qboolean r_rtdlightshadows;
-// forces all rendering to draw triangle outlines
-int r_showtrispass;
-
// view origin
vec3_t r_vieworigin;
vec3_t r_viewforward;
int r_view_height;
int r_view_depth;
matrix4x4_t r_view_matrix;
-
+float r_polygonfactor;
+float r_polygonoffset;
+float r_shadowpolygonfactor;
+float r_shadowpolygonoffset;
//
// screen size info
//
refdef_t r_refdef;
cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
+cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "shows surfaces as different colors"};
cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
-cvar_t r_showtris_polygonoffset = {0, "r_showtris_polygonoffset", "-10", "nudges triangle outlines in hardware depth units, used to make outlines appear infront of walls"};
cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
cvar_t r_glsl = {0, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
-cvar_t r_glsl_offsetmapping = {0, "r_glsl_offsetmapping", "0", "enables offset mapping effect (also known as parallax mapping or sometimes as virtual displacement mapping, not as good as relief mapping or silohuette mapping but much faster), can cause strange artifacts on many textures, requires bumpmaps for depth information (normalmaps can have depth information as alpha channel, but most do not)"};
-cvar_t r_glsl_offsetmapping_scale = {0, "r_glsl_offsetmapping_scale", "-0.04", "how deep the offset mapping effect is, and whether it is inward or outward"};
-cvar_t r_glsl_offsetmapping_bias = {0, "r_glsl_offsetmapping_bias", "0.04", "pushes the effect closer/further"};
+cvar_t r_glsl_offsetmapping = {0, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
+cvar_t r_glsl_offsetmapping_reliefmapping = {0, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
+cvar_t r_glsl_offsetmapping_scale = {0, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
cvar_t r_glsl_usehalffloat = {0, "r_glsl_usehalffloat", "0", "use half and hvec variables in GLSL shader for a speed gain (NVIDIA only)"};
cvar_t r_glsl_surfacenormalize = {0, "r_glsl_surfacenormalize", "1", "normalize bumpmap texels in GLSL shader, produces a more rounded look on small bumps and dents"};
cvar_t r_glsl_deluxemapping = {0, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
"{\n"
" // apply offsetmapping\n"
"#ifdef USEOFFSETMAPPING\n"
+" myhvec2 TexCoordOffset = TexCoord;\n"
+"#define TexCoord TexCoordOffset\n"
+"\n"
" myhvec3 eyedir = myhvec3(normalize(EyeVector));\n"
" myhalf depthbias = 1.0 - eyedir.z; // should this be a -?\n"
" depthbias = 1.0 - depthbias * depthbias;\n"
-" // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
-" myhvec2 OffsetVector = (EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * vec2(-0.333, 0.333);\n"
-" myhvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
-" TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
-" TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
-"#define TexCoord TexCoordOffset\n"
+"\n"
+"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
+" // 14 sample relief mapping: linear search and then binary search\n"
+" myhvec3 OffsetVector = myhvec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * myhvec2(-0.1, 0.1), -0.1);\n"
+" vec3 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"
+"#else\n"
+" // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
+" myhvec2 OffsetVector = myhvec2((EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * myhvec2(-0.333, 0.333));\n"
+" 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"
"#endif\n"
"\n"
" // combine the diffuse textures (base, pants, shirt)\n"
fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
strlcat(permutationname, " offsetmapping", sizeof(permutationname));
}
+ if (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING)
+ {
+ vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING_RELIEFMAPPING\n";
+ fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING_RELIEFMAPPING\n";
+ strlcat(permutationname, " OFFSETMAPPING_RELIEFMAPPING", sizeof(permutationname));
+ }
if (permutation & SHADERPERMUTATION_SURFACENORMALIZE)
{
vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
- p->loc_OffsetMapping_Bias = qglGetUniformLocationARB(p->program, "OffsetMapping_Bias");
p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
if (texture->colormapping)
permutation |= SHADERPERMUTATION_COLORMAPPING;
if (r_glsl_offsetmapping.integer)
+ {
permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+ if (r_glsl_offsetmapping_reliefmapping.integer)
+ permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+ }
if (r_glsl_surfacenormalize.integer)
permutation |= SHADERPERMUTATION_SURFACENORMALIZE;
if (r_glsl_usehalffloat.integer)
if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
{
R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
- if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
+ //if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);
if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_shadow_rtlight->ambientscale);
{
if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_lightmapintensity * 2.0f);
- if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale * 2.0f);
+ if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_lightmapintensity * specularscale * 2.0f);
}
if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(texture->skin.nmap));
if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(texture->basetexture));
if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, fograngerecip);
if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, texture->specularpower);
if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
- if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Bias, r_glsl_offsetmapping_bias.value);
CHECKGLERROR
}
Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed\n");
FOG_registercvars(); // FIXME: move this fog stuff to client?
