, ambientscale, diffusescale, specularscale);
1892 void R_DrawCollisionBrush(colbrushf_t *brush)
1896 memset(&m, 0, sizeof(m));
1897 m.pointer_vertex = brush->points->v;
1899 i = (int)(((size_t)brush) / sizeof(colbrushf_t));
1900 GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
1901 GL_LockArrays(0, brush->numpoints);
1902 R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
1903 GL_LockArrays(0, 0);
1906 void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3msurface_t *face)
1910 if (!face->num_collisiontriangles)
1912 memset(&m, 0, sizeof(m));
1913 m.pointer_vertex = face->data_collisionvertex3f;
1915 i = (int)(((size_t)face) / sizeof(q3msurface_t));
1916 GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
1917 GL_LockArrays(0, face->num_collisionvertices);
1918 R_Mesh_Draw(face->num_collisionvertices, face->num_collisiontriangles, face->data_collisionelement3i);
1919 GL_LockArrays(0, 0);
1922 void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
1924 const entity_render_t *ent = voident;
1925 q3msurface_t *face = ent->model->brushq3.data_faces + facenumber;
1927 R_Mesh_Matrix(&ent->matrix);
1928 memset(&m, 0, sizeof(m));
1929 if ((ent->effects & EF_ADDITIVE) || (face->texture->textureflags & Q3TEXTUREFLAG_ADDITIVE))
1930 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1932 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1933 GL_DepthMask(false);
1934 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
1935 m.tex[0] = R_GetTexture(face->texture->skin.base);
1936 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
1937 // LordHavoc: quake3 was not able to do this; lit transparent surfaces
1938 if (gl_combine.integer)
1940 m.texrgbscale[0] = 2;
1941 if (r_textureunits.integer >= 2)
1943 m.tex[1] = R_GetTexture(face->lightmaptexture);
1944 m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
1945 GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha);
1949 if (ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1 && ent->alpha == 1)
1950 m.pointer_color = face->data_color4f;
1954 for (i = 0;i < face->num_vertices;i++)
1956 varray_color4f[i*4+0] = face->data_color4f[i*4+0] * ent->colormod[0];
1957 varray_color4f[i*4+1] = face->data_color4f[i*4+1] * ent->colormod[1];
1958 varray_color4f[i*4+2] = face->data_color4f[i*4+2] * ent->colormod[2];
1959 varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
1961 m.pointer_color = varray_color4f;
1968 for (i = 0;i < face->num_vertices;i++)
1970 varray_color4f[i*4+0] = face->data_color4f[i*4+0] * ent->colormod[0] * 2.0f;
1971 varray_color4f[i*4+1] = face->data_color4f[i*4+1] * ent->colormod[1] * 2.0f;
1972 varray_color4f[i*4+2] = face->data_color4f[i*4+2] * ent->colormod[2] * 2.0f;
1973 varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
1975 m.pointer_color = varray_color4f;
1977 if (face->texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
1980 float center[3], center2[3], forward[3], right[3], up[3], v[4][3];
1981 matrix4x4_t matrix1, imatrix1;
1982 R_Mesh_Matrix(&r_identitymatrix);
1983 // a single autosprite surface can contain multiple sprites...
