- rendertype = SURFRENDER_ALPHA;
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_DepthMask(false);
- }
- else
- {
- rendertype = SURFRENDER_OPAQUE;
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(!(ent->effects & EF_NODEPTHTEST));
- }
-
- turb = (surf->flags & SURF_DRAWTURB) && r_waterscroll.value;
- fullbright = !(ent->flags & RENDER_LIGHT) || (surf->flags & SURF_DRAWFULLBRIGHT) || !surf->samples;
- base = fullbright ? 2.0f : r_ambient.value * (1.0f / 64.0f);
- if (surf->flags & SURF_DRAWTURB)
- base *= 0.5f;
- if ((surf->flags & SURF_DRAWTURB) && gl_textureshader && r_watershader.value && !fogenabled && fullbright && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
- {
- // NVIDIA Geforce3 distortion texture shader on water
- GL_Color(1, 1, 1, currentalpha);
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = surf->mesh.data_vertex3f;
- m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(r_refdef.time * 16)&63]);
- m.tex[1] = R_GetTexture(texture->skin.base);
- m.texcombinergb[0] = GL_REPLACE;
- m.texcombinergb[1] = GL_REPLACE;
- m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f;
- Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
- Matrix4x4_CreateTranslate(&m.texmatrix[1], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
- R_Mesh_State(&m);
-
- GL_ActiveTexture(0);
- qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
- GL_ActiveTexture(1);
- qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
- qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
- qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
- qglEnable(GL_TEXTURE_SHADER_NV);
-
- GL_LockArrays(0, surf->mesh.num_vertices);
- R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
- GL_LockArrays(0, 0);
-
- qglDisable(GL_TEXTURE_SHADER_NV);
- qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
- GL_ActiveTexture(0);
- }
- else
- {
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = surf->mesh.data_vertex3f;
- m.pointer_color = varray_color4f;
- m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- m.tex[0] = R_GetTexture(texture->skin.base);
- if (turb)
- {
- // scrolling in texture matrix
- Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
- }
- colorscale = 1;
- if (gl_combine.integer)
- {
- m.texrgbscale[0] = 4;
- colorscale *= 0.25f;
- }
- R_FillColors(varray_color4f, surf->mesh.num_vertices, base * ent->colormod[0], base * ent->colormod[1], base * ent->colormod[2], currentalpha);
- if (!fullbright)
- {
- if (surf->dlightframe == r_framecount)
- RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1);
- if (surf->samples)
- RSurf_AddLightmapToVertexColors_Color4f(surf->mesh.data_lightmapoffsets, varray_color4f,surf->mesh.num_vertices, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
- }
- RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
- R_Mesh_State(&m);
- GL_LockArrays(0, surf->mesh.num_vertices);
- R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
- GL_LockArrays(0, 0);
- if (texture->skin.glow)
- {
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- m.pointer_color = varray_color4f;
- m.tex[0] = R_GetTexture(texture->skin.glow);
- m.pointer_vertex = surf->mesh.data_vertex3f;
- if (m.tex[0])
- {
- m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- if (turb)
- {
- // scrolling in texture matrix
- Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
- }
- }
- R_Mesh_State(&m);
- RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
- GL_LockArrays(0, surf->mesh.num_vertices);
- R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
- GL_LockArrays(0, 0);
- }
- if (fogenabled && rendertype != SURFRENDER_ADD)
- {
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- m.pointer_color = varray_color4f;
- m.tex[0] = R_GetTexture(texture->skin.fog);
- m.pointer_vertex = surf->mesh.data_vertex3f;
- if (m.tex[0])
- {
- m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
- if (turb)
- {
- // scrolling in texture matrix
- Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
- }
- }
- R_Mesh_State(&m);
- RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
- GL_LockArrays(0, surf->mesh.num_vertices);
- R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