Cvar_RegisterVariable(&r_nearclip);
+ Cvar_RegisterVariable(&r_showsurfaces);
Cvar_RegisterVariable(&r_showtris);
- Cvar_RegisterVariable(&r_showtris_polygonoffset);
Cvar_RegisterVariable(&r_shownormals);
Cvar_RegisterVariable(&r_showlighting);
Cvar_RegisterVariable(&r_showshadowvolumes);
Cvar_RegisterVariable(&r_textureunits);
Cvar_RegisterVariable(&r_glsl);
Cvar_RegisterVariable(&r_glsl_offsetmapping);
+ Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
- Cvar_RegisterVariable(&r_glsl_offsetmapping_bias);
Cvar_RegisterVariable(&r_glsl_usehalffloat);
Cvar_RegisterVariable(&r_glsl_surfacenormalize);
Cvar_RegisterVariable(&r_glsl_deluxemapping);
qboolean dobloom;
qboolean doblend;
rmeshstate_t m;
+ float vertex3f[12];
+ float texcoord2f[3][8];
// set the (poorly named) screenwidth and screenheight variables to
// a power of 2 at least as large as the screen, these will define the
GL_DepthTest(false);
R_Mesh_Matrix(&identitymatrix);
// vertex coordinates for a quad that covers the screen exactly
- varray_vertex3f[0] = 0;varray_vertex3f[1] = 0;varray_vertex3f[2] = 0;
- varray_vertex3f[3] = 1;varray_vertex3f[4] = 0;varray_vertex3f[5] = 0;
- varray_vertex3f[6] = 1;varray_vertex3f[7] = 1;varray_vertex3f[8] = 0;
- varray_vertex3f[9] = 0;varray_vertex3f[10] = 1;varray_vertex3f[11] = 0;
+ vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
+ vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
+ vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
+ vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
if (dobloom)
{
int bloomwidth, bloomheight, x, dobloomblend, range;
bloomheight = min(r_view_height, bloomwidth * r_view_height / r_view_width);
// set up a texcoord array for the full resolution screen image
// (we have to keep this around to copy back during final render)
- varray_texcoord2f[0][0] = 0;
- varray_texcoord2f[0][1] = (float)r_view_height / (float)screenheight;
- varray_texcoord2f[0][2] = (float)r_view_width / (float)screenwidth;
- varray_texcoord2f[0][3] = (float)r_view_height / (float)screenheight;
- varray_texcoord2f[0][4] = (float)r_view_width / (float)screenwidth;
- varray_texcoord2f[0][5] = 0;
- varray_texcoord2f[0][6] = 0;
- varray_texcoord2f[0][7] = 0;
+ texcoord2f[0][0] = 0;
+ texcoord2f[0][1] = (float)r_view_height / (float)screenheight;
+ texcoord2f[0][2] = (float)r_view_width / (float)screenwidth;
+ texcoord2f[0][3] = (float)r_view_height / (float)screenheight;
+ texcoord2f[0][4] = (float)r_view_width / (float)screenwidth;
+ texcoord2f[0][5] = 0;
+ texcoord2f[0][6] = 0;
+ texcoord2f[0][7] = 0;
// set up a texcoord array for the reduced resolution bloom image
// (which will be additive blended over the screen image)
- varray_texcoord2f[1][0] = 0;
- varray_texcoord2f[1][1] = (float)bloomheight / (float)screenheight;
- varray_texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth;
- varray_texcoord2f[1][3] = (float)bloomheight / (float)screenheight;
- varray_texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth;
- varray_texcoord2f[1][5] = 0;
- varray_texcoord2f[1][6] = 0;
- varray_texcoord2f[1][7] = 0;
+ texcoord2f[1][0] = 0;
+ texcoord2f[1][1] = (float)bloomheight / (float)screenheight;
+ texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth;
+ texcoord2f[1][3] = (float)bloomheight / (float)screenheight;
+ texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth;
+ texcoord2f[1][5] = 0;
+ texcoord2f[1][6] = 0;
+ texcoord2f[1][7] = 0;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = varray_vertex3f;
- m.pointer_texcoord[0] = varray_texcoord2f[0];
+ m.pointer_vertex = vertex3f;
+ m.pointer_texcoord[0] = texcoord2f[0];
m.tex[0] = R_GetTexture(r_bloom_texture_screen);
R_Mesh_State(&m);
// copy view into the full resolution screen image texture
// we now have a darkened bloom image in the framebuffer, copy it into
// the bloom image texture for more processing
memset(&m, 0, sizeof(m));
