rtexture_t *r_texture_whitecube;
rtexture_t *r_texture_normalizationcube;
rtexture_t *r_texture_fogattenuation;
-rtexture_t *r_texture_fogintensity;
+//rtexture_t *r_texture_fogintensity;
// information about each possible shader permutation
r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT];
double r, alpha;
#define FOGWIDTH 64
unsigned char data1[FOGWIDTH][4];
- unsigned char data2[FOGWIDTH][4];
+ //unsigned char data2[FOGWIDTH][4];
r = (-1.0/256.0) * (FOGWIDTH * FOGWIDTH);
for (x = 0;x < FOGWIDTH;x++)
{
data1[x][1] = 255 - b;
data1[x][2] = 255 - b;
data1[x][3] = 255;
- data2[x][0] = b;
- data2[x][1] = b;
- data2[x][2] = b;
- data2[x][3] = 255;
+ //data2[x][0] = b;
+ //data2[x][1] = b;
+ //data2[x][2] = b;
+ //data2[x][3] = 255;
}
r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
- r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
+ //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
}
static const char *builtinshaderstring =
"varying vec3 CubeVector;\n"
"varying vec3 LightVector;\n"
"varying vec3 EyeVector;\n"
+"#ifdef USEFOG\n"
+"varying vec3 EyeVectorModelSpace;\n"
+"#endif\n"
"\n"
"varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
"varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
"#endif\n"
"\n"
" // transform unnormalized eye direction into tangent space\n"
-" vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
-" EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
-" EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
-" EyeVector.z = dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
+"#ifndef USEFOG\n"
+" vec3 EyeVectorModelSpace;\n"
+"#endif\n"
+" EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
+" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
+" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
+" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
"\n"
"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
" VectorS = gl_MultiTexCoord1.xyz;\n"
" color.rgb *= vec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + vec3(AmbientScale);\n"
"#endif // MODE\n"
"\n"
+" color *= gl_Color;\n"
+"\n"
"#ifdef USEGLOW\n"
" color.rgb += vec3(texture2D(Texture_Glow, TexCoord));\n"
"#endif\n"
"\n"
"#ifdef USEFOG\n"
" // apply fog\n"
-" float fog = texture2D(Texture_FogMask, vec2(length(EyeVector)*FogRangeRecip, 0.0)).x;\n"
+" float fog = texture2D(Texture_FogMask, vec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)).x;\n"
" color.rgb = color.rgb * fog + FogColor * (1.0 - fog);\n"
"#endif\n"
"\n"
-" gl_FragColor = color * gl_Color;\n"
+" gl_FragColor = color;\n"
"}\n"
"\n"
"#endif // FRAGMENT_SHADER\n"
memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
}
-void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg, const vec3_t lightcolorbase, qboolean modellighting)
+void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, rtexture_t *lightmaptexture, const vec3_t modelorg, const vec3_t lightcolorbase, qboolean modellighting)
{
// select a permutation of the lighting shader appropriate to this
// combination of texture, entity, light source, and fogging, only use the
}
else
{
- if (modellighting)
- permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
- else if (r_glsl_deluxemapping.integer >= 1 && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
+ if (!(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
{
- if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
- permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
- else
+ if (modellighting)
+ permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
+ else if (r_glsl_deluxemapping.integer >= 1 && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && lightmaptexture)
+ {
+ if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
+ permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
+ else
+ permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+ }
+ else if (r_glsl_deluxemapping.integer >= 2) // fake mode
permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
}
- else if (r_glsl_deluxemapping.integer >= 2) // fake mode
- permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
if (texture->skin.glow)
permutation |= SHADERPERMUTATION_GLOW;
}
if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(texture->basetexture));
if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(texture->glosstexture));
//if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
- //if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
+ if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(texture->skin.pants));
if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(texture->skin.shirt));
- //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
- //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
+ if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
+ if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(texture->skin.glow));
if (r_glsl_permutation->loc_FogColor >= 0)
{
}
}
-static void R_DrawCollisionBrush(colbrushf_t *brush)
+static void R_DrawCollisionBrush(const colbrushf_t *brush)
{
int i;
R_Mesh_VertexPointer(brush->points->v);
GL_LockArrays(0, 0);
}
-static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface)
+static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
{
int i;
if (!surface->num_collisiontriangles)
if ((rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0) && (rsurface_model->surfmesh.data_morphvertex3f || rsurface_model->surfmesh.data_vertexboneweights))
{
rsurface_vertex3f = rsurface_array_vertex3f;
+ rsurface_svector3f = NULL;
+ rsurface_tvector3f = NULL;
+ rsurface_normal3f = NULL;
Mod_Alias_GetMesh_Vertex3f(rsurface_model, rsurface_entity->frameblend, rsurface_array_vertex3f);
