2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // r_surf.c: surface-related refresh code
25 #define MAX_LIGHTMAP_SIZE 256
27 static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
28 static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
30 static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
32 cvar_t r_ambient = {0, "r_ambient", "0"};
33 cvar_t r_drawportals = {0, "r_drawportals", "0"};
34 cvar_t r_testvis = {0, "r_testvis", "0"};
35 cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
36 cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
37 cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"};
38 cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"};
39 cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"};
40 cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"};
41 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
44 // FIXME: these arrays are huge!
45 int r_q1bsp_maxmarkleafs;
46 int r_q1bsp_nummarkleafs;
47 mleaf_t *r_q1bsp_maxleaflist[65536];
48 int r_q1bsp_maxmarksurfaces;
49 int r_q1bsp_nummarksurfaces;
50 msurface_t *r_q1bsp_maxsurfacelist[65536];
52 // FIXME: these arrays are huge!
53 int r_q3bsp_maxmarkleafs;
54 int r_q3bsp_nummarkleafs;
55 q3mleaf_t *r_q3bsp_maxleaflist[65536];
56 int r_q3bsp_maxmarksurfaces;
57 int r_q3bsp_nummarksurfaces;
58 q3msurface_t *r_q3bsp_maxsurfacelist[65536];
61 static int dlightdivtable[32768];
63 static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
65 int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
67 float dist, impact[3], local[3];
72 smax = (surf->extents[0] >> 4) + 1;
73 tmax = (surf->extents[1] >> 4) + 1;
76 for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
78 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
79 continue; // not lit by this light
81 Matrix4x4_Transform(matrix, light->origin, local);
82 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
84 // for comparisons to minimum acceptable light
85 // compensate for LIGHTOFFSET
86 maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
93 if (surf->plane->type < 3)
95 VectorCopy(local, impact);
96 impact[surf->plane->type] -= dist;
100 impact[0] = local[0] - surf->plane->normal[0] * dist;
101 impact[1] = local[1] - surf->plane->normal[1] * dist;
102 impact[2] = local[2] - surf->plane->normal[2] * dist;
105 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
106 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
108 s = bound(0, impacts, smax * 16) - impacts;
109 t = bound(0, impactt, tmax * 16) - impactt;
110 i = s * s + t * t + dist2;
114 // reduce calculations
115 for (s = 0, i = impacts; s < smax; s++, i -= 16)
116 sdtable[s] = i * i + dist2;
118 maxdist3 = maxdist - dist2;
120 // convert to 8.8 blocklights format
121 red = light->rtlight.lightmap_light[0] * (1.0f / 128.0f);
122 green = light->rtlight.lightmap_light[1] * (1.0f / 128.0f);
123 blue = light->rtlight.lightmap_light[2] * (1.0f / 128.0f);
124 subtract = (int) (light->rtlight.lightmap_subtract * 4194304.0f);
128 for (t = 0;t < tmax;t++, i -= 16)
131 // make sure some part of it is visible on this line
134 maxdist2 = maxdist - td;
135 for (s = 0;s < smax;s++)
137 if (sdtable[s] < maxdist2)
139 k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
143 bl[1] += (green * k);
158 static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
160 int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
161 float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
166 smax = (surf->extents[0] >> 4) + 1;
167 tmax = (surf->extents[1] >> 4) + 1;
170 for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
172 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
173 continue; // not lit by this light
175 Matrix4x4_Transform(matrix, light->origin, local);
176 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
178 // for comparisons to minimum acceptable light
179 // compensate for LIGHTOFFSET
180 maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
183 dist2 += LIGHTOFFSET;
184 if (dist2 >= maxdist)
187 if (surf->plane->type < 3)
189 VectorCopy(local, impact);
190 impact[surf->plane->type] -= dist;
194 impact[0] = local[0] - surf->plane->normal[0] * dist;
195 impact[1] = local[1] - surf->plane->normal[1] * dist;
196 impact[2] = local[2] - surf->plane->normal[2] * dist;
199 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
200 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
202 td = bound(0, impacts, smax * 16) - impacts;
203 td1 = bound(0, impactt, tmax * 16) - impactt;
204 td = td * td + td1 * td1 + dist2;
208 // reduce calculations
209 for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
210 sdtable[s] = td1 * td1 + dist2;
212 maxdist3 = maxdist - dist2;
214 // convert to 8.8 blocklights format
215 red = light->rtlight.lightmap_light[0];
216 green = light->rtlight.lightmap_light[1];
217 blue = light->rtlight.lightmap_light[2];
218 subtract = light->rtlight.lightmap_subtract * 32768.0f;
219 bl = floatblocklights;
222 for (t = 0;t < tmax;t++, td1 -= 16.0f)
225 // make sure some part of it is visible on this line
228 maxdist2 = maxdist - td;
229 for (s = 0;s < smax;s++)
231 if (sdtable[s] < maxdist2)
233 k = (32768.0f / (sdtable[s] + td)) - subtract;
253 Combine and scale multiple lightmaps into the 8.8 format in blocklights
256 static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
258 if (!r_floatbuildlightmap.integer)
260 int smax, tmax, i, j, size, size3, maps, stride, l;
261 unsigned int *bl, scale;
262 qbyte *lightmap, *out, *stain;
264 // update cached lighting info
265 surf->cached_dlight = 0;
267 smax = (surf->extents[0]>>4)+1;
268 tmax = (surf->extents[1]>>4)+1;
271 lightmap = surf->samples;
273 // set to full bright if no light data
275 if (!ent->model->brushq1.lightdata)
277 for (i = 0;i < size3;i++)
283 memset(bl, 0, size*3*sizeof(unsigned int));
285 if (surf->dlightframe == r_framecount)
287 surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
288 if (surf->cached_dlight)
292 // add all the lightmaps
296 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
297 for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
298 bl[i] += lightmap[i] * scale;
302 stain = surf->stainsamples;
305 // the >> 16 shift adjusts down 8 bits to account for the stainmap
306 // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
307 // be doubled during rendering to achieve 2x overbright
308 // (0 = 0.0, 128 = 1.0, 256 = 2.0)
309 if (ent->model->brushq1.lightmaprgba)
311 stride = (surf->lightmaptexturestride - smax) * 4;
312 for (i = 0;i < tmax;i++, out += stride)
314 for (j = 0;j < smax;j++)
316 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
317 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
318 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
325 stride = (surf->lightmaptexturestride - smax) * 3;
326 for (i = 0;i < tmax;i++, out += stride)
328 for (j = 0;j < smax;j++)
330 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
331 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
332 l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
337 R_UpdateTexture(surf->lightmaptexture, templight);
341 int smax, tmax, i, j, size, size3, maps, stride, l;
343 qbyte *lightmap, *out, *stain;
345 // update cached lighting info
346 surf->cached_dlight = 0;