1984 for (j = 0;j < face->num_vertices - 3;j += 4)
1986 VectorClear(center);
1987 for (i = 0;i < 4;i++)
1988 VectorAdd(center, face->data_vertex3f + (j+i) * 3, center);
1989 VectorScale(center, 0.25f, center);
1990 Matrix4x4_Transform(&ent->matrix, center, center2);
1991 // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
1992 Matrix4x4_FromVectors(&matrix1, face->data_normal3f + j*3, face->data_svector3f + j*3, face->data_tvector3f + j*3, center);
1993 Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
1994 for (i = 0;i < 4;i++)
1995 Matrix4x4_Transform(&imatrix1, face->data_vertex3f + (j+i)*3, v[i]);
1996 if (face->texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
1998 forward[0] = r_vieworigin[0] - center2[0];
1999 forward[1] = r_vieworigin[1] - center2[1];
2001 VectorNormalize(forward);
2002 right[0] = forward[1];
2003 right[1] = -forward[0];
2011 VectorCopy(r_viewforward, forward);
2012 VectorCopy(r_viewright, right);
2013 VectorCopy(r_viewup, up);
2015 for (i = 0;i < 4;i++)
2016 VectorMAMAMAM(1, center2, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (i+j) * 3);
2018 m.pointer_vertex = varray_vertex3f;
2021 m.pointer_vertex = face->data_vertex3f;
2023 if (face->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2024 qglDisable(GL_CULL_FACE);
2025 GL_LockArrays(0, face->num_vertices);
2026 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2027 GL_LockArrays(0, 0);
2028 if (face->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2029 qglEnable(GL_CULL_FACE);
2032 void R_Q3BSP_DrawFaceList(entity_render_t *ent, q3mtexture_t *t, int texturenumfaces, q3msurface_t **texturefacelist)
2034 int i, texturefaceindex;
2036 if (!texturenumfaces)
2038 c_faces += texturenumfaces;
2039 // transparent surfaces get sorted for later drawing
2040 if ((t->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
2042 vec3_t facecenter, center;
2043 // drawing sky transparently would be too difficult
2044 if (t->surfaceparms & Q3SURFACEPARM_SKY)
2046 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2048 q3msurface_t *face = texturefacelist[texturefaceindex];
2049 facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f;
2050 facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f;
2051 facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f;
2052 Matrix4x4_Transform(&ent->matrix, facecenter, center);
2053 R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces);
2057 // sky surfaces draw sky if needed and render themselves as a depth mask
2058 if (t->surfaceparms & Q3SURFACEPARM_SKY)
2062 skyrendernow = false;
2063 if (skyrendermasked)
2066 if (!r_q3bsp_renderskydepth.integer)
2069 R_Mesh_Matrix(&ent->matrix);
2071 GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
2072 if (skyrendermasked)
2074 // depth-only (masking)
2075 GL_ColorMask(0,0,0,0);
2076 // just to make sure that braindead drivers don't draw anything
2077 // despite that colormask...
2078 GL_BlendFunc(GL_ZERO, GL_ONE);
2083 GL_BlendFunc(GL_ONE, GL_ZERO);
2088 memset(&m, 0, sizeof(m));
2089 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2091 q3msurface_t *face = texturefacelist[texturefaceindex];
2092 m.pointer_vertex = face->data_vertex3f;
2094 GL_LockArrays(0, face->num_vertices);
2095 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2096 GL_LockArrays(0, 0);
2098 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
2101 // gl_lightmaps debugging mode skips normal texturing
2102 if (gl_lightmaps.integer)
2106 GL_BlendFunc(GL_ONE, GL_ZERO);
2107 qglDisable(GL_CULL_FACE);
2108 memset(&m, 0, sizeof(m));
2109 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2111 q3msurface_t *face = texturefacelist[texturefaceindex];
2112 m.tex[0] = R_GetTexture(face->lightmaptexture);
2113 m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
2114 if (face->lightmaptexture)
2116 GL_Color(1, 1, 1, 1);
2117 m.pointer_color = NULL;
2120 m.pointer_color = face->data_color4f;
2121 m.pointer_vertex = face->data_vertex3f;
2123 GL_LockArrays(0, face->num_vertices);
2124 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2125 GL_LockArrays(0, 0);
2127 qglEnable(GL_CULL_FACE);
2130 // anything else is a typical wall, lightmap * texture + glow
2131 if (!(ent->flags & RENDER_LIGHT))
2135 GL_BlendFunc(GL_ONE, GL_ZERO);
2136 GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1);
2137 if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2138 qglDisable(GL_CULL_FACE);
2139 memset(&m, 0, sizeof(m));
2140 m.tex[0] = R_GetTexture(t->skin.base);
2141 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2143 q3msurface_t *face = texturefacelist[texturefaceindex];
2144 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2145 m.pointer_vertex = face->data_vertex3f;
2147 GL_LockArrays(0, face->num_vertices);
2148 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2149 GL_LockArrays(0, 0);
