qboolean r_rtdlightshadows;
-// forces all rendering to draw triangle outlines
-int r_showtrispass;
-
// view origin
vec3_t r_vieworigin;
vec3_t r_viewforward;
int r_view_height;
int r_view_depth;
matrix4x4_t r_view_matrix;
-
+float r_polygonfactor;
+float r_polygonoffset;
+float r_shadowpolygonfactor;
+float r_shadowpolygonoffset;
//
// screen size info
//
refdef_t r_refdef;
cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
+cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "shows surfaces as different colors"};
cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
-cvar_t r_showtris_polygonoffset = {0, "r_showtris_polygonoffset", "-10", "nudges triangle outlines in hardware depth units, used to make outlines appear infront of walls"};
cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
+cvar_t r_q1bsp_skymasking = {0, "r_qb1sp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
cvar_t r_glsl_offsetmapping = {0, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
cvar_t r_glsl_offsetmapping_reliefmapping = {0, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
cvar_t r_glsl_offsetmapping_scale = {0, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
-cvar_t r_glsl_usehalffloat = {0, "r_glsl_usehalffloat", "0", "use half and hvec variables in GLSL shader for a speed gain (NVIDIA only)"};
-cvar_t r_glsl_surfacenormalize = {0, "r_glsl_surfacenormalize", "1", "normalize bumpmap texels in GLSL shader, produces a more rounded look on small bumps and dents"};
cvar_t r_glsl_deluxemapping = {0, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
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];
break;
}
intensity = 127.0f / sqrt(DotProduct(v, v));
- data[side][y][x][0] = 128.0f + intensity * v[0];
- data[side][y][x][1] = 128.0f + intensity * v[1];
- data[side][y][x][2] = 128.0f + intensity * v[2];
+ data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
+ data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
+ data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
data[side][y][x][3] = 255;
}
}
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 =
"\n"
"// common definitions between vertex shader and fragment shader:\n"
"\n"
-"// use half floats if available for math performance\n"
-"#ifdef GEFORCEFX\n"
-"#define myhalf half\n"
-"#define myhvec2 hvec2\n"
-"#define myhvec3 hvec3\n"
-"#define myhvec4 hvec4\n"
-"#else\n"
-"#define myhalf float\n"
-"#define myhvec2 vec2\n"
-"#define myhvec3 vec3\n"
-"#define myhvec4 vec4\n"
-"#endif\n"
-"\n"
"varying vec2 TexCoord;\n"
-"#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
"varying vec2 TexCoordLightmap;\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"varying myhvec3 CubeVector;\n"
-"#endif\n"
"\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
+"varying vec3 CubeVector;\n"
"varying vec3 LightVector;\n"
-"#endif\n"
-"\n"
-"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
"varying vec3 EyeVector;\n"
+"#ifdef USEFOG\n"
+"varying vec3 EyeVectorModelSpace;\n"
"#endif\n"
"\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-"varying myhvec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
-"varying myhvec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
-"varying myhvec3 VectorR; // direction of R texcoord (surface normal)\n"
-"#endif\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"
+"varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
"\n"
"\n"
"\n"
"// vertex shader specific:\n"
"#ifdef VERTEX_SHADER\n"
"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
"uniform vec3 LightPosition;\n"
-"#endif\n"
-"\n"
-"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
"uniform vec3 EyePosition;\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-"uniform myhvec3 LightDir;\n"
-"#endif\n"
+"uniform vec3 LightDir;\n"
"\n"
"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
"\n"
"void main(void)\n"
"{\n"
+" gl_FrontColor = gl_Color;\n"
" // copy the surface texcoord\n"
" TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
"#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
" TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
"#endif\n"
-" gl_FrontColor = gl_Color;\n"
"\n"
"#ifdef MODE_LIGHTSOURCE\n"
" // transform vertex position into light attenuation/cubemap space\n"
" LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
"#endif\n"
"\n"
-"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\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"
" gl_Position = ftransform();\n"
"}\n"
"\n"
-"#endif\n"
+"#endif // VERTEX_SHADER\n"
"\n"
"\n"
"\n"
"// fragment shader specific:\n"
"#ifdef FRAGMENT_SHADER\n"
"\n"
-"uniform myhvec3 LightColor;\n"
-"#ifdef USEOFFSETMAPPING\n"
-"uniform myhalf OffsetMapping_Scale;\n"
-"uniform myhalf OffsetMapping_Bias;\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTION) || defined(USEOFFSETMAPPING)\n"
"uniform sampler2D Texture_Normal;\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-"uniform myhvec3 AmbientColor;\n"
-"uniform myhvec3 DiffuseColor;\n"
-"uniform myhvec3 SpecularColor;\n"
-"#endif\n"
-"\n"
"uniform sampler2D Texture_Color;\n"
-"\n"
-"#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
-"uniform sampler2D Texture_Lightmap;\n"
-"#endif\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
-"uniform sampler2D Texture_Deluxemap;\n"
-"#endif\n"
-"\n"
-"#ifdef USEGLOW\n"
-"uniform sampler2D Texture_Glow;\n"
-"#endif\n"
-"\n"
-"#ifdef USECOLORMAPPING\n"
-"uniform sampler2D Texture_Pants;\n"
-"uniform sampler2D Texture_Shirt;\n"
-"uniform myhvec3 Color_Pants;\n"
-"uniform myhvec3 Color_Shirt;\n"
-"#endif\n"
-"\n"
-"uniform myhalf AmbientScale;\n"
-"uniform myhalf DiffuseScale;\n"
