#include "quakedef.h"
#include "r_shadow.h"
#include "polygon.h"
+#include "image.h"
mempool_t *r_main_mempool;
rtexturepool_t *r_main_texturepool;
r_view_t r_view;
r_viewcache_t r_viewcache;
+cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
+cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
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_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
-cvar_t r_q1bsp_skymasking = {0, "r_qb1sp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
+cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
+cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
+cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
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_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "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_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
+extern qboolean v_flipped_state;
+
typedef struct r_glsl_bloomshader_s
{
int program;
rtexture_t *r_texture_blanknormalmap;
rtexture_t *r_texture_white;
+rtexture_t *r_texture_grey128;
rtexture_t *r_texture_black;
rtexture_t *r_texture_notexture;
rtexture_t *r_texture_whitecube;
// currently selected permutation
r_glsl_permutation_t *r_glsl_permutation;
-// temporary variable used by a macro
-int fogtableindex;
+char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
+skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
// vertex coordinates for a quad that covers the screen exactly
const static float r_screenvertex3f[12] =
r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
}
-// FIXME: move this to client?
-void FOG_registercvars(void)
+float FogPoint_World(const vec3_t p)
{
- int x;
- double r, alpha;
-
- if (gamemode == GAME_NEHAHRA)
- {
- Cvar_RegisterVariable (&gl_fogenable);
- Cvar_RegisterVariable (&gl_fogdensity);
- Cvar_RegisterVariable (&gl_fogred);
- Cvar_RegisterVariable (&gl_foggreen);
- Cvar_RegisterVariable (&gl_fogblue);
- Cvar_RegisterVariable (&gl_fogstart);
- Cvar_RegisterVariable (&gl_fogend);
- }
+ int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
+ return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
+}
- r = (-1.0/256.0) * (FOGTABLEWIDTH * FOGTABLEWIDTH);
- for (x = 0;x < FOGTABLEWIDTH;x++)
- {
- alpha = exp(r / ((double)x*(double)x));
- if (x == FOGTABLEWIDTH - 1)
- alpha = 1;
- r_refdef.fogtable[x] = bound(0, alpha, 1);
- }
+float FogPoint_Model(const vec3_t p)
+{
+ int fogmasktableindex = (int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier);
+ return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
}
static void R_BuildBlankTextures(void)
data[2] = 255;
data[3] = 255;
r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+ data[0] = 128;
+ data[1] = 128;
+ data[2] = 128;
+ data[3] = 255;
+ r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
data[0] = 0;
data[1] = 0;
data[2] = 0;
static void R_BuildFogTexture(void)
{
int x, b;
- double r, alpha;
#define FOGWIDTH 64
unsigned char data1[FOGWIDTH][4];
//unsigned char data2[FOGWIDTH][4];
- r = (-1.0/256.0) * (FOGWIDTH * FOGWIDTH);
for (x = 0;x < FOGWIDTH;x++)
{
- alpha = exp(r / ((double)x*(double)x));
- if (x == FOGWIDTH - 1)
- alpha = 1;
- b = (int)(256.0 * alpha);
- b = bound(0, b, 255);
- data1[x][0] = 255 - b;
- data1[x][1] = 255 - b;
- data1[x][2] = 255 - b;
+ b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
+ data1[x][0] = b;
+ data1[x][1] = b;
+ data1[x][2] = b;
data1[x][3] = 255;
- //data2[x][0] = b;
- //data2[x][1] = b;
- //data2[x][2] = b;
+ //data2[x][0] = 255 - b;
+ //data2[x][1] = 255 - b;
+ //data2[x][2] = 255 - 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);
"\n"
"uniform myhalf GlowScale;\n"
"uniform myhalf SceneBrightness;\n"
+"#ifdef USECONTRASTBOOST\n"
+"uniform myhalf ContrastBoostCoeff;\n"
+"#endif\n"
"\n"
"uniform float OffsetMapping_Scale;\n"
"uniform float OffsetMapping_Bias;\n"
"uniform myhalf SpecularScale;\n"
"uniform myhalf SpecularPower;\n"
"\n"
+"#ifdef USEOFFSETMAPPING\n"
"vec2 OffsetMapping(vec2 TexCoord)\n"
"{\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"
-" //vec3 OffsetVector = vec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
-" //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
-" vec3 OffsetVector = vec3(eyedir.xy * 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"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += 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"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += 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"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
-" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
-" TexCoord = RT.xy;\n"
+" // this basically steps forward a small amount repeatedly until it finds\n"
+" // itself inside solid, then jitters forward and back using decreasing\n"
+" // amounts to find the impact\n"
+" //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
+" //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
+" vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
+" vec3 RT = vec3(TexCoord, 1);\n"
+" OffsetVector *= 0.1;\n"
+" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
+" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
+" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
+" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
+" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
+" return RT.xy;\n"
"#else\n"
" // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
-" //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
-" //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
-" vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
-" //TexCoord += OffsetVector * 3.0;\n"
+" // this basically moves forward the full distance, and then backs up based\n"
+" // on height of samples\n"
+" //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
+" //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
+" vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
+" TexCoord += OffsetVector;\n"
+" OffsetVector *= 0.333;\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"
" return TexCoord;\n"
+"#endif\n"
"}\n"
+"#endif\n"
"\n"
"void main(void)\n"
"{\n"
-" // apply offsetmapping\n"
"#ifdef USEOFFSETMAPPING\n"
+" // apply offsetmapping\n"
" vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
"#define TexCoord TexCoordOffset\n"
"#endif\n"
" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
"\n"
" // calculate directional shading\n"
-" color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
+" color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
"#else\n"
" // calculate directionless shading\n"
" color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
"\n"
" // get the surface normal and light normal\n"
" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
-" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
+" myhvec3 diffusenormal = myhvec3(LightVector);\n"
"\n"
" // calculate directional shading\n"
" color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
"\n"
"#ifdef USEFOG\n"
" // apply fog\n"
-" myhalf fog = myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)).x);\n"
-" color.rgb = color.rgb * fog + FogColor * (1.0 - fog);\n"
+" color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
"#endif\n"
"\n"
+"#ifdef USECONTRASTBOOST\n"
+" color.rgb = color.rgb * SceneBrightness / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
+"#else\n"
" color.rgb *= SceneBrightness;\n"
+"#endif\n"
"\n"
" gl_FragColor = vec4(color);\n"
"}\n"
{"#define USEFOG\n", " fog"},
{"#define USECOLORMAPPING\n", " colormapping"},
{"#define USEDIFFUSE\n", " diffuse"},
+ {"#define USECONTRASTBOOST\n", " contrastboost"},
{"#define USESPECULAR\n", " specular"},
{"#define USECUBEFILTER\n", " cubefilter"},
{"#define USEOFFSETMAPPING\n", " offsetmapping"},
p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
+ p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
// initialize the samplers to refer to the texture units we use
if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0);
if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1);
qglUseProgramObjectARB(0);CHECKGLERROR
}
else
- Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
+ Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, filename);
if (shaderstring)
Mem_Free(shaderstring);
}
memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
}
+void R_GLSL_DumpShader_f(void)
+{
+ int i;
+
+ qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
+ if(!file)
+ {
+ Con_Printf("failed to write to glsl/default.glsl\n");
+ return;
+ }
+
+ FS_Print(file, "// The engine may define the following macros:\n");
+ FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
+ for (i = 0;permutationinfo[i][0];i++)
+ FS_Printf(file, "// %s", permutationinfo[i][0]);
+ FS_Print(file, "\n");
+ FS_Print(file, builtinshaderstring);
+ FS_Close(file);
+
+ Con_Printf("glsl/default.glsl written\n");
+}
+
extern rtexture_t *r_shadow_attenuationgradienttexture;
extern rtexture_t *r_shadow_attenuation2dtexture;
extern rtexture_t *r_shadow_attenuation3dtexture;
// fragment shader on features that are not being used
const char *shaderfilename = NULL;
unsigned int permutation = 0;
+ rtexture_t *nmap;
r_glsl_permutation = NULL;
// TODO: implement geometry-shader based shadow volumes someday
- if (r_shadow_rtlight)
+ if (rsurface.rtlight)
{
// light source
shaderfilename = "glsl/default.glsl";
permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
- if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+ if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
permutation |= SHADERPERMUTATION_CUBEFILTER;
if (diffusescale > 0)
permutation |= SHADERPERMUTATION_DIFFUSE;
permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
if (r_refdef.fogenabled)
permutation |= SHADERPERMUTATION_FOG;
- if (rsurface_texture->colormapping)
+ if (rsurface.texture->colormapping)
permutation |= SHADERPERMUTATION_COLORMAPPING;
if (r_glsl_offsetmapping.integer)
{
if (r_glsl_offsetmapping_reliefmapping.integer)
permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
}
+ if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
+ permutation |= SHADERPERMUTATION_CONTRASTBOOST;
}
- else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+ else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
{
// bright unshaded geometry
shaderfilename = "glsl/default.glsl";
permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
- if (rsurface_texture->currentskinframe->glow)
+ if (rsurface.texture->currentskinframe->glow)
permutation |= SHADERPERMUTATION_GLOW;
if (r_refdef.fogenabled)
permutation |= SHADERPERMUTATION_FOG;
- if (rsurface_texture->colormapping)
+ if (rsurface.texture->colormapping)
permutation |= SHADERPERMUTATION_COLORMAPPING;
if (r_glsl_offsetmapping.integer)
{
if (r_glsl_offsetmapping_reliefmapping.integer)
permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
}
+ if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
+ permutation |= SHADERPERMUTATION_CONTRASTBOOST;
}
else if (modellighting)
{
shaderfilename = "glsl/default.glsl";
permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
- if (rsurface_texture->currentskinframe->glow)
+ if (rsurface.texture->currentskinframe->glow)
permutation |= SHADERPERMUTATION_GLOW;
if (specularscale > 0)
permutation |= SHADERPERMUTATION_SPECULAR;
if (r_refdef.fogenabled)
permutation |= SHADERPERMUTATION_FOG;
- if (rsurface_texture->colormapping)
+ if (rsurface.texture->colormapping)
permutation |= SHADERPERMUTATION_COLORMAPPING;
if (r_glsl_offsetmapping.integer)
{
if (r_glsl_offsetmapping_reliefmapping.integer)
permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
}
+ if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
+ permutation |= SHADERPERMUTATION_CONTRASTBOOST;
}
else
{
// lightmapped wall
shaderfilename = "glsl/default.glsl";
permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
- if (r_glsl_deluxemapping.integer >= 1 && rsurface_uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
+ if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
{
// deluxemapping (light direction texture)
- if (rsurface_uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
+ if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
else
permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
// ordinary lightmapping
permutation |= 0;
}
- if (rsurface_texture->currentskinframe->glow)
+ if (rsurface.texture->currentskinframe->glow)
permutation |= SHADERPERMUTATION_GLOW;
if (r_refdef.fogenabled)
permutation |= SHADERPERMUTATION_FOG;
- if (rsurface_texture->colormapping)
+ if (rsurface.texture->colormapping)
permutation |= SHADERPERMUTATION_COLORMAPPING;
if (r_glsl_offsetmapping.integer)
{
if (r_glsl_offsetmapping_reliefmapping.integer)
permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
}
+ if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
+ permutation |= SHADERPERMUTATION_CONTRASTBOOST;
}
if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
{
{
// remove features until we find a valid permutation
unsigned int i;
- for (i = SHADERPERMUTATION_MASK;;i>>=1)
+ for (i = (SHADERPERMUTATION_MAX >> 1);;i>>=1)
{
if (!i)
- return 0; // utterly failed
+ {
+ Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
+ Cvar_SetValueQuick(&r_glsl, 0);
+ return 0; // no bit left to clear
+ }
// reduce i more quickly whenever it would not remove any bits
- if (permutation < i)
+ if (!(permutation & i))
continue;
- permutation &= i;
+ permutation &= ~i;
if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
R_GLSL_CompilePermutation(shaderfilename, permutation);
if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
CHECKGLERROR
qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
- R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix);
+ R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
{
- if (r_glsl_permutation->loc_Texture_Cube >= 0 && r_shadow_rtlight) 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_Texture_Cube >= 0 && rsurface.rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
+ if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
if (permutation & SHADERPERMUTATION_DIFFUSE)
{
if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
{
if (r_glsl_permutation->loc_AmbientColor >= 0)
- qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0] * ambientscale, rsurface_entity->modellight_ambient[1] * ambientscale, rsurface_entity->modellight_ambient[2] * ambientscale);
+ qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
if (r_glsl_permutation->loc_DiffuseColor >= 0)
- qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0] * diffusescale, rsurface_entity->modellight_diffuse[1] * diffusescale, rsurface_entity->modellight_diffuse[2] * diffusescale);
+ qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
if (r_glsl_permutation->loc_SpecularColor >= 0)
- qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * specularscale, rsurface_entity->modellight_diffuse[1] * specularscale, rsurface_entity->modellight_diffuse[2] * specularscale);
+ qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
if (r_glsl_permutation->loc_LightDir >= 0)
- qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface_entity->modellight_lightdir[0], rsurface_entity->modellight_lightdir[1], rsurface_entity->modellight_lightdir[2]);
+ qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
}
else
{
if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
}
- if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->currentskinframe->nmap));
- if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture));
- if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture));
- //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
+ nmap = rsurface.texture->currentskinframe->nmap;
+ if (gl_lightmaps.integer)
+ nmap = r_texture_blanknormalmap;
+ if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(nmap));
+ if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
+ if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
+ //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
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(rsurface_texture->currentskinframe->pants));
- if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->currentskinframe->shirt));
+ if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
+ if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->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(rsurface_texture->currentskinframe->glow));
+ if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
- if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
+ if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
+ {
+ // The formula used is actually:
+ // color.rgb *= SceneBrightness;
+ // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
+ // I simplify that to
+ // color.rgb *= [[SceneBrightness * ContrastBoost]];
+ // color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
+ // and Black:
+ // color.rgb = [[SceneBrightness * ContrastBoost]] / ([[(ContrastBoost - 1) * SceneBrightness]] + 1 / color.rgb);
+ // and do [[calculations]] here in the engine
+ qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
+ if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
+ }
+ else
+ if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
if (r_glsl_permutation->loc_FogColor >= 0)
{
// additive passes are only darkened by fog, not tinted
- if (r_shadow_rtlight || (rsurface_texture->currentmaterialflags & MATERIALFLAG_ADD))
+ if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
else
qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
}
- if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface_modelorg[0], rsurface_modelorg[1], rsurface_modelorg[2]);
+ if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
if (r_glsl_permutation->loc_Color_Pants >= 0)
{
- if (rsurface_texture->currentskinframe->pants)
- qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface_entity->colormap_pantscolor[0], rsurface_entity->colormap_pantscolor[1], rsurface_entity->colormap_pantscolor[2]);
+ if (rsurface.texture->currentskinframe->pants)
+ qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
else
qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
}
if (r_glsl_permutation->loc_Color_Shirt >= 0)
{
- if (rsurface_texture->currentskinframe->shirt)
- qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface_entity->colormap_shirtcolor[0], rsurface_entity->colormap_shirtcolor[1], rsurface_entity->colormap_shirtcolor[2]);
+ if (rsurface.texture->currentskinframe->shirt)
+ qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
else
qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
}
if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
- if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface_texture->specularpower);
+ if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
CHECKGLERROR
return permutation;
}
}
+#define SKINFRAME_HASH 1024
+
+struct
+{
+ int loadsequence; // incremented each level change
+ memexpandablearray_t array;
+ skinframe_t *hash[SKINFRAME_HASH];
+}
+r_skinframe;
+
+void R_SkinFrame_PrepareForPurge(void)
+{
+ r_skinframe.loadsequence++;
+ // wrap it without hitting zero
+ if (r_skinframe.loadsequence >= 200)
+ r_skinframe.loadsequence = 1;
+}
+
+void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
+{
+ if (!skinframe)
+ return;
+ // mark the skinframe as used for the purging code
+ skinframe->loadsequence = r_skinframe.loadsequence;
+}
+
+void R_SkinFrame_Purge(void)
+{
+ int i;
+ skinframe_t *s;
+ for (i = 0;i < SKINFRAME_HASH;i++)
+ {
+ for (s = r_skinframe.hash[i];s;s = s->next)
+ {
+ if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
+ {
+ if (s->base == r_texture_notexture) s->base = NULL;
+ if (s->nmap == r_texture_blanknormalmap)s->nmap = NULL;
+ if (s->merged == s->base) s->merged = NULL;
+ if (s->stain ) R_FreeTexture(s->stain );s->stain = NULL;
+ if (s->merged) R_FreeTexture(s->merged);s->merged = NULL;
+ if (s->base ) R_FreeTexture(s->base );s->base = NULL;
+ if (s->pants ) R_FreeTexture(s->pants );s->pants = NULL;
+ if (s->shirt ) R_FreeTexture(s->shirt );s->shirt = NULL;
+ if (s->nmap ) R_FreeTexture(s->nmap );s->nmap = NULL;
+ if (s->gloss ) R_FreeTexture(s->gloss );s->gloss = NULL;
+ if (s->glow ) R_FreeTexture(s->glow );s->glow = NULL;
+ if (s->fog ) R_FreeTexture(s->fog );s->fog = NULL;
+ s->loadsequence = 0;
+ }
+ }
+ }
+}
+
+skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
+{
+ skinframe_t *item;
+ int hashindex;
+ char basename[MAX_QPATH];
+
+ Image_StripImageExtension(name, basename, sizeof(basename));
+
+ hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
+ for (item = r_skinframe.hash[hashindex];item;item = item->next)
+ if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
+ break;
+ if (!item)
+ {
+ if (!add)
+ return NULL;
+ item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
+ memset(item, 0, sizeof(*item));
+ strlcpy(item->basename, basename, sizeof(item->basename));
+ item->textureflags = textureflags;
+ item->comparewidth = comparewidth;
+ item->compareheight = compareheight;
+ item->comparecrc = comparecrc;
+ item->next = r_skinframe.hash[hashindex];
+ r_skinframe.hash[hashindex] = item;
+ }
+ R_SkinFrame_MarkUsed(item);
+ return item;
+}
+
+skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
+{
+ // FIXME: it should be possible to disable loading various layers using
+ // cvars, to prevent wasted loading time and memory usage if the user does
+ // not want them
+ qboolean loadnormalmap = true;
+ qboolean loadgloss = true;
+ qboolean loadpantsandshirt = true;
+ qboolean loadglow = true;
+ int j;
+ unsigned char *pixels;
+ unsigned char *bumppixels;
+ unsigned char *basepixels = NULL;
+ int basepixels_width;
+ int basepixels_height;
+ skinframe_t *skinframe;
+
+ if (cls.state == ca_dedicated)
+ return NULL;
+
+ // return an existing skinframe if already loaded
+ // if loading of the first image fails, don't make a new skinframe as it
+ // would cause all future lookups of this to be missing
+ skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
+ if (skinframe && skinframe->base)
+ return skinframe;
+
+ basepixels = loadimagepixels(name, complain, 0, 0);
+ if (basepixels == NULL)
+ return NULL;
+
+ // we've got some pixels to store, so really allocate this new texture now
+ if (!skinframe)
+ skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
+ skinframe->stain = NULL;
+ skinframe->merged = NULL;
+ skinframe->base = r_texture_notexture;
+ skinframe->pants = NULL;
+ skinframe->shirt = NULL;
+ skinframe->nmap = r_texture_blanknormalmap;
+ skinframe->gloss = NULL;
+ skinframe->glow = NULL;
+ skinframe->fog = NULL;
+
+ basepixels_width = image_width;
+ basepixels_height = image_height;
+ skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
+
+ if (textureflags & TEXF_ALPHA)
+ {
+ for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
+ if (basepixels[j] < 255)
+ break;
+ if (j < basepixels_width * basepixels_height * 4)
+ {
+ // has transparent pixels
+ pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
+ for (j = 0;j < image_width * image_height * 4;j += 4)
+ {
+ pixels[j+0] = 255;
+ pixels[j+1] = 255;
+ pixels[j+2] = 255;
+ pixels[j+3] = basepixels[j+3];
+ }
+ skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
+ Mem_Free(pixels);
+ }
+ }
+
+ // _norm is the name used by tenebrae and has been adopted as standard
+ if (loadnormalmap)
+ {
+ if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
+ {
+ skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
+ Mem_Free(pixels);
+ pixels = NULL;
+ }
+ else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL)
+ {
+ pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
+ Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
+ skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
+ Mem_Free(pixels);
+ Mem_Free(bumppixels);
+ }
+ else if (r_shadow_bumpscale_basetexture.value > 0)
+ {
+ pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
+ Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
+ skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
+ Mem_Free(pixels);
+ }
+ }
+ // _luma is supported for tenebrae compatibility
+ // (I think it's a very stupid name, but oh well)
+ // _glow is the preferred name
+ if (loadglow && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+ if (loadgloss && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+ if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+ if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+
+ if (basepixels)
+ Mem_Free(basepixels);
+
+ return skinframe;
+}
+
+static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
+{
+ int i;
+ if (!force)
+ {
+ for (i = 0;i < width*height;i++)
+ if (((unsigned char *)&palette[in[i]])[3] > 0)
+ break;
+ if (i == width*height)
+ return NULL;
+ }
+ return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
+}
+
+skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
+{
+ int i;
+ unsigned char *temp1, *temp2;
+ skinframe_t *skinframe;
+
+ if (cls.state == ca_dedicated)
+ return NULL;
+
+ // if already loaded just return it, otherwise make a new skinframe
+ skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true);
+ if (skinframe && skinframe->base)
+ return skinframe;
+
+ skinframe->stain = NULL;
+ skinframe->merged = NULL;
+ skinframe->base = r_texture_notexture;
+ skinframe->pants = NULL;
+ skinframe->shirt = NULL;
+ skinframe->nmap = r_texture_blanknormalmap;
+ skinframe->gloss = NULL;
+ skinframe->glow = NULL;
+ skinframe->fog = NULL;
+
+ // if no data was provided, then clearly the caller wanted to get a blank skinframe
+ if (!skindata)
+ return NULL;
+
+ if (bitsperpixel == 32)
+ {
+ if (r_shadow_bumpscale_basetexture.value > 0)
+ {
+ temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
+ temp2 = temp1 + width * height * 4;
+ Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
+ skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, skinframe->textureflags | TEXF_ALPHA, NULL);
+ Mem_Free(temp1);
+ }
+ skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, skinframe->textureflags, NULL);
+ if (textureflags & TEXF_ALPHA)
+ {
+ for (i = 3;i < width * height * 4;i += 4)
+ if (skindata[i] < 255)
+ break;
+ if (i < width * height * 4)
+ {
+ unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
+ memcpy(fogpixels, skindata, width * height * 4);
+ for (i = 0;i < width * height * 4;i += 4)
+ fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
+ skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
+ Mem_Free(fogpixels);
+ }
+ }
+ }
+ else if (bitsperpixel == 8)
+ {
+ if (r_shadow_bumpscale_basetexture.value > 0)
+ {
+ temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
+ temp2 = temp1 + width * height * 4;
+ if (bitsperpixel == 32)
+ Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
+ else
+ {
+ // use either a custom palette or the quake palette
+ Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
+ Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
+ }
+ skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, skinframe->textureflags | TEXF_ALPHA, NULL);
+ Mem_Free(temp1);
+ }
+ // use either a custom palette, or the quake palette
+ skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), skinframe->textureflags, true); // all
+ if (!palette && loadglowtexture)
+ skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, skinframe->textureflags, false); // glow
+ if (!palette && loadpantsandshirt)
+ {
+ skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, skinframe->textureflags, false); // pants
+ skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, skinframe->textureflags, false); // shirt
+ }
+ if (skinframe->pants || skinframe->shirt)
+ skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, skinframe->textureflags, false); // no special colors
+ if (textureflags & TEXF_ALPHA)
+ {
+ // if not using a custom alphapalette, use the quake one
+ if (!alphapalette)
+ alphapalette = palette_alpha;
+ for (i = 0;i < width * height;i++)
+ if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
+ break;
+ if (i < width * height)
+ skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, skinframe->textureflags, true); // fog mask
+ }
+ }
+
+ return skinframe;
+}
+
+skinframe_t *R_SkinFrame_LoadMissing(void)
+{
+ skinframe_t *skinframe;
+
+ if (cls.state == ca_dedicated)
+ return NULL;
+
+ skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
+ skinframe->stain = NULL;
+ skinframe->merged = NULL;
+ skinframe->base = r_texture_notexture;
+ skinframe->pants = NULL;
+ skinframe->shirt = NULL;
+ skinframe->nmap = r_texture_blanknormalmap;
+ skinframe->gloss = NULL;
+ skinframe->glow = NULL;
+ skinframe->fog = NULL;
+
+ return skinframe;
+}
+
void gl_main_start(void)
{
+ int x;
+ double r, alpha;
+
+ r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
+ for (x = 0;x < FOGMASKTABLEWIDTH;x++)
+ {
+ alpha = 1 - exp(r / ((double)x*(double)x));
+ if (x == FOGMASKTABLEWIDTH - 1)
+ alpha = 0;
+ r_refdef.fogmasktable[x] = bound(0, alpha, 1);
+ }
+
+ memset(r_qwskincache, 0, sizeof(r_qwskincache));
+ memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
+
+ // set up r_skinframe loading system for textures
+ memset(&r_skinframe, 0, sizeof(r_skinframe));
+ r_skinframe.loadsequence = 1;
+ Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
+
r_main_texturepool = R_AllocTexturePool();
R_BuildBlankTextures();
R_BuildNoTexture();
void gl_main_shutdown(void)
{
+ memset(r_qwskincache, 0, sizeof(r_qwskincache));
+ memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
+
+ // clear out the r_skinframe state
+ Mem_ExpandableArray_FreeArray(&r_skinframe.array);
+ memset(&r_skinframe, 0, sizeof(r_skinframe));
+
if (r_svbsp.nodes)
Mem_Free(r_svbsp.nodes);
memset(&r_svbsp, 0, sizeof (r_svbsp));
R_FreeTexturePool(&r_main_texturepool);
r_texture_blanknormalmap = NULL;
r_texture_white = NULL;
+ r_texture_grey128 = NULL;
r_texture_black = NULL;
r_texture_whitecube = NULL;
r_texture_normalizationcube = NULL;
r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
- FOG_registercvars(); // FIXME: move this fog stuff to client?
+ Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
+ // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
+ if (gamemode == GAME_NEHAHRA)
+ {
+ Cvar_RegisterVariable (&gl_fogenable);
+ Cvar_RegisterVariable (&gl_fogdensity);
+ Cvar_RegisterVariable (&gl_fogred);
+ Cvar_RegisterVariable (&gl_foggreen);
+ Cvar_RegisterVariable (&gl_fogblue);
+ Cvar_RegisterVariable (&gl_fogstart);
+ Cvar_RegisterVariable (&gl_fogend);
+ }
+ Cvar_RegisterVariable(&r_depthfirst);
Cvar_RegisterVariable(&r_nearclip);
+ Cvar_RegisterVariable(&r_showbboxes);
Cvar_RegisterVariable(&r_showsurfaces);
Cvar_RegisterVariable(&r_showtris);
Cvar_RegisterVariable(&r_shownormals);
Cvar_RegisterVariable(&r_shadows);
Cvar_RegisterVariable(&r_shadows_throwdistance);
Cvar_RegisterVariable(&r_q1bsp_skymasking);
+ Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
+ Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
Cvar_RegisterVariable(&r_textureunits);
Cvar_RegisterVariable(&r_glsl);
Cvar_RegisterVariable(&r_glsl_offsetmapping);
Cvar_RegisterVariable(&r_bloom_colorsubtract);
Cvar_RegisterVariable(&r_hdr);
Cvar_RegisterVariable(&r_hdr_scenebrightness);
+ Cvar_RegisterVariable(&r_glsl_contrastboost);
Cvar_RegisterVariable(&r_hdr_glowintensity);
Cvar_RegisterVariable(&r_hdr_range);
Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
// move the light direction into modelspace coordinates for lighting code
Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
- VectorNormalize(ent->modellight_lightdir);
+ if(VectorLength2(ent->modellight_lightdir) > 0)
+ {
+ VectorNormalize(ent->modellight_lightdir);
+ }
+ else
+ {
+ VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
+ }
// scale ambient and directional light contributions according to rendering variables
ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
}
}
+void R_DrawModelsDepth(void)
+{
+ int i;
+ entity_render_t *ent;
+
+ if (!r_drawentities.integer)
+ return;
+
+ for (i = 0;i < r_refdef.numentities;i++)
+ {
+ if (!r_viewcache.entityvisible[i])
+ continue;
+ ent = r_refdef.entities[i];
+ r_refdef.stats.entities++;
+ if (ent->model && ent->model->DrawDepth != NULL)
+ ent->model->DrawDepth(ent);
+ }
+}
+
static void R_View_SetFrustum(void)
{
double slopex, slopey;
- slopex = 1.0 / r_view.frustum_x;
- slopey = 1.0 / r_view.frustum_y;
- VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
- VectorMA(r_view.forward, slopex, r_view.left, r_view.frustum[1].normal);
- VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal);
- VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal);
- VectorCopy(r_view.forward, r_view.frustum[4].normal);
- VectorNormalize(r_view.frustum[0].normal);
- VectorNormalize(r_view.frustum[1].normal);
- VectorNormalize(r_view.frustum[2].normal);
- VectorNormalize(r_view.frustum[3].normal);
- r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
- r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
- r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
- r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
- r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
+ if (r_view.useperspective)
+ {
+ slopex = 1.0 / r_view.frustum_x;
+ slopey = 1.0 / r_view.frustum_y;
+ VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
+ VectorMA(r_view.forward, slopex, r_view.left, r_view.frustum[1].normal);
+ VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal);
+ VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal);
+ VectorCopy(r_view.forward, r_view.frustum[4].normal);
+
+ // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
+ VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
+ VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
+ VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[2]);
+ VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[3]);
+
+ r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
+ r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
+ r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
+ r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
+ r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
+ }
+ else
+ {
+ VectorScale(r_view.left, -r_view.ortho_x, r_view.frustum[0].normal);
+ VectorScale(r_view.left, r_view.ortho_x, r_view.frustum[1].normal);
+ VectorScale(r_view.up, -r_view.ortho_y, r_view.frustum[2].normal);
+ VectorScale(r_view.up, r_view.ortho_y, r_view.frustum[3].normal);
+ VectorCopy(r_view.forward, r_view.frustum[4].normal);
+ r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal) + r_view.ortho_x;
+ r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal) + r_view.ortho_x;
+ r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal) + r_view.ortho_y;
+ r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal) + r_view.ortho_y;
+ r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
+ }
+
PlaneClassify(&r_view.frustum[0]);
PlaneClassify(&r_view.frustum[1]);
PlaneClassify(&r_view.frustum[2]);
PlaneClassify(&r_view.frustum[3]);
PlaneClassify(&r_view.frustum[4]);
- // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
- VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
- VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
- VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[2]);
- VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[3]);
-
// LordHavoc: note to all quake engine coders, Quake had a special case
// for 90 degrees which assumed a square view (wrong), so I removed it,
// Quake2 has it disabled as well.
void R_SetupView(const matrix4x4_t *matrix)
{
- if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
+ if (!r_view.useperspective)
+ GL_SetupView_Mode_Ortho(-r_view.ortho_x, -r_view.ortho_y, r_view.ortho_x, r_view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
+ else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
else
GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
GL_DepthTest(false);
R_Mesh_Matrix(&identitymatrix);
R_Mesh_ResetTextureState();
- qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+ GL_PolygonOffset(0, 0);
qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
qglDepthFunc(GL_LEQUAL);CHECKGLERROR
qglDisable(GL_STENCIL_TEST);CHECKGLERROR
GL_DepthTest(true);
R_Mesh_Matrix(&identitymatrix);
R_Mesh_ResetTextureState();
- qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+ GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
qglDepthFunc(GL_LEQUAL);CHECKGLERROR
qglDisable(GL_STENCIL_TEST);CHECKGLERROR
// TODO: add exposure compensation features
// TODO: add fp16 framebuffer support
+ r_view.showdebug = false;
r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
if (r_hdr.integer)
r_view.colorscale /= r_hdr_range.value;
R_RenderScene();
+ r_view.showdebug = true;
R_ResetViewRendering2D();
r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
+ if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
+ Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
r_refdef.polygonfactor = 0;
r_refdef.polygonoffset = 0;
- r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_shadow_polygonfactor.value;
- r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_shadow_polygonoffset.value;
+ r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
+ r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
r_refdef.rtworld = r_shadow_realtime_world.integer;
r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
- r_refdef.rtdlightshadows = r_refdef.rtdlight && (r_refdef.rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
+ r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
if (r_showsurfaces.integer)
{
// (0.9986 * 256 == 255.6)
r_refdef.fogrange = 400 / r_refdef.fog_density;
r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
- r_refdef.fogtabledistmultiplier = FOGTABLEWIDTH * r_refdef.fograngerecip;
+ r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
// fog color was already set
}
else
R_Bloom_StartFrame();
+ r_view.showdebug = true;
+
// this produces a bloom texture to be used in R_BlendView() later
if (r_hdr.integer)
R_HDR_RenderBloomTexture();
extern void R_DrawPortals (void);
extern cvar_t cl_locs_show;
static void R_DrawLocs(void);
+static void R_DrawEntityBBoxes(void);
void R_RenderScene(void)
{
// don't let sound skip if going slow
if (R_DrawBrushModelsSky() && r_timereport_active)
R_TimeReport("bmodelsky");
+ }
- if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
- {
- r_refdef.worldmodel->Draw(r_refdef.worldentity);
- if (r_timereport_active)
- R_TimeReport("world");
- }
+ if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
+ {
+ r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
+ if (r_timereport_active)
+ R_TimeReport("worlddepth");
+ }
+ if (r_depthfirst.integer >= 2)
+ {
+ R_DrawModelsDepth();
+ if (r_timereport_active)
+ R_TimeReport("modeldepth");
+ }
+
+ if (cl.csqc_vidvars.drawworld && 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
}
VM_CL_AddPolygonsToMeshQueue();
- if (cl_locs_show.integer)
+ if (r_view.showdebug)
{
- R_DrawLocs();
- if (r_timereport_active)
- R_TimeReport("showlocs");
- }
-
- if (r_drawportals.integer)
- {
- R_DrawPortals();
- if (r_timereport_active)
- R_TimeReport("portals");
+ if (cl_locs_show.integer)
+ {
+ R_DrawLocs();
+ if (r_timereport_active)
+ R_TimeReport("showlocs");
+ }
+
+ if (r_drawportals.integer)
+ {
+ R_DrawPortals();
+ if (r_timereport_active)
+ R_TimeReport("portals");
+ }
+
+ if (r_showbboxes.value > 0)
+ {
+ R_DrawEntityBBoxes();
+ if (r_timereport_active)
+ R_TimeReport("bboxes");
+ }
}
if (gl_support_fragment_shader)
R_ResetViewRendering2D();
}
-/*
+static const int bboxelements[36] =
+{
+ 5, 1, 3, 5, 3, 7,
+ 6, 2, 0, 6, 0, 4,
+ 7, 3, 2, 7, 2, 6,
+ 4, 0, 1, 4, 1, 5,
+ 4, 5, 7, 4, 7, 6,
+ 1, 0, 2, 1, 2, 3,
+};
+
void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
{
int i;
- float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
+ float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
GL_DepthRange(0, 1);
- GL_DepthTest(true);
+ GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
R_Mesh_Matrix(&identitymatrix);
+ R_Mesh_ResetTextureState();
- vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2];
+ vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
- R_FillColors(color, 8, cr, cg, cb, ca);
+ R_FillColors(color4f, 8, cr, cg, cb, ca);
if (r_refdef.fogenabled)
{
- for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
+ for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
{
- f2 = VERTEXFOGTABLE(VectorDistance(v, r_view.origin));
- f1 = 1 - f2;
+ f1 = FogPoint_World(v);
+ f2 = 1 - f1;
c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
}
}
R_Mesh_VertexPointer(vertex3f, 0, 0);
- R_Mesh_ColorPointer(color, 0, 0);
+ R_Mesh_ColorPointer(color4f, 0, 0);
R_Mesh_ResetTextureState();
- R_Mesh_Draw(8, 12, 0, 0);
+ R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
+}
+
+static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
+{
+ int i;
+ float color[4];
+ prvm_edict_t *edict;
+ // this function draws bounding boxes of server entities
+ if (!sv.active)
+ return;
+ SV_VM_Begin();
+ for (i = 0;i < numsurfaces;i++)
+ {
+ edict = PRVM_EDICT_NUM(surfacelist[i]);
+ switch ((int)edict->fields.server->solid)
+ {
+ case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
+ case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
+ case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
+ case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
+ case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
+ default: Vector4Set(color, 0, 0, 0, 0.50);break;
+ }
+ color[3] *= r_showbboxes.value;
+ color[3] = bound(0, color[3], 1);
+ GL_DepthTest(!r_showdisabledepthtest.integer);
+ GL_CullFace(GL_BACK);
+ R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
+ }
+ SV_VM_End();
+}
+
+static void R_DrawEntityBBoxes(void)
+{
+ int i;
+ prvm_edict_t *edict;
+ vec3_t center;
+ // this function draws bounding boxes of server entities
+ if (!sv.active)
+ return;
+ SV_VM_Begin();
+ for (i = 0;i < prog->num_edicts;i++)
+ {
+ edict = PRVM_EDICT_NUM(i);
+ if (edict->priv.server->free)
+ continue;
+ VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
+ R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
+ }
+ SV_VM_End();
}
-*/
int nomodelelements[24] =
{
GL_DepthMask(true);
}
GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
+ GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
R_Mesh_ColorPointer(color4f, 0, 0);
Matrix4x4_OriginFromMatrix(&ent->matrix, org);
- f2 = VERTEXFOGTABLE(VectorDistance(org, r_view.origin));
- f1 = 1 - f2;
+ f1 = FogPoint_World(org);
+ f2 = 1 - f1;
for (i = 0, c = color4f;i < 6;i++, c += 4)
{
c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
vec3_t org;
Matrix4x4_OriginFromMatrix(&ent->matrix, org);
//if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
- R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight);
+ R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
//else
// R_DrawNoModelCallback(ent, 0);
}
void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, 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;
+ float fog = 1.0f;
float vertex3f[12];
if (r_refdef.fogenabled)
- fog = VERTEXFOGTABLE(VectorDistance(origin, r_view.origin));
- ifog = 1 - fog;
+ fog = FogPoint_World(origin);
R_Mesh_Matrix(&identitymatrix);
GL_BlendFunc(blendfunc1, blendfunc2);
+
+ if(v_flipped_state)
+ {
+ scalex1 = -scalex1;
+ scalex2 = -scalex2;
+ GL_CullFace(GL_BACK);
+ }
+ else
+ GL_CullFace(GL_FRONT);
+
GL_DepthMask(false);
GL_DepthRange(0, depthshort ? 0.0625 : 1);
+ GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
GL_DepthTest(!depthdisable);
vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
R_Mesh_TexBind(0, R_GetTexture(texture));
R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
// FIXME: fixed function path can't properly handle r_view.colorscale > 1
- GL_Color(cr * ifog * r_view.colorscale, cg * ifog * r_view.colorscale, cb * ifog * r_view.colorscale, ca);
+ GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
{
R_Mesh_TexBind(0, R_GetTexture(fogtexture));
GL_BlendFunc(blendfunc1, GL_ONE);
+ fog = 1 - fog;
GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
}
layer->color[3] = a;
}
+static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
+{
+ double index, f;
+ index = parms[2] + r_refdef.time * parms[3];
+ index -= floor(index);
+ switch (func)
+ {
+ default:
+ case Q3WAVEFUNC_NONE:
+ case Q3WAVEFUNC_NOISE:
+ case Q3WAVEFUNC_COUNT:
+ f = 0;
+ break;
+ case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
+ case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
+ case Q3WAVEFUNC_SAWTOOTH: f = index;break;
+ case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
+ case Q3WAVEFUNC_TRIANGLE:
+ index *= 4;
+ f = index - floor(index);
+ if (index < 1)
+ f = f;
+ else if (index < 2)
+ f = 1 - f;
+ else if (index < 3)
+ f = -f;
+ else
+ f = -(1 - f);
+ break;
+ }
+ return (float)(parms[0] + parms[1] * f);
+}
+
void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
{
+ int i;
model_t *model = ent->model;
+ float f;
