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 gl_lightmaps = {0, "gl_lightmaps", "0"};
43 // FIXME: these arrays are huge!
44 int r_q1bsp_maxmarkleafs;
45 int r_q1bsp_nummarkleafs;
46 mleaf_t *r_q1bsp_maxleaflist[65536];
47 int r_q1bsp_maxmarksurfaces;
48 int r_q1bsp_nummarksurfaces;
49 msurface_t *r_q1bsp_maxsurfacelist[65536];
51 // FIXME: these arrays are huge!
52 int r_q3bsp_maxmarkleafs;
53 int r_q3bsp_nummarkleafs;
54 q3mleaf_t *r_q3bsp_maxleaflist[65536];
55 int r_q3bsp_maxmarksurfaces;
56 int r_q3bsp_nummarksurfaces;
57 q3mface_t *r_q3bsp_maxsurfacelist[65536];
60 static int dlightdivtable[32768];
62 static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
64 int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
66 float dist, impact[3], local[3];
71 smax = (surf->extents[0] >> 4) + 1;
72 tmax = (surf->extents[1] >> 4) + 1;
75 for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
77 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
78 continue; // not lit by this light
80 Matrix4x4_Transform(matrix, light->origin, local);
81 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
83 // for comparisons to minimum acceptable light
84 // compensate for LIGHTOFFSET
85 maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
92 if (surf->plane->type < 3)
94 VectorCopy(local, impact);
95 impact[surf->plane->type] -= dist;
99 impact[0] = local[0] - surf->plane->normal[0] * dist;
100 impact[1] = local[1] - surf->plane->normal[1] * dist;
101 impact[2] = local[2] - surf->plane->normal[2] * dist;
104 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
105 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
107 s = bound(0, impacts, smax * 16) - impacts;
108 t = bound(0, impactt, tmax * 16) - impactt;
109 i = s * s + t * t + dist2;
113 // reduce calculations
114 for (s = 0, i = impacts; s < smax; s++, i -= 16)
115 sdtable[s] = i * i + dist2;
117 maxdist3 = maxdist - dist2;
119 // convert to 8.8 blocklights format
120 red = light->rtlight.lightmap_light[0] * (1.0f / 128.0f);
121 green = light->rtlight.lightmap_light[1] * (1.0f / 128.0f);
122 blue = light->rtlight.lightmap_light[2] * (1.0f / 128.0f);
123 subtract = (int) (light->rtlight.lightmap_subtract * 4194304.0f);
127 for (t = 0;t < tmax;t++, i -= 16)
130 // make sure some part of it is visible on this line
133 maxdist2 = maxdist - td;
134 for (s = 0;s < smax;s++)
136 if (sdtable[s] < maxdist2)
138 k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
142 bl[1] += (green * k);
157 static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
159 int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
160 float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
165 smax = (surf->extents[0] >> 4) + 1;
166 tmax = (surf->extents[1] >> 4) + 1;
169 for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
171 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
172 continue; // not lit by this light
174 Matrix4x4_Transform(matrix, light->origin, local);
175 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
177 // for comparisons to minimum acceptable light
178 // compensate for LIGHTOFFSET
179 maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
182 dist2 += LIGHTOFFSET;
183 if (dist2 >= maxdist)
186 if (surf->plane->type < 3)
188 VectorCopy(local, impact);
189 impact[surf->plane->type] -= dist;
193 impact[0] = local[0] - surf->plane->normal[0] * dist;
194 impact[1] = local[1] - surf->plane->normal[1] * dist;
195 impact[2] = local[2] - surf->plane->normal[2] * dist;
198 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
199 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
201 td = bound(0, impacts, smax * 16) - impacts;
202 td1 = bound(0, impactt, tmax * 16) - impactt;
203 td = td * td + td1 * td1 + dist2;
207 // reduce calculations
208 for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
209 sdtable[s] = td1 * td1 + dist2;
211 maxdist3 = maxdist - dist2;
213 // convert to 8.8 blocklights format
214 red = light->rtlight.lightmap_light[0];
215 green = light->rtlight.lightmap_light[1];
216 blue = light->rtlight.lightmap_light[2];
217 subtract = light->rtlight.lightmap_subtract * 32768.0f;
218 bl = floatblocklights;
221 for (t = 0;t < tmax;t++, td1 -= 16.0f)
224 // make sure some part of it is visible on this line
227 maxdist2 = maxdist - td;
228 for (s = 0;s < smax;s++)
230 if (sdtable[s] < maxdist2)
232 k = (32768.0f / (sdtable[s] + td)) - subtract;
252 Combine and scale multiple lightmaps into the 8.8 format in blocklights
255 static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
257 if (!r_floatbuildlightmap.integer)
259 int smax, tmax, i, j, size, size3, maps, stride, l;
260 unsigned int *bl, scale;
261 qbyte *lightmap, *out, *stain;
263 // update cached lighting info
264 surf->cached_dlight = 0;
266 smax = (surf->extents[0]>>4)+1;
267 tmax = (surf->extents[1]>>4)+1;
270 lightmap = surf->samples;
272 // set to full bright if no light data
274 if (!ent->model->brushq1.lightdata)
276 for (i = 0;i < size3;i++)
282 j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
285 for (i = 0;i < size3;i++)
289 memset(bl, 0, size*3*sizeof(unsigned int));
291 if (surf->dlightframe == r_framecount)
293 surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
294 if (surf->cached_dlight)
298 // add all the lightmaps
302 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
303 for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
304 bl[i] += lightmap[i] * scale;
308 stain = surf->stainsamples;
311 // the >> 16 shift adjusts down 8 bits to account for the stainmap
312 // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
313 // be doubled during rendering to achieve 2x overbright
314 // (0 = 0.0, 128 = 1.0, 256 = 2.0)
315 if (ent->model->brushq1.lightmaprgba)
317 stride = (surf->lightmaptexturestride - smax) * 4;
318 for (i = 0;i < tmax;i++, out += stride)
320 for (j = 0;j < smax;j++)
322 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
323 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
324 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
331 stride = (surf->lightmaptexturestride - smax) * 3;
332 for (i = 0;i < tmax;i++, out += stride)
334 for (j = 0;j < smax;j++)
336 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
337 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
338 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
343 R_UpdateTexture(surf->lightmaptexture, templight);
347 int smax, tmax, i, j, size, size3, maps, stride, l;
349 qbyte *lightmap, *out, *stain;
351 // update cached lighting info
352 surf->cached_dlight = 0;
354 smax = (surf->extents[0]>>4)+1;
355 tmax = (surf->extents[1]>>4)+1;
358 lightmap = surf->samples;
360 // set to full bright if no light data
361 bl = floatblocklights;
362 if (!ent->model->brushq1.lightdata)
365 j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
370 for (i = 0;i < size3;i++)
374 memset(bl, 0, size*3*sizeof(float));
376 if (surf->dlightframe == r_framecount)
378 surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
379 if (surf->cached_dlight)
383 // add all the lightmaps
386 bl = floatblocklights;
387 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
388 for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
389 bl[i] += lightmap[i] * scale;
392 stain = surf->stainsamples;
393 bl = floatblocklights;
395 // this scaling adjusts down 8 bits to account for the stainmap
396 // scaling, and remaps the 0.0-2.0 (2x overbright) to 0-256, it will
397 // be doubled during rendering to achieve 2x overbright
398 // (0 = 0.0, 128 = 1.0, 256 = 2.0)
399 scale = 1.0f / (1 << 16);
400 if (ent->model->brushq1.lightmaprgba)
402 stride = (surf->lightmaptexturestride - smax) * 4;
403 for (i = 0;i < tmax;i++, out += stride)
405 for (j = 0;j < smax;j++)
407 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
408 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
409 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
416 stride = (surf->lightmaptexturestride - smax) * 3;
417 for (i = 0;i < tmax;i++, out += stride)
419 for (j = 0;j < smax;j++)
421 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
422 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
423 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
428 R_UpdateTexture(surf->lightmaptexture, templight);
432 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
434 float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