-"#ifdef USESPECULAR\n"
-"uniform myhalf SpecularScale;\n"
-"uniform myhalf SpecularPower;\n"
"uniform sampler2D Texture_Gloss;\n"
-"#endif\n"
-"\n"
-"#ifdef USECUBEFILTER\n"
"uniform samplerCube Texture_Cube;\n"
-"#endif\n"
-"\n"
-"#ifdef USEFOG\n"
-"uniform myhvec3 FogColor;\n"
-"uniform myhalf FogRangeRecip;\n"
"uniform sampler2D Texture_FogMask;\n"
-"#endif\n"
+"uniform sampler2D Texture_Pants;\n"
+"uniform sampler2D Texture_Shirt;\n"
+"uniform sampler2D Texture_Lightmap;\n"
+"uniform sampler2D Texture_Deluxemap;\n"
+"uniform sampler2D Texture_Glow;\n"
"\n"
-"#ifdef USEEASTEREGG\n"
-"void main(void)\n"
-"{\n"
-" gl_FragColor = myhvec4(0, 0, 0, 1);;\n"
-" int i;\n"
-" float o;\n"
-" vec2 p = vec2(CubeVector.x * 16.0, CubeVector.y * 16.0);\n"
-" vec2 c = vec2(CubeVector.x * 16.0, CubeVector.y * 16.0);\n"
-" for (i = 0;i < 1000 && dot(p,p) < 4.0;i = i + 1)\n"
-" {\n"
-" o = p.x * p.x - p.y * p.y;\n"
-" p.y = 2.0 * p.x * p.y;\n"
-" p.x = o;\n"
-" p += c;\n"
-" }\n"
-" o = float(i) * 0.314;\n"
-" if (i < 1000)\n"
-" gl_FragColor = vec4(cos(o), sin(o), sin(o * 0.2), 1);\n"
-"}\n"
-"#else // USEEASTEREGG\n"
+"uniform vec3 LightColor;\n"
+"uniform vec3 AmbientColor;\n"
+"uniform vec3 DiffuseColor;\n"
+"uniform vec3 SpecularColor;\n"
+"uniform vec3 Color_Pants;\n"
+"uniform vec3 Color_Shirt;\n"
+"uniform vec3 FogColor;\n"
"\n"
+"uniform float OffsetMapping_Scale;\n"
+"uniform float OffsetMapping_Bias;\n"
+"uniform float FogRangeRecip;\n"
"\n"
+"uniform float AmbientScale;\n"
+"uniform float DiffuseScale;\n"
+"uniform float SpecularScale;\n"
+"uniform float SpecularPower;\n"
"\n"
"void main(void)\n"
"{\n"
" // apply offsetmapping\n"
"#ifdef USEOFFSETMAPPING\n"
-" myhvec2 TexCoordOffset = TexCoord;\n"
+" vec2 TexCoordOffset = TexCoord;\n"
"#define TexCoord TexCoordOffset\n"
"\n"
-" myhvec3 eyedir = myhvec3(normalize(EyeVector));\n"
-" myhalf depthbias = 1.0 - eyedir.z; // should this be a -?\n"
+" vec3 eyedir = vec3(normalize(EyeVector));\n"
+" float depthbias = 1.0 - eyedir.z; // should this be a -?\n"
" depthbias = 1.0 - depthbias * depthbias;\n"
"\n"
"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
" // 14 sample relief mapping: linear search and then binary search\n"
-" myhvec3 OffsetVector = myhvec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * myhvec2(-0.1, 0.1), -0.1);\n"
+" vec3 OffsetVector = vec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
" vec3 RT = vec3(TexCoord - OffsetVector.xy * 10.0, 1.0) + OffsetVector;\n"
" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
" TexCoord = RT.xy;\n"
"#else\n"
" // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
-" myhvec2 OffsetVector = myhvec2((EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * myhvec2(-0.333, 0.333));\n"
+" vec2 OffsetVector = vec2((EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333));\n"
+" //TexCoord += OffsetVector * 3.0;\n"
" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
"#endif\n"
"\n"
" // combine the diffuse textures (base, pants, shirt)\n"
-" myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
+" vec4 color = vec4(texture2D(Texture_Color, TexCoord));\n"
"#ifdef USECOLORMAPPING\n"
-" color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
+" color.rgb += vec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + vec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
"#endif\n"
"\n"
"\n"
" // light source\n"
"\n"
" // get the surface normal and light normal\n"
-"#ifdef SURFACENORMALIZE\n"
-" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
-"#else\n"
-" myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
-"#endif\n"
-" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
+" vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
+" vec3 diffusenormal = vec3(normalize(LightVector));\n"
"\n"
" // calculate directional shading\n"
" color.rgb *= (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
"#ifdef USESPECULAR\n"
-" myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
-" color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+" vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n"
+" color.rgb += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
"#endif\n"
"\n"
"#ifdef USECUBEFILTER\n"
" // apply light cubemap filter\n"
-" color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
+" //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
+" color.rgb *= vec3(textureCube(Texture_Cube, CubeVector));\n"
"#endif\n"
"\n"
" // apply light color\n"
-" color.rgb = color.rgb * LightColor;\n"
+" color.rgb *= LightColor;\n"
"\n"
" // apply attenuation\n"
" //\n"
" // directional model lighting\n"
"\n"
" // get the surface normal and light normal\n"
-"#ifdef SURFACENORMALIZE\n"
-" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
-"#else\n"
-" myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
-"#endif\n"
-" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
-"\n"
+" vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
+" vec3 diffusenormal = vec3(normalize(LightVector));\n"
"\n"
" // calculate directional shading\n"
" color.rgb *= AmbientColor + DiffuseColor * max(dot(surfacenormal, diffusenormal), 0.0);\n"
"#ifdef USESPECULAR\n"
-" myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
-" color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+" vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n"
+" color.rgb += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
"#endif\n"
"\n"
"\n"
" // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
"\n"
" // get the surface normal and light normal\n"
-"#ifdef SURFACENORMALIZE\n"
-" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
-"#else\n"
-" myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
-"#endif\n"
-" myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5;\n"
-" myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, VectorS), dot(diffusenormal_modelspace, VectorT), dot(diffusenormal_modelspace, VectorR)));\n"
+" vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
+" vec3 diffusenormal_modelspace = vec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5;\n"
+" vec3 diffusenormal = normalize(vec3(dot(diffusenormal_modelspace, VectorS), dot(diffusenormal_modelspace, VectorT), dot(diffusenormal_modelspace, VectorR)));\n"
"\n"
" // calculate directional shading\n"
-" myhvec3 tempcolor = color.rgb * (DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+" vec3 tempcolor = color.rgb * (DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
"#ifdef USESPECULAR\n"
-" myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
-" tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+" vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n"
+" tempcolor += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
"#endif\n"
"\n"
" // apply lightmap color\n"
-" color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * myhvec3(AmbientScale);\n"
+" color.rgb = tempcolor * vec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * vec3(AmbientScale);\n"
"\n"
"\n"
"\n"
" // deluxemap lightmapping using light vectors in tangentspace\n"
"\n"
" // get the surface normal and light normal\n"
-"#ifdef SURFACENORMALIZE\n"
-" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
-" myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5);\n"
-"#else\n"
-" myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
-" myhvec3 diffusenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap));\n"
-"#endif\n"
+" vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
+" vec3 diffusenormal = normalize(vec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5);\n"
"\n"
" // calculate directional shading\n"
-" myhvec3 tempcolor = color.rgb * (DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+" vec3 tempcolor = color.rgb * (DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
"#ifdef USESPECULAR\n"
-" myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
-" tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+" vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n"
+" tempcolor += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
"#endif\n"
"\n"
" // apply lightmap color\n"
-" color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * myhvec3(AmbientScale);\n"
+" color.rgb = tempcolor * vec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * vec3(AmbientScale);\n"
"\n"
"\n"
"\n"
"\n"
"#else // MODE none (lightmap)\n"
" // apply lightmap color\n"
-" color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\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 += myhvec3(texture2D(Texture_Glow, TexCoord));\n"
+" color.rgb += vec3(texture2D(Texture_Glow, TexCoord));\n"
"#endif\n"
"\n"
"#ifdef USEFOG\n"
" // apply fog\n"
-" myhalf fog = texture2D(Texture_FogMask, myhvec2(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"
-"#endif // !USEEASTEREGG\n"
"\n"
-"#endif\n"
+"#endif // FRAGMENT_SHADER\n"
;
void R_GLSL_CompilePermutation(int permutation)
fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING_RELIEFMAPPING\n";
strlcat(permutationname, " OFFSETMAPPING_RELIEFMAPPING", sizeof(permutationname));
}
- if (permutation & SHADERPERMUTATION_SURFACENORMALIZE)
- {
- vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
- fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
- strlcat(permutationname, " surfacenormalize", sizeof(permutationname));
- }
- if (permutation & SHADERPERMUTATION_GEFORCEFX)
- {
- vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
- fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
- strlcat(permutationname, " halffloat", sizeof(permutationname));
- }
shaderstring = (char *)FS_LoadFile("glsl/default.glsl", r_main_mempool, false, NULL);
if (shaderstring)
{
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_offsetmapping_reliefmapping.integer)
permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
}
- if (r_glsl_surfacenormalize.integer)
- permutation |= SHADERPERMUTATION_SURFACENORMALIZE;
- if (r_glsl_usehalffloat.integer)
- permutation |= SHADERPERMUTATION_GEFORCEFX;
if (!r_glsl_permutations[permutation].program)
{
if (!r_glsl_permutations[permutation].compiled)
if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
{
R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
- if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
+ //if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);
if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_shadow_rtlight->ambientscale);
{
if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_lightmapintensity * 2.0f);
- if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale * 2.0f);
+ if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_lightmapintensity * specularscale * 2.0f);
}
if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(texture->skin.nmap));
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_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_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(texture->skin.glow));
if (r_glsl_permutation->loc_FogColor >= 0)
{
void gl_main_start(void)
{
- // use half float math where available (speed gain on NVIDIA GFFX and GF6)
- if (gl_support_half_float)
- Cvar_SetValue("r_glsl_usehalffloat", 1);
r_main_texturepool = R_AllocTexturePool();
r_bloom_texture_screen = NULL;
r_bloom_texture_bloom = NULL;
Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed\n");
