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
24 #define MAX_LIGHTMAP_SIZE 256
26 static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
27 static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
29 static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
31 cvar_t r_ambient = {0, "r_ambient", "0"};
32 cvar_t r_vertexsurfaces = {0, "r_vertexsurfaces", "0"};
33 cvar_t r_dlightmap = {CVAR_SAVE, "r_dlightmap", "1"};
34 //cvar_t r_drawportals = {0, "r_drawportals", "0"};
35 cvar_t r_testvis = {0, "r_testvis", "0"};
36 cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
37 cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
38 cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "0"};
39 cvar_t r_cullsurface = {0, "r_cullsurface", "0"};
41 static int dlightdivtable[32768];
43 // variables used by R_PVSUpdate
44 int r_pvsframecount = 0;
45 mleaf_t *r_pvsviewleaf = NULL;
46 int r_pvsviewleafnovis = 0;
47 msurface_t *r_pvsfirstsurface = NULL;
49 static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
51 int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract;
53 float dist, impact[3], local[3];
55 // LordHavoc: use 64bit integer... shame it's not very standardized...
56 #if _MSC_VER || __BORLANDC__
64 smax = (surf->extents[0] >> 4) + 1;
65 tmax = (surf->extents[1] >> 4) + 1;
68 for (lnum = 0; lnum < r_numdlights; lnum++)
70 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
71 continue; // not lit by this light
73 Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
74 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
76 // for comparisons to minimum acceptable light
77 // compensate for LIGHTOFFSET
78 maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
85 if (surf->plane->type < 3)
87 VectorCopy(local, impact);
88 impact[surf->plane->type] -= dist;
92 impact[0] = local[0] - surf->plane->normal[0] * dist;
93 impact[1] = local[1] - surf->plane->normal[1] * dist;
94 impact[2] = local[2] - surf->plane->normal[2] * dist;
97 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
98 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
100 s = bound(0, impacts, smax * 16) - impacts;
101 t = bound(0, impactt, tmax * 16) - impactt;
102 i = s * s + t * t + dist2;
106 // reduce calculations
107 for (s = 0, i = impacts; s < smax; s++, i -= 16)
108 sdtable[s] = i * i + dist2;
110 maxdist3 = maxdist - dist2;
112 // convert to 8.8 blocklights format
113 red = r_dlight[lnum].light[0];
114 green = r_dlight[lnum].light[1];
115 blue = r_dlight[lnum].light[2];
116 subtract = (int) (r_dlight[lnum].subtract * 4194304.0f);
120 for (t = 0;t < tmax;t++, i -= 16)
123 // make sure some part of it is visible on this line
126 maxdist2 = maxdist - td;
127 for (s = 0;s < smax;s++)
129 if (sdtable[s] < maxdist2)
131 k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
134 bl[0] += (red * k) >> 7;
135 bl[1] += (green * k) >> 7;
136 bl[2] += (blue * k) >> 7;
150 static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
152 int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
153 float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
157 smax = (surf->extents[0] >> 4) + 1;
158 tmax = (surf->extents[1] >> 4) + 1;
161 for (lnum = 0; lnum < r_numdlights; lnum++)
163 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
164 continue; // not lit by this light
166 Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
167 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
169 // for comparisons to minimum acceptable light
170 // compensate for LIGHTOFFSET
171 maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
174 dist2 += LIGHTOFFSET;
175 if (dist2 >= maxdist)
178 if (surf->plane->type < 3)
180 VectorCopy(local, impact);
181 impact[surf->plane->type] -= dist;
185 impact[0] = local[0] - surf->plane->normal[0] * dist;
186 impact[1] = local[1] - surf->plane->normal[1] * dist;
187 impact[2] = local[2] - surf->plane->normal[2] * dist;
190 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
191 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
193 td = bound(0, impacts, smax * 16) - impacts;
194 td1 = bound(0, impactt, tmax * 16) - impactt;
195 td = td * td + td1 * td1 + dist2;
199 // reduce calculations
200 for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
201 sdtable[s] = td1 * td1 + dist2;
203 maxdist3 = maxdist - dist2;
205 // convert to 8.8 blocklights format
206 red = r_dlight[lnum].light[0];
207 green = r_dlight[lnum].light[1];
208 blue = r_dlight[lnum].light[2];
209 subtract = r_dlight[lnum].subtract * 32768.0f;
210 bl = floatblocklights;
213 for (t = 0;t < tmax;t++, td1 -= 16.0f)
216 // make sure some part of it is visible on this line
219 maxdist2 = maxdist - td;
220 for (s = 0;s < smax;s++)
222 if (sdtable[s] < maxdist2)
224 k = (32768.0f / (sdtable[s] + td)) - subtract;
244 Combine and scale multiple lightmaps into the 8.8 format in blocklights
247 static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int dlightchanged)
249 if (!r_floatbuildlightmap.integer)
251 int smax, tmax, i, j, size, size3, shift, maps, stride, l;
252 unsigned int *bl, scale;
253 qbyte *lightmap, *out, *stain;
255 // update cached lighting info