435 msurface_t *surf, *endsurf;
436 int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
440 maxdist = radius * radius;
441 invradius = 1.0f / radius;
444 if (node->contents < 0)
446 ndist = PlaneDiff(origin, node->plane);
449 node = node->children[0];
454 node = node->children[1];
458 dist2 = ndist * ndist;
459 maxdist3 = maxdist - dist2;
461 if (node->plane->type < 3)
463 VectorCopy(origin, impact);
464 impact[node->plane->type] -= ndist;
468 impact[0] = origin[0] - node->plane->normal[0] * ndist;
469 impact[1] = origin[1] - node->plane->normal[1] * ndist;
470 impact[2] = origin[2] - node->plane->normal[2] * ndist;
473 for (surf = model->brushq1.surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
475 if (surf->stainsamples)
477 smax = (surf->extents[0] >> 4) + 1;
478 tmax = (surf->extents[1] >> 4) + 1;
480 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
481 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
483 s = bound(0, impacts, smax * 16) - impacts;
484 t = bound(0, impactt, tmax * 16) - impactt;
485 i = s * s + t * t + dist2;
489 // reduce calculations
490 for (s = 0, i = impacts; s < smax; s++, i -= 16)
491 sdtable[s] = i * i + dist2;
493 bl = surf->stainsamples;
498 for (t = 0;t < tmax;t++, i -= 16)
501 // make sure some part of it is visible on this line
504 maxdist2 = maxdist - td;
505 for (s = 0;s < smax;s++)
507 if (sdtable[s] < maxdist2)
509 ratio = lhrandom(0.0f, 1.0f);
510 a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
511 if (a >= (1.0f / 64.0f))
515 bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
516 bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
517 bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
527 // force lightmap upload
529 surf->cached_dlight = true;
533 if (node->children[0]->contents >= 0)
535 if (node->children[1]->contents >= 0)
537 R_StainNode(node->children[0], model, origin, radius, fcolor);
538 node = node->children[1];
543 node = node->children[0];
547 else if (node->children[1]->contents >= 0)
549 node = node->children[1];
554 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)
558 entity_render_t *ent;
561 if (cl.worldmodel == NULL || !cl.worldmodel->brushq1.nodes)
566 fcolor[3] = ca1 * (1.0f / 64.0f);
567 fcolor[4] = cr2 - cr1;
568 fcolor[5] = cg2 - cg1;
569 fcolor[6] = cb2 - cb1;
570 fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
572 R_StainNode(cl.worldmodel->brushq1.nodes + cl.worldmodel->brushq1.hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor);
574 // look for embedded bmodels
575 for (n = 0;n < cl_num_brushmodel_entities;n++)
577 ent = cl_brushmodel_entities[n];
579 if (model && model->name[0] == '*')
581 Mod_CheckLoaded(model);
582 if (model->brushq1.nodes)
584 Matrix4x4_Transform(&ent->inversematrix, origin, org);
585 R_StainNode(model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
593 =============================================================
597 =============================================================
600 static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
605 if (styles[0] != 255)
607 for (i = 0;i < numverts;i++, c += 4)
609 lm = samples + lightmapoffsets[i];
610 scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
611 VectorMA(c, scale, lm, c);
612 if (styles[1] != 255)
615 scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
616 VectorMA(c, scale, lm, c);
617 if (styles[2] != 255)
620 scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
621 VectorMA(c, scale, lm, c);
622 if (styles[3] != 255)
625 scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
626 VectorMA(c, scale, lm, c);
634 static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
640 for (i = 0;i < numverts;i++, v += 3, c += 4)
642 VectorSubtract(v, modelorg, diff);
643 f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
644 VectorScale(c, f, c);
647 else if (colorscale != 1)
648 for (i = 0;i < numverts;i++, c += 4)
649 VectorScale(c, colorscale, c);
652 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)
661 for (i = 0;i < numverts;i++, v += 3, c += 4)
663 VectorSubtract(v, modelorg, diff);
664 f = 1 - exp(fogdensity/DotProduct(diff, diff));
673 for (i = 0;i < numverts;i++, c += 4)
683 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)
690 for (i = 0;i < numverts;i++, v += 3, c += 4)
692 VectorSubtract(v, modelorg, diff);
693 f = exp(fogdensity/DotProduct(diff, diff));
701 static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale)
706 int i, l, lit = false;
707 const dlight_t *light;
709 for (l = 0;l < r_numdlights;l++)
711 if (dlightbits[l >> 5] & (1 << (l & 31)))
713 light = &r_dlight[l];
714 Matrix4x4_Transform(matrix, light->origin, lightorigin);
715 for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
717 f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
718 if (f < light->rtlight.lightmap_cullradius2)
720 f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale;
721 VectorMA(c, f, light->rtlight.lightmap_light, c);
730 static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
732 const msurface_t *surf;
735 // LordHavoc: HalfLife maps have freaky skypolys...
736 if (ent->model->brush.ishlbsp)
741 skyrendernow = false;
746 R_Mesh_Matrix(&ent->matrix);
748 GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
751 // depth-only (masking)
752 GL_ColorMask(0,0,0,0);
753 // just to make sure that braindead drivers don't draw anything
754 // despite that colormask...
755 GL_BlendFunc(GL_ZERO, GL_ONE);
760 GL_BlendFunc(GL_ONE, GL_ZERO);
765 memset(&m, 0, sizeof(m));
766 while((surf = *surfchain++) != NULL)
768 if (surf->visframe == r_framecount)
770 m.pointer_vertex = surf->mesh.data_vertex3f;
772 GL_LockArrays(0, surf->mesh.num_vertices);
773 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
777 GL_ColorMask(1,1,1,1);
780 static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
782 const entity_render_t *ent = calldata1;
783 const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
788 matrix4x4_t tempmatrix;
789 float args[4] = {0.05f,0,0,0.04f};
791 if (gl_textureshader && r_watershader.value && !fogenabled)
793 Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
794 R_Mesh_TextureMatrix(1, &tempmatrix);
795 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, 0, 0, 0, 0, 0, 0, r_watershader.value);
796 R_Mesh_TextureMatrix(0, &tempmatrix);
798 else if (r_waterscroll.value)
800 // scrolling in texture matrix
801 Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
802 R_Mesh_TextureMatrix(0, &tempmatrix);
805 R_Mesh_Matrix(&ent->matrix);
806 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
808 memset(&m, 0, sizeof(m));
809 texture = surf->texinfo->texture->currentframe;
810 alpha = texture->currentalpha;
811 if (texture->rendertype == SURFRENDER_ADD)
813 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
816 else if (texture->rendertype == SURFRENDER_ALPHA)
818 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
823 GL_BlendFunc(GL_ONE, GL_ZERO);
826 if (gl_textureshader && r_watershader.value && !fogenabled)
828 m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(cl.time * 16)&63]);
829 m.tex[1] = R_GetTexture(texture->skin.base);
832 m.tex[0] = R_GetTexture(texture->skin.base);
835 m.pointer_color = varray_color4f;
837 GL_Color(1, 1, 1, alpha);
838 if (gl_textureshader && r_watershader.value && !fogenabled)
840 GL_ActiveTexture (0);
841 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
842 GL_ActiveTexture (1);
843 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
844 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
845 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
846 qglTexEnvfv (GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
847 qglEnable (GL_TEXTURE_SHADER_NV);
852 R_FillColors(varray_color4f, surf->mesh.num_vertices, 1, 1, 1, alpha);
853 RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, surf->mesh.num_vertices, modelorg);
855 m.pointer_vertex = surf->mesh.data_vertex3f;
856 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
857 m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f;
858 m.texcombinergb[1] = GL_REPLACE;
860 GL_LockArrays(0, surf->mesh.num_vertices);
861 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
864 if (gl_textureshader && r_watershader.value && !fogenabled)
866 qglDisable (GL_TEXTURE_SHADER_NV);
867 GL_ActiveTexture (0);
872 memset(&m, 0, sizeof(m));
873 m.pointer_vertex = surf->mesh.data_vertex3f;
