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 float args[4] = {0.05f,0,0,0.04f};
790 R_Mesh_Matrix(&ent->matrix);
791 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
793 texture = surf->texinfo->texture->currentframe;
794 alpha = texture->currentalpha;
795 if (texture->rendertype == SURFRENDER_ADD)
797 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
800 else if (texture->rendertype == SURFRENDER_ALPHA)
802 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
807 GL_BlendFunc(GL_ONE, GL_ZERO);
811 GL_Color(1, 1, 1, alpha);
812 memset(&m, 0, sizeof(m));
813 m.pointer_vertex = surf->mesh.data_vertex3f;
814 if (gl_textureshader && r_watershader.value && !fogenabled)
816 m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(cl.time * 16)&63]);
817 m.tex[1] = R_GetTexture(texture->skin.base);
818 m.texcombinergb[0] = GL_REPLACE;
819 m.texcombinergb[1] = GL_REPLACE;
820 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
821 m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f;
822 Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
823 Matrix4x4_CreateTranslate(&m.texmatrix[1], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
827 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
829 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
830 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
831 qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
832 qglEnable(GL_TEXTURE_SHADER_NV);
834 GL_LockArrays(0, surf->mesh.num_vertices);
835 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
838 qglDisable(GL_TEXTURE_SHADER_NV);
839 qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
846 R_FillColors(varray_color4f, surf->mesh.num_vertices, 1, 1, 1, alpha);
847 RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, surf->mesh.num_vertices, modelorg);
848 m.pointer_color = varray_color4f;
850 m.tex[0] = R_GetTexture(texture->skin.base);
851 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
852 if (r_waterscroll.value)
854 // scrolling in texture matrix
855 Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
859 GL_LockArrays(0, surf->mesh.num_vertices);
860 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
863 if (fogenabled && texture->rendertype != SURFRENDER_ADD)
865 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
867 RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, 1, surf->mesh.num_vertices, modelorg);
868 m.tex[0] = R_GetTexture(texture->skin.fog);
870 GL_LockArrays(0, surf->mesh.num_vertices);
871 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
877 static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
879 const msurface_t *surf;
882 if (texture->rendertype != SURFRENDER_OPAQUE)
884 for (chain = surfchain;(surf = *chain) != NULL;chain++)
886 if (surf->visframe == r_framecount)
888 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
889 R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces);
894 for (chain = surfchain;(surf = *chain) != NULL;chain++)
895 if (surf->visframe == r_framecount)
896 RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces);
899 static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
901 float base, colorscale;
904 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
905 memset(&m, 0, sizeof(m));
906 if (rendertype == SURFRENDER_ADD)
908 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
911 else if (rendertype == SURFRENDER_ALPHA)
913 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
918 GL_BlendFunc(GL_ONE, GL_ZERO);
921 m.tex[0] = R_GetTexture(texture->skin.base);
923 if (gl_combine.integer)
925 m.texrgbscale[0] = 4;
928 base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
931 m.pointer_color = varray_color4f;
932 m.pointer_vertex = surf->mesh.data_vertex3f;
933 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
935 R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
936 if (!(ent->effects & EF_FULLBRIGHT))
938 if (surf->dlightframe == r_framecount)
939 RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1);
940 if (surf->flags & SURF_LIGHTMAP)
941 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);
943 RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
944 GL_LockArrays(0, surf->mesh.num_vertices);
945 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
949 static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
953 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
954 memset(&m, 0, sizeof(m));
955 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
958 m.pointer_color = varray_color4f;
959 m.tex[0] = R_GetTexture(texture->skin.glow);
961 m.pointer_vertex = surf->mesh.data_vertex3f;
963 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
965 RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
966 GL_LockArrays(0, surf->mesh.num_vertices);
967 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
971 static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
975 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
976 memset(&m, 0, sizeof(m));
977 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
980 m.pointer_color = varray_color4f;
981 m.tex[0] = R_GetTexture(texture->skin.fog);
983 m.pointer_vertex = surf->mesh.data_vertex3f;
985 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
987 RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
988 GL_LockArrays(0, surf->mesh.num_vertices);
989 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
993 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
995 const msurface_t *surf;
997 int lightmaptexturenum;
998 memset(&m, 0, sizeof(m));
999 GL_BlendFunc(GL_ONE, GL_ZERO);
1002 m.tex[0] = R_GetTexture(texture->skin.base);
1003 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1004 m.texrgbscale[1] = 2;
1005 m.tex[2] = R_GetTexture(texture->skin.detail);
1006 m.texrgbscale[2] = 2;
1007 if (texture->skin.glow)
1009 m.tex[3] = R_GetTexture(texture->skin.glow);
1010 m.texcombinergb[3] = GL_ADD;
1012 if (r_shadow_realtime_world.integer)
1013 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1015 GL_Color(1, 1, 1, 1);
1017 while((surf = *surfchain++) != NULL)
1019 if (surf->visframe == r_framecount)
1021 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1022 m.tex[1] = lightmaptexturenum;
1023 m.pointer_vertex = surf->mesh.data_vertex3f;
1024 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1025 m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1026 m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
1027 m.pointer_texcoord[3] = surf->mesh.data_texcoordtexture2f;
1029 GL_LockArrays(0, surf->mesh.num_vertices);
1030 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1031 GL_LockArrays(0, 0);
1036 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1038 const msurface_t *surf;
1040 int lightmaptexturenum;
1041 memset(&m, 0, sizeof(m));
1042 GL_BlendFunc(GL_ONE, GL_ZERO);
1045 m.tex[0] = R_GetTexture(texture->skin.base);