256 surf->cached_dlight = 0;
257 surf->cached_lightscalebit = lightscalebit;
258 surf->cached_ambient = r_ambient.value;
259 surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
260 surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
261 surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
262 surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
264 smax = (surf->extents[0]>>4)+1;
265 tmax = (surf->extents[1]>>4)+1;
268 lightmap = surf->samples;
270 // set to full bright if no light data
272 if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata)
274 for (i = 0;i < size3;i++)
280 j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
283 for (i = 0;i < size3;i++)
287 memset(bl, 0, size*3*sizeof(unsigned int));
289 if (surf->dlightframe == r_framecount && r_dlightmap.integer)
291 surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
292 if (surf->cached_dlight)
294 else if (dlightchanged)
295 return; // don't upload if only updating dlights and none mattered
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 // deal with lightmap brightness scale
312 shift = 7 + lightscalebit + 8;
313 if (ent->model->lightmaprgba)
315 stride = (surf->lightmaptexturestride - smax) * 4;
316 for (i = 0;i < tmax;i++, out += stride)
318 for (j = 0;j < smax;j++)
320 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
321 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
322 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
329 stride = (surf->lightmaptexturestride - smax) * 3;
330 for (i = 0;i < tmax;i++, out += stride)
332 for (j = 0;j < smax;j++)
334 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
335 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
336 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
341 R_UpdateTexture(surf->lightmaptexture, templight);
345 int smax, tmax, i, j, size, size3, maps, stride, l;
347 qbyte *lightmap, *out, *stain;
349 // update cached lighting info
350 surf->cached_dlight = 0;
351 surf->cached_lightscalebit = lightscalebit;
352 surf->cached_ambient = r_ambient.value;
353 surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
354 surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
355 surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
356 surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
358 smax = (surf->extents[0]>>4)+1;
359 tmax = (surf->extents[1]>>4)+1;
362 lightmap = surf->samples;
364 // set to full bright if no light data
365 bl = floatblocklights;
366 if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata)
369 j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
374 for (i = 0;i < size3;i++)
378 memset(bl, 0, size*3*sizeof(float));
380 if (surf->dlightframe == r_framecount && r_dlightmap.integer)
382 surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
383 if (surf->cached_dlight)
385 else if (dlightchanged)
386 return; // don't upload if only updating dlights and none mattered
389 // add all the lightmaps
392 bl = floatblocklights;
393 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
394 for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
395 bl[i] += lightmap[i] * scale;
398 stain = surf->stainsamples;
399 bl = floatblocklights;
401 // deal with lightmap brightness scale
402 scale = 1.0f / (1 << (7 + lightscalebit + 8));
403 if (ent->model->lightmaprgba)
405 stride = (surf->lightmaptexturestride - smax) * 4;
406 for (i = 0;i < tmax;i++, out += stride)
408 for (j = 0;j < smax;j++)
410 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
411 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
412 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
419 stride = (surf->lightmaptexturestride - smax) * 3;
420 for (i = 0;i < tmax;i++, out += stride)
422 for (j = 0;j < smax;j++)
424 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
425 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
426 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
431 R_UpdateTexture(surf->lightmaptexture, templight);
435 void R_StainNode (mnode_t *node, model_t *model, vec3_t origin, float radius, int icolor[8])
438 msurface_t *surf, *endsurf;
439 int sdtable[256], td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, dist2, impacts, impactt, subtract, a, stained, cr, cg, cb, ca, ratio;
442 // LordHavoc: use 64bit integer... shame it's not very standardized...
443 #if _MSC_VER || __BORLANDC__
450 // for comparisons to minimum acceptable light
451 // compensate for 256 offset
452 maxdist = radius * radius + 256.0f;
454 // clamp radius to avoid exceeding 32768 entry division table
455 if (maxdist > 4194304)
458 subtract = (int) ((1.0f / maxdist) * 4194304.0f);
461 if (node->contents < 0)
463 ndist = PlaneDiff(origin, node->plane);
466 node = node->children[0];
471 node = node->children[1];
475 dist2 = ndist * ndist + 256.0f;
478 maxdist3 = maxdist - dist2;
480 if (node->plane->type < 3)
482 VectorCopy(origin, impact);
483 impact[node->plane->type] -= ndist;
487 impact[0] = origin[0] - node->plane->normal[0] * ndist;
488 impact[1] = origin[1] - node->plane->normal[1] * ndist;
489 impact[2] = origin[2] - node->plane->normal[2] * ndist;
