+
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture);
+ m.pointer_texcoord[0] = spritetexcoord2f;
+ m.pointer_vertex = varray_vertex3f;
+ R_Mesh_State(&m);
+ GL_Color(cr * ifog, cg * ifog, cb * ifog, ca);
+ R_Mesh_Draw(0, 4, 2, polygonelements);
+
+ if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(fogtexture));
+ GL_BlendFunc(blendfunc1, GL_ONE);
+ GL_Color(fogcolor[0] * fog, fogcolor[1] * fog, fogcolor[2] * fog, ca);
+ R_Mesh_Draw(0, 4, 2, polygonelements);
+ }
+}
+
+int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v)
+{
+ int i;
+ float *vertex3f;
+ for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
+ if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
+ break;
+ if (i == mesh->numvertices)
+ {
+ if (mesh->numvertices < mesh->maxvertices)
+ {
+ VectorCopy(v, vertex3f);
+ mesh->numvertices++;
+ }
+ return mesh->numvertices;
+ }
+ else
+ return i;
+}
+
+void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
+{
+ int i;
+ int *e, element[3];
+ element[0] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3;
+ element[1] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3;
+ e = mesh->element3i + mesh->numtriangles * 3;
+ for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
+ {
+ element[2] = R_Mesh_AddVertex3f(mesh, vertex3f);
+ if (mesh->numtriangles < mesh->maxtriangles)
+ {
+ *e++ = element[0];
+ *e++ = element[1];
+ *e++ = element[2];
+ mesh->numtriangles++;
+ }
+ element[1] = element[2];
+ }
+}
+
+void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
+{
+ int planenum, planenum2;
+ int w;
+ int tempnumpoints;
+ mplane_t *plane, *plane2;
+ float temppoints[2][256*3];
+ for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
+ {
+ w = 0;
+ tempnumpoints = 4;
+ PolygonF_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->normal[3], 1024.0*1024.0*1024.0);
+ for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
+ {
+ if (planenum2 == planenum)
+ continue;
+ PolygonF_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, 1.0/32.0, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
+ w = !w;
+ }
+ if (tempnumpoints < 3)
+ continue;
+ // generate elements forming a triangle fan for this polygon
+ R_Mesh_AddPolygon3f(mesh, tempnumpoints, temppoints[w]);
+ }
+}
+
+void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, matrix4x4_t *matrix, float r, float g, float b, float a)
+{
+ texturelayer_t *layer;
+ layer = t->currentlayers + t->currentnumlayers++;
+ layer->type = type;
+ layer->depthmask = depthmask;
+ layer->blendfunc1 = blendfunc1;
+ layer->blendfunc2 = blendfunc2;
+ layer->texture = texture;
+ layer->texmatrix = *matrix;
+ layer->color[0] = r;
+ layer->color[1] = g;
+ layer->color[2] = b;
+ layer->color[3] = a;
+}
+
+void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
+{
+ // FIXME: identify models using a better check than ent->model->brush.shadowmesh
+ //int lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
+
+ {
+ texture_t *texture = t;
+ model_t *model = ent->model;
+ int s = ent->skinnum;
+ if ((unsigned int)s >= (unsigned int)model->numskins)
+ s = 0;
+ if (model->skinscenes)
+ {
+ if (model->skinscenes[s].framecount > 1)
+ s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
+ else
+ s = model->skinscenes[s].firstframe;
+ }
+ if (s > 0)
+ t = t + s * model->num_surfaces;
+ if (t->animated)
+ t = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0];
+ texture->currentframe = t;
+ }
+
+ t->currentmaterialflags = t->basematerialflags;
+ t->currentalpha = ent->alpha;
+ if (t->basematerialflags & MATERIALFLAG_WATERALPHA)
+ t->currentalpha *= r_wateralpha.value;
+ if (!(ent->flags & RENDER_LIGHT))
+ t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
+ if (ent->effects & EF_ADDITIVE)
+ t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT;
+ else if (t->currentalpha < 1)
+ t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT;
+ if (ent->effects & EF_NODEPTHTEST)
+ t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST;
+ if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
+ t->currenttexmatrix = r_waterscrollmatrix;
+ else
+ t->currenttexmatrix = r_identitymatrix;
+ t->currentnumlayers = 0;
+ if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
+ {
+ if (gl_lightmaps.integer)
+ R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, r_texture_white, &r_identitymatrix, 1, 1, 1, 1);
+ else if (t->currentmaterialflags & MATERIALFLAG_SKY)
+ {
+ // transparent sky would be ridiculous
+ if (!(t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_SKY, r_texture_white, &r_identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], 1);
+ }
+ else
+ {
+ int blendfunc1, blendfunc2, depthmask;
+ if (t->currentmaterialflags & MATERIALFLAG_ADD)
+ {
+ blendfunc1 = GL_SRC_ALPHA;