348 smax = (surf->extents[0]>>4)+1;
349 tmax = (surf->extents[1]>>4)+1;
352 lightmap = surf->samples;
354 // set to full bright if no light data
355 bl = floatblocklights;
356 if (!ent->model->brushq1.lightdata)
358 for (i = 0;i < size3;i++)
363 memset(bl, 0, size*3*sizeof(float));
365 if (surf->dlightframe == r_framecount)
367 surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
368 if (surf->cached_dlight)
372 // add all the lightmaps
375 bl = floatblocklights;
376 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
377 for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
378 bl[i] += lightmap[i] * scale;
382 stain = surf->stainsamples;
383 bl = floatblocklights;
385 // this scaling adjusts down 8 bits to account for the stainmap
386 // scaling, and remaps the 0.0-2.0 (2x overbright) to 0-256, it will
387 // be doubled during rendering to achieve 2x overbright
388 // (0 = 0.0, 128 = 1.0, 256 = 2.0)
389 scale = 1.0f / (1 << 16);
390 if (ent->model->brushq1.lightmaprgba)
392 stride = (surf->lightmaptexturestride - smax) * 4;
393 for (i = 0;i < tmax;i++, out += stride)
395 for (j = 0;j < smax;j++)
397 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
398 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
399 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
406 stride = (surf->lightmaptexturestride - smax) * 3;
407 for (i = 0;i < tmax;i++, out += stride)
409 for (j = 0;j < smax;j++)
411 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
412 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
413 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
418 R_UpdateTexture(surf->lightmaptexture, templight);
422 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
424 float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
425 msurface_t *surf, *endsurf;
426 int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
430 maxdist = radius * radius;
431 invradius = 1.0f / radius;
434 if (node->contents < 0)
436 ndist = PlaneDiff(origin, node->plane);
439 node = node->children[0];
444 node = node->children[1];
448 dist2 = ndist * ndist;
449 maxdist3 = maxdist - dist2;
451 if (node->plane->type < 3)
453 VectorCopy(origin, impact);
454 impact[node->plane->type] -= ndist;
458 impact[0] = origin[0] - node->plane->normal[0] * ndist;
459 impact[1] = origin[1] - node->plane->normal[1] * ndist;
460 impact[2] = origin[2] - node->plane->normal[2] * ndist;
463 for (surf = model->brushq1.surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
465 if (surf->stainsamples)
467 smax = (surf->extents[0] >> 4) + 1;
468 tmax = (surf->extents[1] >> 4) + 1;
470 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
471 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
473 s = bound(0, impacts, smax * 16) - impacts;
474 t = bound(0, impactt, tmax * 16) - impactt;
475 i = s * s + t * t + dist2;
479 // reduce calculations
480 for (s = 0, i = impacts; s < smax; s++, i -= 16)
481 sdtable[s] = i * i + dist2;
483 bl = surf->stainsamples;
488 for (t = 0;t < tmax;t++, i -= 16)
491 // make sure some part of it is visible on this line
494 maxdist2 = maxdist - td;
495 for (s = 0;s < smax;s++)
497 if (sdtable[s] < maxdist2)
499 ratio = lhrandom(0.0f, 1.0f);
500 a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
501 if (a >= (1.0f / 64.0f))
505 bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
506 bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
507 bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
517 // force lightmap upload
519 surf->cached_dlight = true;
523 if (node->children[0]->contents >= 0)
525 if (node->children[1]->contents >= 0)
527 R_StainNode(node->children[0], model, origin, radius, fcolor);
528 node = node->children[1];
533 node = node->children[0];
537 else if (node->children[1]->contents >= 0)
539 node = node->children[1];
544 void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
548 entity_render_t *ent;
551 if (cl.worldmodel == NULL || !cl.worldmodel->brushq1.nodes)
556 fcolor[3] = ca1 * (1.0f / 64.0f);
557 fcolor[4] = cr2 - cr1;
558 fcolor[5] = cg2 - cg1;
559 fcolor[6] = cb2 - cb1;
560 fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
562 R_StainNode(cl.worldmodel->brushq1.nodes + cl.worldmodel->brushq1.hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor);
564 // look for embedded bmodels
565 for (n = 0;n < cl_num_brushmodel_entities;n++)
567 ent = cl_brushmodel_entities[n];
569 if (model && model->name[0] == '*')
571 Mod_CheckLoaded(model);
572 if (model->brushq1.nodes)
574 Matrix4x4_Transform(&ent->inversematrix, origin, org);
575 R_StainNode(model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
583 =============================================================
587 =============================================================
590 static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
595 if (styles[0] != 255)
597 for (i = 0;i < numverts;i++, c += 4)
599 lm = samples + lightmapoffsets[i];
600 scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
601 VectorMA(c, scale, lm, c);
602 if (styles[1] != 255)
605 scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
606 VectorMA(c, scale, lm, c);
607 if (styles[2] != 255)
610 scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
611 VectorMA(c, scale, lm, c);
612 if (styles[3] != 255)
615 scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
616 VectorMA(c, scale, lm, c);
624 static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
630 for (i = 0;i < numverts;i++, v += 3, c += 4)
632 VectorSubtract(v, modelorg, diff);
633 f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
634 VectorScale(c, f, c);
637 else if (colorscale != 1)
638 for (i = 0;i < numverts;i++, c += 4)
639 VectorScale(c, colorscale, c);
642 static void RSurf_FoggedColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
651 for (i = 0;i < numverts;i++, v += 3, c += 4)
653 VectorSubtract(v, modelorg, diff);
654 f = 1 - exp(fogdensity/DotProduct(diff, diff));
663 for (i = 0;i < numverts;i++, c += 4)
673 static void RSurf_FogPassColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
680 for (i = 0;i < numverts;i++, v += 3, c += 4)
682 VectorSubtract(v, modelorg, diff);
683 f = exp(fogdensity/DotProduct(diff, diff));
691 static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale)
696 int i, l, lit = false;
697 const dlight_t *light;
699 for (l = 0;l < r_numdlights;l++)
701 if (dlightbits[l >> 5] & (1 << (l & 31)))
703 light = &r_dlight[l];
704 Matrix4x4_Transform(matrix, light->origin, lightorigin);
705 for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
707 f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
708 if (f < light->rtlight.lightmap_cullradius2)
710 f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale;
711 VectorMA(c, f, light->rtlight.lightmap_light, c);
720 static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
722 const msurface_t *surf;
725 // LordHavoc: HalfLife maps have freaky skypolys...
726 if (ent->model->brush.ishlbsp)
731 skyrendernow = false;
736 R_Mesh_Matrix(&ent->matrix);
738 GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
741 // depth-only (masking)
742 GL_ColorMask(0,0,0,0);
743 // just to make sure that braindead drivers don't draw anything
744 // despite that colormask...