874 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
877 m.tex[0] = R_GetTexture(texture->skin.fog);
878 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
879 m.pointer_color = varray_color4f;
881 RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, 1, surf->mesh.num_vertices, modelorg);
882 GL_LockArrays(0, surf->mesh.num_vertices);
883 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
887 if ((gl_textureshader && r_watershader.value && !fogenabled) || r_waterscroll.value)
889 Matrix4x4_CreateIdentity(&tempmatrix);
890 R_Mesh_TextureMatrix(0, &tempmatrix);
891 R_Mesh_TextureMatrix(1, &tempmatrix);
895 static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
897 const msurface_t *surf;
900 if (texture->rendertype != SURFRENDER_OPAQUE)
902 for (chain = surfchain;(surf = *chain) != NULL;chain++)
904 if (surf->visframe == r_framecount)
906 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
907 R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces);
912 for (chain = surfchain;(surf = *chain) != NULL;chain++)
913 if (surf->visframe == r_framecount)
914 RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces);
917 static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
919 float base, colorscale;
922 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
923 memset(&m, 0, sizeof(m));
924 if (rendertype == SURFRENDER_ADD)
926 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
929 else if (rendertype == SURFRENDER_ALPHA)
931 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
936 GL_BlendFunc(GL_ONE, GL_ZERO);
939 m.tex[0] = R_GetTexture(texture->skin.base);
941 if (gl_combine.integer)
943 m.texrgbscale[0] = 4;
946 base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
949 m.pointer_color = varray_color4f;
950 m.pointer_vertex = surf->mesh.data_vertex3f;
951 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
953 R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
954 if (!(ent->effects & EF_FULLBRIGHT))
956 if (surf->dlightframe == r_framecount)
957 RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1);
958 if (surf->flags & SURF_LIGHTMAP)
959 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);
961 RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
962 GL_LockArrays(0, surf->mesh.num_vertices);
963 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
967 static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
971 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
972 memset(&m, 0, sizeof(m));
973 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
976 m.pointer_color = varray_color4f;
977 m.tex[0] = R_GetTexture(texture->skin.glow);
979 m.pointer_vertex = surf->mesh.data_vertex3f;
981 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
983 RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
984 GL_LockArrays(0, surf->mesh.num_vertices);
985 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
989 static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
993 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
994 memset(&m, 0, sizeof(m));
995 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
998 m.pointer_color = varray_color4f;
999 m.tex[0] = R_GetTexture(texture->skin.fog);
1001 m.pointer_vertex = surf->mesh.data_vertex3f;
1003 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1005 RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
1006 GL_LockArrays(0, surf->mesh.num_vertices);
1007 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1008 GL_LockArrays(0, 0);
1011 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1013 const msurface_t *surf;
1015 int lightmaptexturenum;
1016 memset(&m, 0, sizeof(m));
1017 GL_BlendFunc(GL_ONE, GL_ZERO);
1020 m.tex[0] = R_GetTexture(texture->skin.base);
1021 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1022 m.texrgbscale[1] = 2;
1023 m.tex[2] = R_GetTexture(texture->skin.detail);
1024 m.texrgbscale[2] = 2;
1025 if (texture->skin.glow)
1027 m.tex[3] = R_GetTexture(texture->skin.glow);
1028 m.texcombinergb[3] = GL_ADD;
1030 if (r_shadow_realtime_world.integer)
1031 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1033 GL_Color(1, 1, 1, 1);
1035 while((surf = *surfchain++) != NULL)
1037 if (surf->visframe == r_framecount)
1039 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1040 m.tex[1] = lightmaptexturenum;
1041 m.pointer_vertex = surf->mesh.data_vertex3f;
1042 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1043 m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1044 m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
1045 m.pointer_texcoord[3] = surf->mesh.data_texcoordtexture2f;
1047 GL_LockArrays(0, surf->mesh.num_vertices);
1048 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1049 GL_LockArrays(0, 0);
1054 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1056 const msurface_t *surf;
1058 int lightmaptexturenum;
1059 memset(&m, 0, sizeof(m));
1060 GL_BlendFunc(GL_ONE, GL_ZERO);
1063 m.tex[0] = R_GetTexture(texture->skin.base);
1064 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1065 m.texrgbscale[1] = 2;
1066 m.tex[2] = R_GetTexture(texture->skin.detail);
1067 m.texrgbscale[2] = 2;
1068 if (r_shadow_realtime_world.integer)
1069 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1071 GL_Color(1, 1, 1, 1);
1073 while((surf = *surfchain++) != NULL)
1075 if (surf->visframe == r_framecount)
1077 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1078 m.tex[1] = lightmaptexturenum;
1079 m.pointer_vertex = surf->mesh.data_vertex3f;
1080 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1081 m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1082 m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
1084 GL_LockArrays(0, surf->mesh.num_vertices);
1085 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1086 GL_LockArrays(0, 0);
1091 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1093 const msurface_t *surf;
1095 int lightmaptexturenum;
1096 memset(&m, 0, sizeof(m));
1097 GL_BlendFunc(GL_ONE, GL_ZERO);
1100 m.tex[0] = R_GetTexture(texture->skin.base);
1101 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1102 m.texrgbscale[1] = 2;
1103 if (r_shadow_realtime_world.integer)
1104 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1106 GL_Color(1, 1, 1, 1);
1107 while((surf = *surfchain++) != NULL)
1109 if (surf->visframe == r_framecount)
1111 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1112 m.tex[1] = lightmaptexturenum;
1113 m.pointer_vertex = surf->mesh.data_vertex3f;
1114 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1115 m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1117 GL_LockArrays(0, surf->mesh.num_vertices);
1118 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1119 GL_LockArrays(0, 0);
1124 static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1126 const msurface_t *surf;
1128 memset(&m, 0, sizeof(m));
1131 GL_BlendFunc(GL_ONE, GL_ZERO);
1132 m.tex[0] = R_GetTexture(texture->skin.base);
1133 if (r_shadow_realtime_world.integer)
1134 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1136 GL_Color(1, 1, 1, 1);
1137 while((surf = *surfchain++) != NULL)
1139 if (surf->visframe == r_framecount)
1141 m.pointer_vertex = surf->mesh.data_vertex3f;
1142 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1144 GL_LockArrays(0, surf->mesh.num_vertices);
1145 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1146 GL_LockArrays(0, 0);
1151 static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1153 const msurface_t *surf;
1155 int lightmaptexturenum;
1156 memset(&m, 0, sizeof(m));
1157 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1158 GL_DepthMask(false);
1160 m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1161 GL_Color(1, 1, 1, 1);
1162 while((surf = *surfchain++) != NULL)
1164 if (surf->visframe == r_framecount)
1166 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1167 m.tex[0] = lightmaptexturenum;
1168 m.pointer_vertex = surf->mesh.data_vertex3f;
1169 m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
1171 GL_LockArrays(0, surf->mesh.num_vertices);
1172 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1173 GL_LockArrays(0, 0);
1178 static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1180 const msurface_t *surf;
1183 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1184 memset(&m, 0, sizeof(m));
1185 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1186 GL_DepthMask(false);