+ blendfunc2 = GL_ONE;
+ depthmask = false;
+ }
+ else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
+ {
+ blendfunc1 = GL_SRC_ALPHA;
+ blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ depthmask = false;
+ }
+ else
+ {
+ blendfunc1 = GL_ONE;
+ blendfunc2 = GL_ZERO;
+ depthmask = true;
+ }
+ if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
+ {
+ rtexture_t *currentbasetexture;
+ int layerflags = 0;
+ if (fogenabled && (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
+ currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->skin.merged) ? t->skin.merged : t->skin.base;
+ if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+ {
+ // fullbright is not affected by r_lightmapintensity
+ R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
+ if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->skin.pants)
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
+ if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->skin.shirt)
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
+ }
+ else
+ {
+ float colorscale;
+ colorscale = 2;
+ // q3bsp has no lightmap updates, so the lightstylevalue that
+ // would normally be baked into the lightmaptexture must be
+ // applied to the color
+ if (ent->model->type == mod_brushq3)
+ colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
+ colorscale *= r_lightmapintensity;
+ if (r_textureunits.integer >= 2 && gl_combine.integer)
+ R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_COMBINE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
+ else if ((t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) == 0)
+ R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale * 0.5f, ent->colormod[1] * colorscale * 0.5f, ent->colormod[2] * colorscale * 0.5f, t->currentalpha);
+ else
+ R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
+ if (r_ambient.value >= (1.0f/64.0f))
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
+ if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->skin.pants)
+ {
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
+ if (r_ambient.value >= (1.0f/64.0f))
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
+ }
+ if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->skin.shirt)
+ {
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
+ if (r_ambient.value >= (1.0f/64.0f))
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
+ }
+ }
+ if (t->skin.glow != NULL)
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.glow, &t->currenttexmatrix, 1, 1, 1, t->currentalpha);
+ if (fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
+ {
+ // if this is opaque use alpha blend which will darken the earlier
+ // passes cheaply.
+ //
+ // if this is an alpha blended material, all the earlier passes
+ // were darkened by fog already, so we only need to add the fog
+ // color ontop through the fog mask texture
+ //
+ // if this is an additive blended material, all the earlier passes
+ // were darkened by fog already, and we should not add fog color
+ // (because the background was not darkened, there is no fog color
+ // that was lost behind it).
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &r_identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], t->currentalpha);
+ }
+ }
+ }
+ }
+}
+
+void R_UpdateAllTextureInfo(entity_render_t *ent)
+{
+ int i;
+ if (ent->model)
+ for (i = 0;i < ent->model->num_textures;i++)
+ R_UpdateTextureInfo(ent, ent->model->data_textures + i);
+}
+
+float *rsurface_vertex3f;
+float *rsurface_svector3f;
+float *rsurface_tvector3f;
+float *rsurface_normal3f;
+float *rsurface_lightmapcolor4f;
+
+void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg)
+{
+ int i, j;
+ float center[3], forward[3], right[3], up[3], v[4][3];
+ matrix4x4_t matrix1, imatrix1;
+ if ((ent->frameblend[0].lerp != 1 || ent->frameblend[0].frame != 0) && (surface->groupmesh->data_morphvertex3f || surface->groupmesh->data_vertexboneweights))
+ {
+ rsurface_vertex3f = varray_vertex3f;
+ rsurface_svector3f = NULL;
+ rsurface_tvector3f = NULL;
+ rsurface_normal3f = NULL;
+ Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, surface->groupmesh, rsurface_vertex3f);
+ }
+ else
+ {
+ rsurface_vertex3f = surface->groupmesh->data_vertex3f;
+ rsurface_svector3f = surface->groupmesh->data_svector3f;
+ rsurface_tvector3f = surface->groupmesh->data_tvector3f;
+ rsurface_normal3f = surface->groupmesh->data_normal3f;
+ }
+ if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
+ {
+ if (!rsurface_svector3f)
+ {
+ rsurface_svector3f = varray_svector3f;
+ rsurface_tvector3f = varray_tvector3f;
+ rsurface_normal3f = varray_normal3f;
+ Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+ }
+ // a single autosprite surface can contain multiple sprites...