745 GL_BlendFunc(GL_ZERO, GL_ONE);
750 GL_BlendFunc(GL_ONE, GL_ZERO);
755 memset(&m, 0, sizeof(m));
756 while((surf = *surfchain++) != NULL)
758 if (surf->visframe == r_framecount)
760 m.pointer_vertex = surf->mesh.data_vertex3f;
762 GL_LockArrays(0, surf->mesh.num_vertices);
763 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
767 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
770 static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2)
772 const entity_render_t *ent = calldata1;
773 const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
776 float base, colorscale;
779 float args[4] = {0.05f,0,0,0.04f};
780 int rendertype, turb, fullbright;
782 R_Mesh_Matrix(&ent->matrix);
783 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
785 texture = surf->texinfo->texture;
786 if (texture->animated)
787 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];
788 currentalpha = ent->alpha;
789 if (surf->flags & SURF_WATERALPHA)
790 currentalpha *= r_wateralpha.value;
793 if (ent->effects & EF_ADDITIVE)
795 rendertype = SURFRENDER_ADD;
796 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
799 else if (currentalpha < 1 || texture->skin.fog != NULL)
801 rendertype = SURFRENDER_ALPHA;
802 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
807 rendertype = SURFRENDER_OPAQUE;
808 GL_BlendFunc(GL_ONE, GL_ZERO);
812 turb = (surf->flags & SURF_DRAWTURB) && r_waterscroll.value;
813 fullbright = (ent->effects & EF_FULLBRIGHT) || (surf->flags & SURF_DRAWFULLBRIGHT) || !surf->samples;
814 base = fullbright ? 2.0f : r_ambient.value * (1.0f / 64.0f);
815 if (surf->flags & SURF_DRAWTURB)
817 if ((surf->flags & SURF_DRAWTURB) && gl_textureshader && r_watershader.value && !fogenabled)
819 // NVIDIA Geforce3 distortion texture shader on water
820 GL_Color(1, 1, 1, currentalpha);
821 memset(&m, 0, sizeof(m));
822 m.pointer_vertex = surf->mesh.data_vertex3f;
823 m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(cl.time * 16)&63]);
824 m.tex[1] = R_GetTexture(texture->skin.base);
825 m.texcombinergb[0] = GL_REPLACE;
826 m.texcombinergb[1] = GL_REPLACE;
827 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
828 m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f;
829 Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
830 Matrix4x4_CreateTranslate(&m.texmatrix[1], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
834 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
836 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
837 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
838 qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
839 qglEnable(GL_TEXTURE_SHADER_NV);
841 GL_LockArrays(0, surf->mesh.num_vertices);
842 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
845 qglDisable(GL_TEXTURE_SHADER_NV);
846 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
851 memset(&m, 0, sizeof(m));
852 m.pointer_vertex = surf->mesh.data_vertex3f;
853 m.pointer_color = varray_color4f;
854 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
855 m.tex[0] = R_GetTexture(texture->skin.base);
858 // scrolling in texture matrix
859 Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
862 if (gl_combine.integer)
864 m.texrgbscale[0] = 4;
867 R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
870 if (surf->dlightframe == r_framecount)
871 RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1);
873 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);
875 RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
877 GL_LockArrays(0, surf->mesh.num_vertices);
878 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
880 if (texture->skin.glow)
882 memset(&m, 0, sizeof(m));
883 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
885 m.pointer_color = varray_color4f;
886 m.tex[0] = R_GetTexture(texture->skin.glow);
887 m.pointer_vertex = surf->mesh.data_vertex3f;
890 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
893 // scrolling in texture matrix
894 Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
898 RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
899 GL_LockArrays(0, surf->mesh.num_vertices);
900 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
903 if (fogenabled && rendertype != SURFRENDER_ADD)
905 memset(&m, 0, sizeof(m));
906 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
908 m.pointer_color = varray_color4f;
909 m.tex[0] = R_GetTexture(texture->skin.fog);
910 m.pointer_vertex = surf->mesh.data_vertex3f;
913 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
916 // scrolling in texture matrix
917 Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
921 RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
922 GL_LockArrays(0, surf->mesh.num_vertices);
923 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
929 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
931 const msurface_t *surf;
933 int lightmaptexturenum;
934 memset(&m, 0, sizeof(m));
935 GL_BlendFunc(GL_ONE, GL_ZERO);
938 m.tex[0] = R_GetTexture(texture->skin.base);
939 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
940 m.texrgbscale[1] = 2;
941 m.tex[2] = R_GetTexture(texture->skin.detail);
942 m.texrgbscale[2] = 2;
943 if (texture->skin.glow)
945 m.tex[3] = R_GetTexture(texture->skin.glow);
946 m.texcombinergb[3] = GL_ADD;
948 if (r_shadow_realtime_world.integer)
949 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
951 GL_Color(1, 1, 1, 1);
953 while((surf = *surfchain++) != NULL)
955 if (surf->visframe == r_framecount)
957 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
958 m.tex[1] = lightmaptexturenum;
959 m.pointer_vertex = surf->mesh.data_vertex3f;
960 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
961 m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
962 m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
963 m.pointer_texcoord[3] = surf->mesh.data_texcoordtexture2f;
965 GL_LockArrays(0, surf->mesh.num_vertices);
966 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
972 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
974 const msurface_t *surf;
976 int lightmaptexturenum;
977 memset(&m, 0, sizeof(m));
978 GL_BlendFunc(GL_ONE, GL_ZERO);
981 m.tex[0] = R_GetTexture(texture->skin.base);
982 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
983 m.texrgbscale[1] = 2;
984 m.tex[2] = R_GetTexture(texture->skin.detail);
985 m.texrgbscale[2] = 2;
986 if (r_shadow_realtime_world.integer)
987 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
989 GL_Color(1, 1, 1, 1);
991 while((surf = *surfchain++) != NULL)
993 if (surf->visframe == r_framecount)
995 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
996 m.tex[1] = lightmaptexturenum;
997 m.pointer_vertex = surf->mesh.data_vertex3f;
998 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
999 m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1000 m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
1002 GL_LockArrays(0, surf->mesh.num_vertices);
1003 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1004 GL_LockArrays(0, 0);
1009 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1011 const msurface_t *surf;
1013 int lightmaptexturenum;
1014 memset(&m, 0, sizeof(m));
1015 GL_BlendFunc(GL_ONE, GL_ZERO);
1018 m.tex[0] = R_GetTexture(texture->skin.base);
1019 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1020 m.texrgbscale[1] = 2;
1021 if (r_shadow_realtime_world.integer)
1022 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1024 GL_Color(1, 1, 1, 1);
1025 while((surf = *surfchain++) != NULL)
1027 if (surf->visframe == r_framecount)
1029 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1030 m.tex[1] = lightmaptexturenum;
1031 m.pointer_vertex = surf->mesh.data_vertex3f;
1032 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1033 m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1035 GL_LockArrays(0, surf->mesh.num_vertices);
1036 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1037 GL_LockArrays(0, 0);
1042 static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1044 const msurface_t *surf;
1046 memset(&m, 0, sizeof(m));
1049 GL_BlendFunc(GL_ONE, GL_ZERO);
1050 m.tex[0] = R_GetTexture(texture->skin.base);
1051 if (r_shadow_realtime_world.integer)
1052 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1054 GL_Color(1, 1, 1, 1);
1055 while((surf = *surfchain++) != NULL)
1057 if (surf->visframe == r_framecount)
1059 m.pointer_vertex = surf->mesh.data_vertex3f;
1060 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1062 GL_LockArrays(0, surf->mesh.num_vertices);
1063 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1064 GL_LockArrays(0, 0);
1069 static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1071 const msurface_t *surf;