- GL_LockArrays(0, 0);
- }
- }
-}
-
-void R_UpdateTextureInfo(entity_render_t *ent)
-{
- int i, texframe, alttextures;
- texture_t *t;
-
- if (!ent->model)
- return;
-
- alttextures = ent->frame != 0;
- texframe = (int)(r_refdef.time * 5.0f);
- for (i = 0;i < ent->model->brushq1.numtextures;i++)
- {
- t = ent->model->brushq1.textures + i;
- t->currentalpha = ent->alpha;
- if (t->flags & SURF_WATERALPHA)
- t->currentalpha *= r_wateralpha.value;
- if (ent->effects & EF_ADDITIVE)
- t->rendertype = SURFRENDER_ADD;
- else if (t->currentalpha < 1 || t->skin.fog != NULL)
- t->rendertype = SURFRENDER_ALPHA;
- else
- t->rendertype = SURFRENDER_OPAQUE;
- // we don't need to set currentframe if t->animated is false because
- // it was already set up by the texture loader for non-animating
- if (t->animated)
- t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
- }
-}
-
-void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, msurface_t **texturesurfacelist)
-{
- int texturesurfaceindex;
- vec3_t center, modelorg;
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- rmeshstate_t m;
- 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];
- Matrix4x4_Transform(&ent->matrix, surface->poly_center, 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)
-{
- int i, j, f, *surfacevisframes, flagsmask;
- msurface_t *surface, **surfacechain;
- texture_t *t, *texture;
- model_t *model = ent->model;
- vec3_t modelorg;
- const int maxsurfacelist = 1024;
- int numsurfacelist = 0;
- msurface_t *surfacelist[1024];
- if (model == NULL)
- return;
- R_Mesh_Matrix(&ent->matrix);
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-
- if (ent != r_refdef.worldentity)
- {
- // because bmodels can be reused, we have to decide which things to render
- // from scratch every time
- int *mark = model->brushq1.surfacevisframes + model->firstmodelsurface;
- surface = model->brushq1.surfaces + model->firstmodelsurface;
- for (i = 0;i < model->nummodelsurfaces;i++, mark++, surface++)
- {
- *mark = r_framecount;
- surface->dlightframe = -1;
- }
- }
-
- // update light styles
- if (!skysurfaces)
- {
- if (r_dynamic.integer && !r_rtdlight)
- R_MarkLights(ent);
- for (i = 0;i < model->brushq1.light_styles;i++)
- {
- if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
- {
- model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
- if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
- for (;(surface = *surfacechain);surfacechain++)
- surface->cached_dlight = true;
- }
- }
- }
-
- R_UpdateTextureInfo(ent);
- surfacevisframes = model->brushq1.surfacevisframes;
- flagsmask = skysurfaces ? SURF_DRAWSKY : (SURF_DRAWTURB | SURF_LIGHTMAP);
- f = 0;
- t = NULL;
- numsurfacelist = 0;
- for (i = 0, j = model->firstmodelsurface;i < model->nummodelsurfaces;i++, j++)
- {
- if (surfacevisframes[j] == r_framecount)
- {
- surface = model->brushq1.surfaces + j;
- if (t != surface->texinfo->texture)
- {
- if (numsurfacelist)
- {
- R_DrawSurfaceList(ent, texture, numsurfacelist, surfacelist);
- numsurfacelist = 0;
- }
- t = surface->texinfo->texture;
- f = t->flags & flagsmask;
- texture = t->currentframe;
- }
- if (f)
- {
- // mark any backface surfaces as not visible
- if (PlaneDist(modelorg, surface->plane) < surface->plane->dist)
- {
- if (!(surface->flags & SURF_PLANEBACK))
- {
- surfacevisframes[j] = -1;
- continue;
- }
- }
- else
- {
- if ((surface->flags & SURF_PLANEBACK))
- {
- surfacevisframes[j] = -1;
- continue;
- }
- }
- // add face to draw list and update lightmap if necessary
- c_faces++;
- if (surface->cached_dlight && surface->lightmaptexture != NULL)
- R_BuildLightMap(ent, surface);
- surfacelist[numsurfacelist++] = surface;
- if (numsurfacelist >= maxsurfacelist)
- {
- R_DrawSurfaceList(ent, texture, numsurfacelist, surfacelist);
- numsurfacelist = 0;
- }
- }
- }
- }
- if (numsurfacelist)
- R_DrawSurfaceList(ent, texture, numsurfacelist, surfacelist);
-}
-
-static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
-{
- int i;
- float *v;
- rmeshstate_t m;
- const mportal_t *portal = calldata1;
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_DepthMask(false);
- GL_DepthTest(true);
- R_Mesh_Matrix(&r_identitymatrix);