1188 m.pointer_color = varray_color4f;
1189 while((surf = *surfchain++) != NULL)
1191 if (surf->visframe == r_framecount)
1193 m.pointer_vertex = surf->mesh.data_vertex3f;
1195 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1197 RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg);
1198 GL_LockArrays(0, surf->mesh.num_vertices);
1199 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1200 GL_LockArrays(0, 0);
1205 static void RSurfShader_OpaqueWall_Pass_BaseDetail(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_DST_COLOR, GL_SRC_COLOR);
1211 GL_DepthMask(false);
1213 m.tex[0] = R_GetTexture(texture->skin.detail);
1214 GL_Color(1, 1, 1, 1);
1215 while((surf = *surfchain++) != NULL)
1217 if (surf->visframe == r_framecount)
1219 m.pointer_vertex = surf->mesh.data_vertex3f;
1220 m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f;
1222 GL_LockArrays(0, surf->mesh.num_vertices);
1223 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1224 GL_LockArrays(0, 0);
1229 static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1231 const msurface_t *surf;
1233 memset(&m, 0, sizeof(m));
1234 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1235 GL_DepthMask(false);
1237 m.tex[0] = R_GetTexture(texture->skin.glow);
1238 GL_Color(1, 1, 1, 1);
1239 while((surf = *surfchain++) != NULL)
1241 if (surf->visframe == r_framecount)
1243 m.pointer_vertex = surf->mesh.data_vertex3f;
1244 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1246 GL_LockArrays(0, surf->mesh.num_vertices);
1247 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1248 GL_LockArrays(0, 0);
1254 static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1256 const msurface_t *surf;
1258 memset(&m, 0, sizeof(m));
1259 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1261 m.tex[0] = R_GetTexture(texture->skin.glow);
1263 GL_Color(1, 1, 1, 1);
1265 GL_Color(0, 0, 0, 1);
1266 while((surf = *surfchain++) != NULL)
1268 if (surf->visframe == r_framecount)
1270 m.pointer_vertex = surf->mesh.data_vertex3f;
1271 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1273 GL_LockArrays(0, surf->mesh.num_vertices);
1274 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1275 GL_LockArrays(0, 0);
1281 static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1283 const msurface_t *surf;
1285 int lightmaptexturenum;
1286 memset(&m, 0, sizeof(m));
1287 GL_BlendFunc(GL_ONE, GL_ZERO);
1290 m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1291 if (r_shadow_realtime_world.integer)
1292 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1294 GL_Color(1, 1, 1, 1);
1295 while((surf = *surfchain++) != NULL)
1297 if (surf->visframe == r_framecount)
1299 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1300 m.tex[0] = lightmaptexturenum;
1301 m.pointer_vertex = surf->mesh.data_vertex3f;
1302 m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
1304 GL_LockArrays(0, surf->mesh.num_vertices);
1305 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1306 GL_LockArrays(0, 0);
1311 static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
1313 const entity_render_t *ent = calldata1;
1314 const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
1318 R_Mesh_Matrix(&ent->matrix);
1320 texture = surf->texinfo->texture;
1321 if (texture->animated)
1322 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];
1324 currentalpha = ent->alpha;
1325 if (ent->effects & EF_ADDITIVE)
1326 rendertype = SURFRENDER_ADD;
1327 else if (currentalpha < 1 || texture->skin.fog != NULL)
1328 rendertype = SURFRENDER_ALPHA;
1330 rendertype = SURFRENDER_OPAQUE;
1332 RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha);
1333 if (texture->skin.glow)
1334 RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha);
1336 RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha);
1339 static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1341 const msurface_t *surf;
1344 if (texture->rendertype != SURFRENDER_OPAQUE)
1346 // transparent vertex shaded from lightmap
1347 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1349 if (surf->visframe == r_framecount)
1351 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
1352 R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces);
1356 else if (ent->effects & EF_FULLBRIGHT)
1358 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1359 if (r_detailtextures.integer)
1360 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1361 if (texture->skin.glow)
1362 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1364 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1367 // opaque base lighting
1368 else if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
1370 if (r_ambient.value > 0)
1374 RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
1376 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1379 // opaque lightmapped
1380 else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer)
1382 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain);
1384 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1386 else if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer)
1388 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain);
1389 if (texture->skin.glow)
1390 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1392 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1394 else if (r_textureunits.integer >= 2 && gl_combine.integer && !gl_lightmaps.integer)
1396 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain);
1397 if (r_detailtextures.integer)
1398 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1399 if (texture->skin.glow)
1400 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1402 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1404 else if (!gl_lightmaps.integer)
1406 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1407 RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
1408 if (r_detailtextures.integer)
1409 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1410 if (texture->skin.glow)
1411 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1413 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1417 RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain);
1419 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1423 Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP};
1424 Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0};
1425 Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0};
1427 int Cshader_count = 3;
1428 Cshader_t *Cshaders[3] =
1430 &Cshader_wall_lightmap,
1435 void R_UpdateTextureInfo(entity_render_t *ent)
1437 int i, texframe, alttextures;
1443 alttextures = ent->frame != 0;
1444 texframe = (int)(cl.time * 5.0f);
1445 for (i = 0;i < ent->model->brushq1.numtextures;i++)
1447 t = ent->model->brushq1.textures + i;
1448 t->currentalpha = ent->alpha;
1449 if (t->flags & SURF_WATERALPHA)
1450 t->currentalpha *= r_wateralpha.value;
1451 if (ent->effects & EF_ADDITIVE)
1452 t->rendertype = SURFRENDER_ADD;
1453 else if (t->currentalpha < 1 || t->skin.fog != NULL)
1454 t->rendertype = SURFRENDER_ALPHA;
1456 t->rendertype = SURFRENDER_OPAQUE;
1457 // we don't need to set currentframe if t->animated is false because
1458 // it was already set up by the texture loader for non-animating
1460 t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
1464 void R_PrepareSurfaces(entity_render_t *ent)
1466 int i, numsurfaces, *surfacevisframes;
1468 msurface_t *surf, *surfaces, **surfchain;
1475 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1476 numsurfaces = model->brushq1.nummodelsurfaces;
1477 surfaces = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
1478 surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1480 R_UpdateTextureInfo(ent);
1482 if (r_dynamic.integer && !r_shadow_realtime_dlight.integer)
1485 if (model->brushq1.light_ambient != r_ambient.value)
1487 model->brushq1.light_ambient = r_ambient.value;
1488 for (i = 0;i < model->brushq1.nummodelsurfaces;i++)
1489 model->brushq1.surfaces[i + model->brushq1.firstmodelsurface].cached_dlight = true;
1493 for (i = 0;i < model->brushq1.light_styles;i++)
1495 if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
1497 model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
1498 for (surfchain = model->brushq1.light_styleupdatechains[i];*surfchain;surfchain++)
1499 (**surfchain).cached_dlight = true;
1504 for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