1073 int lightmaptexturenum;
1074 memset(&m, 0, sizeof(m));
1075 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1076 GL_DepthMask(false);
1078 m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1079 GL_Color(1, 1, 1, 1);
1080 while((surf = *surfchain++) != NULL)
1082 if (surf->visframe == r_framecount)
1084 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1085 m.tex[0] = lightmaptexturenum;
1086 m.pointer_vertex = surf->mesh.data_vertex3f;
1087 m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
1089 GL_LockArrays(0, surf->mesh.num_vertices);
1090 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1091 GL_LockArrays(0, 0);
1096 static void RSurfShader_OpaqueWall_Pass_BaseAmbient(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1098 const msurface_t *surf;
1100 memset(&m, 0, sizeof(m));
1101 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1102 GL_DepthMask(false);
1104 m.tex[0] = R_GetTexture(texture->skin.base);
1105 GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
1106 while((surf = *surfchain++) != NULL)
1108 if (surf->visframe == r_framecount)
1110 m.pointer_vertex = surf->mesh.data_vertex3f;
1111 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1113 GL_LockArrays(0, surf->mesh.num_vertices);
1114 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1115 GL_LockArrays(0, 0);
1120 static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1122 const msurface_t *surf;
1125 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1126 memset(&m, 0, sizeof(m));
1127 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1128 GL_DepthMask(false);
1130 m.pointer_color = varray_color4f;
1131 while((surf = *surfchain++) != NULL)
1133 if (surf->visframe == r_framecount)
1135 m.pointer_vertex = surf->mesh.data_vertex3f;
1137 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1139 RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg);
1140 GL_LockArrays(0, surf->mesh.num_vertices);
1141 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1142 GL_LockArrays(0, 0);
1147 static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1149 const msurface_t *surf;
1151 memset(&m, 0, sizeof(m));
1152 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1153 GL_DepthMask(false);
1155 m.tex[0] = R_GetTexture(texture->skin.detail);
1156 GL_Color(1, 1, 1, 1);
1157 while((surf = *surfchain++) != NULL)
1159 if (surf->visframe == r_framecount)
1161 m.pointer_vertex = surf->mesh.data_vertex3f;
1162 m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f;
1164 GL_LockArrays(0, surf->mesh.num_vertices);
1165 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1166 GL_LockArrays(0, 0);
1171 static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1173 const msurface_t *surf;
1175 memset(&m, 0, sizeof(m));
1176 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1177 GL_DepthMask(false);
1179 m.tex[0] = R_GetTexture(texture->skin.glow);
1180 GL_Color(1, 1, 1, 1);
1181 while((surf = *surfchain++) != NULL)
1183 if (surf->visframe == r_framecount)
1185 m.pointer_vertex = surf->mesh.data_vertex3f;
1186 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1188 GL_LockArrays(0, surf->mesh.num_vertices);
1189 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1190 GL_LockArrays(0, 0);
1196 static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1198 const msurface_t *surf;
1200 memset(&m, 0, sizeof(m));
1201 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1203 m.tex[0] = R_GetTexture(texture->skin.glow);
1205 GL_Color(1, 1, 1, 1);
1207 GL_Color(0, 0, 0, 1);
1208 while((surf = *surfchain++) != NULL)
1210 if (surf->visframe == r_framecount)
1212 m.pointer_vertex = surf->mesh.data_vertex3f;
1213 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1215 GL_LockArrays(0, surf->mesh.num_vertices);
1216 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1217 GL_LockArrays(0, 0);
1223 static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1225 const msurface_t *surf;
1227 int lightmaptexturenum;
1228 memset(&m, 0, sizeof(m));
1229 GL_BlendFunc(GL_ONE, GL_ZERO);
1232 m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1233 if (r_shadow_realtime_world.integer)
1234 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1236 GL_Color(1, 1, 1, 1);
1237 while((surf = *surfchain++) != NULL)
1239 if (surf->visframe == r_framecount)
1241 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1242 m.tex[0] = lightmaptexturenum;
1243 m.pointer_vertex = surf->mesh.data_vertex3f;
1244 m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
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);
1253 void R_UpdateTextureInfo(entity_render_t *ent)
1255 int i, texframe, alttextures;
1261 alttextures = ent->frame != 0;
1262 texframe = (int)(cl.time * 5.0f);
1263 for (i = 0;i < ent->model->brushq1.numtextures;i++)
1265 t = ent->model->brushq1.textures + i;
1266 t->currentalpha = ent->alpha;
1267 if (t->flags & SURF_WATERALPHA)
1268 t->currentalpha *= r_wateralpha.value;
1269 if (ent->effects & EF_ADDITIVE)
1270 t->rendertype = SURFRENDER_ADD;
1271 else if (t->currentalpha < 1 || t->skin.fog != NULL)
1272 t->rendertype = SURFRENDER_ALPHA;
1274 t->rendertype = SURFRENDER_OPAQUE;
1275 // we don't need to set currentframe if t->animated is false because
1276 // it was already set up by the texture loader for non-animating
1278 t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
1282 void R_UpdateLightmapInfo(entity_render_t *ent)
1285 msurface_t *surface, **surfacechain;
1286 model_t *model = ent->model;
1289 if (r_dynamic.integer && !r_shadow_realtime_dlight.integer)
1291 for (i = 0;i < model->brushq1.light_styles;i++)
1293 if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
1295 model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
1296 for (surfacechain = model->brushq1.light_styleupdatechains[i];(surface = *surfacechain);surfacechain++)
1297 surface->cached_dlight = true;
1302 void R_PrepareSurfaces(entity_render_t *ent)
1304 int i, numsurfaces, *surfacevisframes;
1306 msurface_t *surf, *surfaces;
1313 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1314 numsurfaces = model->nummodelsurfaces;
1315 surfaces = model->brushq1.surfaces + model->firstmodelsurface;
1316 surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
1317 for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
1319 if (surfacevisframes[i] == r_framecount)
1321 #if !WORLDNODECULLBACKFACES
1322 // mark any backface surfaces as not visible
1323 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1325 if (!(surf->flags & SURF_PLANEBACK))
1326 surfacevisframes[i] = -1;
1330 if ((surf->flags & SURF_PLANEBACK))
1331 surfacevisframes[i] = -1;
1333 if (surfacevisframes[i] == r_framecount)
1337 surf->visframe = r_framecount;
1338 if (surf->cached_dlight && surf->lightmaptexture != NULL)
1339 R_BuildLightMap(ent, surf);
1345 void R_DrawSurfaces(entity_render_t *ent, int flagsmask)
1347 int texturenumber, f;
1349 msurface_t *surf, **chain, **surfchain;
1350 texture_t *t, *texture;
1351 model_t *model = ent->model;
1354 R_Mesh_Matrix(&ent->matrix);
1355 for (texturenumber = 0, t = model->brushq1.textures;texturenumber < model->brushq1.numtextures;texturenumber++, t++)
1357 if ((f = t->flags & flagsmask) && (texture = t->currentframe) && (surfchain = model->brushq1.pvstexturechains[texturenumber]) != NULL)
1359 if (texture->flags & SURF_LIGHTMAP)
1361 if (gl_lightmaps.integer)
1363 RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain);
1365 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1367 else if (texture->rendertype != SURFRENDER_OPAQUE)
1369 // transparent vertex shaded from lightmap
1370 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1372 if (surf->visframe == r_framecount)
1374 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
1375 R_MeshQueue_AddTransparent(center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces);
1381 if (ent->effects & EF_FULLBRIGHT || r_fullbright.integer)
1383 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1384 if (r_detailtextures.integer)
1385 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1386 if (texture->skin.glow)
1387 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1389 else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0)
1390 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain);
1393 if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0)
1394 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain);
1397 if (r_textureunits.integer >= 2 && gl_combine.integer)
1398 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain);