+ float tcmat[12];
+ q3shaderinfo_layer_tcmod_t *tcmod;
// switch to an alternate material if this is a q1bsp animated material
{
{
// use an alternate animation if the entity's frame is not 0,
// and only if the texture has an alternate animation
- if (ent->frame != 0 && t->anim_total[1])
+ if (ent->frame2 != 0 && t->anim_total[1])
t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
else
t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
texture->currentframe = t;
}
- // pick a new currentskinframe if the material is animated
- if (t->numskinframes >= 2)
- t->currentskinframe = t->skinframes + ((int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes);
+ // update currentskinframe to be a qw skin or animation frame
+ if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
+ {
+ if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
+ {
+ strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
+ Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
+ r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
+ }
+ t->currentskinframe = r_qwskincache_skinframe[i];
+ if (t->currentskinframe == NULL)
+ t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
+ }
+ else if (t->numskinframes >= 2)
+ t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
if (t->backgroundnumskinframes >= 2)
- t->backgroundcurrentskinframe = t->backgroundskinframes + ((int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes);
+ t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
t->currentmaterialflags = t->basematerialflags;
t->currentalpha = ent->alpha;
t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
if (ent->flags & RENDER_VIEWMODEL)
t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
- if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
- t->currenttexmatrix = r_waterscrollmatrix;
- else
- t->currenttexmatrix = identitymatrix;
if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
+ for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && (tcmod->tcmod || i < 1);i++, tcmod++)
+ {
+ matrix4x4_t matrix;
+ switch(tcmod->tcmod)
+ {
+ case Q3TCMOD_COUNT:
+ case Q3TCMOD_NONE:
+ if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
+ matrix = r_waterscrollmatrix;
+ else
+ matrix = identitymatrix;
+ break;
+ case Q3TCMOD_ENTITYTRANSLATE:
+ // this is used in Q3 to allow the gamecode to control texcoord
+ // scrolling on the entity, which is not supported in darkplaces yet.
+ Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
+ break;
+ case Q3TCMOD_ROTATE:
+ Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
+ Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.time, 0, 0, 1);
+ Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
+ break;
+ case Q3TCMOD_SCALE:
+ Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
+ break;
+ case Q3TCMOD_SCROLL:
+ Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.time, tcmod->parms[1] * r_refdef.time, 0);
+ break;
+ case Q3TCMOD_STRETCH:
+ f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
+ Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
+ break;
+ case Q3TCMOD_TRANSFORM:
+ VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
+ VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
+ VectorSet(tcmat + 6, 0 , 0 , 1);
+ VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
+ Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
+ break;
+ case Q3TCMOD_TURBULENT:
+ // this is handled in the RSurf_PrepareVertices function
+ matrix = identitymatrix;
+ break;
+ }
+ // either replace or concatenate the transformation
+ if (i < 1)
+ t->currenttexmatrix = matrix;
+ else
+ {
+ matrix4x4_t temp = t->currenttexmatrix;
+ Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
+ }
+ }
+
t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
t->glosstexture = r_texture_white;
t->specularscale = r_shadow_gloss2intensity.value;
}
+ // lightmaps mode looks bad with dlights using actual texturing, so turn
+ // off the colormap and glossmap, but leave the normalmap on as it still
+ // accurately represents the shading involved
+ if (gl_lightmaps.integer && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
+ {
+ t->basetexture = r_texture_white;
+ t->specularscale = 0;
+ }
+
+ t->currentpolygonfactor = r_refdef.polygonfactor + t->basepolygonfactor;
+ t->currentpolygonoffset = r_refdef.polygonoffset + t->basepolygonoffset;
+ // submodels are biased to avoid z-fighting with world surfaces that they
+ // may be exactly overlapping (avoids z-fighting artifacts on certain
+ // doors and things in Quake maps)
+ if (ent->model->brush.submodel)
+ {
+ t->currentpolygonfactor += r_polygonoffset_submodel_factor.value;
+ t->currentpolygonoffset += r_polygonoffset_submodel_offset.value;
+ }
+
+ VectorClear(t->dlightcolor);
t->currentnumlayers = 0;
if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
{
- if (gl_lightmaps.integer)
- R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE, r_texture_white, &identitymatrix, 1, 1, 1, 1);
- else if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
+ if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
{
int blendfunc1, blendfunc2, depthmask;
if (t->currentmaterialflags & MATERIALFLAG_ADD)
else
{
float colorscale;
+ // set the color tint used for lights affecting this surface
+ VectorSet(t->dlightcolor, ent->colormod[0] * t->currentalpha, ent->colormod[1] * t->currentalpha, ent->colormod[2] * t->currentalpha);
colorscale = 2;
// q3bsp has no lightmap updates, so the lightstylevalue that
// would normally be baked into the lightmap must be
// applied to the color
+ // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
if (ent->model->type == mod_brushq3)
colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
colorscale *= r_refdef.lightmapintensity;
{
int i;
if (ent->model)
- for (i = 0;i < ent->model->num_textures;i++)
+ for (i = 0;i < ent->model->num_texturesperskin;i++)
R_UpdateTextureInfo(ent, ent->model->data_textures + i);
}
-int rsurface_array_size = 0;
-float *rsurface_array_modelvertex3f = NULL;
-float *rsurface_array_modelsvector3f = NULL;
-float *rsurface_array_modeltvector3f = NULL;
-float *rsurface_array_modelnormal3f = NULL;
-float *rsurface_array_deformedvertex3f = NULL;
-float *rsurface_array_deformedsvector3f = NULL;
-float *rsurface_array_deformedtvector3f = NULL;
-float *rsurface_array_deformednormal3f = NULL;
-float *rsurface_array_color4f = NULL;
-float *rsurface_array_texcoord3f = NULL;
+rsurfacestate_t rsurface;
void R_Mesh_ResizeArrays(int newvertices)
{
float *base;
- if (rsurface_array_size >= newvertices)
+ if (rsurface.array_size >= newvertices)
return;
- if (rsurface_array_modelvertex3f)
- Mem_Free(rsurface_array_modelvertex3f);
- rsurface_array_size = (newvertices + 1023) & ~1023;
- base = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[31]));
- rsurface_array_modelvertex3f = base + rsurface_array_size * 0;
- rsurface_array_modelsvector3f = base + rsurface_array_size * 3;
- rsurface_array_modeltvector3f = base + rsurface_array_size * 6;
- rsurface_array_modelnormal3f = base + rsurface_array_size * 9;
- rsurface_array_deformedvertex3f = base + rsurface_array_size * 12;
- rsurface_array_deformedsvector3f = base + rsurface_array_size * 15;
- rsurface_array_deformedtvector3f = base + rsurface_array_size * 18;
- rsurface_array_deformednormal3f = base + rsurface_array_size * 21;
- rsurface_array_texcoord3f = base + rsurface_array_size * 24;
- rsurface_array_color4f = base + rsurface_array_size * 27;
+ if (rsurface.array_modelvertex3f)
+ Mem_Free(rsurface.array_modelvertex3f);
+ rsurface.array_size = (newvertices + 1023) & ~1023;
+ base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
+ rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
+ rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
+ rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
+ rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
+ rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
+ rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
+ rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
+ rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
+ rsurface.array_texcoord3f = base + rsurface.array_size * 24;
+ rsurface.array_color4f = base + rsurface.array_size * 27;
+ rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
}
-float *rsurface_modelvertex3f;
-int rsurface_modelvertex3f_bufferobject;
-size_t rsurface_modelvertex3f_bufferoffset;
-float *rsurface_modelsvector3f;
-int rsurface_modelsvector3f_bufferobject;
-size_t rsurface_modelsvector3f_bufferoffset;
-float *rsurface_modeltvector3f;
-int rsurface_modeltvector3f_bufferobject;
-size_t rsurface_modeltvector3f_bufferoffset;
-float *rsurface_modelnormal3f;
-int rsurface_modelnormal3f_bufferobject;
-size_t rsurface_modelnormal3f_bufferoffset;
-float *rsurface_vertex3f;
-int rsurface_vertex3f_bufferobject;
-size_t rsurface_vertex3f_bufferoffset;
-float *rsurface_svector3f;
-int rsurface_svector3f_bufferobject;
-size_t rsurface_svector3f_bufferoffset;
-float *rsurface_tvector3f;
-int rsurface_tvector3f_bufferobject;
-size_t rsurface_tvector3f_bufferoffset;
-float *rsurface_normal3f;
-int rsurface_normal3f_bufferobject;
-size_t rsurface_normal3f_bufferoffset;
-float *rsurface_lightmapcolor4f;
-int rsurface_lightmapcolor4f_bufferobject;
-size_t rsurface_lightmapcolor4f_bufferoffset;
-vec3_t rsurface_modelorg;
-qboolean rsurface_generatedvertex;
-const entity_render_t *rsurface_entity;
-const model_t *rsurface_model;
-texture_t *rsurface_texture;
-qboolean rsurface_uselightmaptexture;
-rsurfmode_t rsurface_mode;
-int rsurface_lightmode; // 0 = lightmap or fullbright, 1 = color array from q3bsp, 2 = vertex shaded model
-
void RSurf_CleanUp(void)
{
CHECKGLERROR
- if (rsurface_mode == RSURFMODE_GLSL)
+ if (rsurface.mode == RSURFMODE_GLSL)
{
qglUseProgramObjectARB(0);CHECKGLERROR
}
GL_AlphaTest(false);
- rsurface_mode = RSURFMODE_NONE;
- rsurface_uselightmaptexture = false;
- rsurface_texture = NULL;
+ rsurface.mode = RSURFMODE_NONE;
+ rsurface.uselightmaptexture = false;
+ rsurface.texture = NULL;
}
void RSurf_ActiveWorldEntity(void)
{
+ model_t *model = r_refdef.worldmodel;
RSurf_CleanUp();
- rsurface_entity = r_refdef.worldentity;
- rsurface_model = r_refdef.worldmodel;
- if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
- R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
+ if (rsurface.array_size < model->surfmesh.num_vertices)
+ R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
+ rsurface.matrix = identitymatrix;
+ rsurface.inversematrix = identitymatrix;
R_Mesh_Matrix(&identitymatrix);
- VectorCopy(r_view.origin, rsurface_modelorg);
- rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f;
- rsurface_modelvertex3f_bufferobject = rsurface_model->surfmesh.vbo;
- rsurface_modelvertex3f_bufferoffset = rsurface_model->surfmesh.vbooffset_vertex3f;
- rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
- rsurface_modelsvector3f_bufferobject = rsurface_model->surfmesh.vbo;
- rsurface_modelsvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_svector3f;
- rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
- rsurface_modeltvector3f_bufferobject = rsurface_model->surfmesh.vbo;
- rsurface_modeltvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_tvector3f;
- rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f;
- rsurface_modelnormal3f_bufferobject = rsurface_model->surfmesh.vbo;
- rsurface_modelnormal3f_bufferoffset = rsurface_model->surfmesh.vbooffset_normal3f;
- rsurface_generatedvertex = false;
- rsurface_vertex3f = rsurface_modelvertex3f;
- rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
- rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
- rsurface_svector3f = rsurface_modelsvector3f;
- rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
- rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
- rsurface_tvector3f = rsurface_modeltvector3f;
- rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
- rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
- rsurface_normal3f = rsurface_modelnormal3f;
- rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
- rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
+ VectorCopy(r_view.origin, rsurface.modelorg);
+ VectorSet(rsurface.modellight_ambient, 0, 0, 0);
+ VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
+ VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
+ VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
+ VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
+ rsurface.frameblend[0].frame = 0;
+ rsurface.frameblend[0].lerp = 1;
+ rsurface.frameblend[1].frame = 0;
+ rsurface.frameblend[1].lerp = 0;
+ rsurface.frameblend[2].frame = 0;
+ rsurface.frameblend[2].lerp = 0;
+ rsurface.frameblend[3].frame = 0;
+ rsurface.frameblend[3].lerp = 0;
+ rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
+ rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
+ rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
+ rsurface.modelsvector3f = model->surfmesh.data_svector3f;
+ rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
+ rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
+ rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
+ rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
+ rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
+ rsurface.modelnormal3f = model->surfmesh.data_normal3f;
+ rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
+ rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
+ rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
+ rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
+ rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
+ rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
+ rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
+ rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
+ rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
+ rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
+ rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
+ rsurface.modelelement3i = model->surfmesh.data_element3i;
+ rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
+ rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
+ rsurface.modelnum_vertices = model->surfmesh.num_vertices;
+ rsurface.modelnum_triangles = model->surfmesh.num_triangles;
+ rsurface.modelsurfaces = model->data_surfaces;
+ rsurface.generatedvertex = false;
+ rsurface.vertex3f = rsurface.modelvertex3f;
+ rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
+ rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
+ rsurface.svector3f = rsurface.modelsvector3f;
+ rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
+ rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
+ rsurface.tvector3f = rsurface.modeltvector3f;
+ rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
+ rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
+ rsurface.normal3f = rsurface.modelnormal3f;
+ rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
+ rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
+ rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
}
void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
{
+ model_t *model = ent->model;
RSurf_CleanUp();
- rsurface_entity = ent;
- rsurface_model = ent->model;
- if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
- R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
- R_Mesh_Matrix(&ent->matrix);
- Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
- if (rsurface_model->surfmesh.isanimated && (rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0))
+ if (rsurface.array_size < model->surfmesh.num_vertices)
+ R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
+ rsurface.matrix = ent->matrix;
+ rsurface.inversematrix = ent->inversematrix;
+ R_Mesh_Matrix(&rsurface.matrix);
+ Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg);
+ VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
+ VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
+ VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
+ VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
+ VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
+ rsurface.frameblend[0] = ent->frameblend[0];
+ rsurface.frameblend[1] = ent->frameblend[1];
+ rsurface.frameblend[2] = ent->frameblend[2];
+ rsurface.frameblend[3] = ent->frameblend[3];
+ if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
{
if (wanttangents)
{
- rsurface_modelvertex3f = rsurface_array_modelvertex3f;
- rsurface_modelsvector3f = rsurface_array_modelsvector3f;
- rsurface_modeltvector3f = rsurface_array_modeltvector3f;
- rsurface_modelnormal3f = rsurface_array_modelnormal3f;
- Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f);
+ rsurface.modelvertex3f = rsurface.array_modelvertex3f;
+ rsurface.modelsvector3f = rsurface.array_modelsvector3f;
+ rsurface.modeltvector3f = rsurface.array_modeltvector3f;
+ rsurface.modelnormal3f = rsurface.array_modelnormal3f;
+ Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
}
else if (wantnormals)
{
- rsurface_modelvertex3f = rsurface_array_modelvertex3f;
- rsurface_modelsvector3f = NULL;
- rsurface_modeltvector3f = NULL;
- rsurface_modelnormal3f = rsurface_array_modelnormal3f;
- Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, NULL, NULL);
+ rsurface.modelvertex3f = rsurface.array_modelvertex3f;
+ rsurface.modelsvector3f = NULL;
+ rsurface.modeltvector3f = NULL;
+ rsurface.modelnormal3f = rsurface.array_modelnormal3f;
+ Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
}
else
{
- rsurface_modelvertex3f = rsurface_array_modelvertex3f;
- rsurface_modelsvector3f = NULL;
- rsurface_modeltvector3f = NULL;
- rsurface_modelnormal3f = NULL;
- Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, NULL, NULL, NULL);
+ rsurface.modelvertex3f = rsurface.array_modelvertex3f;
+ rsurface.modelsvector3f = NULL;
+ rsurface.modeltvector3f = NULL;
+ rsurface.modelnormal3f = NULL;
+ Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
}
- rsurface_modelvertex3f_bufferobject = 0;
- rsurface_modelvertex3f_bufferoffset = 0;
- rsurface_modelsvector3f_bufferobject = 0;
- rsurface_modelsvector3f_bufferoffset = 0;
- rsurface_modeltvector3f_bufferobject = 0;
- rsurface_modeltvector3f_bufferoffset = 0;
- rsurface_modelnormal3f_bufferobject = 0;
- rsurface_modelnormal3f_bufferoffset = 0;
- rsurface_generatedvertex = true;
+ rsurface.modelvertex3f_bufferobject = 0;
+ rsurface.modelvertex3f_bufferoffset = 0;
+ rsurface.modelsvector3f_bufferobject = 0;
+ rsurface.modelsvector3f_bufferoffset = 0;
+ rsurface.modeltvector3f_bufferobject = 0;
+ rsurface.modeltvector3f_bufferoffset = 0;
+ rsurface.modelnormal3f_bufferobject = 0;
+ rsurface.modelnormal3f_bufferoffset = 0;
+ rsurface.generatedvertex = true;
}
else
{
- rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f;
- rsurface_modelvertex3f_bufferobject = rsurface_model->surfmesh.vbo;
- rsurface_modelvertex3f_bufferoffset = rsurface_model->surfmesh.vbooffset_vertex3f;
- rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
- rsurface_modelsvector3f_bufferobject = rsurface_model->surfmesh.vbo;
- rsurface_modelsvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_svector3f;
- rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
- rsurface_modeltvector3f_bufferobject = rsurface_model->surfmesh.vbo;
- rsurface_modeltvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_tvector3f;
- rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f;
- rsurface_modelnormal3f_bufferobject = rsurface_model->surfmesh.vbo;
- rsurface_modelnormal3f_bufferoffset = rsurface_model->surfmesh.vbooffset_normal3f;
- rsurface_generatedvertex = false;
- }
- rsurface_vertex3f = rsurface_modelvertex3f;
- rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
- rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
- rsurface_svector3f = rsurface_modelsvector3f;
- rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
- rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
- rsurface_tvector3f = rsurface_modeltvector3f;
- rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
- rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
- rsurface_normal3f = rsurface_modelnormal3f;
- rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
- rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
+ rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
+ rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
+ rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
+ rsurface.modelsvector3f = model->surfmesh.data_svector3f;
+ rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
+ rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
+ rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
+ rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
+ rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
+ rsurface.modelnormal3f = model->surfmesh.data_normal3f;
+ rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
+ rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
+ rsurface.generatedvertex = false;
+ }
+ rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
+ rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
+ rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
+ rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
+ rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
+ rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
+ rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
+ rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
+ rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
+ rsurface.modelelement3i = model->surfmesh.data_element3i;
+ rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
+ rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
+ rsurface.modelnum_vertices = model->surfmesh.num_vertices;
+ rsurface.modelnum_triangles = model->surfmesh.num_triangles;
+ rsurface.modelsurfaces = model->data_surfaces;
+ rsurface.vertex3f = rsurface.modelvertex3f;
+ rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
+ rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
+ rsurface.svector3f = rsurface.modelsvector3f;
+ rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
+ rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
+ rsurface.tvector3f = rsurface.modeltvector3f;
+ rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
+ rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
+ rsurface.normal3f = rsurface.modelnormal3f;
+ rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
+ rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
+ rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
}
+static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
{
- // if vertices are dynamic (animated models), generate them into the temporary rsurface_array_model* arrays and point rsurface_model* at them instead of the static data from the model itself
- if (rsurface_generatedvertex)
+ int deformindex;
+ int texturesurfaceindex;
+ int i, j;
+ float amplitude;
+ float animpos;
+ float scale;
+ const float *v1, *in_tc;
+ float *out_tc;
+ float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
+ float waveparms[4];
+ q3shaderinfo_deform_t *deform;
+ // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
+ if (rsurface.generatedvertex)
{
- if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
- generatetangents = true;
- if (generatetangents)
+ if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
generatenormals = true;
- if (generatenormals && !rsurface_modelnormal3f)
+ for (i = 0;i < Q3MAXDEFORMS;i++)
{
- rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f;
- rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject = 0;
- rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset = 0;
- Mod_BuildNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelnormal3f, r_smoothnormals_areaweighting.integer);
+ if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
+ {
+ generatetangents = true;
+ generatenormals = true;
+ }
+ if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
+ generatenormals = true;
}
- if (generatetangents && !rsurface_modelsvector3f)
+ if (generatenormals && !rsurface.modelnormal3f)
{
- rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f;
- rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject = 0;
- rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset = 0;
- rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f;
- rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject = 0;
- rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset = 0;
- Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_modelnormal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f, r_smoothnormals_areaweighting.integer);
+ rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
+ rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
+ rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
+ Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
+ }
+ if (generatetangents && !rsurface.modelsvector3f)
+ {
+ rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
+ rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
+ rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
+ rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
+ rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
+ rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
+ Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer);
}
}
- // if vertices are deformed (sprite flares and things in maps, possibly water waves, bulges and other deformations), generate them into rsurface_deform* arrays from whatever the rsurface_model* array pointers point to (may be static model data or generated data for an animated model)
- if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+ rsurface.vertex3f = rsurface.modelvertex3f;
+ rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
+ rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
+ rsurface.svector3f = rsurface.modelsvector3f;
+ rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
+ rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
+ rsurface.tvector3f = rsurface.modeltvector3f;
+ rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
+ rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
+ rsurface.normal3f = rsurface.modelnormal3f;
+ rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
+ rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
+ // if vertices are deformed (sprite flares and things in maps, possibly
+ // water waves, bulges and other deformations), generate them into
+ // rsurface.deform* arrays from whatever the rsurface.* arrays point to
+ // (may be static model data or generated data for an animated model, or
+ // the previous deform pass)
+ for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
{
- int texturesurfaceindex;
- float center[3], forward[3], right[3], up[3], v[4][3];
- matrix4x4_t matrix1, imatrix1;
- Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.forward, forward);
- Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.right, right);
- Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.up, up);
- // make deformed versions of only the model vertices used by the specified surfaces
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ switch (deform->deform)
{
- 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)
+ default:
+ case Q3DEFORM_PROJECTIONSHADOW:
+ case Q3DEFORM_TEXT0:
+ case Q3DEFORM_TEXT1:
+ case Q3DEFORM_TEXT2:
+ case Q3DEFORM_TEXT3:
+ case Q3DEFORM_TEXT4:
+ case Q3DEFORM_TEXT5:
+ case Q3DEFORM_TEXT6:
+ case Q3DEFORM_TEXT7:
+ case Q3DEFORM_NONE:
+ break;
+ case Q3DEFORM_AUTOSPRITE:
+ Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
+ Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
+ Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
+ VectorNormalize(newforward);
+ VectorNormalize(newright);
+ VectorNormalize(newup);
+ // make deformed versions of only the model vertices used by the specified surfaces
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- VectorClear(center);
- for (i = 0;i < 4;i++)
- VectorAdd(center, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
- VectorScale(center, 0.25f, center);
- if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
+ 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] = rsurface_modelorg[0] - center[0];
- forward[1] = rsurface_modelorg[1] - center[1];
- forward[2] = 0;
+ 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);
+ VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
+ VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
+ VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
+ for (i = 0;i < 4;i++)
+ {
+ VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
+ VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
+ }
+ }
+ Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
+ Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
+ }
+ rsurface.vertex3f = rsurface.array_deformedvertex3f;
+ rsurface.vertex3f_bufferobject = 0;
+ rsurface.vertex3f_bufferoffset = 0;
+ rsurface.svector3f = rsurface.array_deformedsvector3f;
+ rsurface.svector3f_bufferobject = 0;
+ rsurface.svector3f_bufferoffset = 0;
+ rsurface.tvector3f = rsurface.array_deformedtvector3f;
+ rsurface.tvector3f_bufferobject = 0;
+ rsurface.tvector3f_bufferoffset = 0;
+ rsurface.normal3f = rsurface.array_deformednormal3f;
+ rsurface.normal3f_bufferobject = 0;
+ rsurface.normal3f_bufferoffset = 0;
+ break;
+ case Q3DEFORM_AUTOSPRITE2:
+ Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
+ Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
+ Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
+ VectorNormalize(newforward);
+ VectorNormalize(newright);
+ VectorNormalize(newup);
+ // make deformed versions of only the model vertices used by the specified surfaces
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ const float *v1, *v2;
+ vec3_t start, end;
+ float f, l;
+ struct
+ {
+ float length2;
+ const float *v1;
+ const float *v2;
+ }
+ shortest[2];
+ memset(shortest, 0, sizeof(shortest));
+ // a single autosprite surface can contain multiple sprites...