- m.pointer_vertex = varray_vertex3f;
+ m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
- m.pointer_texcoord[0] = varray_texcoord2f[2];
+ m.pointer_texcoord[0] = texcoord2f[2];
R_Mesh_State(&m);
GL_ActiveTexture(0);
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
xoffset = 0 / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
yoffset = x / (float)bloomheight * (float)bloomheight / (float)screenheight;
// compute a texcoord array with the specified x and y offset
- varray_texcoord2f[2][0] = xoffset+0;
- varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
- varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
- varray_texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
- varray_texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
- varray_texcoord2f[2][5] = yoffset+0;
- varray_texcoord2f[2][6] = xoffset+0;
- varray_texcoord2f[2][7] = yoffset+0;
+ texcoord2f[2][0] = xoffset+0;
+ texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
+ texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
+ texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
+ texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
+ texcoord2f[2][5] = yoffset+0;
+ texcoord2f[2][6] = xoffset+0;
+ texcoord2f[2][7] = yoffset+0;
// this r value looks like a 'dot' particle, fading sharply to
// black at the edges
// (probably not realistic but looks good enough)
xoffset = x / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
yoffset = 0 / (float)bloomheight * (float)bloomheight / (float)screenheight;
// compute a texcoord array with the specified x and y offset
- varray_texcoord2f[2][0] = xoffset+0;
- varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
- varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
- varray_texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
- varray_texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
- varray_texcoord2f[2][5] = yoffset+0;
- varray_texcoord2f[2][6] = xoffset+0;
- varray_texcoord2f[2][7] = yoffset+0;
+ texcoord2f[2][0] = xoffset+0;
+ texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
+ texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
+ texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
+ texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
+ texcoord2f[2][5] = yoffset+0;
+ texcoord2f[2][6] = xoffset+0;
+ texcoord2f[2][7] = yoffset+0;
// this r value looks like a 'dot' particle, fading sharply to
// black at the edges
// (probably not realistic but looks good enough)
// put the original screen image back in place and blend the bloom
// texture on it
memset(&m, 0, sizeof(m));
- m.pointer_vertex = varray_vertex3f;
+ m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(r_bloom_texture_screen);
- m.pointer_texcoord[0] = varray_texcoord2f[0];
+ m.pointer_texcoord[0] = texcoord2f[0];
#if 0
dobloomblend = false;
#else
dobloomblend = false;
m.texcombinergb[1] = GL_ADD;
m.tex[1] = R_GetTexture(r_bloom_texture_bloom);
- m.pointer_texcoord[1] = varray_texcoord2f[1];
+ m.pointer_texcoord[1] = texcoord2f[1];
}
else
dobloomblend = true;
if (dobloomblend)
{
memset(&m, 0, sizeof(m));
- m.pointer_vertex = varray_vertex3f;
+ m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
- m.pointer_texcoord[0] = varray_texcoord2f[1];
+ m.pointer_texcoord[0] = texcoord2f[1];
R_Mesh_State(&m);
GL_BlendFunc(GL_ONE, GL_ONE);
GL_Color(1,1,1,1);
{
// apply a color tint to the whole view
memset(&m, 0, sizeof(m));
- m.pointer_vertex = varray_vertex3f;
+ m.pointer_vertex = vertex3f;
R_Mesh_State(&m);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer;
r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
+ r_polygonfactor = 0;
+ r_polygonoffset = 0;
+ r_shadowpolygonfactor = r_polygonfactor + r_shadow_shadow_polygonfactor.value;
+ r_shadowpolygonoffset = r_polygonoffset + r_shadow_shadow_polygonoffset.value;
+ if (r_showsurfaces.integer)
+ {
+ r_rtworld = false;
