-void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, msurface_t **texturesurfacelist)
-{
- int texturesurfaceindex;
- vec3_t center, modelorg;
- rmeshstate_t m;
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- if (gl_lightmaps.integer)
- {
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- GL_DepthTest(true);
- GL_Color(1, 1, 1, 1);
- memset(&m, 0, sizeof(m));
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- m.tex[0] = R_GetTexture(surface->lightmaptexture);
- m.pointer_vertex = surface->mesh.data_vertex3f;
- m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
- R_Mesh_State(&m);
- GL_LockArrays(0, surface->mesh.num_vertices);
- R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
- GL_LockArrays(0, 0);
- }
- }
- else if (texture->rendertype != SURFRENDER_OPAQUE)
- {
- // transparent vertex shaded from lightmap
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- vec3_t tempcenter;
- 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(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brushq1.surfaces);
- }
- }
- else if (texture->flags & SURF_LIGHTMAP)
- {
- qboolean dolightmap = (ent->flags & RENDER_LIGHT);
- qboolean dobase = true;
- qboolean doambient = r_ambient.value > 0;
- qboolean dodetail = r_detailtextures.integer != 0;
- qboolean doglow = texture->skin.glow != NULL;
- qboolean dofog = fogenabled;
- // multitexture cases
- if (r_textureunits.integer >= 2 && gl_combine.integer && dobase && dolightmap)
- {
- dobase = false;
- dolightmap = false;
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- GL_DepthTest(true);
- GL_Color(1, 1, 1, 1);
- GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture->skin.base);
- m.texrgbscale[1] = 2;
- if (r_textureunits.integer >= 3 && !doambient && dodetail)
- {
- m.tex[2] = R_GetTexture(texture->skin.detail);
- m.texrgbscale[2] = 2;
- dodetail = false;
- if (r_textureunits.integer >= 3 && texture->skin.glow)
- {
- m.tex[3] = R_GetTexture(texture->skin.glow);
- m.texcombinergb[3] = GL_ADD;
- doglow = false;
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- m.tex[1] = R_GetTexture(surface->lightmaptexture);
- m.pointer_vertex = surface->mesh.data_vertex3f;
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
- m.pointer_texcoord[2] = surface->mesh.data_texcoorddetail2f;
- m.pointer_texcoord[3] = surface->mesh.data_texcoordtexture2f;
- R_Mesh_State(&m);
- GL_LockArrays(0, surface->mesh.num_vertices);
- R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
- GL_LockArrays(0, 0);
- }
- }
- else
- {
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- m.tex[1] = R_GetTexture(surface->lightmaptexture);
- m.pointer_vertex = surface->mesh.data_vertex3f;
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
- m.pointer_texcoord[2] = surface->mesh.data_texcoorddetail2f;
- R_Mesh_State(&m);
- GL_LockArrays(0, surface->mesh.num_vertices);
- R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
- GL_LockArrays(0, 0);
- }
- }
- }
- else if (r_textureunits.integer >= 3 && !doambient && !dodetail && doglow)
- {
- m.tex[2] = R_GetTexture(texture->skin.glow);
- m.texcombinergb[2] = GL_ADD;
- doglow = false;
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- m.tex[1] = R_GetTexture(surface->lightmaptexture);
- m.pointer_vertex = surface->mesh.data_vertex3f;
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
- m.pointer_texcoord[2] = surface->mesh.data_texcoordtexture2f;
- R_Mesh_State(&m);
- GL_LockArrays(0, surface->mesh.num_vertices);
- R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
- GL_LockArrays(0, 0);
- }
- }
- }
- // anything not handled above
- if (dobase)
- {
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- GL_DepthTest(true);
- GL_Color(1, 1, 1, 1);
- if (ent->flags & RENDER_LIGHT)
- GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
- else
- GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture->skin.base);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- m.pointer_vertex = surface->mesh.data_vertex3f;
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- R_Mesh_State(&m);
- GL_LockArrays(0, surface->mesh.num_vertices);
- R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
- GL_LockArrays(0, 0);
- }
- }
- GL_DepthMask(false);
- if (dolightmap)
- {
- GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
- GL_DepthMask(false);
- GL_DepthTest(true);
- GL_Color(1, 1, 1, 1);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture->skin.base);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- m.tex[0] = R_GetTexture(surface->lightmaptexture);
- m.pointer_vertex = surface->mesh.data_vertex3f;
- m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
- R_Mesh_State(&m);
- GL_LockArrays(0, surface->mesh.num_vertices);
- R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
- GL_LockArrays(0, 0);
- }
- }
- if (doambient)
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- GL_DepthTest(true);
- memset(&m, 0, sizeof(m));
- GL_Color(r_ambient.value * (1.0f / 128.0f) * ent->colormod[0], r_ambient.value * (1.0f / 128.0f) * ent->colormod[1], r_ambient.value * (1.0f / 128.0f) * ent->colormod[2], 1);
- m.tex[0] = R_GetTexture(texture->skin.base);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- m.pointer_vertex = surface->mesh.data_vertex3f;
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- R_Mesh_State(&m);
- GL_LockArrays(0, surface->mesh.num_vertices);
- R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
- GL_LockArrays(0, 0);
- }
- }
- if (dodetail)
- {
- GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
- GL_DepthMask(false);
- GL_DepthTest(true);
- GL_Color(1, 1, 1, 1);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture->skin.detail);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- m.pointer_vertex = surface->mesh.data_vertex3f;
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- R_Mesh_State(&m);
- GL_LockArrays(0, surface->mesh.num_vertices);
- R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
- GL_LockArrays(0, 0);
- }
- }
- if (doglow)
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- GL_DepthTest(true);
- GL_Color(1, 1, 1, 1);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture->skin.glow);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- m.pointer_vertex = surface->mesh.data_vertex3f;
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- R_Mesh_State(&m);
- GL_LockArrays(0, surface->mesh.num_vertices);
- R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
- GL_LockArrays(0, 0);
- }
- }
- if (dofog)
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_DepthMask(false);
- GL_DepthTest(true);
- memset(&m, 0, sizeof(m));
- m.pointer_color = varray_color4f;
- m.tex[0] = R_GetTexture(texture->skin.glow);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- m.pointer_vertex = surface->mesh.data_vertex3f;
- if (m.tex[0])
- m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
- R_Mesh_State(&m);
- RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surface->mesh.num_vertices, modelorg);
- GL_LockArrays(0, surface->mesh.num_vertices);
- R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
- GL_LockArrays(0, 0);
- }
- }
- }
- else if (texture->flags & SURF_DRAWTURB)
- {
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- RSurfShader_Transparent_Callback(ent, surface - ent->model->brushq1.surfaces);
- }
- }
- else if (texture->flags & SURF_DRAWSKY)
- {
- if (skyrendernow)
- {
- skyrendernow = false;
- if (skyrendermasked)
- R_Sky();
- }
- // LordHavoc: HalfLife maps have freaky skypolys...
- if (!ent->model->brush.ishlbsp)
- {
- R_Mesh_Matrix(&ent->matrix);
- GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
- 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);
- }
- GL_DepthMask(true);
- GL_DepthTest(true);
- memset(&m, 0, sizeof(m));
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- m.pointer_vertex = surface->mesh.data_vertex3f;
- R_Mesh_State(&m);
- GL_LockArrays(0, surface->mesh.num_vertices);
- R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
- GL_LockArrays(0, 0);
- }
- GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
- }
- }
-}
-
-void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)