1046 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1047 m.texrgbscale[1] = 2;
1048 m.tex[2] = R_GetTexture(texture->skin.detail);
1049 m.texrgbscale[2] = 2;
1050 if (r_shadow_realtime_world.integer)
1051 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1053 GL_Color(1, 1, 1, 1);
1055 while((surf = *surfchain++) != NULL)
1057 if (surf->visframe == r_framecount)
1059 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1060 m.tex[1] = lightmaptexturenum;
1061 m.pointer_vertex = surf->mesh.data_vertex3f;
1062 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1063 m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1064 m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
1066 GL_LockArrays(0, surf->mesh.num_vertices);
1067 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1068 GL_LockArrays(0, 0);
1073 static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1075 const msurface_t *surf;
1077 int lightmaptexturenum;
1078 memset(&m, 0, sizeof(m));
1079 GL_BlendFunc(GL_ONE, GL_ZERO);
1082 m.tex[0] = R_GetTexture(texture->skin.base);
1083 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1084 m.texrgbscale[1] = 2;
1085 if (r_shadow_realtime_world.integer)
1086 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1088 GL_Color(1, 1, 1, 1);
1089 while((surf = *surfchain++) != NULL)
1091 if (surf->visframe == r_framecount)
1093 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1094 m.tex[1] = lightmaptexturenum;
1095 m.pointer_vertex = surf->mesh.data_vertex3f;
1096 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1097 m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1099 GL_LockArrays(0, surf->mesh.num_vertices);
1100 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1101 GL_LockArrays(0, 0);
1106 static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1108 const msurface_t *surf;
1110 memset(&m, 0, sizeof(m));
1113 GL_BlendFunc(GL_ONE, GL_ZERO);
1114 m.tex[0] = R_GetTexture(texture->skin.base);
1115 if (r_shadow_realtime_world.integer)
1116 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1118 GL_Color(1, 1, 1, 1);
1119 while((surf = *surfchain++) != NULL)
1121 if (surf->visframe == r_framecount)
1123 m.pointer_vertex = surf->mesh.data_vertex3f;
1124 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1126 GL_LockArrays(0, surf->mesh.num_vertices);
1127 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1128 GL_LockArrays(0, 0);
1133 static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1135 const msurface_t *surf;
1137 int lightmaptexturenum;
1138 memset(&m, 0, sizeof(m));
1139 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1140 GL_DepthMask(false);
1142 m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1143 GL_Color(1, 1, 1, 1);
1144 while((surf = *surfchain++) != NULL)
1146 if (surf->visframe == r_framecount)
1148 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1149 m.tex[0] = lightmaptexturenum;
1150 m.pointer_vertex = surf->mesh.data_vertex3f;
1151 m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
1153 GL_LockArrays(0, surf->mesh.num_vertices);
1154 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1155 GL_LockArrays(0, 0);
1160 static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1162 const msurface_t *surf;
1165 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1166 memset(&m, 0, sizeof(m));
1167 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1168 GL_DepthMask(false);
1170 m.pointer_color = varray_color4f;
1171 while((surf = *surfchain++) != NULL)
1173 if (surf->visframe == r_framecount)
1175 m.pointer_vertex = surf->mesh.data_vertex3f;
1177 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1179 RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg);
1180 GL_LockArrays(0, surf->mesh.num_vertices);
1181 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1182 GL_LockArrays(0, 0);
1187 static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1189 const msurface_t *surf;
1191 memset(&m, 0, sizeof(m));
1192 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1193 GL_DepthMask(false);
1195 m.tex[0] = R_GetTexture(texture->skin.detail);
1196 GL_Color(1, 1, 1, 1);
1197 while((surf = *surfchain++) != NULL)
1199 if (surf->visframe == r_framecount)
1201 m.pointer_vertex = surf->mesh.data_vertex3f;
1202 m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f;
1204 GL_LockArrays(0, surf->mesh.num_vertices);
1205 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1206 GL_LockArrays(0, 0);
1211 static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1213 const msurface_t *surf;
1215 memset(&m, 0, sizeof(m));
1216 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1217 GL_DepthMask(false);
1219 m.tex[0] = R_GetTexture(texture->skin.glow);
1220 GL_Color(1, 1, 1, 1);
1221 while((surf = *surfchain++) != NULL)
1223 if (surf->visframe == r_framecount)
1225 m.pointer_vertex = surf->mesh.data_vertex3f;
1226 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1228 GL_LockArrays(0, surf->mesh.num_vertices);
1229 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1230 GL_LockArrays(0, 0);
1236 static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1238 const msurface_t *surf;
1240 memset(&m, 0, sizeof(m));
1241 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1243 m.tex[0] = R_GetTexture(texture->skin.glow);
1245 GL_Color(1, 1, 1, 1);
1247 GL_Color(0, 0, 0, 1);
1248 while((surf = *surfchain++) != NULL)
1250 if (surf->visframe == r_framecount)
1252 m.pointer_vertex = surf->mesh.data_vertex3f;
1253 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1255 GL_LockArrays(0, surf->mesh.num_vertices);
1256 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1257 GL_LockArrays(0, 0);
1263 static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1265 const msurface_t *surf;
1267 int lightmaptexturenum;
1268 memset(&m, 0, sizeof(m));
1269 GL_BlendFunc(GL_ONE, GL_ZERO);
1272 m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1273 if (r_shadow_realtime_world.integer)
1274 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
1276 GL_Color(1, 1, 1, 1);
1277 while((surf = *surfchain++) != NULL)
1279 if (surf->visframe == r_framecount)
1281 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1282 m.tex[0] = lightmaptexturenum;
1283 m.pointer_vertex = surf->mesh.data_vertex3f;
1284 m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
1286 GL_LockArrays(0, surf->mesh.num_vertices);
1287 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1288 GL_LockArrays(0, 0);
1293 static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
1295 const entity_render_t *ent = calldata1;
1296 const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
1300 R_Mesh_Matrix(&ent->matrix);
1302 texture = surf->texinfo->texture;
1303 if (texture->animated)
1304 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];
1306 currentalpha = ent->alpha;