492 for (surf = model->surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
494 if (surf->stainsamples)
496 smax = (surf->extents[0] >> 4) + 1;
497 tmax = (surf->extents[1] >> 4) + 1;
499 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
500 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
502 s = bound(0, impacts, smax * 16) - impacts;
503 t = bound(0, impactt, tmax * 16) - impactt;
504 i = s * s + t * t + dist2;
508 // reduce calculations
509 for (s = 0, i = impacts; s < smax; s++, i -= 16)
510 sdtable[s] = i * i + dist2;
512 // convert to 8.8 blocklights format
513 bl = surf->stainsamples;
518 for (t = 0;t < tmax;t++, i -= 16)
521 // make sure some part of it is visible on this line
524 maxdist2 = maxdist - td;
525 for (s = 0;s < smax;s++)
527 if (sdtable[s] < maxdist2)
529 k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
532 ratio = rand() & 255;
533 ca = (((icolor[7] - icolor[3]) * ratio) >> 8) + icolor[3];
537 a = bound(0, a, 256);
538 cr = (((icolor[4] - icolor[0]) * ratio) >> 8) + icolor[0];
539 cg = (((icolor[5] - icolor[1]) * ratio) >> 8) + icolor[1];
540 cb = (((icolor[6] - icolor[2]) * ratio) >> 8) + icolor[2];
541 bl[0] = (qbyte) ((((cr - (int) bl[0]) * a) >> 8) + (int) bl[0]);
542 bl[1] = (qbyte) ((((cg - (int) bl[1]) * a) >> 8) + (int) bl[1]);
543 bl[2] = (qbyte) ((((cb - (int) bl[2]) * a) >> 8) + (int) bl[2]);
554 // force lightmap upload
556 surf->cached_dlight = true;
561 if (node->children[0]->contents >= 0)
563 if (node->children[1]->contents >= 0)
565 R_StainNode(node->children[0], model, origin, radius, icolor);
566 node = node->children[1];
571 node = node->children[0];
575 else if (node->children[1]->contents >= 0)
577 node = node->children[1];
582 void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
585 entity_render_t *ent;
597 model = cl.worldmodel;
599 R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, icolor);
601 // look for embedded bmodels
602 for (n = 0;n < cl_num_brushmodel_entities;n++)
604 ent = cl_brushmodel_entities[n];
606 if (model && model->name[0] == '*')
608 Mod_CheckLoaded(model);
609 if (model->type == mod_brush)
611 Matrix4x4_Transform(&ent->inversematrix, origin, org);
612 R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, org, radius, icolor);
620 =============================================================
624 =============================================================
627 static void RSurf_AddLightmapToVertexColors(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
632 if (styles[0] != 255)
634 for (i = 0;i < numverts;i++, c += 4)
636 lm = samples + lightmapoffsets[i];
637 scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
638 VectorMA(c, scale, lm, c);
639 if (styles[1] != 255)
642 scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
643 VectorMA(c, scale, lm, c);
644 if (styles[2] != 255)
647 scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
648 VectorMA(c, scale, lm, c);
649 if (styles[3] != 255)
652 scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
653 VectorMA(c, scale, lm, c);
661 static void RSurf_FogColors(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
667 for (i = 0;i < numverts;i++, v += 4, c += 4)
669 VectorSubtract(v, modelorg, diff);
670 f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
671 VectorScale(c, f, c);
674 else if (colorscale != 1)
675 for (i = 0;i < numverts;i++, c += 4)
676 VectorScale(c, colorscale, c);
679 static void RSurf_FoggedColors(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
688 for (i = 0;i < numverts;i++, v += 4, c += 4)
690 VectorSubtract(v, modelorg, diff);
691 f = 1 - exp(fogdensity/DotProduct(diff, diff));
700 for (i = 0;i < numverts;i++, c += 4)
710 static void RSurf_FogPassColors(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
717 for (i = 0;i < numverts;i++, v += 4, c += 4)
719 VectorSubtract(v, modelorg, diff);
720 f = exp(fogdensity/DotProduct(diff, diff));
728 static void RSurf_ScaleColors(float *c, float scale, int numverts)
732 for (i = 0;i < numverts;i++, c += 4)
733 VectorScale(c, scale, c);
736 static int RSurf_LightSeparate(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color)
741 int i, l, lit = false;
744 for (l = 0;l < r_numdlights;l++)
746 if (dlightbits[l >> 5] & (1 << (l & 31)))
749 Matrix4x4_Transform(matrix, rd->origin, lightorigin);
750 for (i = 0, v = vert, c = color;i < numverts;i++, v += 4, c += 4)
752 f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
753 if (f < rd->cullradius2)
755 f = (1.0f / f) - rd->subtract;
756 VectorMA(c, f, rd->light, c);
765 // note: this untransforms lights to do the checking,
766 // and takes surf->mesh->verts data
767 static int RSurf_LightCheck(const matrix4x4_t *matrix, const int *dlightbits, const surfmesh_t *mesh)
773 for (l = 0;l < r_numdlights;l++)
775 if (dlightbits[l >> 5] & (1 << (l & 31)))
778 Matrix4x4_Transform(matrix, rd->origin, lightorigin);
779 for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4)
780 if (VectorDistance2(v, lightorigin) < rd->cullradius2)
787 static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture)
789 const msurface_t *surf;
790 const surfmesh_t *mesh;
793 // LordHavoc: HalfLife maps have freaky skypolys...