1506 if (surfacevisframes[i] == r_framecount)
1508 #if !WORLDNODECULLBACKFACES
1509 // mark any backface surfaces as not visible
1510 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1512 if (!(surf->flags & SURF_PLANEBACK))
1513 surfacevisframes[i] = -1;
1517 if ((surf->flags & SURF_PLANEBACK))
1518 surfacevisframes[i] = -1;
1520 if (surfacevisframes[i] == r_framecount)
1524 surf->visframe = r_framecount;
1525 if (surf->cached_dlight && surf->lightmaptexture != NULL)
1526 R_BuildLightMap(ent, surf);
1532 void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains)
1536 if (ent->model == NULL)
1538 R_Mesh_Matrix(&ent->matrix);
1539 for (i = 0, t = ent->model->brushq1.textures;i < ent->model->brushq1.numtextures;i++, t++)
1540 if (t->shader->shaderfunc[type] && t->currentframe && chains[i] != NULL)
1541 t->shader->shaderfunc[type](ent, t->currentframe, chains[i]);
1544 static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
1549 const entity_render_t *ent = calldata1;
1550 const mportal_t *portal = ent->model->brushq1.portals + calldata2;
1551 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1552 GL_DepthMask(false);
1554 R_Mesh_Matrix(&ent->matrix);
1556 memset(&m, 0, sizeof(m));
1557 m.pointer_vertex = varray_vertex3f;
1560 i = portal - ent->model->brushq1.portals;
1561 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
1562 ((i & 0x0038) >> 3) * (1.0f / 7.0f),
1563 ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
1565 if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0)
1567 for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
1568 VectorCopy(portal->points[i].position, v);
1571 for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
1572 VectorCopy(portal->points[i].position, v);
1573 GL_LockArrays(0, portal->numpoints);
1574 R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
1575 GL_LockArrays(0, 0);
1578 // LordHavoc: this is just a nice debugging tool, very slow
1579 static void R_DrawPortals(entity_render_t *ent)
1582 mportal_t *portal, *endportal;
1583 float temp[3], center[3], f;
1584 if (ent->model == NULL)
1586 for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++)
1588 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
1591 for (i = 0;i < portal->numpoints;i++)
1592 VectorAdd(temp, portal->points[i].position, temp);
1593 f = ixtable[portal->numpoints];
1594 VectorScale(temp, f, temp);
1595 Matrix4x4_Transform(&ent->matrix, temp, center);
1596 R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->brushq1.portals);
1601 void R_PrepareBrushModel(entity_render_t *ent)
1603 int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
1606 #if WORLDNODECULLBACKFACES
1610 // because bmodels can be reused, we have to decide which things to render
1611 // from scratch every time
1615 #if WORLDNODECULLBACKFACES
1616 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1618 numsurfaces = model->brushq1.nummodelsurfaces;
1619 surf = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
1620 surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1621 surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
1622 for (i = 0;i < numsurfaces;i++, surf++)
1624 #if WORLDNODECULLBACKFACES
1625 // mark any backface surfaces as not visible
1626 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1628 if ((surf->flags & SURF_PLANEBACK))
1629 surfacevisframes[i] = r_framecount;
1631 else if (!(surf->flags & SURF_PLANEBACK))
1632 surfacevisframes[i] = r_framecount;
1634 surfacevisframes[i] = r_framecount;
1636 surf->dlightframe = -1;
1638 R_PrepareSurfaces(ent);
1641 void R_SurfaceWorldNode (entity_render_t *ent)
1643 int i, *surfacevisframes, *surfacepvsframes, surfnum;
1649 // equivilant to quake's RecursiveWorldNode but faster and more effective
1653 surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1654 surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
1655 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1657 for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
1659 if (!R_CullBox (leaf->mins, leaf->maxs))
1662 leaf->visframe = r_framecount;
1666 for (i = 0;i < model->brushq1.pvssurflistlength;i++)
1668 surfnum = model->brushq1.pvssurflist[i];
1669 surf = model->brushq1.surfaces + surfnum;
1670 #if WORLDNODECULLBACKFACES
1671 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1673 if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1674 surfacevisframes[surfnum] = r_framecount;
1678 if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1679 surfacevisframes[surfnum] = r_framecount;
1682 if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
1683 surfacevisframes[surfnum] = r_framecount;
1688 static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
1690 int c, leafstackpos, *mark, *surfacevisframes;
1691 #if WORLDNODECULLBACKFACES
1695 mleaf_t *leaf, *leafstack[8192];
1698 msurface_t *surfaces;
1699 if (ent->model == NULL)
1701 // LordHavoc: portal-passage worldnode with PVS;
1702 // follows portals leading outward from viewleaf, does not venture
1703 // offscreen or into leafs that are not visible, faster than Quake's
1704 // RecursiveWorldNode
1705 surfaces = ent->model->brushq1.surfaces;
1706 surfacevisframes = ent->model->brushq1.surfacevisframes;
1707 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1708 viewleaf->worldnodeframe = r_framecount;
1709 leafstack[0] = viewleaf;
1711 while (leafstackpos)
1714 leaf = leafstack[--leafstackpos];
1715 leaf->visframe = r_framecount;
1716 // draw any surfaces bounding this leaf
1717 if (leaf->nummarksurfaces)
1719 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
1721 #if WORLDNODECULLBACKFACES
1723 if (surfacevisframes[n] != r_framecount)
1725 surf = surfaces + n;
1726 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1728 if ((surf->flags & SURF_PLANEBACK))
1729 surfacevisframes[n] = r_framecount;
1733 if (!(surf->flags & SURF_PLANEBACK))
1734 surfacevisframes[n] = r_framecount;
1738 surfacevisframes[*mark++] = r_framecount;
1742 // follow portals into other leafs
1743 for (p = leaf->portals;p;p = p->next)
1745 // LordHavoc: this DotProduct hurts less than a cache miss
1746 // (which is more likely to happen if backflowing through leafs)
1747 if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1))
1750 if (leaf->worldnodeframe != r_framecount)
1752 leaf->worldnodeframe = r_framecount;
1753 // FIXME: R_CullBox is absolute, should be done relative
1754 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
1755 leafstack[leafstackpos++] = leaf;
1762 void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
1764 int j, c, *surfacepvsframes, *mark;
1769 if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer))
1771 model->brushq1.pvsframecount++;
1772 model->brushq1.pvsviewleaf = viewleaf;
1773 model->brushq1.pvsviewleafnovis = r_novis.integer;
1774 model->brushq1.pvsleafchain = NULL;
1775 model->brushq1.pvssurflistlength = 0;
1778 surfacepvsframes = model->brushq1.surfacepvsframes;
1779 for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++)
1781 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
1783 leaf->pvsframe = model->brushq1.pvsframecount;
1784 leaf->pvschain = model->brushq1.pvsleafchain;
1785 model->brushq1.pvsleafchain = leaf;
1786 // mark surfaces bounding this leaf as visible
1787 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
1788 surfacepvsframes[*mark] = model->brushq1.pvsframecount;
1791 model->brushq1.BuildPVSTextureChains(model);
1796 void R_WorldVisibility(entity_render_t *ent)
1801 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1802 viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL;
1803 R_PVSUpdate(ent, viewleaf);
1808 if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
1809 R_SurfaceWorldNode (ent);
1811 R_PortalWorldNode (ent, viewleaf);
1814 void R_DrawWorld(entity_render_t *ent)
1816 if (ent->model == NULL)
1818 if (!ent->model->brushq1.num_leafs)
1820 if (ent->model->DrawSky)
1821 ent->model->DrawSky(ent);
1822 if (ent->model->Draw)
1823 ent->model->Draw(ent);
1827 R_PrepareSurfaces(ent);
1828 R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
1829 R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
1830 if (r_drawportals.integer)
1835 void R_Model_Brush_DrawSky(entity_render_t *ent)
1837 if (ent->model == NULL)
1839 if (ent != &cl_entities[0].render)
1840 R_PrepareBrushModel(ent);
1841 R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