2153 GL_Color(1, 1, 1, 1);
2154 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2155 GL_DepthMask(false);
2156 m.tex[0] = R_GetTexture(t->skin.glow);
2157 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2159 q3msurface_t *face = texturefacelist[texturefaceindex];
2160 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2161 m.pointer_vertex = face->data_vertex3f;
2163 GL_LockArrays(0, face->num_vertices);
2164 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2165 GL_LockArrays(0, 0);
2168 if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2169 qglEnable(GL_CULL_FACE);
2172 if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2173 qglDisable(GL_CULL_FACE);
2174 if (r_lightmapintensity <= 0)
2178 GL_BlendFunc(GL_ONE, GL_ZERO);
2179 GL_Color(0, 0, 0, 1);
2180 memset(&m, 0, sizeof(m));
2181 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2183 q3msurface_t *face = texturefacelist[texturefaceindex];
2184 m.pointer_vertex = face->data_vertex3f;
2186 GL_LockArrays(0, face->num_vertices);
2187 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2188 GL_LockArrays(0, 0);
2191 else if (r_textureunits.integer >= 2 && gl_combine.integer)
2193 // dualtexture combine
2196 GL_BlendFunc(GL_ONE, GL_ZERO);
2197 memset(&m, 0, sizeof(m));
2198 m.tex[0] = R_GetTexture(t->skin.base);
2199 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2201 q3msurface_t *face = texturefacelist[texturefaceindex];
2202 m.tex[1] = R_GetTexture(face->lightmaptexture);
2203 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2204 m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
2205 m.texrgbscale[1] = 2;
2206 if (face->lightmaptexture)
2208 GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
2209 m.pointer_color = NULL;
2211 else if (r_lightmapintensity == 1 && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
2212 m.pointer_color = face->data_color4f;
2215 m.pointer_color = varray_color4f;
2216 for (i = 0;i < face->num_vertices;i++)
2218 varray_color4f[i*4+0] = face->data_color4f[i*4+0] * ent->colormod[0] * r_lightmapintensity;
2219 varray_color4f[i*4+1] = face->data_color4f[i*4+1] * ent->colormod[1] * r_lightmapintensity;
2220 varray_color4f[i*4+2] = face->data_color4f[i*4+2] * ent->colormod[2] * r_lightmapintensity;
2221 varray_color4f[i*4+3] = face->data_color4f[i*4+3];
2224 m.pointer_vertex = face->data_vertex3f;
2226 GL_LockArrays(0, face->num_vertices);
2227 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2228 GL_LockArrays(0, 0);
2236 GL_BlendFunc(GL_ONE, GL_ZERO);
2237 memset(&m, 0, sizeof(m));
2238 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2240 q3msurface_t *face = texturefacelist[texturefaceindex];
2241 m.tex[0] = R_GetTexture(face->lightmaptexture);
2242 m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
2243 if (face->lightmaptexture)
2244 m.pointer_color = NULL;
2246 m.pointer_color = face->data_color4f;
2247 m.pointer_vertex = face->data_vertex3f;
2249 GL_LockArrays(0, face->num_vertices);
2250 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2251 GL_LockArrays(0, 0);
2253 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2254 GL_DepthMask(false);
2255 GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
2256 memset(&m, 0, sizeof(m));
2257 m.tex[0] = R_GetTexture(t->skin.base);
2258 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2260 q3msurface_t *face = texturefacelist[texturefaceindex];
2261 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2262 m.pointer_vertex = face->data_vertex3f;
2264 GL_LockArrays(0, face->num_vertices);
2265 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2266 GL_LockArrays(0, 0);
2269 if (r_ambient.value)
2271 GL_BlendFunc(GL_ONE, GL_ONE);
2272 GL_DepthMask(false);
2273 GL_Color(r_ambient.value * (1.0f / 128.0f) * ent->colormod[0], r_ambient.value * (1.0f / 128.0f) * ent->colormod[1], r_ambient.value * (1.0f / 128.0f) * ent->colormod[2], 1);
2274 memset(&m, 0, sizeof(m));
2275 m.tex[0] = R_GetTexture(t->skin.base);
2276 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2278 q3msurface_t *face = texturefacelist[texturefaceindex];
2279 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2280 m.pointer_vertex = face->data_vertex3f;
2282 GL_LockArrays(0, face->num_vertices);
2283 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2284 GL_LockArrays(0, 0);
2289 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2290 GL_DepthMask(false);
2291 GL_Color(1, 1, 1, 1);
2292 memset(&m, 0, sizeof(m));
2293 m.tex[0] = R_GetTexture(t->skin.glow);
2294 for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
2296 q3msurface_t *face = texturefacelist[texturefaceindex];
2297 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2298 m.pointer_vertex = face->data_vertex3f;
2300 GL_LockArrays(0, face->num_vertices);