794 if (ent->model->ishlbsp)
799 skyrendernow = false;
804 R_Mesh_Matrix(&ent->matrix);
806 // draw depth-only polys
807 memset(&m, 0, sizeof(m));
810 m.blendfunc1 = GL_ZERO;
811 m.blendfunc2 = GL_ONE;
816 m.blendfunc1 = GL_ONE;
817 m.blendfunc2 = GL_ZERO;
819 m.wantoverbright = false;
822 for (surf = texture->surfacechain;surf;surf = surf->texturechain)
824 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
826 R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
827 memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
828 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
830 memset(varray_color, 0, mesh->numverts * sizeof(float[4]));
832 R_FillColors(varray_color, mesh->numverts, fogcolor[0] * mesh_colorscale, fogcolor[1] * mesh_colorscale, fogcolor[2] * mesh_colorscale, 1);
833 R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
838 static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
840 const entity_render_t *ent = calldata1;
841 const msurface_t *surf = ent->model->surfaces + calldata2;
843 const surfmesh_t *mesh;
845 float alpha = ent->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
847 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
849 R_Mesh_Matrix(&ent->matrix);
851 memset(&m, 0, sizeof(m));
852 if (ent->effects & EF_ADDITIVE)
854 m.blendfunc1 = GL_SRC_ALPHA;
855 m.blendfunc2 = GL_ONE;
857 else if (surf->currenttexture->fogtexture != NULL || alpha < 1)
859 m.blendfunc1 = GL_SRC_ALPHA;
860 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
864 m.blendfunc1 = GL_ONE;
865 m.blendfunc2 = GL_ZERO;
867 m.wantoverbright = true;
868 m.tex[0] = R_GetTexture(surf->currenttexture->texture);
870 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
872 R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
873 memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
874 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
875 memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
876 f = surf->flags & SURF_DRAWFULLBRIGHT ? 1.0f : ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f);
877 R_FillColors(varray_color, mesh->numverts, f, f, f, alpha);
878 if (!(surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT))
880 if (surf->dlightframe == r_framecount)
881 RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color);
882 if (surf->flags & SURF_LIGHTMAP)
883 RSurf_AddLightmapToVertexColors(mesh->lightmapoffsets, varray_color, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
885 RSurf_FogColors(varray_vertex, varray_color, mesh_colorscale, mesh->numverts, modelorg);
886 R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
891 memset(&m, 0, sizeof(m));
892 m.blendfunc1 = GL_SRC_ALPHA;
893 m.blendfunc2 = GL_ONE;
894 m.wantoverbright = false;
895 m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
897 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
899 R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
900 memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
901 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
903 memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
904 RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], alpha, mesh_colorscale, mesh->numverts, modelorg);
905 R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
910 static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture)
912 const msurface_t *surf;
914 if ((r_wateralpha.value < 1 && !(texture->flags & SURF_DRAWNOALPHA)) || ent->effects & EF_ADDITIVE || texture->fogtexture)
916 for (surf = texture->surfacechain;surf;surf = surf->texturechain)
918 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
919 R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->surfaces);
923 for (surf = texture->surfacechain;surf;surf = surf->texturechain)
924 RSurfShader_Water_Callback(ent, surf - ent->model->surfaces);
927 static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf)
930 const surfmesh_t *mesh;
933 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
934 memset(&m, 0, sizeof(m));
935 if (ent->effects & EF_ADDITIVE)
937 m.blendfunc1 = GL_SRC_ALPHA;
938 m.blendfunc2 = GL_ONE;
940 else if (surf->currenttexture->fogtexture != NULL || ent->alpha < 1)
942 m.blendfunc1 = GL_SRC_ALPHA;
943 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
947 m.blendfunc1 = GL_ONE;
948 m.blendfunc2 = GL_ZERO;
950 m.wantoverbright = true;
951 m.tex[0] = R_GetTexture(surf->currenttexture->texture);
952 base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
954 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
956 R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
957 memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
958 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
959 memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
960 R_FillColors(varray_color, mesh->numverts, base, base, base, ent->alpha);
961 if (!(ent->effects & EF_FULLBRIGHT))
963 if (surf->dlightframe == r_framecount)
964 RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color);
965 if (surf->flags & SURF_LIGHTMAP)
966 RSurf_AddLightmapToVertexColors(mesh->lightmapoffsets, varray_color, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
968 RSurf_FogColors(varray_vertex, varray_color, mesh_colorscale, mesh->numverts, modelorg);
969 R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
973 static void RSurfShader_Wall_Pass_BaseFullbright(const entity_render_t *ent, const msurface_t *surf)
975 const surfmesh_t *mesh;
978 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
979 memset(&m, 0, sizeof(m));
980 if (ent->effects & EF_ADDITIVE)
982 m.blendfunc1 = GL_SRC_ALPHA;
983 m.blendfunc2 = GL_ONE;
985 else if (surf->currenttexture->fogtexture != NULL || ent->alpha < 1)
987 m.blendfunc1 = GL_SRC_ALPHA;
988 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
992 m.blendfunc1 = GL_ONE;
993 m.blendfunc2 = GL_ZERO;
995 m.wantoverbright = false;
996 m.tex[0] = R_GetTexture(surf->currenttexture->texture);
998 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1000 R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