1307 if (ent->effects & EF_ADDITIVE)
1308 rendertype = SURFRENDER_ADD;
1309 else if (currentalpha < 1 || texture->skin.fog != NULL)
1310 rendertype = SURFRENDER_ALPHA;
1312 rendertype = SURFRENDER_OPAQUE;
1314 RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha);
1315 if (texture->skin.glow)
1316 RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha);
1318 RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha);
1321 static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1323 const msurface_t *surf;
1326 if (texture->rendertype != SURFRENDER_OPAQUE)
1328 // transparent vertex shaded from lightmap
1329 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1331 if (surf->visframe == r_framecount)
1333 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
1334 R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces);
1338 else if (ent->effects & EF_FULLBRIGHT)
1340 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1341 if (r_detailtextures.integer)
1342 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1343 if (texture->skin.glow)
1344 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1346 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1349 // opaque base lighting
1350 else if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
1352 if (r_ambient.value > 0)
1356 RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
1358 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1361 // opaque lightmapped
1362 else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer)
1364 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain);
1366 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1368 else if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer)
1370 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain);
1371 if (texture->skin.glow)
1372 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1374 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1376 else if (r_textureunits.integer >= 2 && gl_combine.integer && !gl_lightmaps.integer)
1378 RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain);
1379 if (r_detailtextures.integer)
1380 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1381 if (texture->skin.glow)
1382 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1384 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1386 else if (!gl_lightmaps.integer)
1388 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1389 RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
1390 if (r_detailtextures.integer)
1391 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1392 if (texture->skin.glow)
1393 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1395 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1399 RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain);
1401 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1405 Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP};
1406 Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0};
1407 Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0};
1409 int Cshader_count = 3;
1410 Cshader_t *Cshaders[3] =
1412 &Cshader_wall_lightmap,
1417 void R_UpdateTextureInfo(entity_render_t *ent)
1419 int i, texframe, alttextures;
1425 alttextures = ent->frame != 0;
1426 texframe = (int)(cl.time * 5.0f);
1427 for (i = 0;i < ent->model->brushq1.numtextures;i++)
1429 t = ent->model->brushq1.textures + i;
1430 t->currentalpha = ent->alpha;
1431 if (t->flags & SURF_WATERALPHA)
1432 t->currentalpha *= r_wateralpha.value;
1433 if (ent->effects & EF_ADDITIVE)
1434 t->rendertype = SURFRENDER_ADD;
1435 else if (t->currentalpha < 1 || t->skin.fog != NULL)
1436 t->rendertype = SURFRENDER_ALPHA;
1438 t->rendertype = SURFRENDER_OPAQUE;
1439 // we don't need to set currentframe if t->animated is false because
1440 // it was already set up by the texture loader for non-animating
1442 t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
1446 void R_PrepareSurfaces(entity_render_t *ent)
1448 int i, numsurfaces, *surfacevisframes;
1450 msurface_t *surf, *surfaces, **surfchain;
1457 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1458 numsurfaces = model->brushq1.nummodelsurfaces;
1459 surfaces = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
1460 surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1462 R_UpdateTextureInfo(ent);
1464 if (r_dynamic.integer && !r_shadow_realtime_dlight.integer)
1467 if (model->brushq1.light_ambient != r_ambient.value)
1469 model->brushq1.light_ambient = r_ambient.value;
1470 for (i = 0;i < model->brushq1.nummodelsurfaces;i++)
1471 model->brushq1.surfaces[i + model->brushq1.firstmodelsurface].cached_dlight = true;
1475 for (i = 0;i < model->brushq1.light_styles;i++)
1477 if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
1479 model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
1480 for (surfchain = model->brushq1.light_styleupdatechains[i];*surfchain;surfchain++)
1481 (**surfchain).cached_dlight = true;
1486 for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
1488 if (surfacevisframes[i] == r_framecount)
1490 #if !WORLDNODECULLBACKFACES
1491 // mark any backface surfaces as not visible
1492 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1494 if (!(surf->flags & SURF_PLANEBACK))
1495 surfacevisframes[i] = -1;
1499 if ((surf->flags & SURF_PLANEBACK))
1500 surfacevisframes[i] = -1;
1502 if (surfacevisframes[i] == r_framecount)
1506 surf->visframe = r_framecount;
1507 if (surf->cached_dlight && surf->lightmaptexture != NULL)
1508 R_BuildLightMap(ent, surf);
1514 void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains)
1518 if (ent->model == NULL)
1520 R_Mesh_Matrix(&ent->matrix);
1521 for (i = 0, t = ent->model->brushq1.textures;i < ent->model->brushq1.numtextures;i++, t++)
1522 if (t->shader->shaderfunc[type] && t->currentframe && chains[i] != NULL)
1523 t->shader->shaderfunc[type](ent, t->currentframe, chains[i]);
1526 static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
1531 const entity_render_t *ent = calldata1;
1532 const mportal_t *portal = ent->model->brushq1.portals + calldata2;
1533 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1534 GL_DepthMask(false);
1536 R_Mesh_Matrix(&ent->matrix);
1538 memset(&m, 0, sizeof(m));
1539 m.pointer_vertex = varray_vertex3f;
1542 i = portal - ent->model->brushq1.portals;
1543 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
1544 ((i & 0x0038) >> 3) * (1.0f / 7.0f),
1545 ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
1547 if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0)
1549 for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
1550 VectorCopy(portal->points[i].position, v);
1553 for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
1554 VectorCopy(portal->points[i].position, v);
1555 GL_LockArrays(0, portal->numpoints);
1556 R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
1557 GL_LockArrays(0, 0);