+ VectorClear(forward);
+ VectorClear(right);
+ VectorSet(up, 0, 0, 1);
+ for (j = 0;j < surface->num_vertices - 3;j += 4)
+ {
+ VectorClear(center);
+ for (i = 0;i < 4;i++)
+ VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
+ VectorScale(center, 0.25f, center);
+ // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
+ Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center);
+ Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
+ for (i = 0;i < 4;i++)
+ Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
+ forward[0] = modelorg[0] - center[0];
+ forward[1] = modelorg[1] - center[1];
+ VectorNormalize(forward);
+ right[0] = forward[1];
+ right[1] = -forward[0];
+ for (i = 0;i < 4;i++)
+ VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3);
+ }
+ rsurface_vertex3f = varray_vertex3f;
+ rsurface_svector3f = NULL;
+ rsurface_tvector3f = NULL;
+ rsurface_normal3f = NULL;
+ }
+ else if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE)
+ {
+ if (!rsurface_svector3f)
+ {
+ rsurface_svector3f = varray_svector3f;
+ rsurface_tvector3f = varray_tvector3f;
+ rsurface_normal3f = varray_normal3f;
+ Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+ }
+ Matrix4x4_Transform(&ent->inversematrix, r_viewforward, forward);
+ Matrix4x4_Transform(&ent->inversematrix, r_viewright, right);
+ Matrix4x4_Transform(&ent->inversematrix, r_viewup, up);
+ // a single autosprite surface can contain multiple sprites...
+ for (j = 0;j < surface->num_vertices - 3;j += 4)
+ {
+ VectorClear(center);
+ for (i = 0;i < 4;i++)
+ VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
+ VectorScale(center, 0.25f, center);
+ // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
+ Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center);
+ Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
+ for (i = 0;i < 4;i++)
+ Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
+ for (i = 0;i < 4;i++)
+ VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3);
+ }
+ rsurface_vertex3f = varray_vertex3f;
+ rsurface_svector3f = NULL;
+ rsurface_tvector3f = NULL;
+ rsurface_normal3f = NULL;
+ }
+ R_Mesh_VertexPointer(rsurface_vertex3f);
+}
+
+void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface, const vec3_t modelorg, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
+{
+ int i;
+ float f;
+ float *v, *c, *c2;
+ if (lightmode >= 2)
+ {
+ // model lighting
+ vec4_t ambientcolor4f;
+ vec3_t diffusecolor;
+ vec3_t diffusenormal;
+ if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, r*0.5f, g*0.5f, b*0.5f, a, false))
+ {
+ rsurface_lightmapcolor4f = varray_color4f;
+ if (rsurface_normal3f == NULL)
+ {
+ rsurface_normal3f = varray_normal3f;
+ Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+ }
+ R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, surface->groupmesh->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, rsurface_lightmapcolor4f + 4 * surface->num_firstvertex);
+ r = 1;
+ g = 1;
+ b = 1;
+ a = 1;
+ applycolor = false;
+ }
+ else
+ {
+ r = ambientcolor4f[0];
+ g = ambientcolor4f[1];
+ b = ambientcolor4f[2];
+ a = ambientcolor4f[3];
+ rsurface_lightmapcolor4f = NULL;
+ }
+ }
+ else if (lightmode >= 1)
+ {
+ if (surface->lightmapinfo)
+ {
+ for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+ {
+ const unsigned char *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i];
+ if (lm)
+ {
+ float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
+ VectorScale(lm, scale, c);