1844 void R_Model_Brush_Draw(entity_render_t *ent)
1846 if (ent->model == NULL)
1849 if (ent != &cl_entities[0].render)
1850 R_PrepareBrushModel(ent);
1851 R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
1854 void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
1859 float projectdistance, f, temp[3], lightradius2;
1860 if (ent->model == NULL)
1862 R_Mesh_Matrix(&ent->matrix);
1863 lightradius2 = lightradius * lightradius;
1864 R_UpdateTextureInfo(ent);
1865 projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
1866 //projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
1867 for (i = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;i < ent->model->brushq1.nummodelsurfaces;i++, surf++)
1869 if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST)
1871 f = PlaneDiff(relativelightorigin, surf->plane);
1872 if (surf->flags & SURF_PLANEBACK)
1874 // draw shadows only for frontfaces and only if they are close
1875 if (f >= 0.1 && f < lightradius)
1877 temp[0] = bound(surf->poly_mins[0], relativelightorigin[0], surf->poly_maxs[0]) - relativelightorigin[0];
1878 temp[1] = bound(surf->poly_mins[1], relativelightorigin[1], surf->poly_maxs[1]) - relativelightorigin[1];
1879 temp[2] = bound(surf->poly_mins[2], relativelightorigin[2], surf->poly_maxs[2]) - relativelightorigin[2];
1880 if (DotProduct(temp, temp) < lightradius2)
1881 R_Shadow_VolumeFromSphere(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_vertex3f, surf->mesh.data_element3i, surf->mesh.data_neighbor3i, relativelightorigin, projectdistance, lightradius);
1886 int t, leafnum, marksurfnum, trianglenum;
1891 float projectdistance;
1893 vec3_t lightmins, lightmaxs;
1894 if (ent->model == NULL)
1896 R_Mesh_Matrix(&ent->matrix);
1897 R_UpdateTextureInfo(ent);
1898 projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
1899 lightmins[0] = relativelightorigin[0] - lightradius;
1900 lightmins[1] = relativelightorigin[1] - lightradius;
1901 lightmins[2] = relativelightorigin[2] - lightradius;
1902 lightmaxs[0] = relativelightorigin[0] + lightradius;
1903 lightmaxs[1] = relativelightorigin[1] + lightradius;
1904 lightmaxs[2] = relativelightorigin[2] + lightradius;
1906 R_Shadow_PrepareShadowMark(ent->model->brush.shadowmesh->numtriangles);
1907 maxmarksurfaces = sizeof(surfacelist) / sizeof(surfacelist[0]);
1908 ent->model->brushq1.GetVisible(ent->model, relativelightorigin, lightmins, lightmaxs, 0, NULL, NULL, maxmarkleafs, markleaf, &nummarkleafs);
1909 for (marksurfacenum = 0;marksurfacenum < nummarksurfaces;marksurfacenum++)
1911 surf = marksurface[marksurfacenum];
1912 if (surf->shadowmark != shadowmarkcount)
1914 surf->shadowmark = shadowmarkcount;
1915 if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST))
1917 for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3)
1919 v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3;
1920 v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3;
1921 v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3;
1922 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])))
1923 shadowmarklist[numshadowmark++] = t;
1929 R_Shadow_PrepareShadowMark(ent->model->brush.shadowmesh->numtriangles);
1930 if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
1932 pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin);
1933 // FIXME: use BSP recursion in q1bsp as dlights are often small
1934 for (leafnum = 0, leaf = ent->model->brushq1.data_leafs;leafnum < ent->model->brushq1.num_leafs;leafnum++, leaf++)
1936 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
1938 for (marksurfnum = 0;marksurfnum < leaf->nummarksurfaces;marksurfnum++)
1940 surf = ent->model->brushq1.surfaces + leaf->firstmarksurface[marksurfnum];
1941 if (surf->shadowmark != shadowmarkcount)
1943 surf->shadowmark = shadowmarkcount;
1944 if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST))
1946 for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3)
1948 v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3;
1949 v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3;
1950 v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3;
1951 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])))
1952 shadowmarklist[numshadowmark++] = t;
1962 for (marksurfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;marksurfnum < ent->model->brushq1.nummodelsurfaces;marksurfnum++, surf++)
1964 if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST))
1966 for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3)
1968 v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3;
1969 v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3;
1970 v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3;
1971 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])))
1972 shadowmarklist[numshadowmark++] = t;
1977 R_Shadow_VolumeFromList(ent->model->brush.shadowmesh->numverts, ent->model->brush.shadowmesh->numtriangles, ent->model->brush.shadowmesh->vertex3f, ent->model->brush.shadowmesh->element3i, ent->model->brush.shadowmesh->neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
1981 void R_Model_Brush_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)
1983 int leafnum, marksurfnum;
1988 float lightmins[3], lightmaxs[3];
1989 if (ent->model == NULL)
1991 R_Mesh_Matrix(&ent->matrix);
1992 lightmins[0] = relativelightorigin[0] - lightradius;
1993 lightmins[1] = relativelightorigin[1] - lightradius;
1994 lightmins[2] = relativelightorigin[2] - lightradius;
1995 lightmaxs[0] = relativelightorigin[0] + lightradius;
1996 lightmaxs[1] = relativelightorigin[1] + lightradius;
1997 lightmaxs[2] = relativelightorigin[2] + lightradius;
1998 R_UpdateTextureInfo(ent);
2000 if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
2002 pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin);
2003 for (leafnum = 0, leaf = ent->model->brushq1.data_leafs;leafnum < ent->model->brushq1.num_leafs;leafnum++, leaf++)
2005 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
2007 for (marksurfnum = 0;marksurfnum < leaf->nummarksurfaces;marksurfnum++)
2009 surf = ent->model->brushq1.surfaces + leaf->firstmarksurface[marksurfnum];
2010 if (surf->shadowmark != shadowmarkcount)
2012 surf->shadowmark = shadowmarkcount;
2013 if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && (ent != &cl_entities[0].render || surf->visframe == r_framecount))
2015 t = surf->texinfo->texture->currentframe;
2016 if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
2018 R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, lightcubemap);
2019 R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, lightcubemap);
2029 for (marksurfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;marksurfnum < ent->model->brushq1.nummodelsurfaces;marksurfnum++, surf++)
2031 if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && (ent != &cl_entities[0].render || surf->visframe == r_framecount))
2033 t = surf->texinfo->texture->currentframe;
2034 if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
2036 R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, lightcubemap);
2037 R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, lightcubemap);
2044 void R_DrawCollisionBrush(colbrushf_t *brush)
2048 memset(&m, 0, sizeof(m));
2049 m.pointer_vertex = brush->points->v;
2051 i = ((int)brush) / sizeof(colbrushf_t);
2052 GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
2053 GL_LockArrays(0, brush->numpoints);
2054 R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
2055 GL_LockArrays(0, 0);
2058 void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3mface_t *face)
2062 if (!face->num_collisiontriangles)
2064 memset(&m, 0, sizeof(m));
2065 m.pointer_vertex = face->data_collisionvertex3f;
2067 i = ((int)face) / sizeof(q3mface_t);
2068 GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
2069 GL_LockArrays(0, face->num_collisionvertices);
2070 R_Mesh_Draw(face->num_collisionvertices, face->num_collisiontriangles, face->data_collisionelement3i);
2071 GL_LockArrays(0, 0);
2074 void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3mface_t *face)
2077 if (!face->num_triangles)
2082 skyrendernow = false;
2083 if (skyrendermasked)
2087 R_Mesh_Matrix(&ent->matrix);
2089 GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
2090 if (skyrendermasked)
2092 // depth-only (masking)
2093 GL_ColorMask(0,0,0,0);
2094 // just to make sure that braindead drivers don't draw anything
2095 // despite that colormask...