FOG_registercvars(); // FIXME: move this fog stuff to client?
Cvar_RegisterVariable(&r_nearclip);
+ Cvar_RegisterVariable(&r_showsurfaces);
Cvar_RegisterVariable(&r_showtris);
- Cvar_RegisterVariable(&r_showtris_polygonoffset);
Cvar_RegisterVariable(&r_shownormals);
Cvar_RegisterVariable(&r_showlighting);
Cvar_RegisterVariable(&r_showshadowvolumes);
Cvar_RegisterVariable(&r_wateralpha);
Cvar_RegisterVariable(&r_dynamic);
Cvar_RegisterVariable(&r_fullbright);
+ Cvar_RegisterVariable(&r_q1bsp_skymasking);
Cvar_RegisterVariable(&r_textureunits);
Cvar_RegisterVariable(&r_glsl);
Cvar_RegisterVariable(&r_glsl_offsetmapping);
Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
- Cvar_RegisterVariable(&r_glsl_usehalffloat);
- Cvar_RegisterVariable(&r_glsl_surfacenormalize);
Cvar_RegisterVariable(&r_glsl_deluxemapping);
Cvar_RegisterVariable(&r_lerpsprites);
Cvar_RegisterVariable(&r_lerpmodels);
int screenwidth, screenheight;
qboolean dobloom;
qboolean doblend;
- rmeshstate_t m;
float vertex3f[12];
float texcoord2f[3][8];
vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
+ R_Mesh_VertexPointer(vertex3f);
+ R_Mesh_ColorPointer(NULL);
+ R_Mesh_ResetTextureState();
if (dobloom)
{
- int bloomwidth, bloomheight, x, dobloomblend, range;
+ int bloomwidth, bloomheight, x, range;
float xoffset, yoffset, r;
renderstats.bloom++;
// allocate textures as needed
texcoord2f[1][5] = 0;
texcoord2f[1][6] = 0;
texcoord2f[1][7] = 0;
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.pointer_texcoord[0] = texcoord2f[0];
- m.tex[0] = R_GetTexture(r_bloom_texture_screen);
- R_Mesh_State(&m);
+ R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]);
+ R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_screen));
// copy view into the full resolution screen image texture
GL_ActiveTexture(0);
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
}
// we now have a darkened bloom image in the framebuffer, copy it into
// the bloom image texture for more processing
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
- m.pointer_texcoord[0] = texcoord2f[2];
- R_Mesh_State(&m);
+ R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom));
+ R_Mesh_TexCoordPointer(0, 2, texcoord2f[2]);
GL_ActiveTexture(0);
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
renderstats.bloom_copypixels += bloomwidth * bloomheight;
qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
// put the original screen image back in place and blend the bloom
// texture on it
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(r_bloom_texture_screen);
- m.pointer_texcoord[0] = texcoord2f[0];
-#if 0
- dobloomblend = false;
-#else
+ GL_Color(1,1,1,1);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
// do both in one pass if possible
+ R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_screen));
+ R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]);
if (r_textureunits.integer >= 2 && gl_combine.integer)
{
- dobloomblend = false;
- m.texcombinergb[1] = GL_ADD;
- m.tex[1] = R_GetTexture(r_bloom_texture_bloom);
- m.pointer_texcoord[1] = texcoord2f[1];
+ R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
+ R_Mesh_TexBind(1, R_GetTexture(r_bloom_texture_bloom));
+ R_Mesh_TexCoordPointer(1, 2, texcoord2f[1]);
}
else
- dobloomblend = true;
-#endif
- R_Mesh_State(&m);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_Color(1,1,1,1);
- R_Mesh_Draw(0, 4, 2, polygonelements);
- renderstats.bloom_drawpixels += r_view_width * r_view_height;
- // now blend on the bloom texture if multipass
- if (dobloomblend)
{
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
- m.pointer_texcoord[0] = texcoord2f[1];
- R_Mesh_State(&m);
- GL_BlendFunc(GL_ONE, GL_ONE);
- GL_Color(1,1,1,1);
R_Mesh_Draw(0, 4, 2, polygonelements);
renderstats.bloom_drawpixels += r_view_width * r_view_height;
+ // now blend on the bloom texture
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom));
+ R_Mesh_TexCoordPointer(0, 2, texcoord2f[1]);
}
+ R_Mesh_Draw(0, 4, 2, polygonelements);
+ renderstats.bloom_drawpixels += r_view_width * r_view_height;
}
if (doblend)
{
// apply a color tint to the whole view
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- R_Mesh_State(&m);
+ R_Mesh_ResetTextureState();
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
R_Mesh_Draw(0, 4, 2, polygonelements);
r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer;
r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
+ r_polygonfactor = 0;
+ r_polygonoffset = 0;
+ r_shadowpolygonfactor = r_polygonfactor + r_shadow_shadow_polygonfactor.value;
+ r_shadowpolygonoffset = r_polygonoffset + r_shadow_shadow_polygonoffset.value;
+ if (r_showsurfaces.integer)
+ {
+ r_rtworld = false;
+ r_rtworldshadows = false;
+ r_rtdlight = false;
+ r_rtdlightshadows = false;
+ r_lightmapintensity = 0;
+ }
// GL is weird because it's bottom to top, r_view_y is top to bottom
qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
R_TimeReport("setup");
qglDepthFunc(GL_LEQUAL);
- qglPolygonOffset(0, 0);
+ qglPolygonOffset(r_polygonfactor, r_polygonoffset);
qglEnable(GL_POLYGON_OFFSET_FILL);
R_RenderScene();
- qglPolygonOffset(0, 0);
+ qglPolygonOffset(r_polygonfactor, r_polygonoffset);
qglDisable(GL_POLYGON_OFFSET_FILL);
R_BlendView();
r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer;
r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
+ r_polygonfactor = 0;
+ r_polygonoffset = 0;
+ r_shadowpolygonfactor = r_polygonfactor + r_shadow_shadow_polygonfactor.value;
+ r_shadowpolygonoffset = r_polygonoffset + r_shadow_shadow_polygonoffset.value;
+ if (r_showsurfaces.integer)
+ {
+ r_rtworld = false;
+ r_rtworldshadows = false;
+ r_rtdlight = false;