+ if (surface->lightmapinfo->styles[1] != 255)
+ {
+ int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
+ lm += size3;
+ scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (surface->lightmapinfo->styles[2] != 255)
+ {
+ lm += size3;
+ scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (surface->lightmapinfo->styles[3] != 255)
+ {
+ lm += size3;
+ scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ }
+ }
+ }
+ }
+ else
+ VectorClear(c);
+ }
+ rsurface_lightmapcolor4f = varray_color4f;
+ }
+ else
+ rsurface_lightmapcolor4f = surface->groupmesh->data_lightmapcolor4f;
+ }
+ else
+ rsurface_lightmapcolor4f = NULL;
+ if (applyfog)
+ {
+ if (rsurface_lightmapcolor4f)
+ {
+ for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
+ {
+ f = 1 - VERTEXFOGTABLE(VectorDistance(v, modelorg));
+ c2[0] = c[0] * f;
+ c2[1] = c[1] * f;
+ c2[2] = c[2] * f;
+ c2[3] = c[3];
+ }
+ }
+ else
+ {
+ for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
+ {
+ f = 1 - VERTEXFOGTABLE(VectorDistance(v, modelorg));
+ c2[0] = f;
+ c2[1] = f;
+ c2[2] = f;
+ c2[3] = 1;
+ }
+ }
+ rsurface_lightmapcolor4f = varray_color4f;
+ }
+ if (applycolor && rsurface_lightmapcolor4f)
+ {
+ for (i = 0, c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
+ {
+ c2[0] = c[0] * r;
+ c2[1] = c[1] * g;
+ c2[2] = c[2] * b;
+ c2[3] = c[3] * a;
+ }
+ rsurface_lightmapcolor4f = varray_color4f;
+ }
+ R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
+ GL_Color(r, g, b, a);
+}
+
+static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
+{
+ int texturesurfaceindex;
+ int lightmode;
+ const msurface_t *surface;
+ qboolean applycolor;
+ rmeshstate_t m;
+ if (texture->currentmaterialflags & MATERIALFLAG_NODRAW)
+ return;
+ renderstats.entities_surfaces += texturenumsurfaces;
+ // FIXME: identify models using a better check than ent->model->brush.shadowmesh
+ lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
+ GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+ if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
+ qglDisable(GL_CULL_FACE);
+ if (texture->currentnumlayers)
+ {
+ int layerindex;
+ texturelayer_t *layer;
+ for (layerindex = 0, layer = texture->currentlayers;layerindex < texture->currentnumlayers;layerindex++, layer++)
+ {
+ vec4_t layercolor;
+ int layertexrgbscale;
+ GL_DepthMask(layer->depthmask);
+ GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
+ if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
+ {
+ layertexrgbscale = 4;
+ VectorScale(layer->color, 0.25f, layercolor);
+ }
+ else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
+ {
+ layertexrgbscale = 2;
+ VectorScale(layer->color, 0.5f, layercolor);
+ }
+ else
+ {
+ layertexrgbscale = 1;
+ VectorScale(layer->color, 1.0f, layercolor);
+ }
+ layercolor[3] = layer->color[3];
+ GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
+ applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
+ switch (layer->type)
+ {
+ case TEXTURELAYERTYPE_SKY:
+ if (skyrendernow)
+ {
+ skyrendernow = false;
+ if (skyrendermasked)
+ {
+ R_Sky();
+ // restore entity matrix and GL_Color
+ R_Mesh_Matrix(&ent->matrix);
+ GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
+ }
+ }
+ // LordHavoc: HalfLife maps have freaky skypolys...
+ //if (!ent->model->brush.ishlbsp)
+ {
+ if (skyrendermasked)
+ {
+ // depth-only (masking)
+ GL_ColorMask(0,0,0,0);
+ // just to make sure that braindead drivers don't draw anything
+ // despite that colormask...