1560 // LordHavoc: this is just a nice debugging tool, very slow
1561 static void R_DrawPortals(entity_render_t *ent)
1564 mportal_t *portal, *endportal;
1565 float temp[3], center[3], f;
1566 if (ent->model == NULL)
1568 for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++)
1570 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
1573 for (i = 0;i < portal->numpoints;i++)
1574 VectorAdd(temp, portal->points[i].position, temp);
1575 f = ixtable[portal->numpoints];
1576 VectorScale(temp, f, temp);
1577 Matrix4x4_Transform(&ent->matrix, temp, center);
1578 R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->brushq1.portals);
1583 void R_PrepareBrushModel(entity_render_t *ent)
1585 int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
1588 #if WORLDNODECULLBACKFACES
1592 // because bmodels can be reused, we have to decide which things to render
1593 // from scratch every time
1597 #if WORLDNODECULLBACKFACES
1598 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1600 numsurfaces = model->brushq1.nummodelsurfaces;
1601 surf = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
1602 surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1603 surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
1604 for (i = 0;i < numsurfaces;i++, surf++)
1606 #if WORLDNODECULLBACKFACES
1607 // mark any backface surfaces as not visible
1608 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1610 if ((surf->flags & SURF_PLANEBACK))
1611 surfacevisframes[i] = r_framecount;
1613 else if (!(surf->flags & SURF_PLANEBACK))
1614 surfacevisframes[i] = r_framecount;
1616 surfacevisframes[i] = r_framecount;
1618 surf->dlightframe = -1;
1620 R_PrepareSurfaces(ent);
1623 void R_SurfaceWorldNode (entity_render_t *ent)
1625 int i, *surfacevisframes, *surfacepvsframes, surfnum;
1631 // equivilant to quake's RecursiveWorldNode but faster and more effective
1635 surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1636 surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
1637 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1639 for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
1641 if (!R_CullBox (leaf->mins, leaf->maxs))
1644 leaf->visframe = r_framecount;
1648 for (i = 0;i < model->brushq1.pvssurflistlength;i++)
1650 surfnum = model->brushq1.pvssurflist[i];
1651 surf = model->brushq1.surfaces + surfnum;
1652 #if WORLDNODECULLBACKFACES
1653 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1655 if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1656 surfacevisframes[surfnum] = r_framecount;
1660 if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1661 surfacevisframes[surfnum] = r_framecount;
1664 if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
1665 surfacevisframes[surfnum] = r_framecount;
1670 static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
1672 int c, leafstackpos, *mark, *surfacevisframes;
1673 #if WORLDNODECULLBACKFACES
1677 mleaf_t *leaf, *leafstack[8192];
1680 msurface_t *surfaces;
1681 if (ent->model == NULL)
1683 // LordHavoc: portal-passage worldnode with PVS;
1684 // follows portals leading outward from viewleaf, does not venture
1685 // offscreen or into leafs that are not visible, faster than Quake's
1686 // RecursiveWorldNode
1687 surfaces = ent->model->brushq1.surfaces;
1688 surfacevisframes = ent->model->brushq1.surfacevisframes;
1689 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1690 viewleaf->worldnodeframe = r_framecount;
1691 leafstack[0] = viewleaf;
1693 while (leafstackpos)
1696 leaf = leafstack[--leafstackpos];
1697 leaf->visframe = r_framecount;
1698 // draw any surfaces bounding this leaf
1699 if (leaf->nummarksurfaces)
1701 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
1703 #if WORLDNODECULLBACKFACES
1705 if (surfacevisframes[n] != r_framecount)
1707 surf = surfaces + n;
1708 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1710 if ((surf->flags & SURF_PLANEBACK))
1711 surfacevisframes[n] = r_framecount;
1715 if (!(surf->flags & SURF_PLANEBACK))
1716 surfacevisframes[n] = r_framecount;
1720 surfacevisframes[*mark++] = r_framecount;
1724 // follow portals into other leafs
1725 for (p = leaf->portals;p;p = p->next)
1727 // LordHavoc: this DotProduct hurts less than a cache miss
1728 // (which is more likely to happen if backflowing through leafs)
1729 if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1))
1732 if (leaf->worldnodeframe != r_framecount)
1734 leaf->worldnodeframe = r_framecount;
1735 // FIXME: R_CullBox is absolute, should be done relative
1736 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
1737 leafstack[leafstackpos++] = leaf;
1744 void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
1746 int j, c, *surfacepvsframes, *mark;
1751 if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer))
1753 model->brushq1.pvsframecount++;
1754 model->brushq1.pvsviewleaf = viewleaf;
1755 model->brushq1.pvsviewleafnovis = r_novis.integer;
1756 model->brushq1.pvsleafchain = NULL;
1757 model->brushq1.pvssurflistlength = 0;
1760 surfacepvsframes = model->brushq1.surfacepvsframes;
1761 for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++)
1763 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
1765 leaf->pvsframe = model->brushq1.pvsframecount;
1766 leaf->pvschain = model->brushq1.pvsleafchain;
1767 model->brushq1.pvsleafchain = leaf;
1768 // mark surfaces bounding this leaf as visible
1769 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
1770 surfacepvsframes[*mark] = model->brushq1.pvsframecount;
1773 model->brushq1.BuildPVSTextureChains(model);
1778 void R_WorldVisibility(entity_render_t *ent)
1783 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1784 viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL;
1785 R_PVSUpdate(ent, viewleaf);
1790 if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
1791 R_SurfaceWorldNode (ent);
1793 R_PortalWorldNode (ent, viewleaf);
1796 void R_DrawWorld(entity_render_t *ent)
1798 if (ent->model == NULL)
1800 if (!ent->model->brushq1.num_leafs)
1802 if (ent->model->DrawSky)
1803 ent->model->DrawSky(ent);
1804 if (ent->model->Draw)
1805 ent->model->Draw(ent);
1809 R_PrepareSurfaces(ent);
1810 R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
1811 R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
1812 if (r_drawportals.integer)
1817 void R_Model_Brush_DrawSky(entity_render_t *ent)
1819 if (ent->model == NULL)
1821 if (ent != &cl_entities[0].render)
1822 R_PrepareBrushModel(ent);
1823 R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
1826 void R_Model_Brush_Draw(entity_render_t *ent)
1828 if (ent->model == NULL)
1831 if (ent != &cl_entities[0].render)
1832 R_PrepareBrushModel(ent);
1833 R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
1836 void R_Model_Brush_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)
1838 model_t *model = ent->model;