-
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = varray_vertex3f;
- R_Mesh_State(&m);
-
- i = calldata2;
- GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
- ((i & 0x0038) >> 3) * (1.0f / 7.0f),
- ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
- 0.125f);
- if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0)
- {
- for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
- VectorCopy(portal->points[i].position, v);
- }
- else
- for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
- VectorCopy(portal->points[i].position, v);
- GL_LockArrays(0, portal->numpoints);
- R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
- GL_LockArrays(0, 0);
-}
-
-// LordHavoc: this is just a nice debugging tool, very slow
-static void R_DrawPortals(void)
-{
- int i, portalnum;
- mportal_t *portal;
- float center[3], f;
- model_t *model = r_refdef.worldmodel;
- if (model == NULL)
- return;
- for (portalnum = 0, portal = model->brushq1.portals;portalnum < model->brushq1.numportals;portalnum++, portal++)
- {
- if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
- if (!R_CullBox(portal->mins, portal->maxs))
- {
- VectorClear(center);
- for (i = 0;i < portal->numpoints;i++)
- VectorAdd(center, portal->points[i].position, center);
- f = ixtable[portal->numpoints];
- VectorScale(center, f, center);
- R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, portalnum);
- }
- }
-}
-
-void R_WorldVisibility(void)
-{
- int i, j, *mark;
- mleaf_t *leaf;
- mleaf_t *viewleaf;
- model_t *model = r_refdef.worldmodel;
- int *surfacevisframes = model->brushq1.surfacevisframes;
- int leafstackpos;
- mportal_t *p;
- mleaf_t *leafstack[8192];
-
- if (!model || !model->brushq1.PointInLeaf)
- return;
-
- viewleaf = model->brushq1.PointInLeaf(model, r_vieworigin);
- if (!viewleaf)
- return;
-
- if (viewleaf->contents == CONTENTS_SOLID || r_surfaceworldnode.integer)
- {
- // equivilant to quake's RecursiveWorldNode but faster and more effective
- for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++)
- {
- if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox (leaf->mins, leaf->maxs))
- {
- c_leafs++;
- leaf->visframe = r_framecount;
- if (leaf->nummarksurfaces)
- for (i = 0, mark = leaf->firstmarksurface;i < leaf->nummarksurfaces;i++, mark++)
- surfacevisframes[*mark] = r_framecount;
- }
- }
- }
- else
- {
- // LordHavoc: portal-passage worldnode with PVS;
- // follows portals leading outward from viewleaf, does not venture
- // offscreen or into leafs that are not visible, faster than Quake's
- // RecursiveWorldNode
- leafstack[0] = viewleaf;
- leafstackpos = 1;
- while (leafstackpos)
- {
- c_leafs++;
- leaf = leafstack[--leafstackpos];
- leaf->visframe = r_framecount;
- // draw any surfaces bounding this leaf
- if (leaf->nummarksurfaces)
- for (i = 0, mark = leaf->firstmarksurface;i < leaf->nummarksurfaces;i++, mark++)
- surfacevisframes[*mark] = r_framecount;
- // follow portals into other leafs
- for (p = leaf->portals;p;p = p->next)
- if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && p->past->visframe != r_framecount && CHECKPVSBIT(r_pvsbits, p->past->clusterindex) && !R_CullBox(p->mins, p->maxs))
- leafstack[leafstackpos++] = p->past;
- }
- }
-
- if (r_drawportals.integer)
- R_DrawPortals();
-}
-
-void R_Q1BSP_DrawSky(entity_render_t *ent)
-{
- if (ent->model == NULL)
- return;
- R_DrawSurfaces(ent, true);
-}
-
-void R_Q1BSP_Draw(entity_render_t *ent)
-{
- if (ent->model == NULL)
- return;
- c_bmodels++;
- R_DrawSurfaces(ent, false);
-}
-
-void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
-{
- model_t *model = ent->model;
- vec3_t lightmins, lightmaxs;
- int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
- const int *e;
- const float *v[3];
- msurface_t *surface;
- mleaf_t *leaf;
- const qbyte *pvs;
- lightmins[0] = relativelightorigin[0] - lightradius;
- lightmins[1] = relativelightorigin[1] - lightradius;
- lightmins[2] = relativelightorigin[2] - lightradius;
- lightmaxs[0] = relativelightorigin[0] + lightradius;
- lightmaxs[1] = relativelightorigin[1] + lightradius;
- lightmaxs[2] = relativelightorigin[2] + lightradius;
- *outnumclusterspointer = 0;