1001 memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
1002 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
1003 memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
1004 RSurf_FoggedColors(varray_vertex, varray_color, 1, 1, 1, ent->alpha, mesh_colorscale, mesh->numverts, modelorg);
1005 R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
1009 static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf)
1011 const surfmesh_t *mesh;
1014 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1015 memset(&m, 0, sizeof(m));
1016 m.blendfunc1 = GL_SRC_ALPHA;
1017 m.blendfunc2 = GL_ONE;
1018 m.wantoverbright = false;
1019 m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
1021 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1023 R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
1024 memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
1025 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
1026 memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
1027 RSurf_FoggedColors(varray_vertex, varray_color, 1, 1, 1, ent->alpha, mesh_colorscale, mesh->numverts, modelorg);
1028 R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
1032 static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf)
1034 const surfmesh_t *mesh;
1037 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1038 memset(&m, 0, sizeof(m));
1039 m.blendfunc1 = GL_SRC_ALPHA;
1040 m.blendfunc2 = GL_ONE;
1041 m.wantoverbright = false;
1042 m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
1044 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1046 R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
1047 memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
1048 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
1050 memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
1051 RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], ent->alpha, mesh_colorscale, mesh->numverts, modelorg);
1052 R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
1056 static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture)
1058 const msurface_t *surf;
1059 const surfmesh_t *mesh;
1061 int lightmaptexturenum;
1063 memset(&m, 0, sizeof(m));
1064 m.blendfunc1 = GL_ONE;
1065 m.blendfunc2 = GL_ZERO;
1066 //m.wantoverbright = false;
1067 m.tex[0] = R_GetTexture(texture->texture);
1068 m.tex[1] = R_GetTexture(texture->surfacechain->lightmaptexture);
1069 m.tex[2] = R_GetTexture(texture->detailtexture);
1070 m.texrgbscale[0] = 1;
1071 m.texrgbscale[1] = 4;
1072 m.texrgbscale[2] = 2;
1074 for (surf = texture->surfacechain;surf;surf = surf->texturechain)
1076 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1077 if (m.tex[1] != lightmaptexturenum)
1079 m.tex[1] = lightmaptexturenum;
1082 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1084 R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
1085 memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
1086 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
1087 memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
1088 memcpy(varray_texcoord[1], mesh->uv, mesh->numverts * sizeof(float[2]));
1089 memcpy(varray_texcoord[2], mesh->ab, mesh->numverts * sizeof(float[2]));
1090 cl = (float) (1 << lightscalebit) * mesh_colorscale;
1091 R_FillColors(varray_color, mesh->numverts, cl, cl, cl, 1);
1092 R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
1097 static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture)
1099 const msurface_t *surf;
1100 const surfmesh_t *mesh;
1102 int lightmaptexturenum;
1104 memset(&m, 0, sizeof(m));
1105 m.blendfunc1 = GL_ONE;
1106 m.blendfunc2 = GL_ZERO;
1107 m.wantoverbright = true;
1108 m.tex[0] = R_GetTexture(texture->texture);
1109 m.tex[1] = R_GetTexture(texture->surfacechain->lightmaptexture);
1111 for (surf = texture->surfacechain;surf;surf = surf->texturechain)
1113 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1114 if (m.tex[1] != lightmaptexturenum)
1116 m.tex[1] = lightmaptexturenum;
1119 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1121 R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
1122 memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
1123 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
1124 memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
1125 memcpy(varray_texcoord[1], mesh->uv, mesh->numverts * sizeof(float[2]));
1126 cl = (float) (1 << lightscalebit) * mesh_colorscale;
1127 R_FillColors(varray_color, mesh->numverts, cl, cl, cl, 1);
1128 R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
1133 static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture)
1135 const msurface_t *surf;
1136 const surfmesh_t *mesh;
1138 memset(&m, 0, sizeof(m));
1139 m.blendfunc1 = GL_ONE;
1140 m.blendfunc2 = GL_ZERO;
1141 //m.wantoverbright = false;
1142 m.tex[0] = R_GetTexture(texture->texture);
1144 for (surf = texture->surfacechain;surf;surf = surf->texturechain)
1146 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1148 R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
1149 memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
1150 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
1151 memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
1152 R_FillColors(varray_color, mesh->numverts, 1, 1, 1, 1);
1153 R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
1158 static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture)
1160 const msurface_t *surf;
1161 const surfmesh_t *mesh;
1163 int lightmaptexturenum;
1165 memset(&m, 0, sizeof(m));
1166 m.blendfunc1 = GL_ZERO;
1167 m.blendfunc2 = GL_SRC_COLOR;
1168 m.wantoverbright = true;
1169 m.tex[0] = R_GetTexture(texture->surfacechain->lightmaptexture);
1171 for (surf = texture->surfacechain;surf;surf = surf->texturechain)
1173 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1174 if (m.tex[0] != lightmaptexturenum)
1176 m.tex[0] = lightmaptexturenum;
1179 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1181 R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