1839 vec3_t lightmins, lightmaxs;
1840 int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
1843 msurface_t *surface;
1846 lightmins[0] = relativelightorigin[0] - lightradius;
1847 lightmins[1] = relativelightorigin[1] - lightradius;
1848 lightmins[2] = relativelightorigin[2] - lightradius;
1849 lightmaxs[0] = relativelightorigin[0] + lightradius;
1850 lightmaxs[1] = relativelightorigin[1] + lightradius;
1851 lightmaxs[2] = relativelightorigin[2] + lightradius;
1852 *outnumclusterspointer = 0;
1853 *outnumsurfacespointer = 0;
1854 memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
1855 memset(outsurfacepvs, 0, (model->numsurfaces + 7) >> 3);
1858 VectorCopy(lightmins, outmins);
1859 VectorCopy(lightmaxs, outmaxs);
1862 VectorCopy(relativelightorigin, outmins);
1863 VectorCopy(relativelightorigin, outmaxs);
1864 if (model->brush.GetPVS)
1865 pvs = model->brush.GetPVS(model, relativelightorigin);
1868 // FIXME: use BSP recursion as lights are often small
1869 for (leafindex = 0, leaf = model->brushq1.data_leafs;leafindex < model->brushq1.num_leafs;leafindex++, leaf++)
1871 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
1873 outmins[0] = min(outmins[0], leaf->mins[0]);
1874 outmins[1] = min(outmins[1], leaf->mins[1]);
1875 outmins[2] = min(outmins[2], leaf->mins[2]);
1876 outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
1877 outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
1878 outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
1879 if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
1881 SETPVSBIT(outclusterpvs, leaf->clusterindex);
1882 outclusterlist[outnumclusters++] = leaf->clusterindex;
1884 for (marksurfaceindex = 0;marksurfaceindex < leaf->nummarksurfaces;marksurfaceindex++)
1886 surfaceindex = leaf->firstmarksurface[marksurfaceindex];
1887 if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
1889 surface = model->brushq1.surfaces + surfaceindex;
1890 if (BoxesOverlap(lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs))
1892 for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
1894 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
1895 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
1896 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
1897 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])))
1899 SETPVSBIT(outsurfacepvs, surfaceindex);
1900 outsurfacelist[outnumsurfaces++] = surfaceindex;
1910 // limit combined leaf box to light boundaries
1911 outmins[0] = max(outmins[0], lightmins[0]);
1912 outmins[1] = max(outmins[1], lightmins[1]);
1913 outmins[2] = max(outmins[2], lightmins[2]);
1914 outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
1915 outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
1916 outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
1918 *outnumclusterspointer = outnumclusters;
1919 *outnumsurfacespointer = outnumsurfaces;
1922 void R_Model_Brush_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
1924 model_t *model = ent->model;
1925 vec3_t lightmins, lightmaxs;
1926 msurface_t *surface;
1927 int surfacelistindex, j, t;
1930 if (r_drawcollisionbrushes.integer < 2)
1932 lightmins[0] = relativelightorigin[0] - lightradius;
1933 lightmins[1] = relativelightorigin[1] - lightradius;
1934 lightmins[2] = relativelightorigin[2] - lightradius;
1935 lightmaxs[0] = relativelightorigin[0] + lightradius;
1936 lightmaxs[1] = relativelightorigin[1] + lightradius;
1937 lightmaxs[2] = relativelightorigin[2] + lightradius;
1938 R_Mesh_Matrix(&ent->matrix);
1939 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
1940 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1942 surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
1943 for (j = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < surface->mesh.num_triangles;j++, t++, e += 3)
1945 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
1946 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
1947 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
1948 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])))
1949 shadowmarklist[numshadowmark++] = t;
1952 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, numshadowmark, shadowmarklist);
1956 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, int numsurfaces, const int *surfacelist)
1958 model_t *model = ent->model;
1959 vec3_t lightmins, lightmaxs, modelorg;
1960 msurface_t *surface;
1962 int surfacelistindex;
1963 if (r_drawcollisionbrushes.integer < 2)
1965 lightmins[0] = relativelightorigin[0] - lightradius;
1966 lightmins[1] = relativelightorigin[1] - lightradius;
1967 lightmins[2] = relativelightorigin[2] - lightradius;
1968 lightmaxs[0] = relativelightorigin[0] + lightradius;
1969 lightmaxs[1] = relativelightorigin[1] + lightradius;
1970 lightmaxs[2] = relativelightorigin[2] + lightradius;
1971 R_Mesh_Matrix(&ent->matrix);
1972 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
1973 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
1975 surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
1976 if (r_shadow_compilingrtlight)
1978 // if compiling an rtlight, capture the mesh
1979 t = surface->texinfo->texture;
1980 if (t->shader == &Cshader_wall_lightmap && t->skin.fog == NULL && (t->flags & SURF_SHADOWLIGHT))
1981 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);
1983 else if (ent != &cl_entities[0].render || surface->visframe == r_framecount)
1985 t = surface->texinfo->texture->currentframe;
1986 if (t->rendertype == SURFRENDER_OPAQUE && (t->flags & SURF_SHADOWLIGHT))
1987 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);
1993 void R_DrawCollisionBrush(colbrushf_t *brush)
1997 memset(&m, 0, sizeof(m));
1998 m.pointer_vertex = brush->points->v;
2000 i = ((int)brush) / sizeof(colbrushf_t);
2001 GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
2002 GL_LockArrays(0, brush->numpoints);
2003 R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
2004 GL_LockArrays(0, 0);
2007 void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3mface_t *face)
2011 if (!face->num_collisiontriangles)
2013 memset(&m, 0, sizeof(m));
2014 m.pointer_vertex = face->data_collisionvertex3f;
2016 i = ((int)face) / sizeof(q3mface_t);
2017 GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
2018 GL_LockArrays(0, face->num_collisionvertices);
2019 R_Mesh_Draw(face->num_collisionvertices, face->num_collisiontriangles, face->data_collisionelement3i);
2020 GL_LockArrays(0, 0);
2023 void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3mface_t *face)
2026 if (!face->num_triangles)
2031 skyrendernow = false;
2032 if (skyrendermasked)
2036 R_Mesh_Matrix(&ent->matrix);
2038 GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
2039 if (skyrendermasked)
2041 // depth-only (masking)
2042 GL_ColorMask(0,0,0,0);
2043 // just to make sure that braindead drivers don't draw anything
2044 // despite that colormask...