+ r_rtworldshadows = false;
+ r_rtdlight = false;
+ r_rtdlightshadows = false;
+ r_lightmapintensity = 0;
+ }
// GL is weird because it's bottom to top, r_view_y is top to bottom
qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
R_TimeReport("setup");
qglDepthFunc(GL_LEQUAL);
- qglPolygonOffset(0, 0);
+ qglPolygonOffset(r_polygonfactor, r_polygonoffset);
qglEnable(GL_POLYGON_OFFSET_FILL);
R_RenderScene();
- qglPolygonOffset(0, 0);
+ qglPolygonOffset(r_polygonfactor, r_polygonoffset);
qglDisable(GL_POLYGON_OFFSET_FILL);
R_BlendView();
r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer;
r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
+ r_polygonfactor = 0;
+ r_polygonoffset = 0;
+ r_shadowpolygonfactor = r_polygonfactor + r_shadow_shadow_polygonfactor.value;
+ r_shadowpolygonoffset = r_polygonoffset + r_shadow_shadow_polygonoffset.value;
+ if (r_showsurfaces.integer)
+ {
+ r_rtworld = false;
+ r_rtworldshadows = false;
+ r_rtdlight = false;
+ r_rtdlightshadows = false;
+ r_lightmapintensity = 0;
+ }
// GL is weird because it's bottom to top, r_view_y is top to bottom
qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
void CSQC_R_RenderScene (void)
{
qglDepthFunc(GL_LEQUAL);
- qglPolygonOffset(0, 0);
+ qglPolygonOffset(r_polygonfactor, r_polygonoffset);
qglEnable(GL_POLYGON_OFFSET_FILL);
R_RenderScene();
- qglPolygonOffset(0, 0);
+ qglPolygonOffset(r_polygonfactor, r_polygonoffset);
qglDisable(GL_POLYGON_OFFSET_FILL);
R_BlendView();
R_Shadow_UpdateWorldLightSelection();
- for (r_showtrispass = 0;r_showtrispass <= (r_showtris.value > 0);r_showtrispass++)
+ if (cl.csqc_vidvars.drawworld)
{
- if (r_showtrispass)
- {
- rmeshstate_t m;
- r_showtrispass = 0;
- GL_BlendFunc(GL_ONE, GL_ONE);
- GL_DepthTest(!r_showdisabledepthtest.integer);
- GL_DepthMask(GL_FALSE);
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
- //qglEnable(GL_LINE_SMOOTH);
- qglEnable(GL_POLYGON_OFFSET_LINE);
- qglPolygonOffset(0, r_showtris_polygonoffset.value);
- r_showtrispass = 1;
- }
-
- if (cl.csqc_vidvars.drawworld)
- {
- // don't let sound skip if going slow
- if (r_refdef.extraupdate)
- S_ExtraUpdate ();
-
- if (r_showtrispass)
- GL_ShowTrisColor(0.025, 0.025, 0, 1);
- if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
- {
- r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
- if (r_timereport_active)
- R_TimeReport("worldsky");
- }
-
- if (R_DrawBrushModelsSky() && r_timereport_active)
- R_TimeReport("bmodelsky");
-
- if (r_showtrispass)
- GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
- if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
- {
- r_refdef.worldmodel->Draw(r_refdef.worldentity);
- if (r_timereport_active)
- R_TimeReport("world");
- }
- }
-
// don't let sound skip if going slow
if (r_refdef.extraupdate)
S_ExtraUpdate ();
- if (r_showtrispass)
- GL_ShowTrisColor(0, 0.015, 0, 1);
-
- R_DrawModels();
- if (r_timereport_active)
- R_TimeReport("models");
+ if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
+ {
+ r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
+ if (r_timereport_active)
+ R_TimeReport("worldsky");
+ }
- // don't let sound skip if going slow
- if (r_refdef.extraupdate)
- S_ExtraUpdate ();
+ if (R_DrawBrushModelsSky() && r_timereport_active)
+ R_TimeReport("bmodelsky");
- if (r_showtrispass)
- GL_ShowTrisColor(0, 0, 0.033, 1);
- R_ShadowVolumeLighting(false);
- if (r_timereport_active)
- R_TimeReport("rtlights");
+ if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
+ {
+ r_refdef.worldmodel->Draw(r_refdef.worldentity);
+ if (r_timereport_active)
+ R_TimeReport("world");
+ }
+ }
- // don't let sound skip if going slow
- if (r_refdef.extraupdate)
- S_ExtraUpdate ();
+ // don't let sound skip if going slow
+ if (r_refdef.extraupdate)
+ S_ExtraUpdate ();
- if (r_showtrispass)
- GL_ShowTrisColor(0.1, 0, 0, 1);
+ R_DrawModels();
+ if (r_timereport_active)
+ R_TimeReport("models");