+ r_rtdlightshadows = false;
+ r_lightmapintensity = 0;
+ }
// GL is weird because it's bottom to top, r_view_y is top to bottom
qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
void CSQC_R_RenderScene (void)
{
qglDepthFunc(GL_LEQUAL);
- qglPolygonOffset(0, 0);
+ qglPolygonOffset(r_polygonfactor, r_polygonoffset);
qglEnable(GL_POLYGON_OFFSET_FILL);
R_RenderScene();
- qglPolygonOffset(0, 0);
+ qglPolygonOffset(r_polygonfactor, r_polygonoffset);
qglDisable(GL_POLYGON_OFFSET_FILL);
R_BlendView();
R_Shadow_UpdateWorldLightSelection();
- for (r_showtrispass = 0;r_showtrispass <= (r_showtris.value > 0);r_showtrispass++)
+ if (cl.csqc_vidvars.drawworld)
{
- if (r_showtrispass)
- {
- rmeshstate_t m;
- r_showtrispass = 0;
- GL_BlendFunc(GL_ONE, GL_ONE);
- GL_DepthTest(!r_showdisabledepthtest.integer);
- GL_DepthMask(GL_FALSE);
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
- //qglEnable(GL_LINE_SMOOTH);
- qglEnable(GL_POLYGON_OFFSET_LINE);
- qglPolygonOffset(0, r_showtris_polygonoffset.value);
- r_showtrispass = 1;
- }
-
- if (cl.csqc_vidvars.drawworld)
- {
- // don't let sound skip if going slow
- if (r_refdef.extraupdate)
- S_ExtraUpdate ();
-
- if (r_showtrispass)
- GL_ShowTrisColor(0.025, 0.025, 0, 1);
- if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
- {
- r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
- if (r_timereport_active)
- R_TimeReport("worldsky");
- }
-
- if (R_DrawBrushModelsSky() && r_timereport_active)
- R_TimeReport("bmodelsky");
-
- if (r_showtrispass)
- GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
- if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
- {
- r_refdef.worldmodel->Draw(r_refdef.worldentity);
- if (r_timereport_active)
- R_TimeReport("world");
- }
- }
-
// don't let sound skip if going slow
if (r_refdef.extraupdate)
S_ExtraUpdate ();
- if (r_showtrispass)
- GL_ShowTrisColor(0, 0.015, 0, 1);
-
- R_DrawModels();
- if (r_timereport_active)
- R_TimeReport("models");
+ if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
+ {
+ r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
+ if (r_timereport_active)
+ R_TimeReport("worldsky");
+ }
- // don't let sound skip if going slow
- if (r_refdef.extraupdate)
- S_ExtraUpdate ();
+ if (R_DrawBrushModelsSky() && r_timereport_active)
+ R_TimeReport("bmodelsky");
- if (r_showtrispass)
- GL_ShowTrisColor(0, 0, 0.033, 1);
- R_ShadowVolumeLighting(false);
- if (r_timereport_active)
- R_TimeReport("rtlights");
+ if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
+ {
+ r_refdef.worldmodel->Draw(r_refdef.worldentity);
+ if (r_timereport_active)
+ R_TimeReport("world");
+ }
+ }
- // don't let sound skip if going slow
- if (r_refdef.extraupdate)
- S_ExtraUpdate ();
+ // don't let sound skip if going slow
+ if (r_refdef.extraupdate)
+ S_ExtraUpdate ();
- if (r_showtrispass)
- GL_ShowTrisColor(0.1, 0, 0, 1);
+ R_DrawModels();
+ if (r_timereport_active)
+ R_TimeReport("models");
- if (cl.csqc_vidvars.drawworld)
- {
- R_DrawLightningBeams();
- if (r_timereport_active)
- R_TimeReport("lightning");
+ // don't let sound skip if going slow
+ if (r_refdef.extraupdate)
+ S_ExtraUpdate ();
- R_DrawParticles();
- if (r_timereport_active)
- R_TimeReport("particles");
+ R_ShadowVolumeLighting(false);
+ if (r_timereport_active)
+ R_TimeReport("rtlights");
- R_DrawExplosions();
- if (r_timereport_active)
- R_TimeReport("explosions");
- }
+ // don't let sound skip if going slow
+ if (r_refdef.extraupdate)
+ S_ExtraUpdate ();
- R_MeshQueue_RenderTransparent();
+ if (cl.csqc_vidvars.drawworld)
+ {
+ R_DrawLightningBeams();
if (r_timereport_active)
- R_TimeReport("drawtrans");
+ R_TimeReport("lightning");
- if (cl.csqc_vidvars.drawworld)
- {
- R_DrawCoronas();
- if (r_timereport_active)
- R_TimeReport("coronas");
- }
- if(cl.csqc_vidvars.drawcrosshair)
- {
- R_DrawWorldCrosshair();
- if (r_timereport_active)
- R_TimeReport("crosshair");
- }
+ R_DrawParticles();
+ if (r_timereport_active)
+ R_TimeReport("particles");
- VM_AddPolygonsToMeshQueue();
+ R_DrawExplosions();
+ if (r_timereport_active)
+ R_TimeReport("explosions");
+ }
- R_MeshQueue_Render();
+ R_MeshQueue_RenderTransparent();
+ if (r_timereport_active)
+ R_TimeReport("drawtrans");
- if (r_showtrispass)
- {
- //qglDisable(GL_LINE_SMOOTH);
- qglDisable(GL_POLYGON_OFFSET_LINE);
- }
+ if (cl.csqc_vidvars.drawworld)
+ {
+ R_DrawCoronas();
+ if (r_timereport_active)
+ R_TimeReport("coronas");
+ }
+ if(cl.csqc_vidvars.drawcrosshair)
+ {
+ R_DrawWorldCrosshair();
+ if (r_timereport_active)
+ R_TimeReport("crosshair");
}
- r_showtrispass = 0;
+ VM_AddPolygonsToMeshQueue();
+
+ R_MeshQueue_Render();
R_MeshQueue_EndScene();
{
int i;
float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
- rmeshstate_t m;
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
GL_DepthTest(true);
c[2] = c[2] * f1 + fogcolor[2] * f2;
}
}
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.pointer_color = color;
- R_Mesh_State(&m);
+ R_Mesh_VertexPointer(vertex3f);
+ R_Mesh_ColorPointer(color);
+ R_Mesh_ResetTextureState();
R_Mesh_Draw(8, 12);
}
*/
int i;
float f1, f2, *c;
float color4f[6*4];
- rmeshstate_t m;
R_Mesh_Matrix(&ent->matrix);
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = nomodelvertex3f;
-
if (ent->flags & EF_ADDITIVE)
{
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(true);
}
GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
+ R_Mesh_VertexPointer(nomodelvertex3f);
if (fogenabled)
{
memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
- m.pointer_color = color4f;
+ R_Mesh_ColorPointer(color4f);
f2 = VERTEXFOGTABLE(VectorDistance(ent->origin, r_vieworigin));
f1 = 1 - f2;