2045 GL_BlendFunc(GL_ZERO, GL_ONE);
2050 GL_BlendFunc(GL_ONE, GL_ZERO);
2055 memset(&m, 0, sizeof(m));
2056 m.pointer_vertex = face->data_vertex3f;
2059 GL_LockArrays(0, face->num_vertices);
2060 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2061 GL_LockArrays(0, 0);
2062 GL_ColorMask(1,1,1,1);
2065 void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3mface_t *face)
2068 memset(&m, 0, sizeof(m));
2069 GL_BlendFunc(GL_ONE, GL_ZERO);
2072 if (face->texture->skin.glow)
2074 m.tex[0] = R_GetTexture(face->texture->skin.glow);
2075 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2076 GL_Color(1, 1, 1, 1);
2079 GL_Color(0, 0, 0, 1);
2080 m.pointer_vertex = face->data_vertex3f;
2082 GL_LockArrays(0, face->num_vertices);
2083 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2084 GL_LockArrays(0, 0);
2087 void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3mface_t *face)
2090 memset(&m, 0, sizeof(m));
2091 GL_BlendFunc(GL_ONE, GL_ZERO);
2094 m.tex[0] = R_GetTexture(face->texture->skin.base);
2095 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2096 m.tex[1] = R_GetTexture(face->lightmaptexture);
2097 m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
2098 m.texrgbscale[1] = 2;
2099 GL_Color(1, 1, 1, 1);
2100 m.pointer_vertex = face->data_vertex3f;
2102 GL_LockArrays(0, face->num_vertices);
2103 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2104 GL_LockArrays(0, 0);
2107 void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3mface_t *face)
2110 memset(&m, 0, sizeof(m));
2111 GL_BlendFunc(GL_ONE, GL_ZERO);
2114 m.tex[0] = R_GetTexture(face->texture->skin.base);
2115 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2116 GL_Color(1, 1, 1, 1);
2117 m.pointer_vertex = face->data_vertex3f;
2119 GL_LockArrays(0, face->num_vertices);
2120 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2121 GL_LockArrays(0, 0);
2124 void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3mface_t *face)
2127 memset(&m, 0, sizeof(m));
2128 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2129 GL_DepthMask(false);
2131 m.tex[0] = R_GetTexture(face->lightmaptexture);
2132 m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
2133 GL_Color(1, 1, 1, 1);
2134 m.pointer_vertex = face->data_vertex3f;
2136 GL_LockArrays(0, face->num_vertices);
2137 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2138 GL_LockArrays(0, 0);
2141 void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3mface_t *face)
2144 memset(&m, 0, sizeof(m));
2145 GL_BlendFunc(GL_ONE, GL_ZERO);
2148 m.tex[0] = R_GetTexture(face->lightmaptexture);
2149 m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
2150 if (r_shadow_realtime_world.integer)
2151 GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
2153 GL_Color(1, 1, 1, 1);
2154 m.pointer_vertex = face->data_vertex3f;
2156 GL_LockArrays(0, face->num_vertices);
2157 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2158 GL_LockArrays(0, 0);
2161 void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3mface_t *face)
2164 memset(&m, 0, sizeof(m));
2165 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2166 GL_DepthMask(false);
2168 if (face->texture->skin.glow)
2170 m.tex[0] = R_GetTexture(face->texture->skin.glow);
2171 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2172 GL_Color(1, 1, 1, 1);
2175 GL_Color(0, 0, 0, 1);
2176 m.pointer_vertex = face->data_vertex3f;
2178 GL_LockArrays(0, face->num_vertices);
2179 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2180 GL_LockArrays(0, 0);
2183 void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3mface_t *face)
2188 memset(&m, 0, sizeof(m));
2189 GL_BlendFunc(GL_ONE, GL_ZERO);
2192 m.tex[0] = R_GetTexture(face->texture->skin.base);
2193 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2195 if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1)
2196 mul *= r_shadow_realtime_world_lightmaps.value;
2197 if (mul == 2 && gl_combine.integer)
2199 m.texrgbscale[0] = 2;
2200 m.pointer_color = face->data_color4f;
2203 m.pointer_color = face->data_color4f;
2206 for (i = 0;i < face->num_vertices;i++)
2208 varray_color4f[i*4+0] = face->data_color4f[i*4+0] * mul;
2209 varray_color4f[i*4+1] = face->data_color4f[i*4+1] * mul;
2210 varray_color4f[i*4+2] = face->data_color4f[i*4+2] * mul;
2211 varray_color4f[i*4+3] = face->data_color4f[i*4+3];
2213 m.pointer_color = varray_color4f;
2215 m.pointer_vertex = face->data_vertex3f;
2217 GL_LockArrays(0, face->num_vertices);
2218 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2219 GL_LockArrays(0, 0);
2222 void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3mface_t *face)
2227 memset(&m, 0, sizeof(m));
2228 GL_BlendFunc(GL_ONE, GL_ZERO);
2232 if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1)
2233 mul *= r_shadow_realtime_world_lightmaps.value;
2235 m.pointer_color = face->data_color4f;
2238 for (i = 0;i < face->num_vertices;i++)
2240 varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
2241 varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
2242 varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
2243 varray_color4f[i*4+3] = face->data_color4f[i*4+3];
2245 m.pointer_color = varray_color4f;
2247 m.pointer_vertex = face->data_vertex3f;
2249 GL_LockArrays(0, face->num_vertices);
2250 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2251 GL_LockArrays(0, 0);
2254 void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3mface_t *face)
2257 memset(&m, 0, sizeof(m));
2258 GL_BlendFunc(GL_ONE, GL_ONE);
2261 m.tex[0] = R_GetTexture(face->texture->skin.base);
2262 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2263 GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
2264 m.pointer_vertex = face->data_vertex3f;
2266 GL_LockArrays(0, face->num_vertices);
2267 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2268 GL_LockArrays(0, 0);
2271 void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
2273 const entity_render_t *ent = voident;
2274 q3mface_t *face = ent->model->brushq3.data_faces + facenumber;
2276 R_Mesh_Matrix(&ent->matrix);
2277 memset(&m, 0, sizeof(m));
2278 if (ent->effects & EF_ADDITIVE)
2279 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2281 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2282 GL_DepthMask(false);