1182 memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
1183 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
1184 memcpy(varray_texcoord[0], mesh->uv, mesh->numverts * sizeof(float[2]));
1185 cl = (float) (1 << lightscalebit) * mesh_colorscale;
1186 R_FillColors(varray_color, mesh->numverts, cl, cl, cl, 1);
1187 R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
1192 static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const texture_t *texture)
1194 const msurface_t *surf;
1195 const surfmesh_t *mesh;
1198 memset(&m, 0, sizeof(m));
1199 m.blendfunc1 = GL_SRC_ALPHA;
1200 m.blendfunc2 = GL_ONE;
1201 m.wantoverbright = true;
1202 m.tex[0] = R_GetTexture(texture->texture);
1204 for (surf = texture->surfacechain;surf;surf = surf->texturechain)
1206 if (surf->dlightframe == r_framecount)
1208 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1210 if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh))
1212 R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
1213 memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
1214 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
1215 memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
1216 R_FillColors(varray_color, mesh->numverts, 0, 0, 0, 1);
1217 RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color);
1218 RSurf_ScaleColors(varray_color, mesh_colorscale, mesh->numverts);
1219 R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
1226 static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture)
1228 const msurface_t *surf;
1229 const surfmesh_t *mesh;
1232 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1233 memset(&m, 0, sizeof(m));
1234 m.blendfunc1 = GL_SRC_ALPHA;
1235 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1236 //m.wantoverbright = false;
1239 for (surf = texture->surfacechain;surf;surf = surf->texturechain)
1241 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1243 R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
1244 memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
1245 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
1247 memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
1248 RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], 1, mesh_colorscale, mesh->numverts, modelorg);
1249 R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
1254 static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture)
1256 const msurface_t *surf;
1257 const surfmesh_t *mesh;
1259 memset(&m, 0, sizeof(m));
1260 m.blendfunc1 = GL_DST_COLOR;
1261 m.blendfunc2 = GL_SRC_COLOR;
1262 //m.wantoverbright = false;
1263 m.tex[0] = R_GetTexture(texture->detailtexture);
1265 for (surf = texture->surfacechain;surf;surf = surf->texturechain)
1267 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1269 R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
1270 memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
1271 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
1272 memcpy(varray_texcoord[0], mesh->ab, mesh->numverts * sizeof(float[2]));
1273 R_FillColors(varray_color, mesh->numverts, 1, 1, 1, 1);
1274 R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
1279 static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture)
1281 const msurface_t *surf;
1282 const surfmesh_t *mesh;
1284 memset(&m, 0, sizeof(m));
1285 m.blendfunc1 = GL_SRC_ALPHA;
1286 m.blendfunc2 = GL_ONE;
1287 //m.wantoverbright = false;
1288 m.tex[0] = R_GetTexture(texture->glowtexture);
1290 for (surf = texture->surfacechain;surf;surf = surf->texturechain)
1292 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1294 R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
1295 memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
1296 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
1297 memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
1298 R_FillColors(varray_color, mesh->numverts, mesh_colorscale, mesh_colorscale, mesh_colorscale, 1);
1299 R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
1304 static void RSurfShader_Wall_Fullbright_Callback(const void *calldata1, int calldata2)
1306 const entity_render_t *ent = calldata1;
1307 const msurface_t *surf = ent->model->surfaces + calldata2;
1308 R_Mesh_Matrix(&ent->matrix);
1309 RSurfShader_Wall_Pass_BaseFullbright(ent, surf);
1310 if (surf->currenttexture->glowtexture)
1311 RSurfShader_Wall_Pass_Glow(ent, surf);
1313 RSurfShader_Wall_Pass_Fog(ent, surf);
1316 static void RSurfShader_Wall_Fullbright(const entity_render_t *ent, const texture_t *texture)
1318 const msurface_t *surf;
1320 if (ent->effects & EF_ADDITIVE || ent->alpha < 1 || texture->fogtexture != NULL)
1322 for (surf = texture->surfacechain;surf;surf = surf->texturechain)
1324 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
1325 R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Fullbright_Callback, ent, surf - ent->model->surfaces);
1330 for (surf = texture->surfacechain;surf;surf = surf->texturechain)
1331 RSurfShader_Wall_Pass_BaseFullbright(ent, surf);
1332 if (texture->glowtexture)
1333 for (surf = texture->surfacechain;surf;surf = surf->texturechain)
1334 RSurfShader_Wall_Pass_Glow(ent, surf);
1336 for (surf = texture->surfacechain;surf;surf = surf->texturechain)
1337 RSurfShader_Wall_Pass_Fog(ent, surf);
1341 static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
1343 const entity_render_t *ent = calldata1;
1344 const msurface_t *surf = ent->model->surfaces + calldata2;
1345 R_Mesh_Matrix(&ent->matrix);
1346 RSurfShader_Wall_Pass_BaseVertex(ent, surf);
1347 if (surf->currenttexture->glowtexture)
1348 RSurfShader_Wall_Pass_Glow(ent, surf);
1350 RSurfShader_Wall_Pass_Fog(ent, surf);
1353 static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture)
1355 const msurface_t *surf;
1357 if (ent->effects & EF_ADDITIVE || ent->alpha < 1 || texture->fogtexture != NULL)
1359 // transparent vertex shaded from lightmap
1360 for (surf = texture->surfacechain;surf;surf = surf->texturechain)
1362 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