+ GL_BlendFunc(GL_ZERO, GL_ONE);
+ }
+ else
+ {
+ // fog sky
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ }
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State(&m);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+ if (skyrendermasked)
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+ }
+ break;
+ case TEXTURELAYERTYPE_LITTEXTURE_COMBINE:
+ memset(&m, 0, sizeof(m));
+ m.tex[1] = R_GetTexture(layer->texture);
+ m.texmatrix[1] = layer->texmatrix;
+ m.texrgbscale[1] = layertexrgbscale;
+ m.pointer_color = varray_color4f;
+ R_Mesh_State(&m);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+ R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
+ if (lightmode == 2)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
+ }
+ else if (surface->lightmaptexture)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+ RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
+ }
+ else
+ {
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
+ }
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+ break;
+ case TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS:
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(layer->texture);
+ m.texmatrix[0] = layer->texmatrix;
+ m.pointer_color = varray_color4f;
+ m.texrgbscale[0] = layertexrgbscale;
+ R_Mesh_State(&m);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+ if (lightmode == 2)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, 2, false, false);
+ }
+ else if (surface->lightmaptexture)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+ R_Mesh_ColorPointer(NULL);
+ }
+ else
+ {
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, 1, false, false);
+ }
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+ GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(layer->texture);
+ m.texmatrix[0] = layer->texmatrix;
+ m.pointer_color = varray_color4f;
+ m.texrgbscale[0] = layertexrgbscale;
+ R_Mesh_State(&m);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+ break;
+ case TEXTURELAYERTYPE_LITTEXTURE_VERTEX:
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(layer->texture);
+ m.texmatrix[0] = layer->texmatrix;
+ m.texrgbscale[0] = layertexrgbscale;
+ m.pointer_color = varray_color4f;
+ R_Mesh_State(&m);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], lightmode ? lightmode : 1, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+ break;
+ case TEXTURELAYERTYPE_TEXTURE:
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(layer->texture);
+ m.texmatrix[0] = layer->texmatrix;
+ m.pointer_color = varray_color4f;
+ m.texrgbscale[0] = layertexrgbscale;
+ R_Mesh_State(&m);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+ break;
+ case TEXTURELAYERTYPE_FOG:
+ memset(&m, 0, sizeof(m));
+ if (layer->texture)
+ {
+ m.tex[0] = R_GetTexture(layer->texture);
+ m.texmatrix[0] = layer->texmatrix;
+ }
+ R_Mesh_State(&m);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ int i;
+ float f, *v, *c;
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ if (layer->texture)
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ R_Mesh_ColorPointer(varray_color4f);
+ for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
+ {
+ f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
+ c[0] = layercolor[0];
+ c[1] = layercolor[1];
+ c[2] = layercolor[2];
+ c[3] = f * layercolor[3];
+ }
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+ break;
+ default:
+ Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
+ }
+ // if trying to do overbright on first pass of an opaque surface
+ // when combine is not supported, brighten as a post process
+ if (layertexrgbscale > 1 && !gl_combine.integer && layer->depthmask)
+ {
+ int scale;
+ GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+ GL_Color(1, 1, 1, 1);
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State(&m);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ for (scale = 1;scale < layertexrgbscale;scale <<= 1)
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+ }
+ }
+ }
+ if (r_shownormals.integer && !r_showtrispass)
+ {
+ int j, k;
+ float v[3];
+ GL_DepthTest(!r_showdisabledepthtest.integer);
+ GL_DepthMask(texture->currentlayers->depthmask);
+ GL_BlendFunc(texture->currentlayers->blendfunc1, texture->currentlayers->blendfunc2);
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State(&m);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ if (!rsurface_svector3f)
+ {
+ rsurface_svector3f = varray_svector3f;
+ rsurface_tvector3f = varray_tvector3f;
+ rsurface_normal3f = varray_normal3f;
+ Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+ }
+ GL_Color(1, 0, 0, 1);
+ qglBegin(GL_LINES);
+ for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++)
+ {
+ VectorCopy(rsurface_vertex3f + k * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ VectorMA(v, 8, rsurface_svector3f + k * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ }
+ GL_Color(0, 0, 1, 1);
+ for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++)
+ {
+ VectorCopy(rsurface_vertex3f + k * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ VectorMA(v, 8, rsurface_tvector3f + k * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ }
+ GL_Color(0, 1, 0, 1);
+ for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++)
+ {
+ VectorCopy(rsurface_vertex3f + k * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ VectorMA(v, 8, rsurface_normal3f + k * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ }
+ qglEnd();
+ }
+ }
+ }
+ if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
+ qglEnable(GL_CULL_FACE);
+}
+
+static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
+{
+ const msurface_t *surface = ent->model->data_surfaces + surfacenumber;
+ vec3_t modelorg;
+ texture_t *texture;
+
+ texture = surface->texture;
+ if (texture->basematerialflags & MATERIALFLAG_SKY)
+ return; // transparent sky is too difficult
+ R_UpdateTextureInfo(ent, texture);
+
+ R_Mesh_Matrix(&ent->matrix);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ R_DrawTextureSurfaceList(ent, texture->currentframe, 1, &surface, modelorg);
+}
+
+void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
+{
+ int texturesurfaceindex;
+ const msurface_t *surface;
+ vec3_t tempcenter, center;
+ if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+ {
+ // drawing sky transparently would be too difficult
+ if (!(texture->currentmaterialflags & MATERIALFLAG_SKY))
+ {
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
+ tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
+ tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
+ Matrix4x4_Transform(&ent->matrix, tempcenter, center);
+ R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_DrawSurface_TransparentCallback, ent, surface - ent->model->data_surfaces, r_shadow_rtlight);
+ }
+ }
+ }
+ else
+ R_DrawTextureSurfaceList(ent, texture, texturenumsurfaces, texturesurfacelist, modelorg);
+}
+
+extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
+void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
+{
+ int i, j, f, flagsmask;
+ int counttriangles = 0;
+ msurface_t *surface, **surfacechain;
+ texture_t *t, *texture;
+ model_t *model = ent->model;
+ vec3_t modelorg;
+ const int maxsurfacelist = 1024;
+ int numsurfacelist = 0;
+ const msurface_t *surfacelist[1024];
+ if (model == NULL)
+ return;
+ R_Mesh_Matrix(&ent->matrix);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+
+ // update light styles
+ if (!skysurfaces && model->brushq1.light_styleupdatechains)
+ {
+ for (i = 0;i < model->brushq1.light_styles;i++)
+ {
+ if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
+ {
+ model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
+ if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
+ for (;(surface = *surfacechain);surfacechain++)
+ surface->cached_dlight = true;
+ }
+ }
+ }
+
+ R_UpdateAllTextureInfo(ent);
+ flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
+ f = 0;
+ t = NULL;
+ texture = NULL;
+ numsurfacelist = 0;
+ if (ent == r_refdef.worldentity)
+ {
+ for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+ {
+ if (!r_worldsurfacevisible[j])
+ continue;
+ if (t != surface->texture)
+ {
+ if (numsurfacelist)
+ {
+ R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+ numsurfacelist = 0;
+ }
+ t = surface->texture;
+ texture = t->currentframe;
+ f = texture->currentmaterialflags & flagsmask;
+ }
+ if (f && surface->num_triangles)
+ {
+ // if lightmap parameters changed, rebuild lightmap texture
+ if (surface->cached_dlight && surface->lightmapinfo->samples)
+ R_BuildLightMap(ent, surface);
+ // add face to draw list
+ surfacelist[numsurfacelist++] = surface;
+ counttriangles += surface->num_triangles;
+ if (numsurfacelist >= maxsurfacelist)
+ {
+ R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+ numsurfacelist = 0;
+ }
+ }
+ }
+ }
+ else
+ {
+ for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+ {
+ if (t != surface->texture)
+ {
+ if (numsurfacelist)
+ {
+ R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+ numsurfacelist = 0;
+ }
+ t = surface->texture;
+ texture = t->currentframe;
+ f = texture->currentmaterialflags & flagsmask;
+ }
+ if (f && surface->num_triangles)
+ {
+ // if lightmap parameters changed, rebuild lightmap texture
+ if (surface->cached_dlight && surface->lightmapinfo->samples)
+ R_BuildLightMap(ent, surface);
+ // add face to draw list
+ surfacelist[numsurfacelist++] = surface;
+ counttriangles += surface->num_triangles;
+ if (numsurfacelist >= maxsurfacelist)
+ {
+ R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+ numsurfacelist = 0;
+ }
+ }
+ }
+ }
+ if (numsurfacelist)
+ R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+ if (!r_showtrispass)
+ renderstats.entities_triangles += counttriangles;