2284 m.tex[0] = R_GetTexture(face->texture->skin.base);
2285 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
2286 // LordHavoc: quake3 was not able to do this; lit transparent surfaces
2287 if (gl_combine.integer)
2289 m.texrgbscale[0] = 2;
2290 if (r_textureunits.integer >= 2)
2292 m.tex[1] = R_GetTexture(face->lightmaptexture);
2293 m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
2294 GL_Color(1, 1, 1, ent->alpha);
2298 if (ent->alpha == 1)
2299 m.pointer_color = face->data_color4f;
2303 for (i = 0;i < face->num_vertices;i++)
2305 varray_color4f[i*4+0] = face->data_color4f[i*4+0];
2306 varray_color4f[i*4+1] = face->data_color4f[i*4+1];
2307 varray_color4f[i*4+2] = face->data_color4f[i*4+2];
2308 varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
2310 m.pointer_color = varray_color4f;
2317 for (i = 0;i < face->num_vertices;i++)
2319 varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
2320 varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
2321 varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
2322 varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
2324 m.pointer_color = varray_color4f;
2326 m.pointer_vertex = face->data_vertex3f;
2328 qglDisable(GL_CULL_FACE);
2329 GL_LockArrays(0, face->num_vertices);
2330 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
2331 GL_LockArrays(0, 0);
2332 qglEnable(GL_CULL_FACE);
2335 void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
2337 if (!face->num_triangles)
2339 if (face->texture->surfaceparms)
2341 if (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW))
2345 if ((face->texture->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
2347 vec3_t facecenter, center;
2348 facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f;
2349 facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f;
2350 facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f;
2351 Matrix4x4_Transform(&ent->matrix, facecenter, center);
2352 R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces);
2355 R_Mesh_Matrix(&ent->matrix);
2356 if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
2357 R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(ent, face);
2358 else if ((ent->effects & EF_FULLBRIGHT) || r_fullbright.integer)
2360 R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
2361 if (face->texture->skin.glow)
2362 R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
2364 else if (face->lightmaptexture)
2366 if (gl_lightmaps.integer)
2367 R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(ent, face);
2370 if (r_textureunits.integer >= 2 && gl_combine.integer)
2371 R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(ent, face);
2374 R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
2375 R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(ent, face);
2377 if (face->texture->skin.glow)
2378 R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
2383 if (gl_lightmaps.integer)
2384 R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(ent, face);
2387 R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(ent, face);
2388 if (face->texture->skin.glow)
2389 R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
2392 if (r_ambient.value)
2393 R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(ent, face);
2396 void R_Q3BSP_RecursiveWorldNode(q3mnode_t *node)
2402 if (R_CullBox(node->mins, node->maxs))
2407 R_Q3BSP_RecursiveWorldNode(node->children[0]);
2408 node = node->children[1];
2410 leaf = (q3mleaf_t *)node;
2411 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
2414 for (i = 0;i < leaf->numleaffaces;i++)
2415 leaf->firstleafface[i]->visframe = r_framecount;
2419 // FIXME: num_leafs needs to be recalculated at load time to include only
2420 // node-referenced leafs, as some maps are incorrectly compiled with leafs for
2421 // the submodels (which would render the submodels occasionally, as part of
2422 // the world - not good)
2423 void R_Q3BSP_MarkLeafPVS(void)
2427 for (j = 0, leaf = cl.worldmodel->brushq3.data_leafs;j < cl.worldmodel->brushq3.num_leafs;j++, leaf++)
2429 if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
2432 for (i = 0;i < leaf->numleaffaces;i++)
2433 leaf->firstleafface[i]->visframe = r_framecount;
2438 static int r_q3bsp_framecount = -1;
2440 void R_Q3BSP_DrawSky(entity_render_t *ent)
2446 R_Mesh_Matrix(&ent->matrix);
2448 if (r_drawcollisionbrushes.integer < 2)
2450 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2451 if (ent == &cl_entities[0].render)
2453 if (r_q3bsp_framecount != r_framecount)
2455 r_q3bsp_framecount = r_framecount;
2456 R_Q3BSP_RecursiveWorldNode(model->brushq3.data_nodes);
2457 //R_Q3BSP_MarkLeafPVS();
2459 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2460 if (face->visframe == r_framecount && (face->texture->surfaceflags & Q3SURFACEFLAG_SKY) && !R_CullBox(face->mins, face->maxs))
2461 R_Q3BSP_DrawSkyFace(ent, face);
2464 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2465 if ((face->texture->surfaceflags & Q3SURFACEFLAG_SKY))
2466 R_Q3BSP_DrawSkyFace(ent, face);
2470 void R_Q3BSP_Draw(entity_render_t *ent)
2477 R_Mesh_Matrix(&ent->matrix);
2479 if (r_drawcollisionbrushes.integer < 2)
2481 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2482 if (ent == &cl_entities[0].render)
2484 if (model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2485 if (r_q3bsp_framecount != r_framecount)
2487 r_q3bsp_framecount = r_framecount;
2488 R_Q3BSP_RecursiveWorldNode(model->brushq3.data_nodes);
2489 //R_Q3BSP_MarkLeafPVS();
2491 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2492 if (face->visframe == r_framecount && !R_CullBox(face->mins, face->maxs))
2493 R_Q3BSP_DrawFace(ent, face);
2496 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2497 R_Q3BSP_DrawFace(ent, face);
2499 if (r_drawcollisionbrushes.integer >= 1)
2501 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2502 GL_DepthMask(false);
2504 qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
2505 for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++)
2506 if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles)
2507 R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf);
2508 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2509 if (face->num_collisiontriangles)
2510 R_Q3BSP_DrawCollisionFace(ent, face);