1363 R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
1366 else if (r_vertexsurfaces.integer)
1368 // opaque vertex shaded from lightmap
1369 for (surf = texture->surfacechain;surf;surf = surf->texturechain)
1370 RSurfShader_Wall_Pass_BaseVertex(ent, surf);
1371 if (texture->glowtexture)
1372 for (surf = texture->surfacechain;surf;surf = surf->texturechain)
1373 RSurfShader_Wall_Pass_Glow(ent, surf);
1375 for (surf = texture->surfacechain;surf;surf = surf->texturechain)
1376 RSurfShader_Wall_Pass_Fog(ent, surf);
1380 // opaque lightmapped
1381 if (r_textureunits.integer >= 2)
1383 if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
1384 RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture);
1387 RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture);
1388 if (r_detailtextures.integer)
1389 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture);
1394 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture);
1395 RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture);
1396 if (r_detailtextures.integer)
1397 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture);
1399 if (!r_dlightmap.integer && !(ent->effects & EF_FULLBRIGHT))
1400 RSurfShader_OpaqueWall_Pass_Light(ent, texture);
1401 if (texture->glowtexture)
1402 RSurfShader_OpaqueWall_Pass_Glow(ent, texture);
1404 RSurfShader_OpaqueWall_Pass_Fog(ent, texture);
1408 Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP};
1409 Cshader_t Cshader_wall_fullbright = {{NULL, RSurfShader_Wall_Fullbright}, 0};
1410 Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0};
1411 Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0};
1413 int Cshader_count = 4;
1414 Cshader_t *Cshaders[4] =
1416 &Cshader_wall_lightmap,
1417 &Cshader_wall_fullbright,
1422 void R_DrawSurfaces(entity_render_t *ent, int sky, int normal)
1424 int i, alttextures, texframe, framecount, numtextures, numsurfaces;
1425 texture_t *t, *textures;
1427 msurface_t *surf, *surfaces;
1433 R_Mesh_Matrix(&ent->matrix);
1436 alttextures = ent->frame != 0;
1437 texframe = (int)(cl.time * 5.0f);
1439 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1441 textures = model->textures;
1442 numtextures = model->numtextures;
1443 surfaces = model->surfaces + model->firstmodelsurface;
1444 numsurfaces = model->nummodelsurfaces;
1446 for (i = 0;i < numtextures;i++)
1447 textures[i].surfacechain = NULL;
1449 for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
1451 if (surf->visframe == r_framecount)
1453 // mark any backface surfaces as not visible
1454 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1456 if (!(surf->flags & SURF_PLANEBACK))
1457 surf->visframe = -1;
1461 if (surf->flags & SURF_PLANEBACK)
1462 surf->visframe = -1;
1464 if (surf->visframe == r_framecount)
1466 if (r_cullsurface.integer && R_CullBox (surf->poly_mins, surf->poly_maxs))
1467 surf->visframe = -1;
1471 t = surf->texinfo->texture;
1474 framecount = t->anim_total[alttextures];
1475 if (framecount >= 2)
1476 t = t->anim_frames[alttextures][texframe % framecount];
1478 t = t->anim_frames[alttextures][0];
1480 surf->currenttexture = t;
1481 surf->texturechain = t->surfacechain;
1482 t->surfacechain = surf;
1489 for (i = 0, t = textures;i < numtextures;i++, t++)
1490 if (t->surfacechain && t->shader->shaderfunc[SHADERSTAGE_SKY])
1491 t->shader->shaderfunc[SHADERSTAGE_SKY](ent, t);
1495 if (r_dynamic.integer)
1498 if (!r_vertexsurfaces.integer)
1500 for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
1502 if (surf->visframe == r_framecount && surf->lightmaptexture != NULL)
1504 if (surf->cached_dlight
1505 || surf->cached_ambient != r_ambient.value
1506 || surf->cached_lightscalebit != lightscalebit)
1507 R_BuildLightMap(ent, surf, false); // base lighting changed
1508 else if (r_dynamic.integer)
1510 if (surf->styles[0] != 255 && (d_lightstylevalue[surf->styles[0]] != surf->cached_light[0]
1511 || (surf->styles[1] != 255 && (d_lightstylevalue[surf->styles[1]] != surf->cached_light[1]
1512 || (surf->styles[2] != 255 && (d_lightstylevalue[surf->styles[2]] != surf->cached_light[2]
1513 || (surf->styles[3] != 255 && (d_lightstylevalue[surf->styles[3]] != surf->cached_light[3]))))))))
1514 R_BuildLightMap(ent, surf, false); // base lighting changed
1515 else if (surf->dlightframe == r_framecount && r_dlightmap.integer)
1516 R_BuildLightMap(ent, surf, true); // only dlights
1522 for (i = 0, t = textures;i < numtextures;i++, t++)
1523 if (t->surfacechain && t->shader->shaderfunc[SHADERSTAGE_NORMAL])
1524 t->shader->shaderfunc[SHADERSTAGE_NORMAL](ent, t);
1529 static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
1534 const entity_render_t *ent = calldata1;
1535 const mportal_t *portal = ent->model->portals + calldata2;
1536 memset(&m, 0, sizeof(m));
1537 m.blendfunc1 = GL_SRC_ALPHA;
1538 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1539 m.wantoverbright = false;
1540 R_Mesh_Matrix(&ent->matrix);
1542 R_Mesh_ResizeCheck(portal->numpoints, portal->numpoints - 2);
1543 for (i = 0;i < mesh->numtriangles;i++)
1545 varray_element[i * 3 + 0] = 0;
1546 varray_element[i * 3 + 1] = i + 1;
1547 varray_element[i * 3 + 2] = i + 2;
1549 i = portal - ent->model->portals;
1550 R_FillColors(varray_color, mesh->numverts,
1551 ((i & 0x0007) >> 0) * (1.0f / 7.0f) * mesh_colorscale,
1552 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * mesh_colorscale,
1553 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * mesh_colorscale,
1555 if (PlaneDiff(r_origin, (&portal->plane)) > 0)
1557 for (i = portal->numpoints - 1, v = varray_vertex;i >= 0;i--, v += 4)
1558 VectorCopy(portal->points[i].position, v);
1561 for (i = 0, v = varray_vertex;i < portal->numpoints;i++, v += 4)
1562 VectorCopy(portal->points[i].position, v);
1563 R_Mesh_Draw(portal->numpoints, portal->numpoints - 2);
1566 static void R_DrawPortals(entity_render_t *ent)
1569 mportal_t *portal, *endportal;
1570 float temp[3], center[3], f;
1572 if (r_drawportals.integer < 1)