for (i = 0, c = color4f;i < 6;i++, c += 4)
else if (ent->alpha != 1)
{
memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
- m.pointer_color = color4f;
+ R_Mesh_ColorPointer(color4f);
for (i = 0, c = color4f;i < 6;i++, c += 4)
c[3] *= ent->alpha;
}
else
- m.pointer_color = nomodelcolor4f;
- R_Mesh_State(&m);
+ R_Mesh_ColorPointer(nomodelcolor4f);
+ R_Mesh_ResetTextureState();
R_Mesh_Draw(0, 6, 8, nomodelelements);
}
void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
{
float fog = 0.0f, ifog;
- rmeshstate_t m;
float vertex3f[12];
if (fogenabled)
vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture);
- m.pointer_texcoord[0] = spritetexcoord2f;
- m.pointer_vertex = vertex3f;
- R_Mesh_State(&m);
+ R_Mesh_VertexPointer(vertex3f);
+ R_Mesh_ColorPointer(NULL);
+ R_Mesh_ResetTextureState();
+ R_Mesh_TexBind(0, R_GetTexture(texture));
+ R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f);
GL_Color(cr * ifog, cg * ifog, cb * ifog, ca);
R_Mesh_Draw(0, 4, 2, polygonelements);
}
}
+static void R_DrawCollisionBrush(const colbrushf_t *brush)
+{
+ int i;
+ R_Mesh_VertexPointer(brush->points->v);
+ 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(0, brush->numpoints, brush->numtriangles, brush->elements);
+ GL_LockArrays(0, 0);
+}
+
+static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
+{
+ int i;
+ if (!surface->num_collisiontriangles)
+ return;
+ R_Mesh_VertexPointer(surface->data_collisionvertex3f);
+ i = (int)(((size_t)surface) / sizeof(msurface_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, surface->num_collisionvertices);
+ R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i);
+ GL_LockArrays(0, 0);
+}
+
static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
{
texturelayer_t *layer;
if (rsurface_array_vertex3f)
Mem_Free(rsurface_array_vertex3f);
rsurface_array_size = (newvertices + 1023) & ~1023;
- rsurface_array_vertex3f = Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[19]));
+ rsurface_array_vertex3f = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[19]));
rsurface_array_svector3f = rsurface_array_vertex3f + rsurface_array_size * 3;
rsurface_array_tvector3f = rsurface_array_vertex3f + rsurface_array_size * 6;
rsurface_array_normal3f = rsurface_array_vertex3f + rsurface_array_size * 9;
float *rsurface_tvector3f;
float *rsurface_normal3f;
float *rsurface_lightmapcolor4f;
+vec3_t rsurface_modelorg;
+const entity_render_t *rsurface_entity;
+const model_t *rsurface_model;
+const texture_t *rsurface_texture;
-void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg, qboolean generatenormals, qboolean generatetangents)
+void RSurf_PrepareVerticesForBatch(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg, qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
{
- if (rsurface_array_size < surface->groupmesh->num_vertices)
- R_Mesh_ResizeArrays(surface->groupmesh->num_vertices);
- if ((ent->frameblend[0].lerp != 1 || ent->frameblend[0].frame != 0) && (surface->groupmesh->data_morphvertex3f || surface->groupmesh->data_vertexboneweights))
+ VectorCopy(modelorg, rsurface_modelorg);
+ rsurface_entity = ent;
+ rsurface_model = ent->model;
+ rsurface_texture = texture;
+ if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
+ R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
+ 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;
- Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, surface->groupmesh, rsurface_vertex3f);
- if (generatetangents || (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)))
+ rsurface_svector3f = NULL;
+ rsurface_tvector3f = NULL;
+ rsurface_normal3f = NULL;
+ Mod_Alias_GetMesh_Vertex3f(rsurface_model, rsurface_entity->frameblend, rsurface_array_vertex3f);
+ 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(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);
+ 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(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);
- }
- 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
{
- rsurface_vertex3f = surface->groupmesh->data_vertex3f;
- rsurface_svector3f = surface->groupmesh->data_svector3f;
- rsurface_tvector3f = surface->groupmesh->data_tvector3f;
- rsurface_normal3f = surface->groupmesh->data_normal3f;
+ rsurface_vertex3f = rsurface_model->surfmesh.data_vertex3f;
+ rsurface_svector3f = rsurface_model->surfmesh.data_svector3f;
+ rsurface_tvector3f = rsurface_model->surfmesh.data_tvector3f;
+ rsurface_normal3f = rsurface_model->surfmesh.data_normal3f;
}
- if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+ if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
{
- int i, j;
+ int texturesurfaceindex;
float center[3], forward[3], right[3], up[3], v[4][3];
matrix4x4_t matrix1, imatrix1;
- 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)
+ Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewforward, forward);
+ Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewright, right);
+ Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewup, up);
+ if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
{
- 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]);
- if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
+ forward[0] = rsurface_modelorg[0] - center[0];
+ forward[1] = rsurface_modelorg[1] - center[1];
+ forward[2] = 0;
+ VectorNormalize(forward);
+ right[0] = forward[1];
+ right[1] = -forward[0];
+ right[2] = 0;
+ VectorSet(up, 0, 0, 1);
+ }
+ // make deformed versions of only the vertices used by the specified surfaces
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ int i, j;
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ // a single autosprite surface can contain multiple sprites...