1401 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1402 RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
1404 if (r_ambient.value > 0)
1405 RSurfShader_OpaqueWall_Pass_BaseAmbient(ent, texture, surfchain);
1406 if (r_detailtextures.integer)
1407 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1409 if (texture->skin.glow)
1410 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1413 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1416 else if (texture->flags & SURF_DRAWTURB)
1418 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1420 if (surf->visframe == r_framecount)
1422 if (texture->rendertype == SURFRENDER_OPAQUE)
1423 RSurfShader_Transparent_Callback(ent, surf - ent->model->brushq1.surfaces);
1426 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
1427 R_MeshQueue_AddTransparent(center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces);
1432 else if (texture->flags & SURF_DRAWSKY)
1433 RSurfShader_Sky(ent, texture, surfchain);
1438 static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
1443 const entity_render_t *ent = calldata1;
1444 const mportal_t *portal = ent->model->brushq1.portals + calldata2;
1445 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1446 GL_DepthMask(false);
1448 R_Mesh_Matrix(&ent->matrix);
1450 memset(&m, 0, sizeof(m));
1451 m.pointer_vertex = varray_vertex3f;
1454 i = portal - ent->model->brushq1.portals;
1455 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
1456 ((i & 0x0038) >> 3) * (1.0f / 7.0f),
1457 ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
1459 if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0)
1461 for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
1462 VectorCopy(portal->points[i].position, v);
1465 for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
1466 VectorCopy(portal->points[i].position, v);
1467 GL_LockArrays(0, portal->numpoints);
1468 R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
1469 GL_LockArrays(0, 0);
1472 // LordHavoc: this is just a nice debugging tool, very slow
1473 static void R_DrawPortals(entity_render_t *ent)
1476 mportal_t *portal, *endportal;
1477 float temp[3], center[3], f;
1478 if (ent->model == NULL)
1480 for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++)
1482 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
1485 for (i = 0;i < portal->numpoints;i++)
1486 VectorAdd(temp, portal->points[i].position, temp);
1487 f = ixtable[portal->numpoints];
1488 VectorScale(temp, f, temp);
1489 Matrix4x4_Transform(&ent->matrix, temp, center);
1490 R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->brushq1.portals);
1495 void R_PrepareBrushModel(entity_render_t *ent)
1497 int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
1500 #if WORLDNODECULLBACKFACES
1504 // because bmodels can be reused, we have to decide which things to render
1505 // from scratch every time
1509 #if WORLDNODECULLBACKFACES
1510 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1512 numsurfaces = model->nummodelsurfaces;
1513 surf = model->brushq1.surfaces + model->firstmodelsurface;
1514 surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
1515 surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface;
1516 for (i = 0;i < numsurfaces;i++, surf++)
1518 #if WORLDNODECULLBACKFACES
1519 // mark any backface surfaces as not visible
1520 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1522 if ((surf->flags & SURF_PLANEBACK))
1523 surfacevisframes[i] = r_framecount;
1525 else if (!(surf->flags & SURF_PLANEBACK))
1526 surfacevisframes[i] = r_framecount;
1528 surfacevisframes[i] = r_framecount;
1530 surf->dlightframe = -1;
1532 R_UpdateTextureInfo(ent);
1533 R_UpdateLightmapInfo(ent);
1536 void R_SurfaceWorldNode (entity_render_t *ent)
1538 int i, *surfacevisframes, *surfacepvsframes, surfnum;
1544 // equivilant to quake's RecursiveWorldNode but faster and more effective
1548 surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
1549 surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface;
1550 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1552 for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
1554 if (!R_CullBox (leaf->mins, leaf->maxs))
1557 leaf->visframe = r_framecount;
1561 for (i = 0;i < model->brushq1.pvssurflistlength;i++)
1563 surfnum = model->brushq1.pvssurflist[i];
1564 surf = model->brushq1.surfaces + surfnum;
1565 #if WORLDNODECULLBACKFACES
1566 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1568 if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1569 surfacevisframes[surfnum] = r_framecount;
1573 if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1574 surfacevisframes[surfnum] = r_framecount;
1577 if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
1578 surfacevisframes[surfnum] = r_framecount;
1583 static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
1585 int c, leafstackpos, *mark, *surfacevisframes;
1586 #if WORLDNODECULLBACKFACES
1590 mleaf_t *leaf, *leafstack[8192];
1593 msurface_t *surfaces;
1594 if (ent->model == NULL)
1596 // LordHavoc: portal-passage worldnode with PVS;
1597 // follows portals leading outward from viewleaf, does not venture
1598 // offscreen or into leafs that are not visible, faster than Quake's
1599 // RecursiveWorldNode
1600 surfaces = ent->model->brushq1.surfaces;
1601 surfacevisframes = ent->model->brushq1.surfacevisframes;
1602 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1603 viewleaf->worldnodeframe = r_framecount;
1604 leafstack[0] = viewleaf;
1606 while (leafstackpos)
1609 leaf = leafstack[--leafstackpos];
1610 leaf->visframe = r_framecount;
1611 // draw any surfaces bounding this leaf
1612 if (leaf->nummarksurfaces)
1614 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
1616 #if WORLDNODECULLBACKFACES
1618 if (surfacevisframes[n] != r_framecount)
1620 surf = surfaces + n;
1621 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1623 if ((surf->flags & SURF_PLANEBACK))
1624 surfacevisframes[n] = r_framecount;
1628 if (!(surf->flags & SURF_PLANEBACK))
1629 surfacevisframes[n] = r_framecount;
1633 surfacevisframes[*mark++] = r_framecount;
1637 // follow portals into other leafs
1638 for (p = leaf->portals;p;p = p->next)
1640 // LordHavoc: this DotProduct hurts less than a cache miss
1641 // (which is more likely to happen if backflowing through leafs)
1642 if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1))
1645 if (leaf->worldnodeframe != r_framecount)
1647 leaf->worldnodeframe = r_framecount;
1648 // FIXME: R_CullBox is absolute, should be done relative
1649 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
1650 leafstack[leafstackpos++] = leaf;
1657 void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
1659 int j, c, *surfacepvsframes, *mark;
1664 if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer))
1666 model->brushq1.pvsframecount++;
1667 model->brushq1.pvsviewleaf = viewleaf;
1668 model->brushq1.pvsviewleafnovis = r_novis.integer;
1669 model->brushq1.pvsleafchain = NULL;
1670 model->brushq1.pvssurflistlength = 0;
1673 surfacepvsframes = model->brushq1.surfacepvsframes;
1674 for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++)
1676 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
1678 leaf->pvsframe = model->brushq1.pvsframecount;
1679 leaf->pvschain = model->brushq1.pvsleafchain;
1680 model->brushq1.pvsleafchain = leaf;
1681 // mark surfaces bounding this leaf as visible
1682 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
1683 surfacepvsframes[*mark] = model->brushq1.pvsframecount;
1686 model->brushq1.BuildPVSTextureChains(model);
1691 void R_WorldVisibility(entity_render_t *ent)
1696 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1697 viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL;
1698 R_PVSUpdate(ent, viewleaf);
1703 if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
1704 R_SurfaceWorldNode (ent);
1706 R_PortalWorldNode (ent, viewleaf);
1708 if (r_drawportals.integer)
1712 void R_Q1BSP_DrawSky(entity_render_t *ent)
1714 if (ent->model == NULL)
1716 if (ent != &cl_entities[0].render)
1717 R_PrepareBrushModel(ent);
1718 R_PrepareSurfaces(ent);
1719 R_DrawSurfaces(ent, SURF_DRAWSKY);
1722 void R_Q1BSP_Draw(entity_render_t *ent)
1724 if (ent->model == NULL)
1727 if (ent != &cl_entities[0].render)
1728 R_PrepareBrushModel(ent);
1729 R_PrepareSurfaces(ent);
1730 R_UpdateTextureInfo(ent);
1731 R_UpdateLightmapInfo(ent);
1732 R_DrawSurfaces(ent, SURF_DRAWTURB | SURF_LIGHTMAP);
1735 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)
1737 model_t *model = ent->model;
1738 vec3_t lightmins, lightmaxs;
1739 int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
1742 msurface_t *surface;