2096 GL_BlendFunc(GL_ZERO, GL_ONE);
2101 GL_BlendFunc(GL_ONE, GL_ZERO);
2106 memset(&m, 0, sizeof(m));
2107 m.pointer_vertex = face->data_vertex3f;
2110 GL_LockArrays(0, face->num_vertices);
2111 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2112 GL_LockArrays(0, 0);
2113 GL_ColorMask(1,1,1,1);
2116 void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3mface_t *face)
2119 memset(&m, 0, sizeof(m));
2120 GL_BlendFunc(GL_ONE, GL_ZERO);
2123 if (face->texture->skin.glow)
2125 m.tex[0] = R_GetTexture(face->texture->skin.glow);
2126 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2127 GL_Color(1, 1, 1, 1);
2130 GL_Color(0, 0, 0, 1);
2131 m.pointer_vertex = face->data_vertex3f;
2133 GL_LockArrays(0, face->num_vertices);
2134 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2135 GL_LockArrays(0, 0);
2138 void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3mface_t *face)
2141 memset(&m, 0, sizeof(m));
2142 GL_BlendFunc(GL_ONE, GL_ZERO);
2145 m.tex[0] = R_GetTexture(face->texture->skin.base);
2146 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2147 m.tex[1] = R_GetTexture(face->lightmaptexture);
2148 m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
2149 m.texrgbscale[1] = 2;
2150 GL_Color(1, 1, 1, 1);
2151 m.pointer_vertex = face->data_vertex3f;
2153 GL_LockArrays(0, face->num_vertices);
2154 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2155 GL_LockArrays(0, 0);
2158 void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3mface_t *face)
2161 memset(&m, 0, sizeof(m));
2162 GL_BlendFunc(GL_ONE, GL_ZERO);
2165 m.tex[0] = R_GetTexture(face->texture->skin.base);
2166 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2167 GL_Color(1, 1, 1, 1);
2168 m.pointer_vertex = face->data_vertex3f;
2170 GL_LockArrays(0, face->num_vertices);
2171 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2172 GL_LockArrays(0, 0);
2175 void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3mface_t *face)
2178 memset(&m, 0, sizeof(m));
2179 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2180 GL_DepthMask(false);
2182 m.tex[0] = R_GetTexture(face->lightmaptexture);
2183 m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
2184 GL_Color(1, 1, 1, 1);
2185 m.pointer_vertex = face->data_vertex3f;
2187 GL_LockArrays(0, face->num_vertices);
2188 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2189 GL_LockArrays(0, 0);
2192 void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3mface_t *face)
2195 memset(&m, 0, sizeof(m));
2196 GL_BlendFunc(GL_ONE, GL_ZERO);
2199 m.tex[0] = R_GetTexture(face->lightmaptexture);
2200 m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
2201 if (r_shadow_realtime_world.integer)
2202 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
2204 GL_Color(1, 1, 1, 1);
2205 m.pointer_vertex = face->data_vertex3f;
2207 GL_LockArrays(0, face->num_vertices);
2208 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2209 GL_LockArrays(0, 0);
2212 void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3mface_t *face)
2215 memset(&m, 0, sizeof(m));
2216 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2217 GL_DepthMask(false);
2219 if (face->texture->skin.glow)
2221 m.tex[0] = R_GetTexture(face->texture->skin.glow);
2222 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2223 GL_Color(1, 1, 1, 1);
2226 GL_Color(0, 0, 0, 1);
2227 m.pointer_vertex = face->data_vertex3f;
2229 GL_LockArrays(0, face->num_vertices);
2230 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2231 GL_LockArrays(0, 0);
2234 void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3mface_t *face)
2239 memset(&m, 0, sizeof(m));
2240 GL_BlendFunc(GL_ONE, GL_ZERO);
2243 m.tex[0] = R_GetTexture(face->texture->skin.base);
2244 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2246 if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1)
2247 mul *= r_shadow_realtime_world_lightmaps.value;
2248 if (mul == 2 && gl_combine.integer)
2250 m.texrgbscale[0] = 2;
2251 m.pointer_color = face->data_color4f;
2254 m.pointer_color = face->data_color4f;
2257 for (i = 0;i < face->num_vertices;i++)
2259 varray_color4f[i*4+0] = face->data_color4f[i*4+0] * mul;
2260 varray_color4f[i*4+1] = face->data_color4f[i*4+1] * mul;
2261 varray_color4f[i*4+2] = face->data_color4f[i*4+2] * mul;
2262 varray_color4f[i*4+3] = face->data_color4f[i*4+3];
2264 m.pointer_color = varray_color4f;
2266 m.pointer_vertex = face->data_vertex3f;
2268 GL_LockArrays(0, face->num_vertices);
2269 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2270 GL_LockArrays(0, 0);
2273 void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3mface_t *face)
2278 memset(&m, 0, sizeof(m));
2279 GL_BlendFunc(GL_ONE, GL_ZERO);
2283 if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1)
2284 mul *= r_shadow_realtime_world_lightmaps.value;
2286 m.pointer_color = face->data_color4f;
2289 for (i = 0;i < face->num_vertices;i++)
2291 varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
2292 varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
2293 varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
2294 varray_color4f[i*4+3] = face->data_color4f[i*4+3];
2296 m.pointer_color = varray_color4f;
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 void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3mface_t *face)
2308 memset(&m, 0, sizeof(m));
2309 GL_BlendFunc(GL_ONE, GL_ONE);
2312 m.tex[0] = R_GetTexture(face->texture->skin.base);
2313 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2314 GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
2315 m.pointer_vertex = face->data_vertex3f;
2317 GL_LockArrays(0, face->num_vertices);
2318 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2319 GL_LockArrays(0, 0);
2322 void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
2324 const entity_render_t *ent = voident;
2325 q3mface_t *face = ent->model->brushq3.data_faces + facenumber;
2327 R_Mesh_Matrix(&ent->matrix);
2328 memset(&m, 0, sizeof(m));
2329 if (ent->effects & EF_ADDITIVE)
2330 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2332 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2333 GL_DepthMask(false);
2335 m.tex[0] = R_GetTexture(face->texture->skin.base);
2336 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2337 // LordHavoc: quake3 was not able to do this; lit transparent surfaces
2338 if (gl_combine.integer)
2340 m.texrgbscale[0] = 2;
2341 if (r_textureunits.integer >= 2)
2343 m.tex[1] = R_GetTexture(face->lightmaptexture);
2344 m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
2345 GL_Color(1, 1, 1, ent->alpha);
2349 if (ent->alpha == 1)
2350 m.pointer_color = face->data_color4f;
2354 for (i = 0;i < face->num_vertices;i++)
2356 varray_color4f[i*4+0] = face->data_color4f[i*4+0];
2357 varray_color4f[i*4+1] = face->data_color4f[i*4+1];
2358 varray_color4f[i*4+2] = face->data_color4f[i*4+2];
2359 varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
2361 m.pointer_color = varray_color4f;
2368 for (i = 0;i < face->num_vertices;i++)
2370 varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
2371 varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
2372 varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
2373 varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
2375 m.pointer_color = varray_color4f;
2377 m.pointer_vertex = face->data_vertex3f;
2379 qglDisable(GL_CULL_FACE);
2380 GL_LockArrays(0, face->num_vertices);
2381 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2382 GL_LockArrays(0, 0);
2383 qglEnable(GL_CULL_FACE);
2386 void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
2388 if (!face->num_triangles)
2390 if (face->texture->surfaceparms)
2392 if (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW))
2396 face->visframe = r_framecount;
2397 if ((face->texture->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
2399 vec3_t facecenter, center;
2400 facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f;
2401 facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f;
2402 facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f;
2403 Matrix4x4_Transform(&ent->matrix, facecenter, center);
2404 R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces);
2407 R_Mesh_Matrix(&ent->matrix);
2408 if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
2409 R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(ent, face);
2410 else if ((ent->effects & EF_FULLBRIGHT) || r_fullbright.integer)
2412 R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
2413 if (face->texture->skin.glow)
2414 R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
2416 else if (face->lightmaptexture)
2418 if (gl_lightmaps.integer)
2419 R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(ent, face);
2422 if (r_textureunits.integer >= 2 && gl_combine.integer)
2423 R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(ent, face);
2426 R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
2427 R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(ent, face);
2429 if (face->texture->skin.glow)
2430 R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
2435 if (gl_lightmaps.integer)
2436 R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(ent, face);
2439 R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(ent, face);
2440 if (face->texture->skin.glow)
2441 R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
2444 if (r_ambient.value)
2445 R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(ent, face);