2511 qglPolygonOffset(0, 0);
2515 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)
2517 model_t *model = ent->model;
2518 vec3_t lightmins, lightmaxs;
2519 int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
2525 lightmins[0] = relativelightorigin[0] - lightradius;
2526 lightmins[1] = relativelightorigin[1] - lightradius;
2527 lightmins[2] = relativelightorigin[2] - lightradius;
2528 lightmaxs[0] = relativelightorigin[0] + lightradius;
2529 lightmaxs[1] = relativelightorigin[1] + lightradius;
2530 lightmaxs[2] = relativelightorigin[2] + lightradius;
2531 *outnumclusterspointer = 0;
2532 *outnumsurfacespointer = 0;
2533 memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
2534 memset(outsurfacepvs, 0, (model->numsurfaces + 7) >> 3);
2537 VectorCopy(lightmins, outmins);
2538 VectorCopy(lightmaxs, outmaxs);
2541 VectorCopy(relativelightorigin, outmins);
2542 VectorCopy(relativelightorigin, outmaxs);
2543 if (model->brush.GetPVS)
2544 pvs = model->brush.GetPVS(model, relativelightorigin);
2547 // FIXME: use BSP recursion as lights are often small
2548 for (leafindex = 0, leaf = model->brushq3.data_leafs;leafindex < model->brushq3.num_leafs;leafindex++, leaf++)
2550 if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
2552 outmins[0] = min(outmins[0], leaf->mins[0]);
2553 outmins[1] = min(outmins[1], leaf->mins[1]);
2554 outmins[2] = min(outmins[2], leaf->mins[2]);
2555 outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
2556 outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
2557 outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
2558 if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
2560 SETPVSBIT(outclusterpvs, leaf->clusterindex);
2561 outclusterlist[outnumclusters++] = leaf->clusterindex;
2563 for (marksurfaceindex = 0;marksurfaceindex < leaf->numleaffaces;marksurfaceindex++)
2565 surface = leaf->firstleafface[marksurfaceindex];
2566 surfaceindex = surface - model->brushq3.data_faces;
2567 if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
2569 if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
2571 for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
2573 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
2574 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
2575 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
2576 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])))
2578 SETPVSBIT(outsurfacepvs, surfaceindex);
2579 outsurfacelist[outnumsurfaces++] = surfaceindex;
2589 // limit combined leaf box to light boundaries
2590 outmins[0] = max(outmins[0], lightmins[0]);
2591 outmins[1] = max(outmins[1], lightmins[1]);
2592 outmins[2] = max(outmins[2], lightmins[2]);
2593 outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
2594 outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
2595 outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
2597 *outnumclusterspointer = outnumclusters;
2598 *outnumsurfacespointer = outnumsurfaces;
2601 void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
2603 model_t *model = ent->model;
2604 vec3_t lightmins, lightmaxs;
2606 int surfacelistindex, j, t;
2609 if (r_drawcollisionbrushes.integer < 2)
2611 lightmins[0] = relativelightorigin[0] - lightradius;
2612 lightmins[1] = relativelightorigin[1] - lightradius;
2613 lightmins[2] = relativelightorigin[2] - lightradius;
2614 lightmaxs[0] = relativelightorigin[0] + lightradius;
2615 lightmaxs[1] = relativelightorigin[1] + lightradius;
2616 lightmaxs[2] = relativelightorigin[2] + lightradius;
2617 R_Mesh_Matrix(&ent->matrix);
2618 R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
2619 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2621 surface = model->brushq3.data_faces + surfacelist[surfacelistindex];
2622 // FIXME: check some manner of face->rendermode here?
2623 if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles && !surface->texture->skin.fog)
2625 for (j = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < surface->num_triangles;j++, t++, e += 3)
2627 v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
2628 v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
2629 v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
2630 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])))
2631 shadowmarklist[numshadowmark++] = t;
2635 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, numshadowmark, shadowmarklist);
2639 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)
2641 model_t *model = ent->model;
2642 vec3_t lightmins, lightmaxs, modelorg;
2644 int surfacelistindex;
2645 if (r_drawcollisionbrushes.integer < 2)
2647 lightmins[0] = relativelightorigin[0] - lightradius;
2648 lightmins[1] = relativelightorigin[1] - lightradius;
2649 lightmins[2] = relativelightorigin[2] - lightradius;
2650 lightmaxs[0] = relativelightorigin[0] + lightradius;
2651 lightmaxs[1] = relativelightorigin[1] + lightradius;
2652 lightmaxs[2] = relativelightorigin[2] + lightradius;
2653 R_Mesh_Matrix(&ent->matrix);
2654 Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2655 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
2657 surface = model->brushq3.data_faces + surfacelist[surfacelistindex];
2658 if (r_shadow_compilingrtlight)
2660 // if compiling an rtlight, capture the mesh
2661 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);
2663 else if ((ent != &cl_entities[0].render || surface->visframe == r_framecount) && !(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles)
2664 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);
2669 static void gl_surf_start(void)
2673 static void gl_surf_shutdown(void)
2677 static void gl_surf_newmap(void)
2681 void GL_Surf_Init(void)
2684 dlightdivtable[0] = 4194304;
2685 for (i = 1;i < 32768;i++)
2686 dlightdivtable[i] = 4194304 / (i << 7);
2688 Cvar_RegisterVariable(&r_ambient);
2689 Cvar_RegisterVariable(&r_drawportals);
2690 Cvar_RegisterVariable(&r_testvis);
2691 Cvar_RegisterVariable(&r_floatbuildlightmap);
2692 Cvar_RegisterVariable(&r_detailtextures);
2693 Cvar_RegisterVariable(&r_surfaceworldnode);
2694 Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
2695 Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
2696 Cvar_RegisterVariable(&gl_lightmaps);
2698 R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);