1745 lightmins[0] = relativelightorigin[0] - lightradius;
1746 lightmins[1] = relativelightorigin[1] - lightradius;
1747 lightmins[2] = relativelightorigin[2] - lightradius;
1748 lightmaxs[0] = relativelightorigin[0] + lightradius;
1749 lightmaxs[1] = relativelightorigin[1] + lightradius;
1750 lightmaxs[2] = relativelightorigin[2] + lightradius;
1751 *outnumclusterspointer = 0;
1752 *outnumsurfacespointer = 0;
1753 memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
1754 memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
1757 VectorCopy(lightmins, outmins);
1758 VectorCopy(lightmaxs, outmaxs);
1761 VectorCopy(relativelightorigin, outmins);
1762 VectorCopy(relativelightorigin, outmaxs);
1763 if (model->brush.GetPVS)
1764 pvs = model->brush.GetPVS(model, relativelightorigin);
1767 // FIXME: use BSP recursion as lights are often small
1768 for (leafindex = 0, leaf = model->brushq1.data_leafs;leafindex < model->brushq1.num_leafs;leafindex++, leaf++)
1770 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
1772 outmins[0] = min(outmins[0], leaf->mins[0]);
1773 outmins[1] = min(outmins[1], leaf->mins[1]);
1774 outmins[2] = min(outmins[2], leaf->mins[2]);
1775 outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
1776 outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
1777 outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
1780 if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
1782 SETPVSBIT(outclusterpvs, leaf->clusterindex);
1783 outclusterlist[outnumclusters++] = leaf->clusterindex;
1788 for (marksurfaceindex = 0;marksurfaceindex < leaf->nummarksurfaces;marksurfaceindex++)
1790 surfaceindex = leaf->firstmarksurface[marksurfaceindex];
1791 if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
1793 surface = model->brushq1.surfaces + surfaceindex;
1794 if (BoxesOverlap(lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs) && (surface->flags & SURF_LIGHTMAP) && !surface->texinfo->texture->skin.fog)
1796 for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
1798 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
1799 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
1800 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
1801 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])))
1803 SETPVSBIT(outsurfacepvs, surfaceindex);
1804 outsurfacelist[outnumsurfaces++] = surfaceindex;
1815 // limit combined leaf box to light boundaries
1816 outmins[0] = max(outmins[0], lightmins[0]);
1817 outmins[1] = max(outmins[1], lightmins[1]);
1818 outmins[2] = max(outmins[2], lightmins[2]);
1819 outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
1820 outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
1821 outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
1823 *outnumclusterspointer = outnumclusters;
1824 *outnumsurfacespointer = outnumsurfaces;
1827 void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
1829 model_t *model = ent->model;
1830 vec3_t lightmins, lightmaxs;
1831 msurface_t *surface;
1832 int surfacelistindex, j, t;
1835 if (r_drawcollisionbrushes.integer < 2)
1837 lightmins[0] = relativelightorigin[0] - lightradius;
1838 lightmins[1] = relativelightorigin[1] - lightradius;
1839 lightmins[2] = relativelightorigin[2] - lightradius;
1840 lightmaxs[0] = relativelightorigin[0] + lightradius;
1841 lightmaxs[1] = relativelightorigin[1] + lightradius;
1842 lightmaxs[2] = relativelightorigin[2] + lightradius;
1843 R_Mesh_Matrix(&ent->matrix);
1844 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1845 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1847 surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
1848 for (j = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < surface->mesh.num_triangles;j++, t++, e += 3)
1850 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
1851 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
1852 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
1853 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])))
1854 shadowmarklist[numshadowmark++] = t;
1857 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);
1861 void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, int numsurfaces, const int *surfacelist)
1863 model_t *model = ent->model;
1864 vec3_t lightmins, lightmaxs, modelorg;
1865 msurface_t *surface;
1867 int surfacelistindex;
1868 if (r_drawcollisionbrushes.integer < 2)
1870 lightmins[0] = relativelightorigin[0] - lightradius;
1871 lightmins[1] = relativelightorigin[1] - lightradius;
1872 lightmins[2] = relativelightorigin[2] - lightradius;
1873 lightmaxs[0] = relativelightorigin[0] + lightradius;
1874 lightmaxs[1] = relativelightorigin[1] + lightradius;
1875 lightmaxs[2] = relativelightorigin[2] + lightradius;
1876 R_Mesh_Matrix(&ent->matrix);
1877 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1878 R_UpdateTextureInfo(ent);
1879 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1881 surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
1882 if (r_shadow_compilingrtlight)
1884 // if compiling an rtlight, capture the mesh
1885 t = surface->texinfo->texture;
1886 if (t->flags & SURF_LIGHTMAP && t->skin.fog == NULL)
1887 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);
1889 else if (ent != &cl_entities[0].render || surface->visframe == r_framecount)
1891 t = surface->texinfo->texture->currentframe;
1892 if (t->flags & SURF_LIGHTMAP && t->rendertype == SURFRENDER_OPAQUE)
1893 R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR);
1899 void R_DrawCollisionBrush(colbrushf_t *brush)
1903 memset(&m, 0, sizeof(m));
1904 m.pointer_vertex = brush->points->v;
1906 i = ((int)brush) / sizeof(colbrushf_t);
1907 GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
1908 GL_LockArrays(0, brush->numpoints);
1909 R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
1910 GL_LockArrays(0, 0);
1913 void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3msurface_t *face)
1917 if (!face->num_collisiontriangles)
1919 memset(&m, 0, sizeof(m));
1920 m.pointer_vertex = face->data_collisionvertex3f;
1922 i = ((int)face) / sizeof(q3msurface_t);
1923 GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
1924 GL_LockArrays(0, face->num_collisionvertices);
1925 R_Mesh_Draw(face->num_collisionvertices, face->num_collisiontriangles, face->data_collisionelement3i);
1926 GL_LockArrays(0, 0);
1929 void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3msurface_t *face)
1932 if (!face->num_triangles)
1937 skyrendernow = false;
1938 if (skyrendermasked)
1941 if (!r_q3bsp_renderskydepth.integer)
1944 R_Mesh_Matrix(&ent->matrix);
1946 GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
1947 if (skyrendermasked)
1949 // depth-only (masking)
1950 GL_ColorMask(0,0,0,0);
1951 // just to make sure that braindead drivers don't draw anything
1952 // despite that colormask...
1953 GL_BlendFunc(GL_ZERO, GL_ONE);
1958 GL_BlendFunc(GL_ONE, GL_ZERO);
1963 memset(&m, 0, sizeof(m));
1964 m.pointer_vertex = face->data_vertex3f;
1967 GL_LockArrays(0, face->num_vertices);
1968 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
1969 GL_LockArrays(0, 0);
1970 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1973 void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3msurface_t *face)
1976 memset(&m, 0, sizeof(m));
1977 GL_BlendFunc(GL_ONE, GL_ZERO);
1980 if (face->texture->skin.glow)
1982 m.tex[0] = R_GetTexture(face->texture->skin.glow);
1983 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
1984 GL_Color(1, 1, 1, 1);
1987 GL_Color(0, 0, 0, 1);
1988 m.pointer_vertex = face->data_vertex3f;
1990 GL_LockArrays(0, face->num_vertices);
1991 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
1992 GL_LockArrays(0, 0);
1995 void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3msurface_t *face)
1998 memset(&m, 0, sizeof(m));
1999 GL_BlendFunc(GL_ONE, GL_ZERO);
2002 m.tex[0] = R_GetTexture(face->texture->skin.base);
2003 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2004 m.tex[1] = R_GetTexture(face->lightmaptexture);
2005 m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
2006 m.texrgbscale[1] = 2;
2007 GL_Color(1, 1, 1, 1);
2008 m.pointer_vertex = face->data_vertex3f;
2010 GL_LockArrays(0, face->num_vertices);
2011 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2012 GL_LockArrays(0, 0);
2015 void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3msurface_t *face)
2018 memset(&m, 0, sizeof(m));
2019 GL_BlendFunc(GL_ONE, GL_ZERO);
2022 m.tex[0] = R_GetTexture(face->texture->skin.base);
2023 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2024 GL_Color(1, 1, 1, 1);
2025 m.pointer_vertex = face->data_vertex3f;