- if (cl.csqc_vidvars.drawworld)
- {
- R_DrawLightningBeams();
- if (r_timereport_active)
- R_TimeReport("lightning");
+ // don't let sound skip if going slow
+ if (r_refdef.extraupdate)
+ S_ExtraUpdate ();
- R_DrawParticles();
- if (r_timereport_active)
- R_TimeReport("particles");
+ R_ShadowVolumeLighting(false);
+ if (r_timereport_active)
+ R_TimeReport("rtlights");
- R_DrawExplosions();
- if (r_timereport_active)
- R_TimeReport("explosions");
- }
+ // don't let sound skip if going slow
+ if (r_refdef.extraupdate)
+ S_ExtraUpdate ();
- R_MeshQueue_RenderTransparent();
+ if (cl.csqc_vidvars.drawworld)
+ {
+ R_DrawLightningBeams();
if (r_timereport_active)
- R_TimeReport("drawtrans");
+ R_TimeReport("lightning");
- if (cl.csqc_vidvars.drawworld)
- {
- R_DrawCoronas();
- if (r_timereport_active)
- R_TimeReport("coronas");
- }
- if(cl.csqc_vidvars.drawcrosshair)
- {
- R_DrawWorldCrosshair();
- if (r_timereport_active)
- R_TimeReport("crosshair");
- }
+ R_DrawParticles();
+ if (r_timereport_active)
+ R_TimeReport("particles");
- VM_AddPolygonsToMeshQueue();
+ R_DrawExplosions();
+ if (r_timereport_active)
+ R_TimeReport("explosions");
+ }
- R_MeshQueue_Render();
+ R_MeshQueue_RenderTransparent();
+ if (r_timereport_active)
+ R_TimeReport("drawtrans");
- if (r_showtrispass)
- {
- //qglDisable(GL_LINE_SMOOTH);
- qglDisable(GL_POLYGON_OFFSET_LINE);
- }
+ if (cl.csqc_vidvars.drawworld)
+ {
+ R_DrawCoronas();
+ if (r_timereport_active)
+ R_TimeReport("coronas");
+ }
+ if(cl.csqc_vidvars.drawcrosshair)
+ {
+ R_DrawWorldCrosshair();
+ if (r_timereport_active)
+ R_TimeReport("crosshair");
}
- r_showtrispass = 0;
+ VM_AddPolygonsToMeshQueue();
+
+ R_MeshQueue_Render();
R_MeshQueue_EndScene();
{
float fog = 0.0f, ifog;
rmeshstate_t m;
+ float vertex3f[12];
if (fogenabled)
fog = VERTEXFOGTABLE(VectorDistance(origin, r_vieworigin));
GL_DepthMask(false);
GL_DepthTest(!depthdisable);
- varray_vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
- varray_vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
- varray_vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
- varray_vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
- varray_vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
- varray_vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
- varray_vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
- varray_vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
- varray_vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
- varray_vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
- varray_vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
- varray_vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
+ vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
+ vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
+ vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
+ vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
+ vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
+ vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
+ vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
+ vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
+ vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
+ vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
+ vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
+ vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(texture);
m.pointer_texcoord[0] = spritetexcoord2f;
- m.pointer_vertex = varray_vertex3f;
+ m.pointer_vertex = vertex3f;
R_Mesh_State(&m);
GL_Color(cr * ifog, cg * ifog, cb * ifog, ca);
R_Mesh_Draw(0, 4, 2, polygonelements);
}
}
+static void R_DrawCollisionBrush(colbrushf_t *brush)
+{
+ int i;
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = brush->points->v;
+ R_Mesh_State(&m);
+ i = (int)(((size_t)brush) / sizeof(colbrushf_t));
+ GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
+ GL_LockArrays(0, brush->numpoints);