- if (generatetangents || (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)))
+ if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+ generatetangents = true;
+ if (generatetangents)
+ generatenormals = true;
+ if (generatenormals && !rsurface_normal3f)
{
- rsurface_svector3f = rsurface_array_svector3f;
- rsurface_tvector3f = rsurface_array_tvector3f;
rsurface_normal3f = rsurface_array_normal3f;
- Mod_BuildTextureVectorsAndNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_array_vertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_model->surfmesh.data_element3i, rsurface_array_svector3f, rsurface_array_tvector3f, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer);
+ Mod_BuildNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_array_vertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer);
}
- else
+ if (generatetangents && !rsurface_svector3f)
{
- rsurface_svector3f = NULL;
- rsurface_tvector3f = NULL;
- if (generatenormals)
- {
- rsurface_normal3f = rsurface_array_normal3f;
- Mod_BuildNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_array_vertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer);
- }
- else
- rsurface_normal3f = NULL;
+ Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_array_vertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_normal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_svector3f, rsurface_array_tvector3f, r_smoothnormals_areaweighting.integer);
+ rsurface_svector3f = rsurface_array_svector3f;
+ rsurface_tvector3f = rsurface_array_tvector3f;
}
}
else
for (i = 0;i < 4;i++)
VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_vertex3f + (surface->num_firstvertex+i+j) * 3);
}
- Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_array_vertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_svector3f, rsurface_array_tvector3f, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer);
+ Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_array_vertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer);
+ Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_array_vertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_normal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_svector3f, rsurface_array_tvector3f, r_smoothnormals_areaweighting.integer);
}
rsurface_vertex3f = rsurface_array_vertex3f;
rsurface_svector3f = rsurface_array_svector3f;
RSurf_Draw(surface);
}
-static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, msurface_t **texturesurfacelist, const vec3_t modelorg)
+static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, rtexture_t *lightmaptexture, int texturenumsurfaces, msurface_t **texturesurfacelist, const vec3_t modelorg)
{
int texturesurfaceindex;
int lightmode;
- const msurface_t *surface;
model_t *model = ent->model;
qboolean applycolor;
qboolean applyfog;
RSurf_PrepareVerticesForBatch(ent, texture, modelorg, false, false, texturenumsurfaces, texturesurfacelist);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
int k = (int)(((size_t)surface) / sizeof(msurface_t));
GL_Color((k & 15) * (1.0f / 16.0f), ((k >> 4) & 15) * (1.0f / 16.0f), ((k >> 8) & 15) * (1.0f / 16.0f), 0.2f);
- surface = texturesurfacelist[texturesurfaceindex];
RSurf_Draw(surface);
}
}
RSurf_PrepareVerticesForBatch(ent, texture, modelorg, false, false, texturenumsurfaces, texturesurfacelist);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
RSurf_Draw(surface);
}
if (skyrendermasked)
R_Mesh_ColorPointer(NULL);
R_Mesh_ResetTextureState();
GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], texture->currentalpha);
- R_SetupSurfaceShader(ent, texture, modelorg, vec3_origin, lightmode == 2);
+ R_SetupSurfaceShader(ent, texture, lightmaptexture, modelorg, vec3_origin, lightmode == 2);
if (!r_glsl_permutation)
return;
RSurf_PrepareVerticesForBatch(ent, texture, modelorg, true, true, texturenumsurfaces, texturesurfacelist);
R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
- if (lightmode == 2)
+ if (lightmode != 2)
{
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ R_Mesh_TexCoordPointer(4, 2, model->surfmesh.data_texcoordlightmap2f);
+ if (lightmaptexture)
{
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_Draw(surface);
+ R_Mesh_TexBind(7, R_GetTexture(lightmaptexture));
+ if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
+ R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
+ R_Mesh_ColorPointer(NULL);
}
- }
- else
- {
- R_Mesh_TexCoordPointer(4, 2, model->surfmesh.data_texcoordlightmap2f);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ else
{
- surface = texturesurfacelist[texturesurfaceindex];
- if (surface->lightmaptexture)
- {
- R_Mesh_TexBind(7, R_GetTexture(surface->lightmaptexture));
- if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
- R_Mesh_TexBind(8, R_GetTexture(surface->deluxemaptexture));
- R_Mesh_ColorPointer(NULL);
- }
- else
- {
- R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
- if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
- R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
- R_Mesh_ColorPointer(model->surfmesh.data_lightmapcolor4f);
- }
- RSurf_Draw(surface);
+ R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
+ if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
+ R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
+ R_Mesh_ColorPointer(model->surfmesh.data_lightmapcolor4f);
}
}
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_Draw(surface);
+ }
qglUseProgramObjectARB(0);
}
else if (texture->currentnumlayers)
{
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog);
}
}
+ else if (lightmaptexture)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(lightmaptexture));