2448 void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec3_t modelorg, qbyte *pvs, int markframe)
2454 if (R_CullBox(node->mins, node->maxs))
2459 R_Q3BSP_RecursiveWorldNode(ent, node->children[0], modelorg, pvs, markframe);
2460 node = node->children[1];
2462 leaf = (q3mleaf_t *)node;
2463 if (CHECKPVSBIT(pvs, leaf->clusterindex))
2466 for (i = 0;i < leaf->numleaffaces;i++)
2467 leaf->firstleafface[i]->markframe = markframe;
2471 // FIXME: num_leafs needs to be recalculated at load time to include only
2472 // node-referenced leafs, as some maps are incorrectly compiled with leafs for
2473 // the submodels (which would render the submodels occasionally, as part of
2474 // the world - not good)
2475 void R_Q3BSP_MarkLeafPVS(entity_render_t *ent, qbyte *pvs, int markframe)
2479 for (j = 0, leaf = ent->model->brushq3.data_leafs;j < ent->model->brushq3.num_leafs;j++, leaf++)
2481 if (CHECKPVSBIT(pvs, leaf->clusterindex))
2484 for (i = 0;i < leaf->numleaffaces;i++)
2485 leaf->firstleafface[i]->markframe = markframe;
2490 static int r_q3bsp_framecount = -1;
2492 void R_Q3BSP_DrawSky(entity_render_t *ent)
2499 R_Mesh_Matrix(&ent->matrix);
2501 if (r_drawcollisionbrushes.integer < 2)
2503 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2504 if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2506 if (r_q3bsp_framecount != r_framecount)
2508 r_q3bsp_framecount = r_framecount;
2509 R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount);
2510 //R_Q3BSP_MarkLeafPVS(ent, pvs, r_framecount);
2512 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2513 if (face->markframe == r_framecount && (face->texture->surfaceflags & Q3SURFACEFLAG_SKY) && !R_CullBox(face->mins, face->maxs))
2514 R_Q3BSP_DrawSkyFace(ent, face);
2517 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2518 if ((face->texture->surfaceflags & Q3SURFACEFLAG_SKY))
2519 R_Q3BSP_DrawSkyFace(ent, face);
2523 void R_Q3BSP_Draw(entity_render_t *ent)
2530 R_Mesh_Matrix(&ent->matrix);
2532 if (r_drawcollisionbrushes.integer < 2)
2534 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2535 if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2537 if (r_q3bsp_framecount != r_framecount)
2539 r_q3bsp_framecount = r_framecount;
2540 R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount);
2541 //R_Q3BSP_MarkLeafPVS(ent, pvs, r_framecount);
2543 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2544 if (face->markframe == r_framecount && !R_CullBox(face->mins, face->maxs))
2545 R_Q3BSP_DrawFace(ent, face);
2548 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2549 R_Q3BSP_DrawFace(ent, face);
2551 if (r_drawcollisionbrushes.integer >= 1)
2553 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2554 GL_DepthMask(false);
2556 qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
2557 for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++)
2558 if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles)
2559 R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf);
2560 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2561 if (face->num_collisiontriangles)
2562 R_Q3BSP_DrawCollisionFace(ent, face);
2563 qglPolygonOffset(0, 0);
2567 void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
2572 vec3_t modelorg, lightmins, lightmaxs;
2574 float projectdistance;
2575 projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
2576 if (r_drawcollisionbrushes.integer < 2)
2579 R_Mesh_Matrix(&ent->matrix);
2580 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2581 lightmins[0] = relativelightorigin[0] - lightradius;
2582 lightmins[1] = relativelightorigin[1] - lightradius;
2583 lightmins[2] = relativelightorigin[2] - lightradius;
2584 lightmaxs[0] = relativelightorigin[0] + lightradius;
2585 lightmaxs[1] = relativelightorigin[1] + lightradius;
2586 lightmaxs[2] = relativelightorigin[2] + lightradius;
2587 //if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2588 // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
2590 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2591 if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
2592 R_Shadow_VolumeFromSphere(face->num_vertices, face->num_triangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, projectdistance, lightradius);
2595 int j, t, leafnum, marksurfnum;
2601 vec3_t modelorg, lightmins, lightmaxs;
2603 float projectdistance;
2604 projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
2605 if (r_drawcollisionbrushes.integer < 2)
2608 R_Mesh_Matrix(&ent->matrix);
2609 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2610 lightmins[0] = relativelightorigin[0] - lightradius;
2611 lightmins[1] = relativelightorigin[1] - lightradius;
2612 lightmins[2] = relativelightorigin[2] - lightradius;
2613 lightmaxs[0] = relativelightorigin[0] + lightradius;
2614 lightmaxs[1] = relativelightorigin[1] + lightradius;
2615 lightmaxs[2] = relativelightorigin[2] + lightradius;
2616 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
2617 if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
2619 for (leafnum = 0, leaf = ent->model->brushq3.data_leafs;leafnum < ent->model->brushq3.num_leafs;leafnum++, leaf++)
2621 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
2623 for (marksurfnum = 0;marksurfnum < leaf->numleaffaces;marksurfnum++)
2625 face = leaf->firstleafface[marksurfnum];
2626 if (face->shadowmark != shadowmarkcount)
2628 face->shadowmark = shadowmarkcount;
2629 if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
2631 for (j = 0, t = face->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < face->num_triangles;j++, t++, e += 3)
2633 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
2634 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
2635 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
2636 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])))
2637 shadowmarklist[numshadowmark++] = t;
2647 for (marksurfnum = 0, face = model->brushq3.data_thismodel->firstface;marksurfnum < model->brushq3.data_thismodel->numfaces;marksurfnum++, face++)
2649 if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
2651 for (j = 0, t = face->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < face->num_triangles;j++, t++, e += 3)
2653 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
2654 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
2655 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
2656 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])))
2657 shadowmarklist[numshadowmark++] = t;
2662 R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
2667 void R_Q3BSP_DrawFaceLight(entity_render_t *ent, q3mface_t *face, 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)
2669 if ((face->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || !face->num_triangles)
2671 R_Shadow_DiffuseLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, lightcubemap);
2672 R_Shadow_SpecularLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, lightcubemap);
2675 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)
2677 int leafnum, marksurfnum;
2681 vec3_t modelorg, lightmins, lightmaxs;
2684 //static int markframe = 0;
2685 if (r_drawcollisionbrushes.integer < 2)
2688 R_Mesh_Matrix(&ent->matrix);
2689 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2690 lightmins[0] = relativelightorigin[0] - lightradius;
2691 lightmins[1] = relativelightorigin[1] - lightradius;
2692 lightmins[2] = relativelightorigin[2] - lightradius;
2693 lightmaxs[0] = relativelightorigin[0] + lightradius;
2694 lightmaxs[1] = relativelightorigin[1] + lightradius;
2695 lightmaxs[2] = relativelightorigin[2] + lightradius;
2697 if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
2699 pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin);
2700 for (leafnum = 0, leaf = ent->model->brushq3.data_leafs;leafnum < ent->model->brushq3.num_leafs;leafnum++, leaf++)
2702 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
2704 for (marksurfnum = 0;marksurfnum < leaf->numleaffaces;marksurfnum++)
2706 face = leaf->firstleafface[marksurfnum];
2707 if (face->shadowmark != shadowmarkcount)
2709 face->shadowmark = shadowmarkcount;
2710 if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs) && (ent != &cl_entities[0].render || face->visframe == r_framecount))
2711 R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, lightcubemap);
2719 for (marksurfnum = 0, face = model->brushq3.data_thismodel->firstface;marksurfnum < model->brushq3.data_thismodel->numfaces;marksurfnum++, face++)
2720 if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs) && (ent != &cl_entities[0].render || face->visframe == r_framecount))
2721 R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, lightcubemap);
2726 static void gl_surf_start(void)
2730 static void gl_surf_shutdown(void)
2734 static void gl_surf_newmap(void)
2738 void GL_Surf_Init(void)
2741 dlightdivtable[0] = 4194304;
2742 for (i = 1;i < 32768;i++)
2743 dlightdivtable[i] = 4194304 / (i << 7);
2745 Cvar_RegisterVariable(&r_ambient);
2746 Cvar_RegisterVariable(&r_drawportals);
2747 Cvar_RegisterVariable(&r_testvis);
2748 Cvar_RegisterVariable(&r_floatbuildlightmap);
2749 Cvar_RegisterVariable(&r_detailtextures);
2750 Cvar_RegisterVariable(&r_surfaceworldnode);
2751 Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
2752 Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
2753 Cvar_RegisterVariable(&gl_lightmaps);
2755 R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);