- *outnumsurfacespointer = 0;
- memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
- memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
- if (model == NULL)
- {
- VectorCopy(lightmins, outmins);
- VectorCopy(lightmaxs, outmaxs);
- return;
- }
- VectorCopy(relativelightorigin, outmins);
- VectorCopy(relativelightorigin, outmaxs);
- if (model->brush.GetPVS)
- pvs = model->brush.GetPVS(model, relativelightorigin);
- else
- pvs = NULL;
- // FIXME: use BSP recursion as lights are often small
- for (leafindex = 0, leaf = model->brushq1.data_leafs;leafindex < model->brushq1.num_leafs;leafindex++, leaf++)
- {
- if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
- {
- outmins[0] = min(outmins[0], leaf->mins[0]);
- outmins[1] = min(outmins[1], leaf->mins[1]);
- outmins[2] = min(outmins[2], leaf->mins[2]);
- outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
- outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
- outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
- if (outclusterpvs)
- {
- if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
- {
- SETPVSBIT(outclusterpvs, leaf->clusterindex);
- outclusterlist[outnumclusters++] = leaf->clusterindex;
- }
- }
- if (outsurfacepvs)
- {
- for (marksurfaceindex = 0;marksurfaceindex < leaf->nummarksurfaces;marksurfaceindex++)
- {
- surfaceindex = leaf->firstmarksurface[marksurfaceindex];
- if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
- {
- surface = model->brushq1.surfaces + surfaceindex;
- if (BoxesOverlap(lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs) && (surface->flags & SURF_LIGHTMAP) && !surface->texinfo->texture->skin.fog)
- {
- for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
- {
- v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
- v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
- v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
- if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
- {
- SETPVSBIT(outsurfacepvs, surfaceindex);
- outsurfacelist[outnumsurfaces++] = surfaceindex;
- break;
- }
- }
- }
- }
- }
- }
- }
- }
-
- // limit combined leaf box to light boundaries
- outmins[0] = max(outmins[0], lightmins[0]);
- outmins[1] = max(outmins[1], lightmins[1]);
- outmins[2] = max(outmins[2], lightmins[2]);
- outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
- outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
- outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
-
- *outnumclusterspointer = outnumclusters;
- *outnumsurfacespointer = outnumsurfaces;
-}
-
-void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
-{
- model_t *model = ent->model;
- vec3_t lightmins, lightmaxs;
- msurface_t *surface;
- int surfacelistindex;
- if (r_drawcollisionbrushes.integer < 2)
- {
- lightmins[0] = relativelightorigin[0] - lightradius;
- lightmins[1] = relativelightorigin[1] - lightradius;
- lightmins[2] = relativelightorigin[2] - lightradius;
- lightmaxs[0] = relativelightorigin[0] + lightradius;
- lightmaxs[1] = relativelightorigin[1] + lightradius;
- lightmaxs[2] = relativelightorigin[2] + lightradius;
- R_Mesh_Matrix(&ent->matrix);
- R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
- for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
- {
- surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
- R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs);
- }
- R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
- }
-}
-
-void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist)
-{
- model_t *model = ent->model;
- vec3_t lightmins, lightmaxs, modelorg;
- msurface_t *surface;
- texture_t *t;
- int surfacelistindex;
- if (r_drawcollisionbrushes.integer < 2)
- {
- lightmins[0] = relativelightorigin[0] - lightradius;
- lightmins[1] = relativelightorigin[1] - lightradius;
- lightmins[2] = relativelightorigin[2] - lightradius;
- lightmaxs[0] = relativelightorigin[0] + lightradius;
- lightmaxs[1] = relativelightorigin[1] + lightradius;
- lightmaxs[2] = relativelightorigin[2] + lightradius;
- R_Mesh_Matrix(&ent->matrix);
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- R_UpdateTextureInfo(ent);
- for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