+ for (j = 0;j < surface->num_vertices - 3;j += 4)
+ {
+ VectorClear(center);
+ for (i = 0;i < 4;i++)
+ VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
+ VectorScale(center, 0.25f, center);
+ // find the two shortest edges, then use them to define the
+ // axis vectors for rotating around the central axis
+ for (i = 0;i < 6;i++)
+ {
+ v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
+ v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
+#if 0
+ Debug_PolygonBegin(NULL, 0, false, 0);
+ Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
+ Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
+ Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
+ Debug_PolygonEnd();
+#endif
+ l = VectorDistance2(v1, v2);
+ // this length bias tries to make sense of square polygons, assuming they are meant to be upright
+ if (v1[2] != v2[2])
+ l += (1.0f / 1024.0f);
+ if (shortest[0].length2 > l || i == 0)
+ {
+ shortest[1] = shortest[0];
+ shortest[0].length2 = l;
+ shortest[0].v1 = v1;
+ shortest[0].v2 = v2;
+ }
+ else if (shortest[1].length2 > l || i == 1)
+ {
+ shortest[1].length2 = l;
+ shortest[1].v1 = v1;
+ shortest[1].v2 = v2;
+ }
+ }
+ VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
+ VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
+#if 0
+ Debug_PolygonBegin(NULL, 0, false, 0);
+ Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
+ Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
+ Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
+ Debug_PolygonEnd();
+#endif
+ // this calculates the right vector from the shortest edge
+ // and the up vector from the edge midpoints
+ VectorSubtract(shortest[0].v1, shortest[0].v2, right);
+ VectorNormalize(right);
+ VectorSubtract(end, start, up);
+ VectorNormalize(up);
+ // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
+ //VectorSubtract(rsurface.modelorg, center, forward);
+ Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, forward);
+ VectorNegate(forward, forward);
+ VectorReflect(forward, 0, up, forward);
VectorNormalize(forward);
- right[0] = forward[1];
- right[1] = -forward[0];
- right[2] = 0;
- VectorSet(up, 0, 0, 1);
+ CrossProduct(up, forward, newright);
+ VectorNormalize(newright);
+#if 0
+ Debug_PolygonBegin(NULL, 0, false, 0);
+ Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
+ Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
+ Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
+ Debug_PolygonEnd();
+#endif
+#if 0
+ Debug_PolygonBegin(NULL, 0, false, 0);
+ Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
+ Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
+ Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
+ Debug_PolygonEnd();
+#endif
+ // rotate the quad around the up axis vector, this is made
+ // especially easy by the fact we know the quad is flat,
+ // so we only have to subtract the center position and
+ // measure distance along the right vector, and then
+ // multiply that by the newright vector and add back the
+ // center position
+ // we also need to subtract the old position to undo the
+ // displacement from the center, which we do with a
+ // DotProduct, the subtraction/addition of center is also
+ // optimized into DotProducts here
+ l = DotProduct(right, center);
+ for (i = 0;i < 4;i++)
+ {
+ v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
+ f = DotProduct(right, v1) - l;
+ VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
+ }
+ }
+ Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
+ Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
+ }
+ rsurface.vertex3f = rsurface.array_deformedvertex3f;
+ rsurface.vertex3f_bufferobject = 0;
+ rsurface.vertex3f_bufferoffset = 0;
+ rsurface.svector3f = rsurface.array_deformedsvector3f;
+ rsurface.svector3f_bufferobject = 0;
+ rsurface.svector3f_bufferoffset = 0;
+ rsurface.tvector3f = rsurface.array_deformedtvector3f;
+ rsurface.tvector3f_bufferobject = 0;
+ rsurface.tvector3f_bufferoffset = 0;
+ rsurface.normal3f = rsurface.array_deformednormal3f;
+ rsurface.normal3f_bufferobject = 0;
+ rsurface.normal3f_bufferoffset = 0;
+ break;
+ case Q3DEFORM_NORMAL:
+ // deform the normals to make reflections wavey
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ for (j = 0;j < surface->num_vertices;j++)
+ {
+ float vertex[3];
+ float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
+ VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
+ VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
+ normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
+ normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
+ normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
+ VectorNormalize(normal);
+ }
+ Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
+ }
+ rsurface.svector3f = rsurface.array_deformedsvector3f;
+ rsurface.svector3f_bufferobject = 0;
+ rsurface.svector3f_bufferoffset = 0;
+ rsurface.tvector3f = rsurface.array_deformedtvector3f;
+ rsurface.tvector3f_bufferobject = 0;
+ rsurface.tvector3f_bufferoffset = 0;
+ rsurface.normal3f = rsurface.array_deformednormal3f;
+ rsurface.normal3f_bufferobject = 0;
+ rsurface.normal3f_bufferoffset = 0;
+ break;
+ case Q3DEFORM_WAVE:
+ // deform vertex array to make wavey water and flags and such
+ waveparms[0] = deform->waveparms[0];
+ waveparms[1] = deform->waveparms[1];
+ waveparms[2] = deform->waveparms[2];
+ waveparms[3] = deform->waveparms[3];
+ // this is how a divisor of vertex influence on deformation
+ animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
+ scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ for (j = 0;j < surface->num_vertices;j++)
+ {
+ float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
+ VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
+ // if the wavefunc depends on time, evaluate it per-vertex
+ if (waveparms[3])
+ {
+ waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
+ scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
+ }
+ VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
+ }
+ }
+ rsurface.vertex3f = rsurface.array_deformedvertex3f;
+ rsurface.vertex3f_bufferobject = 0;
+ rsurface.vertex3f_bufferoffset = 0;
+ break;
+ case Q3DEFORM_BULGE:
+ // deform vertex array to make the surface have moving bulges
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ for (j = 0;j < surface->num_vertices;j++)
+ {
+ scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.time * deform->parms[2])) * deform->parms[1];
+ VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
}
- // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
- Matrix4x4_FromVectors(&matrix1, (rsurface_modelnormal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modelsvector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modeltvector3f + 3 * surface->num_firstvertex) + j*3, center);
- Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
- for (i = 0;i < 4;i++)
- Matrix4x4_Transform(&imatrix1, (rsurface_modelvertex3f + 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_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
}
- Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformednormal3f, r_smoothnormals_areaweighting.integer);
- Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_deformednormal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformedsvector3f, rsurface_array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
+ rsurface.vertex3f = rsurface.array_deformedvertex3f;
+ rsurface.vertex3f_bufferobject = 0;
+ rsurface.vertex3f_bufferoffset = 0;
+ break;
+ case Q3DEFORM_MOVE:
+ // deform vertex array
+ scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
+ VectorScale(deform->parms, scale, waveparms);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ for (j = 0;j < surface->num_vertices;j++)
+ VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
+ }
+ rsurface.vertex3f = rsurface.array_deformedvertex3f;
+ rsurface.vertex3f_bufferobject = 0;
+ rsurface.vertex3f_bufferoffset = 0;
+ break;
}
- rsurface_vertex3f = rsurface_array_deformedvertex3f;
- rsurface_vertex3f_bufferobject = 0;
- rsurface_vertex3f_bufferoffset = 0;
- rsurface_svector3f = rsurface_array_deformedsvector3f;
- rsurface_svector3f_bufferobject = 0;
- rsurface_svector3f_bufferoffset = 0;
- rsurface_tvector3f = rsurface_array_deformedtvector3f;
- rsurface_tvector3f_bufferobject = 0;
- rsurface_tvector3f_bufferoffset = 0;
- rsurface_normal3f = rsurface_array_deformednormal3f;
- rsurface_normal3f_bufferobject = 0;
- rsurface_normal3f_bufferoffset = 0;
}
- else
+ // generate texcoords based on the chosen texcoord source
+ switch(rsurface.texture->tcgen.tcgen)
{
- rsurface_vertex3f = rsurface_modelvertex3f;
- rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
- rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
- rsurface_svector3f = rsurface_modelsvector3f;
- rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
- rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
- rsurface_tvector3f = rsurface_modeltvector3f;
- rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
- rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
- rsurface_normal3f = rsurface_modelnormal3f;
- rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
- rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
- }
- R_Mesh_VertexPointer(rsurface_vertex3f, rsurface_vertex3f_bufferobject, rsurface_vertex3f_bufferoffset);
+ default:
+ case Q3TCGEN_TEXTURE:
+ rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
+ rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
+ rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
+ break;
+ case Q3TCGEN_LIGHTMAP:
+ rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
+ rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
+ rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
+ break;
+ case Q3TCGEN_VECTOR:
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
+ {
+ out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
+ out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
+ }
+ }
+ rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
+ rsurface.texcoordtexture2f_bufferobject = 0;
+ rsurface.texcoordtexture2f_bufferoffset = 0;
+ break;
+ case Q3TCGEN_ENVIRONMENT:
+ // make environment reflections using a spheremap
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
+ const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
+ float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
+ for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
+ {
+ float l, d, eyedir[3];
+ VectorSubtract(rsurface.modelorg, vertex, eyedir);
+ l = 0.5f / VectorLength(eyedir);
+ d = DotProduct(normal, eyedir)*2;
+ out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
+ out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
+ }
+ }
+ rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
+ rsurface.texcoordtexture2f_bufferobject = 0;
+ rsurface.texcoordtexture2f_bufferoffset = 0;
+ break;
+ }
+ // the only tcmod that needs software vertex processing is turbulent, so
+ // check for it here and apply the changes if needed
+ // and we only support that as the first one
+ // (handling a mixture of turbulent and other tcmods would be problematic
+ // without punting it entirely to a software path)
+ if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
+ {
+ amplitude = rsurface.texture->tcmods[0].parms[1];
+ animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.time * rsurface.texture->tcmods[0].parms[3];
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
+ {
+ out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
+ out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
+ }
+ }
+ rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
+ rsurface.texcoordtexture2f_bufferobject = 0;
+ rsurface.texcoordtexture2f_bufferoffset = 0;
+ }
+ rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
+ rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
+ rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
+ R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
}
void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
if (texturenumsurfaces == 1)
{
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
}
else if (r_batchmode.integer == 2)
{
j = i + 1;
if (surface->num_triangles > MAXBATCHTRIANGLES)
{
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
continue;
}
- memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
+ memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
batchtriangles = surface->num_triangles;
firstvertex = surface->num_firstvertex;
endvertex = surface->num_firstvertex + surface->num_vertices;
surface2 = texturesurfacelist[j];
if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
break;
- memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
+ memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
batchtriangles += surface2->num_triangles;
firstvertex = min(firstvertex, surface2->num_firstvertex);
endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
GL_LockArrays(surface->num_firstvertex, numvertices);
- R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+ R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
}
}
else
{
surface = texturesurfacelist[i];
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
}
}
}
if (deluxemaptexunit >= 0)
R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
}
else if (r_batchmode.integer == 2)
{
j = i + 1;
if (surface->num_triangles > MAXBATCHTRIANGLES)
{
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
continue;
}
- memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
+ memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
batchtriangles = surface->num_triangles;
firstvertex = surface->num_firstvertex;
endvertex = surface->num_firstvertex + surface->num_vertices;
surface2 = texturesurfacelist[j];
if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
break;
- memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
+ memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
batchtriangles += surface2->num_triangles;
firstvertex = min(firstvertex, surface2->num_firstvertex);
endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
else if (r_batchmode.integer == 1)
{
#if 0
- Con_Printf("%s batch sizes ignoring lightmap:", rsurface_texture->name);
+ Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
for (i = 0;i < texturenumsurfaces;i = j)
{
surface = texturesurfacelist[i];
Con_Printf(" %i", j - i);
}
Con_Printf("\n");
- Con_Printf("%s batch sizes honoring lightmap:", rsurface_texture->name);
+ Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
#endif
for (i = 0;i < texturenumsurfaces;i = j)
{
numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
GL_LockArrays(surface->num_firstvertex, numvertices);
- R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+ R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
}
#if 0
Con_Printf("\n");
if (deluxemaptexunit >= 0)
R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
}
}
}
{
float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
GL_Color(f, f, f, 1);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface_model->surfmesh.data_element3i + 3 * (j + surface->num_firsttriangle)), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