2301 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2302 GL_LockArrays(0, 0);
2305 if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2306 qglEnable(GL_CULL_FACE);
2309 void R_Q3BSP_DrawFaces(entity_render_t *ent, int skyfaces)
2311 int i, ti, flagsmask, flags;
2315 const int maxfaces = 1024;
2317 q3msurface_t *facelist[1024];
2318 R_Mesh_Matrix(&ent->matrix);
2320 flagsmask = Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY;
2322 flags = Q3SURFACEFLAG_SKY;
2325 if (ent == r_refdef.worldentity)
2329 R_Surf_ClearSurfaceVisible(r_refdef.worldmodel->brushq3.num_faces);
2330 for (j = 0, leaf = r_refdef.worldmodel->brushq3.data_leafs;j < r_refdef.worldmodel->brushq3.num_leafs;j++, leaf++)
2332 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
2335 for (i = 0;i < leaf->numleaffaces;i++)
2336 r_surf_surfacevisible[leaf->firstleaffacenum[i]] = 1;
2339 for (ti = 0, t = model->brushq3.data_textures;ti < model->brushq3.num_textures;ti++, t++)
2341 if ((t->surfaceflags & flagsmask) == flags)
2344 for (i = 0;i < t->numfaces;i++)
2346 if (r_surf_surfacevisible[t->facenumlist[i]])
2348 face = t->facelist[i];
2349 if (!R_CullBox(face->mins, face->maxs) && face->num_triangles)
2351 if (numfaces >= maxfaces)
2354 R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
2357 facelist[numfaces++] = face;
2362 R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
2370 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2372 if ((face->texture->surfaceflags & flagsmask) == flags && face->num_triangles)
2374 if (t != face->texture || numfaces >= maxfaces)
2377 R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
2381 facelist[numfaces++] = face;
2385 R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
2389 void R_Q3BSP_DrawSky(entity_render_t *ent)
2391 if (r_drawcollisionbrushes.integer < 2)
2392 R_Q3BSP_DrawFaces(ent, true);
2395 void R_Q3BSP_Draw(entity_render_t *ent)
2397 if (r_drawcollisionbrushes.integer < 2)
2398 R_Q3BSP_DrawFaces(ent, false);
2399 if (r_drawcollisionbrushes.integer >= 1)
2402 model_t *model = ent->model;
2404 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2405 GL_DepthMask(false);
2407 qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
2408 for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++)
2409 if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles)
2410 R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf);
2411 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2412 if (face->num_collisiontriangles)
2413 R_Q3BSP_DrawCollisionFace(ent, face);
2414 qglPolygonOffset(0, 0);
2418 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)
2420 model_t *model = ent->model;
2421 vec3_t lightmins, lightmaxs;
2422 int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
2425 q3msurface_t *surface;
2428 lightmins[0] = relativelightorigin[0] - lightradius;
2429 lightmins[1] = relativelightorigin[1] - lightradius;
2430 lightmins[2] = relativelightorigin[2] - lightradius;
2431 lightmaxs[0] = relativelightorigin[0] + lightradius;
2432 lightmaxs[1] = relativelightorigin[1] + lightradius;
2433 lightmaxs[2] = relativelightorigin[2] + lightradius;
2434 *outnumclusterspointer = 0;
2435 *outnumsurfacespointer = 0;
2436 memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
2437 memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
2440 VectorCopy(lightmins, outmins);
2441 VectorCopy(lightmaxs, outmaxs);
2444 VectorCopy(relativelightorigin, outmins);
2445 VectorCopy(relativelightorigin, outmaxs);
2446 if (model->brush.GetPVS)
2447 pvs = model->brush.GetPVS(model, relativelightorigin);
2450 // FIXME: use BSP recursion as lights are often small
2451 for (leafindex = 0, leaf = model->brushq3.data_leafs;leafindex < model->brushq3.num_leafs;leafindex++, leaf++)
2453 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
2455 outmins[0] = min(outmins[0], leaf->mins[0]);
2456 outmins[1] = min(outmins[1], leaf->mins[1]);
2457 outmins[2] = min(outmins[2], leaf->mins[2]);
2458 outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
2459 outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
2460 outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
2463 if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
2465 SETPVSBIT(outclusterpvs, leaf->clusterindex);
2466 outclusterlist[outnumclusters++] = leaf->clusterindex;
2471 for (marksurfaceindex = 0;marksurfaceindex < leaf->numleaffaces;marksurfaceindex++)
2473 surface = leaf->firstleafface[marksurfaceindex];
2474 surfaceindex = surface - model->brushq3.data_faces;
2475 if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
2477 if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)) && surface->num_triangles)
2479 if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2481 for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
2483 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