+ for (j = 0;j < surface->num_vertices - 3;j += 4)
{
- forward[0] = modelorg[0] - center[0];
- forward[1] = modelorg[1] - center[1];
- forward[2] = 0;
- VectorNormalize(forward);
- right[0] = forward[1];
- right[1] = -forward[0];
- right[2] = 0;
- VectorSet(up, 0, 0, 1);
+ 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, rsurface_array_vertex3f + (surface->num_firstvertex+i+j) * 3);
}
- 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_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;
rsurface_tvector3f = rsurface_array_tvector3f;
rsurface_normal3f = rsurface_array_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);
}
R_Mesh_VertexPointer(rsurface_vertex3f);
}
static void RSurf_Draw(const msurface_t *surface)
{
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);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
}
-static void RSurf_DrawLightmap(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
+static void RSurf_DrawLightmap(const msurface_t *surface, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
{
int i;
float f;
float *v, *c, *c2;
- RSurf_SetVertexPointer(ent, texture, surface, modelorg, lightmode >= 2, false);
if (lightmode >= 2)
{
// model lighting
vec3_t ambientcolor;
vec3_t diffusecolor;
vec3_t lightdir;
- VectorCopy(ent->modellight_lightdir, lightdir);
- ambientcolor[0] = ent->modellight_ambient[0] * r * 0.5f;
- ambientcolor[1] = ent->modellight_ambient[1] * g * 0.5f;
- ambientcolor[2] = ent->modellight_ambient[2] * b * 0.5f;
- diffusecolor[0] = ent->modellight_diffuse[0] * r * 0.5f;
- diffusecolor[1] = ent->modellight_diffuse[1] * g * 0.5f;
- diffusecolor[2] = ent->modellight_diffuse[2] * b * 0.5f;
+ VectorCopy(rsurface_entity->modellight_lightdir, lightdir);
+ ambientcolor[0] = rsurface_entity->modellight_ambient[0] * r * 0.5f;
+ ambientcolor[1] = rsurface_entity->modellight_ambient[1] * g * 0.5f;
+ ambientcolor[2] = rsurface_entity->modellight_ambient[2] * b * 0.5f;
+ diffusecolor[0] = rsurface_entity->modellight_diffuse[0] * r * 0.5f;
+ diffusecolor[1] = rsurface_entity->modellight_diffuse[1] * g * 0.5f;
+ diffusecolor[2] = rsurface_entity->modellight_diffuse[2] * b * 0.5f;
if (VectorLength2(diffusecolor) > 0)
{
int numverts = surface->num_vertices;
{
if (surface->lightmapinfo->samples)
{
- const unsigned char *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i];
+ const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
VectorScale(lm, scale, c);
if (surface->lightmapinfo->styles[1] != 255)
rsurface_lightmapcolor4f = rsurface_array_color4f;
}
else
- rsurface_lightmapcolor4f = surface->groupmesh->data_lightmapcolor4f;
+ rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
}
else
rsurface_lightmapcolor4f = NULL;
{
for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
{
- f = 1 - VERTEXFOGTABLE(VectorDistance(v, modelorg));
+ f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
c2[0] = c[0] * f;
c2[1] = c[1] * f;
c2[2] = c[2] * f;
{
for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
{
- f = 1 - VERTEXFOGTABLE(VectorDistance(v, modelorg));
+ f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
c2[0] = f;
c2[1] = f;
c2[2] = f;
RSurf_Draw(surface);
}
-static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const 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;
rmeshstate_t m;
return;
r_shadow_rtlight = NULL;
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;
+ // FIXME: identify models using a better check than model->brush.shadowmesh
+ lightmode = ((ent->effects & EF_FULLBRIGHT) || 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->currentmaterialflags & MATERIALFLAG_SKY)
+ if (r_showsurfaces.integer)
+ {
+ GL_DepthMask(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ R_Mesh_ColorPointer(NULL);
+ R_Mesh_ResetTextureState();
+ 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);
+ RSurf_Draw(surface);
+ }
+ }
+ else if (texture->currentmaterialflags & MATERIALFLAG_SKY)
{
// transparent sky would be ridiculous
if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
{
- GL_DepthMask(true);
if (skyrendernow)
{
skyrendernow = false;
- if (skyrendermasked)
- {
- R_Sky();
- // restore entity matrix and GL_Color
- R_Mesh_Matrix(&ent->matrix);
- GL_Color(1,1,1,1);
- }
+ R_Sky();
+ // restore entity matrix
+ R_Mesh_Matrix(&ent->matrix);
}
- // LordHavoc: HalfLife maps have freaky skypolys...
- //if (!ent->model->brush.ishlbsp)
+ GL_DepthMask(true);
+ // LordHavoc: HalfLife maps have freaky skypolys so don't use
+ // skymasking on them, and Quake3 never did sky masking (unlike
+ // software Quake and software Quake2), so disable the sky masking
+ // in Quake3 maps as it causes problems with q3map2 sky tricks,
+ // and skymasking also looks very bad when noclipping outside the
+ // level, so don't use it then either.
+ if (model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_worldnovis)
{
+ GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
+ R_Mesh_ColorPointer(NULL);
+ R_Mesh_ResetTextureState();
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...
+ // 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_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
+ RSurf_PrepareVerticesForBatch(ent, texture, modelorg, false, false, texturenumsurfaces, texturesurfacelist);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false);
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
RSurf_Draw(surface);
}
if (skyrendermasked)
GL_DepthMask(true);
}
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
+ 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;
- if (lightmode == 2)
+ RSurf_PrepareVerticesForBatch(ent, texture, modelorg, true, true, texturenumsurfaces, texturesurfacelist);
+ R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
+ R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
+ R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
+ R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
+ if (lightmode != 2)
{
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ R_Mesh_TexCoordPointer(4, 2, model->surfmesh.data_texcoordlightmap2f);
+ if (lightmaptexture)
{
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, true);
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
- R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
- R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
- 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
- {
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ else
{
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, true);
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
- R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
- R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
- R_Mesh_TexCoordPointer(4, 2, surface->groupmesh->data_texcoordlightmap2f);
- 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(surface->groupmesh->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)
{
int layerindex;
texturelayer_t *layer;
+ RSurf_PrepareVerticesForBatch(ent, texture, modelorg, true, false, texturenumsurfaces, texturesurfacelist);
for (layerindex = 0, layer = texture->currentlayers;layerindex < texture->currentnumlayers;layerindex++, layer++)
{
vec4_t layercolor;
VectorScale(layer->color, 1.0f, layercolor);
}
layercolor[3] = layer->color[3];
+ R_Mesh_ColorPointer(NULL);
GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
{
case TEXTURELAYERTYPE_LITTEXTURE_COMBINE:
memset(&m, 0, sizeof(m));
+ m.pointer_texcoord[0] = model->surfmesh.data_texcoordlightmap2f;
m.tex[1] = R_GetTexture(layer->texture);
m.texmatrix[1] = layer->texmatrix;
m.texrgbscale[1] = layertexrgbscale;
- m.pointer_color = rsurface_array_color4f;
- R_Mesh_State(&m);
+ m.pointer_texcoord[1] = model->surfmesh.data_texcoordtexture2f;
+ R_Mesh_TextureState(&m);