}
}
}
int k = (int)(((size_t)surface) / sizeof(msurface_t));
GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
}
}
}
int i;
float f;
float *v, *c, *c2;
- if (rsurface_lightmapcolor4f)
+ if (rsurface.lightmapcolor4f)
{
// generate color arrays for the surfaces in this list
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- 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)
+ 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, rsurface_modelorg));
+ f = FogPoint_Model(v);
c2[0] = c[0] * f;
c2[1] = c[1] * f;
c2[2] = c[2] * f;
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- 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)
+ 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, rsurface_modelorg));
+ f = FogPoint_Model(v);
c2[0] = f;
c2[1] = f;
c2[2] = f;
}
}
}
- rsurface_lightmapcolor4f = rsurface_array_color4f;
- rsurface_lightmapcolor4f_bufferobject = 0;
- rsurface_lightmapcolor4f_bufferoffset = 0;
+ rsurface.lightmapcolor4f = rsurface.array_color4f;
+ rsurface.lightmapcolor4f_bufferobject = 0;
+ rsurface.lightmapcolor4f_bufferoffset = 0;
}
static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
int texturesurfaceindex;
int i;
float *c, *c2;
- if (!rsurface_lightmapcolor4f)
+ if (!rsurface.lightmapcolor4f)
return;
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- for (i = 0, c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
+ for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
{
c2[0] = c[0] * r;
c2[1] = c[1] * g;
c2[3] = c[3] * a;
}
}
- rsurface_lightmapcolor4f = rsurface_array_color4f;
- rsurface_lightmapcolor4f_bufferobject = 0;
- rsurface_lightmapcolor4f_bufferoffset = 0;
+ rsurface.lightmapcolor4f = rsurface.array_color4f;
+ rsurface.lightmapcolor4f_bufferobject = 0;
+ rsurface.lightmapcolor4f_bufferoffset = 0;
}
static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
{
// TODO: optimize
- rsurface_lightmapcolor4f = NULL;
- rsurface_lightmapcolor4f_bufferobject = 0;
- rsurface_lightmapcolor4f_bufferoffset = 0;
+ rsurface.lightmapcolor4f = NULL;
+ rsurface.lightmapcolor4f_bufferobject = 0;
+ rsurface.lightmapcolor4f_bufferoffset = 0;
if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
- R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
+ R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
GL_Color(r, g, b, a);
RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
}
{
// TODO: optimize applyfog && applycolor case
// just apply fog if necessary, and tint the fog color array if necessary
- rsurface_lightmapcolor4f = NULL;
- rsurface_lightmapcolor4f_bufferobject = 0;
- rsurface_lightmapcolor4f_bufferoffset = 0;
+ rsurface.lightmapcolor4f = NULL;
+ rsurface.lightmapcolor4f_bufferobject = 0;
+ rsurface.lightmapcolor4f_bufferoffset = 0;
if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
- R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
+ R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
GL_Color(r, g, b, a);
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
}
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+ for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
{
if (surface->lightmapinfo->samples)
{
- const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
+ const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + 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)
c[3] = 1;
}
}
- rsurface_lightmapcolor4f = rsurface_array_color4f;
- rsurface_lightmapcolor4f_bufferobject = 0;
- rsurface_lightmapcolor4f_bufferoffset = 0;
+ rsurface.lightmapcolor4f = rsurface.array_color4f;
+ rsurface.lightmapcolor4f_bufferobject = 0;
+ rsurface.lightmapcolor4f_bufferoffset = 0;
}
else
{
- rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
- rsurface_lightmapcolor4f_bufferobject = rsurface_model->surfmesh.vbo;
- rsurface_lightmapcolor4f_bufferoffset = rsurface_model->surfmesh.vbooffset_lightmapcolor4f;
+ rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
+ rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
+ rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
}
if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
- R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
+ R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
GL_Color(r, g, b, a);
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
}
vec3_t lightdir;
// TODO: optimize
// model lighting
- 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;
+ VectorCopy(rsurface.modellight_lightdir, lightdir);
+ ambientcolor[0] = rsurface.modellight_ambient[0] * r * 0.5f;
+ ambientcolor[1] = rsurface.modellight_ambient[1] * g * 0.5f;
+ ambientcolor[2] = rsurface.modellight_ambient[2] * b * 0.5f;
+ diffusecolor[0] = rsurface.modellight_diffuse[0] * r * 0.5f;
+ diffusecolor[1] = rsurface.modellight_diffuse[1] * g * 0.5f;
+ diffusecolor[2] = rsurface.modellight_diffuse[2] * b * 0.5f;
if (VectorLength2(diffusecolor) > 0)
{
// generate color arrays for the surfaces in this list
{
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
int numverts = surface->num_vertices;
- v = rsurface_vertex3f + 3 * surface->num_firstvertex;
- c2 = rsurface_normal3f + 3 * surface->num_firstvertex;
- c = rsurface_array_color4f + 4 * surface->num_firstvertex;
+ v = rsurface.vertex3f + 3 * surface->num_firstvertex;
+ c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
+ c = rsurface.array_color4f + 4 * surface->num_firstvertex;
// q3-style directional shading
for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
{
b = 1;
a = 1;
applycolor = false;
- rsurface_lightmapcolor4f = rsurface_array_color4f;
- rsurface_lightmapcolor4f_bufferobject = 0;
- rsurface_lightmapcolor4f_bufferoffset = 0;
+ rsurface.lightmapcolor4f = rsurface.array_color4f;
+ rsurface.lightmapcolor4f_bufferobject = 0;
+ rsurface.lightmapcolor4f_bufferoffset = 0;
}
else
{
r = ambientcolor[0];
g = ambientcolor[1];
b = ambientcolor[2];
- rsurface_lightmapcolor4f = NULL;
- rsurface_lightmapcolor4f_bufferobject = 0;
- rsurface_lightmapcolor4f_bufferoffset = 0;
+ rsurface.lightmapcolor4f = NULL;
+ rsurface.lightmapcolor4f_bufferobject = 0;
+ rsurface.lightmapcolor4f_bufferoffset = 0;
}
if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
- R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
+ R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
GL_Color(r, g, b, a);
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
}
static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
{
- GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
- GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
- GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
- if (rsurface_mode != RSURFMODE_SHOWSURFACES)
+ GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+ GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
+ GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+ GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ if (rsurface.mode != RSURFMODE_SHOWSURFACES)
{
- rsurface_mode = RSURFMODE_SHOWSURFACES;
+ rsurface.mode = RSURFMODE_SHOWSURFACES;
GL_DepthMask(true);
GL_BlendFunc(GL_ONE, GL_ZERO);
R_Mesh_ColorPointer(NULL, 0, 0);
static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
{
// transparent sky would be ridiculous
- if ((rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
+ if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
return;
- if (rsurface_mode != RSURFMODE_SKY)
+ if (rsurface.mode != RSURFMODE_SKY)
{
- if (rsurface_mode == RSURFMODE_GLSL)
+ if (rsurface.mode == RSURFMODE_GLSL)
{
qglUseProgramObjectARB(0);CHECKGLERROR
}
- rsurface_mode = RSURFMODE_SKY;
+ rsurface.mode = RSURFMODE_SKY;
}
if (skyrendernow)
{
skyrendernow = false;
R_Sky();
// restore entity matrix
- R_Mesh_Matrix(&rsurface_entity->matrix);
+ R_Mesh_Matrix(&rsurface.matrix);
}
- GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
- GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
- GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+ GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
+ GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+ GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
GL_DepthMask(true);
// LordHavoc: HalfLife maps have freaky skypolys so don't use
// skymasking on them, and Quake3 never did sky masking (unlike
// 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 (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
+ if (r_refdef.worldmodel && r_refdef.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
{
GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
R_Mesh_ColorPointer(NULL, 0, 0);
static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
{
- if (rsurface_mode != RSURFMODE_GLSL)
+ if (rsurface.mode != RSURFMODE_GLSL)
{
- rsurface_mode = RSURFMODE_GLSL;
+ rsurface.mode = RSURFMODE_GLSL;
R_Mesh_ResetTextureState();
}
- R_SetupSurfaceShader(vec3_origin, rsurface_lightmode == 2, 1, 1, rsurface_texture->specularscale);
+ R_SetupSurfaceShader(vec3_origin, rsurface.lightmode == 2, 1, 1, rsurface.texture->specularscale);
if (!r_glsl_permutation)
return;
- if (rsurface_lightmode == 2)
- RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal, texturenumsurfaces, texturesurfacelist);
+ if (rsurface.lightmode == 2)
+ RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
else
- RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal, r_glsl_permutation->loc_Texture_Normal, texturenumsurfaces, texturesurfacelist);
- R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordtexture2f);
- R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f, rsurface_svector3f_bufferobject, rsurface_svector3f_bufferoffset);
- R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f, rsurface_tvector3f_bufferobject, rsurface_tvector3f_bufferoffset);
- R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f, rsurface_normal3f_bufferobject, rsurface_normal3f_bufferoffset);
- R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordlightmap2f);
-
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+ RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
+ R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
+ R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
+ R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
+ R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
+ R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
+
+ GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]);
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
{
- R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
+ R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
R_Mesh_ColorPointer(NULL, 0, 0);
}
- else if (rsurface_uselightmaptexture)
+ else if (rsurface.uselightmaptexture)
{
R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
if (r_glsl_permutation->loc_Texture_Deluxemap >= 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));
- R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_lightmapcolor4f);
+ R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
}
- if (rsurface_uselightmaptexture && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+ if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
else
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
- if (rsurface_texture->backgroundnumskinframes && !(rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
+ if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
{
}
}
rmeshstate_t m;
int layerindex;
const texturelayer_t *layer;
- if (rsurface_mode != RSURFMODE_MULTIPASS)
- rsurface_mode = RSURFMODE_MULTIPASS;
+ if (rsurface.mode != RSURFMODE_MULTIPASS)
+ rsurface.mode = RSURFMODE_MULTIPASS;
RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
- for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
+ for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
{
vec4_t layercolor;
int layertexrgbscale;
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
{
if (layerindex == 0)
GL_AlphaTest(true);
case TEXTURELAYERTYPE_LITTEXTURE:
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(r_texture_white);
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
- m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordlightmap2f;
+ m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
m.tex[1] = R_GetTexture(layer->texture);
m.texmatrix[1] = layer->texmatrix;
m.texrgbscale[1] = layertexrgbscale;
- m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[1] = rsurface_model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[1] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
R_Mesh_TextureState(&m);
- if (rsurface_lightmode == 2)
+ if (rsurface.lightmode == 2)
RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
- else if (rsurface_uselightmaptexture)
+ else if (rsurface.uselightmaptexture)
RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
else
RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
m.texrgbscale[0] = layertexrgbscale;
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
R_Mesh_TextureState(&m);
RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
break;
{
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
}
R_Mesh_TextureState(&m);
// generate a color array for the fog pass
- R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0);
+ R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
int i;
float f, *v, *c;
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)
+ 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, rsurface_modelorg));
+ f = 1 - FogPoint_Model(v);
c[0] = layercolor[0];
c[1] = layercolor[1];
c[2] = layercolor[2];
GL_LockArrays(0, 0);
}
CHECKGLERROR
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
{
qglDepthFunc(GL_LEQUAL);CHECKGLERROR
GL_AlphaTest(false);
rmeshstate_t m;
int layerindex;
const texturelayer_t *layer;
- if (rsurface_mode != RSURFMODE_MULTIPASS)
- rsurface_mode = RSURFMODE_MULTIPASS;
+ if (rsurface.mode != RSURFMODE_MULTIPASS)
+ rsurface.mode = RSURFMODE_MULTIPASS;
RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
- for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
+ for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
{
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
{
if (layerindex == 0)
GL_AlphaTest(true);
// first the lightmap pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(r_texture_white);
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
- m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordlightmap2f;
+ m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
R_Mesh_TextureState(&m);
- if (rsurface_lightmode == 2)
+ if (rsurface.lightmode == 2)
RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
- else if (rsurface_uselightmaptexture)
+ else if (rsurface.uselightmaptexture)
RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
else
RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
R_Mesh_TextureState(&m);
RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
}
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
R_Mesh_TextureState(&m);
- if (rsurface_lightmode == 2)
+ if (rsurface.lightmode == 2)
RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
else
RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
R_Mesh_TextureState(&m);
RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