2027 GL_LockArrays(0, face->num_vertices);
2028 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2029 GL_LockArrays(0, 0);
2032 void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3msurface_t *face)
2035 memset(&m, 0, sizeof(m));
2036 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2037 GL_DepthMask(false);
2039 m.tex[0] = R_GetTexture(face->lightmaptexture);
2040 m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
2041 GL_Color(1, 1, 1, 1);
2042 m.pointer_vertex = face->data_vertex3f;
2044 GL_LockArrays(0, face->num_vertices);
2045 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2046 GL_LockArrays(0, 0);
2049 void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3msurface_t *face)
2052 memset(&m, 0, sizeof(m));
2053 GL_BlendFunc(GL_ONE, GL_ZERO);
2056 m.tex[0] = R_GetTexture(face->lightmaptexture);
2057 m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
2058 if (r_shadow_realtime_world.integer)
2059 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
2061 GL_Color(1, 1, 1, 1);
2062 m.pointer_vertex = face->data_vertex3f;
2064 GL_LockArrays(0, face->num_vertices);
2065 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2066 GL_LockArrays(0, 0);
2069 void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3msurface_t *face)
2072 memset(&m, 0, sizeof(m));
2073 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2074 GL_DepthMask(false);
2076 if (face->texture->skin.glow)
2078 m.tex[0] = R_GetTexture(face->texture->skin.glow);
2079 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2080 GL_Color(1, 1, 1, 1);
2083 GL_Color(0, 0, 0, 1);
2084 m.pointer_vertex = face->data_vertex3f;
2086 GL_LockArrays(0, face->num_vertices);
2087 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2088 GL_LockArrays(0, 0);
2091 void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3msurface_t *face)
2096 memset(&m, 0, sizeof(m));
2097 GL_BlendFunc(GL_ONE, GL_ZERO);
2100 m.tex[0] = R_GetTexture(face->texture->skin.base);
2101 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2103 if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1)
2104 mul *= r_shadow_realtime_world_lightmaps.value;
2105 if (mul == 2 && gl_combine.integer)
2107 m.texrgbscale[0] = 2;
2108 m.pointer_color = face->data_color4f;
2111 m.pointer_color = face->data_color4f;
2114 for (i = 0;i < face->num_vertices;i++)
2116 varray_color4f[i*4+0] = face->data_color4f[i*4+0] * mul;
2117 varray_color4f[i*4+1] = face->data_color4f[i*4+1] * mul;
2118 varray_color4f[i*4+2] = face->data_color4f[i*4+2] * mul;
2119 varray_color4f[i*4+3] = face->data_color4f[i*4+3];
2121 m.pointer_color = varray_color4f;
2123 m.pointer_vertex = face->data_vertex3f;
2125 GL_LockArrays(0, face->num_vertices);
2126 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2127 GL_LockArrays(0, 0);
2130 void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3msurface_t *face)
2135 memset(&m, 0, sizeof(m));
2136 GL_BlendFunc(GL_ONE, GL_ZERO);
2140 if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1)
2141 mul *= r_shadow_realtime_world_lightmaps.value;
2143 m.pointer_color = face->data_color4f;
2146 for (i = 0;i < face->num_vertices;i++)
2148 varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
2149 varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
2150 varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
2151 varray_color4f[i*4+3] = face->data_color4f[i*4+3];
2153 m.pointer_color = varray_color4f;
2155 m.pointer_vertex = face->data_vertex3f;
2157 GL_LockArrays(0, face->num_vertices);
2158 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2159 GL_LockArrays(0, 0);
2162 void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3msurface_t *face)
2165 memset(&m, 0, sizeof(m));
2166 GL_BlendFunc(GL_ONE, GL_ONE);
2169 m.tex[0] = R_GetTexture(face->texture->skin.base);
2170 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2171 GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
2172 m.pointer_vertex = face->data_vertex3f;
2174 GL_LockArrays(0, face->num_vertices);
2175 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2176 GL_LockArrays(0, 0);
2179 void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
2181 const entity_render_t *ent = voident;
2182 q3msurface_t *face = ent->model->brushq3.data_faces + facenumber;
2184 R_Mesh_Matrix(&ent->matrix);
2185 memset(&m, 0, sizeof(m));
2186 if (ent->effects & EF_ADDITIVE)
2187 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2189 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2190 GL_DepthMask(false);
2192 m.tex[0] = R_GetTexture(face->texture->skin.base);
2193 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2194 // LordHavoc: quake3 was not able to do this; lit transparent surfaces
2195 if (gl_combine.integer)
2197 m.texrgbscale[0] = 2;
2198 if (r_textureunits.integer >= 2)
2200 m.tex[1] = R_GetTexture(face->lightmaptexture);
2201 m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
2202 GL_Color(1, 1, 1, ent->alpha);
2206 if (ent->alpha == 1)
2207 m.pointer_color = face->data_color4f;
2211 for (i = 0;i < face->num_vertices;i++)
2213 varray_color4f[i*4+0] = face->data_color4f[i*4+0];
2214 varray_color4f[i*4+1] = face->data_color4f[i*4+1];
2215 varray_color4f[i*4+2] = face->data_color4f[i*4+2];
2216 varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
2218 m.pointer_color = varray_color4f;
2225 for (i = 0;i < face->num_vertices;i++)
2227 varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
2228 varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
2229 varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
2230 varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
2232 m.pointer_color = varray_color4f;
2234 m.pointer_vertex = face->data_vertex3f;
2236 qglDisable(GL_CULL_FACE);
2237 GL_LockArrays(0, face->num_vertices);
2238 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2239 GL_LockArrays(0, 0);
2240 qglEnable(GL_CULL_FACE);
2243 void R_Q3BSP_DrawFace(entity_render_t *ent, q3msurface_t *face)
2245 if (!face->num_triangles)
2247 if (face->texture->surfaceflags && (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)))
2250 if ((face->texture->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
2252 vec3_t facecenter, center;
2253 facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f;
2254 facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f;
2255 facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f;
2256 Matrix4x4_Transform(&ent->matrix, facecenter, center);
2257 R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces);
2260 R_Mesh_Matrix(&ent->matrix);
2261 if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
2262 R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(ent, face);
2263 else if ((ent->effects & EF_FULLBRIGHT) || r_fullbright.integer)
2265 R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
2266 if (face->texture->skin.glow)
2267 R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
2269 else if (face->lightmaptexture)
2271 if (gl_lightmaps.integer)
2272 R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(ent, face);
2275 if (r_textureunits.integer >= 2 && gl_combine.integer)
2276 R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(ent, face);
2279 R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
2280 R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(ent, face);
2282 if (face->texture->skin.glow)
2283 R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
2288 if (gl_lightmaps.integer)
2289 R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(ent, face);
2292 R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(ent, face);
2293 if (face->texture->skin.glow)
2294 R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
2297 if (r_ambient.value)
2298 R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(ent, face);
2301 void R_Q3BSP_RecursiveWorldNode(q3mnode_t *node)
2307 if (R_CullBox(node->mins, node->maxs))
2312 R_Q3BSP_RecursiveWorldNode(node->children[0]);
2313 node = node->children[1];
2315 leaf = (q3mleaf_t *)node;
2316 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
2319 for (i = 0;i < leaf->numleaffaces;i++)
2320 leaf->firstleafface[i]->visframe = r_framecount;
2324 // FIXME: num_leafs needs to be recalculated at load time to include only
2325 // node-referenced leafs, as some maps are incorrectly compiled with leafs for
2326 // the submodels (which would render the submodels occasionally, as part of
2327 // the world - not good)
2328 void R_Q3BSP_MarkLeafPVS(void)
2332 for (j = 0, leaf = cl.worldmodel->brushq3.data_leafs;j < cl.worldmodel->brushq3.num_leafs;j++, leaf++)
2334 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