1575 for (portal = ent->model->portals, endportal = portal + ent->model->numportals;portal < endportal;portal++)
1577 if (portal->here->visframe == r_framecount || portal->past->visframe == r_framecount)
1580 for (i = 0;i < portal->numpoints;i++)
1581 VectorAdd(temp, portal->points[i].position, temp);
1582 f = ixtable[portal->numpoints];
1583 VectorScale(temp, f, temp);
1584 Matrix4x4_Transform(&ent->matrix, temp, center);
1585 R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->portals);
1591 void R_DrawBrushModel(entity_render_t *ent, int sky, int normal)
1598 // because bmodels can be reused, we have to decide which things to render
1599 // from scratch every time
1601 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1602 for (i = 0;i < model->nummodelsurfaces;i++)
1604 surf = model->surfaces + model->firstmodelsurface + i;
1605 surf->visframe = r_framecount;
1606 surf->pvsframe = -1;
1607 surf->worldnodeframe = -1;
1608 surf->lightframe = -1;
1609 surf->dlightframe = -1;
1611 R_DrawSurfaces(ent, sky, normal);
1614 void R_SurfaceWorldNode (void)
1617 for (surf = r_pvsfirstsurface;surf;surf = surf->pvschain)
1618 surf->visframe = r_framecount;
1622 static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
1625 mportal_t *p, *pstack[8192];
1626 msurface_t *surf, **mark, **endmark;
1628 // LordHavoc: portal-passage worldnode with PVS;
1629 // follows portals leading outward from viewleaf, does not venture
1630 // offscreen or into leafs that are not visible, faster than Quake's
1631 // RecursiveWorldNode
1633 leaf->worldnodeframe = r_framecount;
1637 if (leaf->nummarksurfaces)
1639 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
1642 // make sure surfaces are only processed once
1643 if (surf->worldnodeframe != r_framecount)
1645 surf->worldnodeframe = r_framecount;
1646 if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
1648 if (surf->flags & SURF_PLANEBACK)
1649 surf->visframe = r_framecount;
1653 if (!(surf->flags & SURF_PLANEBACK))
1654 surf->visframe = r_framecount;
1659 // follow portals into other leafs
1660 for (p = leaf->portals;p;p = p->next)
1663 if (leaf->worldnodeframe != r_framecount)
1665 leaf->worldnodeframe = r_framecount;
1666 // FIXME: R_NotCulledBox is absolute, should be done relative
1667 if (leaf->pvsframe == r_pvsframecount && R_NotCulledBox(leaf->mins, leaf->maxs))
1669 p->visframe = r_framecount;
1670 pstack[portalstack++] = p;
1673 p = pstack[--portalstack];
1682 static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
1684 int c, leafstackpos;
1685 mleaf_t *leaf, *leafstack[8192];
1689 // LordHavoc: portal-passage worldnode with PVS;
1690 // follows portals leading outward from viewleaf, does not venture
1691 // offscreen or into leafs that are not visible, faster than Quake's
1692 // RecursiveWorldNode
1693 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1694 viewleaf->worldnodeframe = r_framecount;
1695 leafstack[0] = viewleaf;
1697 while (leafstackpos)
1700 leaf = leafstack[--leafstackpos];
1701 // only useful for drawing portals
1702 //leaf->visframe = r_framecount;
1703 // draw any surfaces bounding this leaf
1704 if (leaf->nummarksurfaces)
1705 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
1706 (*mark++)->visframe = r_framecount;
1707 // follow portals into other leafs
1708 for (p = leaf->portals;p;p = p->next)
1711 if (leaf->worldnodeframe != r_framecount)
1713 leaf->worldnodeframe = r_framecount;
1714 // FIXME: R_NotCulledBox is absolute, should be done relative
1715 if (leaf->pvsframe == r_pvsframecount && R_NotCulledBox(leaf->mins, leaf->maxs))
1716 leafstack[leafstackpos++] = leaf;
1720 //if (r_drawportals.integer)
1721 // R_DrawPortals(ent);
1725 void R_PVSUpdate (mleaf_t *viewleaf)
1727 int i, j, l, c, bits;
1730 msurface_t **mark, *surf;
1732 if (r_pvsviewleaf == viewleaf && r_pvsviewleafnovis == r_novis.integer)
1736 r_pvsviewleaf = viewleaf;
1737 r_pvsviewleafnovis = r_novis.integer;
1741 vis = Mod_LeafPVS (viewleaf, cl.worldmodel);
1742 for (j = 0;j < cl.worldmodel->numleafs;j += 8)
1747 l = cl.worldmodel->numleafs - j;
1750 for (i = 0;i < l;i++)
1752 if (bits & (1 << i))
1754 leaf = &cl.worldmodel->leafs[j + i + 1];
1755 leaf->pvsframe = r_pvsframecount;
1756 // mark surfaces bounding this leaf as visible
1757 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
1758 (*mark++)->pvsframe = r_pvsframecount;
1763 // build pvs surfacechain
1764 r_pvsfirstsurface = NULL;
1765 mark = &r_pvsfirstsurface;
1766 for (c = cl.worldmodel->nummodelsurfaces, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;c;c--, surf++)
1768 if (surf->pvsframe == r_pvsframecount)
1771 mark = &surf->pvschain;
1783 void R_DrawWorld (entity_render_t *ent)
1786 viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
1787 R_PVSUpdate(viewleaf);
1790 if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
1791 R_SurfaceWorldNode ();
1793 R_PortalWorldNode (ent, viewleaf);
1794 R_DrawSurfaces(ent, true, true);
1802 void R_DrawBrushModelSky (entity_render_t *ent)
1804 R_DrawBrushModel(ent, true, false);
1807 void R_DrawBrushModelNormal (entity_render_t *ent)
1810 R_DrawBrushModel(ent, false, true);
1813 static void gl_surf_start(void)
1817 static void gl_surf_shutdown(void)
1821 static void gl_surf_newmap(void)
1823 // reset pvs visibility variables so it will update on first frame
1824 r_pvsframecount = 1;
1825 r_pvsviewleaf = NULL;
1826 r_pvsviewleafnovis = false;
1827 r_pvsfirstsurface = NULL;
1830 void GL_Surf_Init(void)
1833 dlightdivtable[0] = 4194304;
1834 for (i = 1;i < 32768;i++)
1835 dlightdivtable[i] = 4194304 / (i << 7);
1837 Cvar_RegisterVariable(&r_ambient);
1838 Cvar_RegisterVariable(&r_vertexsurfaces);
1839 Cvar_RegisterVariable(&r_dlightmap);
1840 //Cvar_RegisterVariable(&r_drawportals);
1841 Cvar_RegisterVariable(&r_testvis);
1842 Cvar_RegisterVariable(&r_floatbuildlightmap);
1843 Cvar_RegisterVariable(&r_detailtextures);
1844 Cvar_RegisterVariable(&r_surfaceworldnode);
1845 Cvar_RegisterVariable(&r_cullsurface);
1847 R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);