break;
case TEXTURELAYERTYPE_FOG:
// singletexture fogging
- R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0);
+ R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
if (layer->texture)
{
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
R_Mesh_TextureState(&m);
}
else
int i;
float f, *v, *c;
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)
+ 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, rsurface_modelorg));
+ f = 1 - FogPoint_Model(v);
c[0] = layer->color[0];
c[1] = layer->color[1];
c[2] = layer->color[2];
GL_LockArrays(0, 0);
}
CHECKGLERROR
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
{
qglDepthFunc(GL_LEQUAL);CHECKGLERROR
GL_AlphaTest(false);
}
}
-static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
+static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
{
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW)
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
return;
- r_shadow_rtlight = NULL;
- r_refdef.stats.entities_surfaces += texturenumsurfaces;
+ rsurface.rtlight = NULL;
CHECKGLERROR
- if (r_showsurfaces.integer)
+ if (depthonly)
+ {
+ if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
+ return;
+ if (rsurface.mode != RSURFMODE_MULTIPASS)
+ rsurface.mode = RSURFMODE_MULTIPASS;
+ if (r_depthfirst.integer == 3)
+ {
+ int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
+ if (!r_view.showdebug)
+ GL_Color(0, 0, 0, 1);
+ else
+ GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
+ }
+ else
+ {
+ GL_ColorMask(0,0,0,0);
+ GL_Color(1,1,1,1);
+ }
+ GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+ GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
+ GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ GL_DepthTest(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_AlphaTest(false);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ R_Mesh_ResetTextureState();
+ RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+ RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+ GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
+ r_refdef.stats.entities_surfaces += texturenumsurfaces;
+ }
+ else if (r_depthfirst.integer == 3)
+ return;
+ else if (!r_view.showdebug && (r_showsurfaces.integer || gl_lightmaps.integer))
+ {
+ GL_Color(0, 0, 0, 1);
+ RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+ }
+ else if (r_showsurfaces.integer)
+ {
+ if (rsurface.mode != RSURFMODE_MULTIPASS)
+ rsurface.mode = RSURFMODE_MULTIPASS;
+ GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+ GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
+ GL_DepthTest(true);
+ GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(writedepth);
+ GL_Color(1,1,1,1);
+ GL_AlphaTest(false);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ R_Mesh_ResetTextureState();
+ RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
- else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
+ r_refdef.stats.entities_surfaces += texturenumsurfaces;
+ }
+ else if (gl_lightmaps.integer)
+ {
+ rmeshstate_t m;
+ if (rsurface.mode != RSURFMODE_MULTIPASS)
+ rsurface.mode = RSURFMODE_MULTIPASS;
+ GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+ GL_DepthTest(true);
+ GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(writedepth);
+ GL_Color(1,1,1,1);
+ GL_AlphaTest(false);
+ // use lightmode 0 (fullbright or lightmap) or 2 (model lighting)
+ rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2;
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(r_texture_white);
+ m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
+ R_Mesh_TextureState(&m);
+ RSurf_PrepareVerticesForBatch(rsurface.lightmode == 2, false, texturenumsurfaces, texturesurfacelist);
+ if (rsurface.lightmode == 2)
+ RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
+ else if (rsurface.uselightmaptexture)
+ RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
+ else
+ RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
+ r_refdef.stats.entities_surfaces += texturenumsurfaces;
+ }
+ else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
+ {
R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
- else if (rsurface_texture->currentnumlayers)
- {
- GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
- GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
- GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
- GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
- GL_DepthMask(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
- GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
- GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
- // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
- rsurface_lightmode = ((rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
+ r_refdef.stats.entities_surfaces += texturenumsurfaces;
+ }
+ else if (rsurface.texture->currentnumlayers)
+ {
+ // write depth for anything we skipped on the depth-only pass earlier
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+ writedepth = true;
+ GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+ GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
+ GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+ GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+ GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
+ GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+ // use lightmode 0 (fullbright or lightmap) or 2 (model lighting)
+ rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2;
if (r_glsl.integer && gl_support_fragment_shader)
R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
else if (gl_combine.integer && r_textureunits.integer >= 2)
R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
else
R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
+ r_refdef.stats.entities_surfaces += texturenumsurfaces;
}
CHECKGLERROR
GL_LockArrays(0, 0);
for (i = 0;i < numsurfaces;i = j)
{
j = i + 1;
- surface = rsurface_model->data_surfaces + surfacelist[i];
+ surface = rsurface.modelsurfaces + surfacelist[i];
texture = surface->texture;
R_UpdateTextureInfo(ent, texture);
- rsurface_texture = texture->currentframe;
- rsurface_uselightmaptexture = surface->lightmaptexture != NULL;
+ rsurface.texture = texture->currentframe;
+ rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
// scan ahead until we find a different texture
endsurface = min(i + 1024, numsurfaces);
texturenumsurfaces = 0;
texturesurfacelist[texturenumsurfaces++] = surface;
for (;j < endsurface;j++)
{
- surface = rsurface_model->data_surfaces + surfacelist[j];
- if (texture != surface->texture || rsurface_uselightmaptexture != (surface->lightmaptexture != NULL))
+ surface = rsurface.modelsurfaces + surfacelist[j];
+ if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
break;
texturesurfacelist[texturenumsurfaces++] = surface;
}
// render the range of surfaces
- R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
+ R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
}
RSurf_CleanUp();
}
-void R_QueueSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask)
+void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
{
int i, j;
vec3_t tempcenter, center;
for (i = 0;i < numsurfaces;i = j)
{
j = i + 1;
- // texture is the base texture pointer, rsurface_texture is the
+ // texture is the base texture pointer, rsurface.texture is the
// current frame/skin the texture is directing us to use (for example
// if a model has 2 skins and it is on skin 1, then skin 0 tells us to
// use skin 1 instead)
texture = surfacelist[i]->texture;
- rsurface_texture = texture->currentframe;
- rsurface_uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
- if (!(rsurface_texture->currentmaterialflags & flagsmask))
+ rsurface.texture = texture->currentframe;
+ rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
+ if (!(rsurface.texture->currentmaterialflags & flagsmask))
{
// if this texture is not the kind we want, skip ahead to the next one
for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
;
continue;
}
- if (rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
{
// transparent surfaces get pushed off into the transparent queue
const msurface_t *surface = surfacelist[i];
+ if (depthonly)
+ continue;
tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
- Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
- R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight);
+ Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
+ R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
}
else
{
// simply scan ahead until we find a different texture or lightmap state
- for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface_uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
+ for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
;
// render the range of surfaces
- R_DrawTextureSurfaceList(j - i, surfacelist + i);
+ R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
}
}
}
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
GL_DepthRange(0, 1);
+ GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
GL_DepthTest(true);
GL_CullFace(GL_NONE);
R_Mesh_Matrix(&identitymatrix);
GL_DepthMask(false);
GL_DepthRange(0, 1);
GL_DepthTest(!r_showdisabledepthtest.integer);
- qglPolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR
+ GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.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_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+ GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
}
void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean drawnormals, int flagsmask)
CHECKGLERROR
GL_DepthRange(0, 1);
GL_DepthTest(!r_showdisabledepthtest.integer);
+ GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
GL_DepthMask(true);
GL_BlendFunc(GL_ONE, GL_ZERO);
R_Mesh_ColorPointer(NULL, 0, 0);
{
if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
continue;
- rsurface_texture = surface->texture->currentframe;
- if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+ rsurface.texture = surface->texture->currentframe;
+ if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
{
RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
if (drawtris)
{
- if (!rsurface_texture->currentlayers->depthmask)
+ if (!rsurface.texture->currentlayers->depthmask)
GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
else if (ent == r_refdef.worldentity)
GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
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]);
+#define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
+ GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
+ GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
+ GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
}
qglEnd();
CHECKGLERROR
qglBegin(GL_LINES);
for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
{
- VectorCopy(rsurface_vertex3f + l * 3, v);
+ VectorCopy(rsurface.vertex3f + l * 3, v);
qglVertex3f(v[0], v[1], v[2]);
- VectorMA(v, 8, rsurface_svector3f + l * 3, v);
+ VectorMA(v, 8, rsurface.svector3f + l * 3, v);
qglVertex3f(v[0], v[1], v[2]);
}
qglEnd();
qglBegin(GL_LINES);
for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
{
- VectorCopy(rsurface_vertex3f + l * 3, v);
+ VectorCopy(rsurface.vertex3f + l * 3, v);
qglVertex3f(v[0], v[1], v[2]);
- VectorMA(v, 8, rsurface_tvector3f + l * 3, v);
+ VectorMA(v, 8, rsurface.tvector3f + l * 3, v);
qglVertex3f(v[0], v[1], v[2]);
}
qglEnd();
qglBegin(GL_LINES);
for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
{
- VectorCopy(rsurface_vertex3f + l * 3, v);
+ VectorCopy(rsurface.vertex3f + l * 3, v);
qglVertex3f(v[0], v[1], v[2]);
- VectorMA(v, 8, rsurface_normal3f + l * 3, v);
+ VectorMA(v, 8, rsurface.normal3f + l * 3, v);
qglVertex3f(v[0], v[1], v[2]);
}
qglEnd();
}
}
}
- rsurface_texture = NULL;
+ rsurface.texture = NULL;
}
extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
-void R_DrawWorldSurfaces(qboolean skysurfaces)
+void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
{
int i, j, endj, f, flagsmask;
int counttriangles = 0;
RSurf_ActiveWorldEntity();
// update light styles
- if (!skysurfaces && model->brushq1.light_styleupdatechains)
+ if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
{
for (i = 0;i < model->brushq1.light_styles;i++)
{
flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
f = 0;
t = NULL;
- rsurface_uselightmaptexture = false;
- rsurface_texture = NULL;
+ rsurface.uselightmaptexture = false;
+ rsurface.texture = NULL;
numsurfacelist = 0;
j = model->firstmodelsurface;
endj = j + model->nummodelsurfaces;
counttriangles += surface->num_triangles;
if (numsurfacelist >= maxsurfacelist)
{
- R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
+ R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
numsurfacelist = 0;
}
}
}
}
if (numsurfacelist)
- R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
+ R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
r_refdef.stats.entities_triangles += counttriangles;
RSurf_CleanUp();
- if (r_showcollisionbrushes.integer && !skysurfaces)
+ if (r_showcollisionbrushes.integer && r_view.showdebug && !skysurfaces && !depthonly)
R_DrawCollisionBrushes(r_refdef.worldentity);
- if (r_showtris.integer || r_shownormals.integer)
+ if ((r_showtris.integer || r_shownormals.integer) && r_view.showdebug && !depthonly)
R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask);
}
-void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces)
+void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
{
int i, f, flagsmask;
int counttriangles = 0;
else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
RSurf_ActiveModelEntity(ent, false, false);
else
- RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
+ RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
// update light styles
- if (!skysurfaces && model->brushq1.light_styleupdatechains)
+ if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
{
for (i = 0;i < model->brushq1.light_styles;i++)
{
flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
f = 0;
t = NULL;
- rsurface_uselightmaptexture = false;
- rsurface_texture = NULL;
+ rsurface.uselightmaptexture = false;
+ rsurface.texture = NULL;
numsurfacelist = 0;
surface = model->data_surfaces + model->firstmodelsurface;
endsurface = surface + model->nummodelsurfaces;
counttriangles += surface->num_triangles;
if (numsurfacelist >= maxsurfacelist)
{
- R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
+ R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
numsurfacelist = 0;
}
}
}
if (numsurfacelist)
- R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
+ R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
r_refdef.stats.entities_triangles += counttriangles;
RSurf_CleanUp();
- if (r_showcollisionbrushes.integer && !skysurfaces)
- R_DrawCollisionBrushes(ent);
+ if (r_view.showdebug)
+ {
+ if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
+ R_DrawCollisionBrushes(ent);
- if (r_showtris.integer || r_shownormals.integer)
- R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask);
+ if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
+ R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask);
+ }
}