2337 for (i = 0;i < leaf->numleaffaces;i++)
2338 leaf->firstleafface[i]->visframe = r_framecount;
2343 static int r_q3bsp_framecount = -1;
2345 void R_Q3BSP_DrawSky(entity_render_t *ent)
2351 R_Mesh_Matrix(&ent->matrix);
2353 if (r_drawcollisionbrushes.integer < 2)
2355 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2356 if (ent == &cl_entities[0].render)
2358 if (r_q3bsp_framecount != r_framecount)
2360 r_q3bsp_framecount = r_framecount;
2361 R_Q3BSP_RecursiveWorldNode(model->brushq3.data_nodes);
2362 //R_Q3BSP_MarkLeafPVS();
2364 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2365 if (face->visframe == r_framecount && (face->texture->surfaceflags & Q3SURFACEFLAG_SKY) && !R_CullBox(face->mins, face->maxs))
2366 R_Q3BSP_DrawSkyFace(ent, face);
2369 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2370 if ((face->texture->surfaceflags & Q3SURFACEFLAG_SKY))
2371 R_Q3BSP_DrawSkyFace(ent, face);
2375 void R_Q3BSP_Draw(entity_render_t *ent)
2382 R_Mesh_Matrix(&ent->matrix);
2384 if (r_drawcollisionbrushes.integer < 2)
2386 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2387 if (ent == &cl_entities[0].render)
2389 if (model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2390 if (r_q3bsp_framecount != r_framecount)
2392 r_q3bsp_framecount = r_framecount;
2393 R_Q3BSP_RecursiveWorldNode(model->brushq3.data_nodes);
2394 //R_Q3BSP_MarkLeafPVS();
2396 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2397 if (face->visframe == r_framecount && !R_CullBox(face->mins, face->maxs))
2398 R_Q3BSP_DrawFace(ent, face);
2401 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2402 R_Q3BSP_DrawFace(ent, face);
2404 if (r_drawcollisionbrushes.integer >= 1)
2406 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2407 GL_DepthMask(false);
2409 qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
2410 for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++)
2411 if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles)
2412 R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf);
2413 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2414 if (face->num_collisiontriangles)
2415 R_Q3BSP_DrawCollisionFace(ent, face);
2416 qglPolygonOffset(0, 0);
2420 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)
2422 model_t *model = ent->model;
2423 vec3_t lightmins, lightmaxs;
2424 int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
2427 q3msurface_t *surface;
2430 lightmins[0] = relativelightorigin[0] - lightradius;
2431 lightmins[1] = relativelightorigin[1] - lightradius;
2432 lightmins[2] = relativelightorigin[2] - lightradius;
2433 lightmaxs[0] = relativelightorigin[0] + lightradius;
2434 lightmaxs[1] = relativelightorigin[1] + lightradius;
2435 lightmaxs[2] = relativelightorigin[2] + lightradius;
2436 *outnumclusterspointer = 0;
2437 *outnumsurfacespointer = 0;
2438 memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
2439 memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
2442 VectorCopy(lightmins, outmins);
2443 VectorCopy(lightmaxs, outmaxs);
2446 VectorCopy(relativelightorigin, outmins);
2447 VectorCopy(relativelightorigin, outmaxs);
2448 if (model->brush.GetPVS)
2449 pvs = model->brush.GetPVS(model, relativelightorigin);
2452 // FIXME: use BSP recursion as lights are often small
2453 for (leafindex = 0, leaf = model->brushq3.data_leafs;leafindex < model->brushq3.num_leafs;leafindex++, leaf++)
2455 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
2457 outmins[0] = min(outmins[0], leaf->mins[0]);
2458 outmins[1] = min(outmins[1], leaf->mins[1]);
2459 outmins[2] = min(outmins[2], leaf->mins[2]);
2460 outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
2461 outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
2462 outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
2465 if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
2467 SETPVSBIT(outclusterpvs, leaf->clusterindex);
2468 outclusterlist[outnumclusters++] = leaf->clusterindex;
2473 for (marksurfaceindex = 0;marksurfaceindex < leaf->numleaffaces;marksurfaceindex++)
2475 surface = leaf->firstleafface[marksurfaceindex];
2476 surfaceindex = surface - model->brushq3.data_faces;
2477 if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
2479 if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)))
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 (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])))
2488 SETPVSBIT(outsurfacepvs, surfaceindex);
2489 outsurfacelist[outnumsurfaces++] = surfaceindex;
2500 // limit combined leaf box to light boundaries
2501 outmins[0] = max(outmins[0], lightmins[0]);
2502 outmins[1] = max(outmins[1], lightmins[1]);
2503 outmins[2] = max(outmins[2], lightmins[2]);
2504 outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
2505 outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
2506 outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
2508 *outnumclusterspointer = outnumclusters;
2509 *outnumsurfacespointer = outnumsurfaces;
2512 void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
2514 model_t *model = ent->model;
2515 vec3_t lightmins, lightmaxs;
2516 q3msurface_t *surface;
2517 int surfacelistindex, j, t;
2520 if (r_drawcollisionbrushes.integer < 2)
2522 lightmins[0] = relativelightorigin[0] - lightradius;
2523 lightmins[1] = relativelightorigin[1] - lightradius;
2524 lightmins[2] = relativelightorigin[2] - lightradius;
2525 lightmaxs[0] = relativelightorigin[0] + lightradius;
2526 lightmaxs[1] = relativelightorigin[1] + lightradius;
2527 lightmaxs[2] = relativelightorigin[2] + lightradius;
2528 R_Mesh_Matrix(&ent->matrix);
2529 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
2530 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2532 surface = model->brushq3.data_faces + surfacelist[surfacelistindex];
2533 // FIXME: check some manner of face->rendermode here?
2534 if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles && !surface->texture->skin.fog)
2536 for (j = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < surface->num_triangles;j++, t++, e += 3)
2538 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
2539 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
2540 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
2541 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])))
2542 shadowmarklist[numshadowmark++] = t;
2546 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);
2550 void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, int numsurfaces, const int *surfacelist)
2552 model_t *model = ent->model;
2553 vec3_t lightmins, lightmaxs, modelorg;
2554 q3msurface_t *surface;
2555 int surfacelistindex;
2556 if (r_drawcollisionbrushes.integer < 2)
2558 lightmins[0] = relativelightorigin[0] - lightradius;
2559 lightmins[1] = relativelightorigin[1] - lightradius;
2560 lightmins[2] = relativelightorigin[2] - lightradius;
2561 lightmaxs[0] = relativelightorigin[0] + lightradius;
2562 lightmaxs[1] = relativelightorigin[1] + lightradius;
2563 lightmaxs[2] = relativelightorigin[2] + lightradius;
2564 R_Mesh_Matrix(&ent->matrix);
2565 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2566 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2568 surface = model->brushq3.data_faces + surfacelist[surfacelistindex];
2569 if (r_shadow_compilingrtlight)
2571 // if compiling an rtlight, capture the mesh
2572 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);
2574 else if ((ent != &cl_entities[0].render || surface->visframe == r_framecount) && !(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles)
2575 R_Shadow_RenderLighting(surface->num_vertices, surface->num_triangles, surface->data_element3i, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, surface->texture->skin.base, surface->texture->skin.nmap, surface->texture->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR);
2580 static void gl_surf_start(void)
2584 static void gl_surf_shutdown(void)
2588 static void gl_surf_newmap(void)
2592 void GL_Surf_Init(void)
2595 dlightdivtable[0] = 4194304;
2596 for (i = 1;i < 32768;i++)
2597 dlightdivtable[i] = 4194304 / (i << 7);
2599 Cvar_RegisterVariable(&r_ambient);
2600 Cvar_RegisterVariable(&r_drawportals);
2601 Cvar_RegisterVariable(&r_testvis);
2602 Cvar_RegisterVariable(&r_floatbuildlightmap);
2603 Cvar_RegisterVariable(&r_detailtextures);
2604 Cvar_RegisterVariable(&r_surfaceworldnode);
2605 Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
2606 Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
2607 Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
2608 Cvar_RegisterVariable(&gl_lightmaps);
2610 R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);