- {
- surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
- if (r_shadow_compilingrtlight)
- {
- // if compiling an rtlight, capture the mesh
- t = surface->texinfo->texture;
- if (t->flags & SURF_LIGHTMAP && t->skin.fog == NULL)
- Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texinfo->texture->skin.base, surface->texinfo->texture->skin.gloss, surface->texinfo->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i);
- }
- else if (ent != r_refdef.worldentity || ent->model->brushq1.surfacevisframes[surface - ent->model->brushq1.surfaces] == r_framecount)
- {
- t = surface->texinfo->texture->currentframe;
- // FIXME: transparent surfaces need to be lit later
- if (t->flags & SURF_LIGHTMAP && t->rendertype == SURFRENDER_OPAQUE)
- R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale);
- }
- }
- }
-}
-
-void R_DrawCollisionBrush(colbrushf_t *brush)
-{
- int i;
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = brush->points->v;
- R_Mesh_State(&m);
- i = (int)(((size_t)brush) / sizeof(colbrushf_t));
- GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
- GL_LockArrays(0, brush->numpoints);
- R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
- GL_LockArrays(0, 0);
-}
-
-void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3msurface_t *face)
-{
- int i;
- rmeshstate_t m;
- if (!face->mesh.num_collisiontriangles)
- return;
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = face->mesh.data_collisionvertex3f;
- R_Mesh_State(&m);
- i = (int)(((size_t)face) / sizeof(q3msurface_t));
- GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
- GL_LockArrays(0, face->mesh.num_collisionvertices);
- R_Mesh_Draw(face->mesh.num_collisionvertices, face->mesh.num_collisiontriangles, face->mesh.data_collisionelement3i);
- GL_LockArrays(0, 0);
-}
-
-void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
-{
- const entity_render_t *ent = voident;
- q3msurface_t *face = ent->model->brushq3.data_faces + facenumber;
- rmeshstate_t m;
- R_Mesh_Matrix(&ent->matrix);
- memset(&m, 0, sizeof(m));
- if ((ent->effects & EF_ADDITIVE) || (face->texture->textureflags & Q3TEXTUREFLAG_ADDITIVE))
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- else
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_DepthMask(false);
- GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
- m.tex[0] = R_GetTexture(face->texture->skin.base);
- m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f;
- // LordHavoc: quake3 was not able to do this; lit transparent surfaces
- if (gl_combine.integer)
- {
- m.texrgbscale[0] = 2;
- if (r_textureunits.integer >= 2)
- {
- m.tex[1] = R_GetTexture(face->lightmaptexture);
- m.pointer_texcoord[1] = face->mesh.data_texcoordlightmap2f;
- GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha);
- }
- else
- {
- if (ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1 && ent->alpha == 1)
- m.pointer_color = face->mesh.data_lightmapcolor4f;
- else
- {
- int i;
- for (i = 0;i < face->mesh.num_vertices;i++)
- {
- varray_color4f[i*4+0] = face->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0];
- varray_color4f[i*4+1] = face->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1];
- varray_color4f[i*4+2] = face->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2];
- varray_color4f[i*4+3] = face->mesh.data_lightmapcolor4f[i*4+3] * ent->alpha;
- }
- m.pointer_color = varray_color4f;
- }
- }
- }
- else
- {
- int i;
- for (i = 0;i < face->mesh.num_vertices;i++)
- {
- varray_color4f[i*4+0] = face->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0] * 2.0f;
- varray_color4f[i*4+1] = face->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1] * 2.0f;
- varray_color4f[i*4+2] = face->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2] * 2.0f;
- varray_color4f[i*4+3] = face->mesh.data_lightmapcolor4f[i*4+3] * ent->alpha;
- }
- m.pointer_color = varray_color4f;
- }
- if (face->texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
- {
- int i, j;
- float center[3], center2[3], forward[3], right[3], up[3], v[4][3];
- matrix4x4_t matrix1, imatrix1;
- R_Mesh_Matrix(&r_identitymatrix);
- // a single autosprite surface can contain multiple sprites...