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
+ }
+ }
else
{
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
- if (surface->lightmaptexture)
- {
- R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
- RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
- }
- else
- {
- R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog);
- }
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog);
}
}
break;
{
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
RSurf_DrawLightmap(surface, 1, 1, 1, 1, 2, false, false);
}
}
+ else if (lightmaptexture)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(lightmaptexture));
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_DrawLightmap(surface, 1, 1, 1, 1, 0, false, false);
+ }
+ }
else
{
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
- if (surface->lightmaptexture)
- {
- R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
- RSurf_DrawLightmap(surface, 1, 1, 1, 1, 0, false, false);
- }
- else
- {
- R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- RSurf_DrawLightmap(surface, 1, 1, 1, 1, 1, false, false);
- }
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_DrawLightmap(surface, 1, 1, 1, 1, 1, false, false);
}
}
GL_LockArrays(0, 0);
R_Mesh_TextureState(&m);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, false);
}
break;
{
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog);
}
}
{
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog);
}
}
R_Mesh_TextureState(&m);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
}
break;
{
int i;
float f, *v, *c;
- surface = texturesurfacelist[texturesurfaceindex];
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
{
f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
R_Mesh_ResetTextureState();
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
for (scale = 1;scale < layertexrgbscale;scale <<= 1)
RSurf_Draw(surface);
}
R_Mesh_Matrix(&ent->matrix);
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- R_DrawTextureSurfaceList(ent, texture->currentframe, 1, &surface, modelorg);
+ R_DrawTextureSurfaceList(ent, texture->currentframe, surface->lightmaptexture, 1, &surface, modelorg);
}
-void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, msurface_t **texturesurfacelist, const vec3_t modelorg)
+void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, rtexture_t *lightmaptexture, int texturenumsurfaces, msurface_t **texturesurfacelist, const vec3_t modelorg)
{
int texturesurfaceindex;
- const msurface_t *surface;
vec3_t tempcenter, center;
if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
{
{
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
+ const msurface_t *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;
}
}
else
- R_DrawTextureSurfaceList(ent, texture, texturenumsurfaces, texturesurfacelist, modelorg);
+ R_DrawTextureSurfaceList(ent, texture, lightmaptexture, texturenumsurfaces, texturesurfacelist, modelorg);
}
extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
{
int i, j, f, flagsmask;
int counttriangles = 0;
- msurface_t *surface, **surfacechain;
texture_t *t, *texture;
+ rtexture_t *lmap;
model_t *model = ent->model;
vec3_t modelorg;
const int maxsurfacelist = 1024;
// update light styles
if (!skysurfaces && model->brushq1.light_styleupdatechains)
{
+ msurface_t *surface, **surfacechain;
for (i = 0;i < model->brushq1.light_styles;i++)
{
if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
f = 0;
t = NULL;
+ lmap = NULL;
texture = NULL;
numsurfacelist = 0;
if (ent == r_refdef.worldentity)
{
+ msurface_t *surface;
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 (t != surface->texture || lmap != surface->lightmaptexture)
{
if (numsurfacelist)
{
- R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+ R_QueueTextureSurfaceList(ent, texture, lmap, numsurfacelist, surfacelist, modelorg);
numsurfacelist = 0;
}
t = surface->texture;
+ lmap = surface->lightmaptexture;
texture = t->currentframe;
f = texture->currentmaterialflags & flagsmask;
}
counttriangles += surface->num_triangles;
if (numsurfacelist >= maxsurfacelist)
{
- R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+ R_QueueTextureSurfaceList(ent, texture, lmap, numsurfacelist, surfacelist, modelorg);
numsurfacelist = 0;
}
}
}
else
{
+ msurface_t *surface;
for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
{
- if (t != surface->texture)
+ if (t != surface->texture || lmap != surface->lightmaptexture)
{
if (numsurfacelist)
{
- R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+ R_QueueTextureSurfaceList(ent, texture, lmap, numsurfacelist, surfacelist, modelorg);
numsurfacelist = 0;
}
t = surface->texture;
+ lmap = surface->lightmaptexture;
texture = t->currentframe;
f = texture->currentmaterialflags & flagsmask;
}
counttriangles += surface->num_triangles;
if (numsurfacelist >= maxsurfacelist)
{
- R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+ R_QueueTextureSurfaceList(ent, texture, lmap, numsurfacelist, surfacelist, modelorg);
numsurfacelist = 0;
}
}
}
}
if (numsurfacelist)
- R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+ R_QueueTextureSurfaceList(ent, texture, lmap, numsurfacelist, surfacelist, modelorg);
renderstats.entities_triangles += counttriangles;
if (gl_support_fragment_shader)
qglUseProgramObjectARB(0);
if (r_showcollisionbrushes.integer && model->brush.num_brushes && !skysurfaces)
{
int i;
- msurface_t *surface;
+ const msurface_t *surface;
q3mbrush_t *brush;
R_Mesh_Matrix(&ent->matrix);
R_Mesh_ColorPointer(NULL);
if (r_showtris.integer || r_shownormals.integer)
{
int k, l;
+ msurface_t *surface;
const int *elements;
vec3_t v;
GL_DepthTest(true);