if (lightmode == 2)
{
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
- R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog);
+ 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];
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
- R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
- if (surface->lightmaptexture)
- {
- R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
- RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
- }
- else
- {
- R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- RSurf_DrawLightmap(ent, texture, surface, modelorg, 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;
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_color = rsurface_array_color4f;
m.texrgbscale[0] = layertexrgbscale;
- R_Mesh_State(&m);
+ m.pointer_texcoord[0] = model->surfmesh.data_texcoordlightmap2f;
+ R_Mesh_TextureState(&m);
if (lightmode == 2)
{
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- RSurf_DrawLightmap(ent, texture, surface, modelorg, 1, 1, 1, 1, 2, false, false);
+ 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];
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
- if (surface->lightmaptexture)
- {
- R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
- RSurf_DrawLightmap(ent, texture, surface, modelorg, 1, 1, 1, 1, 0, false, false);
- }
- else
- {
- R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- RSurf_DrawLightmap(ent, texture, surface, modelorg, 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);
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 = rsurface_array_color4f;
m.texrgbscale[0] = layertexrgbscale;
- R_Mesh_State(&m);
+ m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
+ R_Mesh_TextureState(&m);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, false);
}
break;
case TEXTURELAYERTYPE_LITTEXTURE_VERTEX:
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
m.texrgbscale[0] = layertexrgbscale;
- m.pointer_color = rsurface_array_color4f;
- R_Mesh_State(&m);
+ m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
+ R_Mesh_TextureState(&m);
if (lightmode == 2)
{
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog);
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog);
}
}
else
{
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- RSurf_DrawLightmap(ent, texture, surface, modelorg, 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;
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_color = rsurface_array_color4f;
m.texrgbscale[0] = layertexrgbscale;
- R_Mesh_State(&m);
+ m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
+ R_Mesh_TextureState(&m);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
}
break;
case TEXTURELAYERTYPE_FOG:
- memset(&m, 0, sizeof(m));
+ R_Mesh_ColorPointer(rsurface_array_color4f);
if (layer->texture)
{
+ memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
+ m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
+ R_Mesh_TextureState(&m);
}
- R_Mesh_State(&m);
+ else
+ R_Mesh_ResetTextureState();
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
int i;
float f, *v, *c;
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false);
- if (layer->texture)
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- R_Mesh_ColorPointer(rsurface_array_color4f);
+ 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));
default:
Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
}
+ GL_LockArrays(0, 0);
// 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);
+ R_Mesh_ColorPointer(NULL);
GL_Color(1, 1, 1, 1);
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
+ R_Mesh_ResetTextureState();
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false);
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
for (scale = 1;scale < layertexrgbscale;scale <<= 1)
RSurf_Draw(surface);
}
- }
- }
- 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, false, true);
- 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();
+ GL_LockArrays(0, 0);
}
}
}
+ GL_LockArrays(0, 0);
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;
+ msurface_t *surface = ent->model->data_surfaces + surfacenumber;
vec3_t modelorg;
texture_t *texture;
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, const 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;
int numsurfacelist = 0;
- const msurface_t *surfacelist[1024];
+ msurface_t *surfacelist[1024];
if (model == NULL)
return;
R_Mesh_Matrix(&ent->matrix);
// 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);
- if (!r_showtrispass)
- renderstats.entities_triangles += counttriangles;
+ 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;
+ const msurface_t *surface;
+ q3mbrush_t *brush;
+ R_Mesh_Matrix(&ent->matrix);
+ R_Mesh_ColorPointer(NULL);
+ R_Mesh_ResetTextureState();
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(!r_showdisabledepthtest.integer);
+ qglPolygonOffset(r_polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_polygonoffset + r_showcollisionbrushes_polygonoffset.value);
+ for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
+ if (brush->colbrushf && brush->colbrushf->numtriangles)
+ R_DrawCollisionBrush(brush->colbrushf);
+ for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
+ if (surface->num_collisiontriangles)
+ R_DrawCollisionSurface(ent, surface);
+ qglPolygonOffset(r_polygonfactor, r_polygonoffset);
+ }
+
+ if (r_showtris.integer || r_shownormals.integer)
+ {
+ int k, l;
+ msurface_t *surface;
+ const int *elements;
+ vec3_t v;
+ GL_DepthTest(true);
+ GL_DepthMask(true);
+ if (r_showdisabledepthtest.integer)
+ qglDepthFunc(GL_ALWAYS);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ R_Mesh_ColorPointer(NULL);
+ R_Mesh_ResetTextureState();
+ for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+ {
+ if (ent == r_refdef.worldentity && !r_worldsurfacevisible[j])
+ continue;
+ texture = surface->texture->currentframe;
+ if ((texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+ {
+ RSurf_PrepareVerticesForBatch(ent, texture, modelorg, false, r_shownormals.integer != 0, 1, &surface);
+ if (r_showtris.integer)
+ {
+ if (!texture->currentlayers->depthmask)
+ GL_Color(r_showtris.value, 0, 0, 1);
+ else if (ent == r_refdef.worldentity)
+ GL_Color(r_showtris.value, r_showtris.value, r_showtris.value, 1);
+ else
+ GL_Color(0, r_showtris.value, 0, 1);
+ elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
+ qglBegin(GL_LINES);
+ for (k = 0;k < surface->num_triangles;k++, elements += 3)
+ {
+ qglArrayElement(elements[0]);qglArrayElement(elements[1]);
+ qglArrayElement(elements[1]);qglArrayElement(elements[2]);
+ qglArrayElement(elements[2]);qglArrayElement(elements[0]);
+ }
+ qglEnd();
+ }
+ if (r_shownormals.integer)
+ {
+ GL_Color(r_shownormals.value, 0, 0, 1);
+ qglBegin(GL_LINES);
+ for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+ {
+ VectorCopy(rsurface_vertex3f + l * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ VectorMA(v, 8, rsurface_svector3f + l * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ }
+ qglEnd();
+ GL_Color(0, 0, r_shownormals.value, 1);
+ qglBegin(GL_LINES);
+ for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+ {
+ VectorCopy(rsurface_vertex3f + l * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ VectorMA(v, 8, rsurface_tvector3f + l * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ }
+ qglEnd();
+ GL_Color(0, r_shownormals.value, 0, 1);
+ qglBegin(GL_LINES);
+ for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+ {
+ VectorCopy(rsurface_vertex3f + l * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ VectorMA(v, 8, rsurface_normal3f + l * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ }
+ qglEnd();
+ }
+ }
+ }
+ if (r_showdisabledepthtest.integer)
+ qglDepthFunc(GL_LEQUAL);
+ }
}