- for (j = 0;j < face->mesh.num_vertices - 3;j += 4)
- {
- VectorClear(center);
- for (i = 0;i < 4;i++)
- VectorAdd(center, face->mesh.data_vertex3f + (j+i) * 3, center);
- VectorScale(center, 0.25f, center);
- Matrix4x4_Transform(&ent->matrix, center, center2);
- // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
- Matrix4x4_FromVectors(&matrix1, face->mesh.data_normal3f + j*3, face->mesh.data_svector3f + j*3, face->mesh.data_tvector3f + j*3, center);
- Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
- for (i = 0;i < 4;i++)
- Matrix4x4_Transform(&imatrix1, face->mesh.data_vertex3f + (j+i)*3, v[i]);
- if (face->texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
- {
- forward[0] = r_vieworigin[0] - center2[0];
- forward[1] = r_vieworigin[1] - center2[1];
- forward[2] = 0;
- VectorNormalize(forward);
- right[0] = forward[1];
- right[1] = -forward[0];
- right[2] = 0;
- up[0] = 0;
- up[1] = 0;
- up[2] = 1;
- }
- else
- {
- VectorCopy(r_viewforward, forward);
- VectorCopy(r_viewright, right);
- VectorCopy(r_viewup, up);
- }
- for (i = 0;i < 4;i++)
- VectorMAMAMAM(1, center2, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (i+j) * 3);
- }
- m.pointer_vertex = varray_vertex3f;
- }
- else
- m.pointer_vertex = face->mesh.data_vertex3f;
- R_Mesh_State(&m);
- if (face->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
- qglDisable(GL_CULL_FACE);
- GL_LockArrays(0, face->mesh.num_vertices);
- R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
- GL_LockArrays(0, 0);
- if (face->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
- qglEnable(GL_CULL_FACE);
-}
-
-void R_Q3BSP_DrawFaceList(entity_render_t *ent, q3mtexture_t *t, int texturenumfaces, q3msurface_t **texturefacelist)
-{
- int i, texturefaceindex;
- rmeshstate_t m;
- if (!texturenumfaces)
- return;
- c_faces += texturenumfaces;
- // gl_lightmaps debugging mode skips normal texturing
- if (gl_lightmaps.integer)
- {
- GL_DepthMask(true);
- GL_DepthTest(true);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- qglDisable(GL_CULL_FACE);
- memset(&m, 0, sizeof(m));
- for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
- {
- q3msurface_t *face = texturefacelist[texturefaceindex];
- m.tex[0] = R_GetTexture(face->lightmaptexture);
- m.pointer_texcoord[0] = face->mesh.data_texcoordlightmap2f;
- if (face->lightmaptexture)
- {
- GL_Color(1, 1, 1, 1);
- m.pointer_color = NULL;
- }
- else
- m.pointer_color = face->mesh.data_lightmapcolor4f;
- m.pointer_vertex = face->mesh.data_vertex3f;
- R_Mesh_State(&m);
- GL_LockArrays(0, face->mesh.num_vertices);
- R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
- GL_LockArrays(0, 0);
- }
- qglEnable(GL_CULL_FACE);
- return;
- }
- // transparent surfaces get sorted for later drawing
- if ((t->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
- {
- vec3_t facecenter, center;
- // drawing sky transparently would be too difficult
- if (t->surfaceparms & Q3SURFACEPARM_SKY)
- return;
- for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
- {
- q3msurface_t *face = texturefacelist[texturefaceindex];
- facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f;
- facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f;
- facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f;
- Matrix4x4_Transform(&ent->matrix, facecenter, center);
- R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces);
- }
- return;
- }
- // sky surfaces draw sky if needed and render themselves as a depth mask
- if (t->surfaceparms & Q3SURFACEPARM_SKY)
- {
- if (skyrendernow)
- {
- skyrendernow = false;
- if (skyrendermasked)
- R_Sky();
- }
- if (!r_q3bsp_renderskydepth.integer)