2484 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
2485 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
2486 if (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])))
2488 SETPVSBIT(outsurfacepvs, surfaceindex);
2489 outsurfacelist[outnumsurfaces++] = surfaceindex;
2496 for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
2498 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
2499 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
2500 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
2501 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])))
2503 SETPVSBIT(outsurfacepvs, surfaceindex);
2504 outsurfacelist[outnumsurfaces++] = surfaceindex;
2516 // limit combined leaf box to light boundaries
2517 outmins[0] = max(outmins[0], lightmins[0]);
2518 outmins[1] = max(outmins[1], lightmins[1]);
2519 outmins[2] = max(outmins[2], lightmins[2]);
2520 outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
2521 outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
2522 outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
2524 *outnumclusterspointer = outnumclusters;
2525 *outnumsurfacespointer = outnumsurfaces;
2528 void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
2530 model_t *model = ent->model;
2531 vec3_t lightmins, lightmaxs;
2532 q3msurface_t *surface;
2533 int surfacelistindex;
2534 if (r_drawcollisionbrushes.integer < 2)
2536 lightmins[0] = relativelightorigin[0] - lightradius;
2537 lightmins[1] = relativelightorigin[1] - lightradius;
2538 lightmins[2] = relativelightorigin[2] - lightradius;
2539 lightmaxs[0] = relativelightorigin[0] + lightradius;
2540 lightmaxs[1] = relativelightorigin[1] + lightradius;
2541 lightmaxs[2] = relativelightorigin[2] + lightradius;
2542 R_Mesh_Matrix(&ent->matrix);
2543 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
2544 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2546 surface = model->brushq3.data_faces + surfacelist[surfacelistindex];
2547 // FIXME: check some manner of face->rendermode here?
2548 if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && !(surface->texture->surfaceparms & (Q3SURFACEPARM_SKY | Q3SURFACEPARM_TRANS)) && !(surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED))
2549 R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
2551 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);
2555 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, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist)
2557 model_t *model = ent->model;
2558 vec3_t lightmins, lightmaxs, modelorg;
2559 q3msurface_t *surface;
2560 int surfacelistindex;
2561 if (r_drawcollisionbrushes.integer < 2)
2563 lightmins[0] = relativelightorigin[0] - lightradius;
2564 lightmins[1] = relativelightorigin[1] - lightradius;
2565 lightmins[2] = relativelightorigin[2] - lightradius;
2566 lightmaxs[0] = relativelightorigin[0] + lightradius;
2567 lightmaxs[1] = relativelightorigin[1] + lightradius;
2568 lightmaxs[2] = relativelightorigin[2] + lightradius;
2569 R_Mesh_Matrix(&ent->matrix);
2570 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2571 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2573 surface = model->brushq3.data_faces + surfacelist[surfacelistindex];
2574 if (r_shadow_compilingrtlight)
2576 // if compiling an rtlight, capture the mesh
2577 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);
2579 else if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles)
2581 if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2582 qglDisable(GL_CULL_FACE);
2583 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, ambientscale, diffusescale, specularscale);
2584 if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2585 qglEnable(GL_CULL_FACE);
2591 static void gl_surf_start(void)
2593 r_surf_mempool = Mem_AllocPool("gl_rsurf", 0, NULL);
2594 r_surf_surfacevisiblelimit = 65536;
2595 r_surf_surfacevisible = Mem_Alloc(r_surf_mempool, r_surf_surfacevisiblelimit);
2598 static void gl_surf_shutdown(void)
2600 r_surf_surfacevisiblelimit = 0;
2601 r_surf_surfacevisible = NULL;
2602 Mem_FreePool(&r_surf_mempool);
2605 static void gl_surf_newmap(void)
2609 void GL_Surf_Init(void)
2612 dlightdivtable[0] = 4194304;
2613 for (i = 1;i < 32768;i++)
2614 dlightdivtable[i] = 4194304 / (i << 7);
2616 Cvar_RegisterVariable(&r_ambient);
2617 Cvar_RegisterVariable(&r_drawportals);
2618 Cvar_RegisterVariable(&r_testvis);
2619 Cvar_RegisterVariable(&r_floatbuildlightmap);
2620 Cvar_RegisterVariable(&r_detailtextures);
2621 Cvar_RegisterVariable(&r_surfaceworldnode);
2622 Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
2623 Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
2624 Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
2625 Cvar_RegisterVariable(&gl_lightmaps);
2627 R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);