+ R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements);
+ GL_LockArrays(0, 0);
+}
+
+static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface)
+{
+ int i;
+ rmeshstate_t m;
+ if (!surface->num_collisiontriangles)
+ return;
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = surface->data_collisionvertex3f;
+ R_Mesh_State(&m);
+ i = (int)(((size_t)surface) / sizeof(msurface_t));
+ GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
+ GL_LockArrays(0, surface->num_collisionvertices);
+ R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i);
+ GL_LockArrays(0, 0);
+}
+
static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
{
texturelayer_t *layer;
R_UpdateTextureInfo(ent, ent->model->data_textures + i);
}
+int rsurface_array_size = 0;
+float *rsurface_array_vertex3f = NULL;
+float *rsurface_array_svector3f = NULL;
+float *rsurface_array_tvector3f = NULL;
+float *rsurface_array_normal3f = NULL;
+float *rsurface_array_color4f = NULL;
+float *rsurface_array_texcoord3f = NULL;
+
+void R_Mesh_ResizeArrays(int newvertices)
+{
+ if (rsurface_array_size >= newvertices)
+ return;
+ if (rsurface_array_vertex3f)
+ Mem_Free(rsurface_array_vertex3f);
+ rsurface_array_size = (newvertices + 1023) & ~1023;
+ rsurface_array_vertex3f = Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[19]));
+ rsurface_array_svector3f = rsurface_array_vertex3f + rsurface_array_size * 3;
+ rsurface_array_tvector3f = rsurface_array_vertex3f + rsurface_array_size * 6;
+ rsurface_array_normal3f = rsurface_array_vertex3f + rsurface_array_size * 9;
+ rsurface_array_color4f = rsurface_array_vertex3f + rsurface_array_size * 12;
+ rsurface_array_texcoord3f = rsurface_array_vertex3f + rsurface_array_size * 16;
+}
+
float *rsurface_vertex3f;
float *rsurface_svector3f;
float *rsurface_tvector3f;
void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg, qboolean generatenormals, qboolean generatetangents)
{
+ if (rsurface_array_size < surface->groupmesh->num_vertices)
+ R_Mesh_ResizeArrays(surface->groupmesh->num_vertices);
if ((ent->frameblend[0].lerp != 1 || ent->frameblend[0].frame != 0) && (surface->groupmesh->data_morphvertex3f || surface->groupmesh->data_vertexboneweights))
{
- rsurface_vertex3f = varray_vertex3f;
+ rsurface_vertex3f = rsurface_array_vertex3f;
Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, surface->groupmesh, rsurface_vertex3f);
if (generatetangents || (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)))
{
- rsurface_svector3f = varray_svector3f;
- rsurface_tvector3f = varray_tvector3f;
- rsurface_normal3f = varray_normal3f;
+ rsurface_svector3f = rsurface_array_svector3f;
+ rsurface_tvector3f = rsurface_array_tvector3f;
+ rsurface_normal3f = rsurface_array_normal3f;
Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
}
else
rsurface_tvector3f = NULL;
if (generatenormals)
{
- rsurface_normal3f = varray_normal3f;
+ rsurface_normal3f = rsurface_array_normal3f;
Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
}
else
VectorSet(up, 0, 0, 1);
}
for (i = 0;i < 4;i++)
- VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3);
+ VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_vertex3f + (surface->num_firstvertex+i+j) * 3);
}
- rsurface_vertex3f = varray_vertex3f;
- rsurface_svector3f = varray_svector3f;
- rsurface_tvector3f = varray_tvector3f;
- rsurface_normal3f = varray_normal3f;
+ rsurface_vertex3f = rsurface_array_vertex3f;
+ rsurface_svector3f = rsurface_array_svector3f;
+ rsurface_tvector3f = rsurface_array_tvector3f;
+ rsurface_normal3f = rsurface_array_normal3f;
Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
}
R_Mesh_VertexPointer(rsurface_vertex3f);
int numverts = surface->num_vertices;
v = rsurface_vertex3f + 3 * surface->num_firstvertex;
c2 = rsurface_normal3f + 3 * surface->num_firstvertex;
- c = varray_color4f + 4 * 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 = varray_color4f;
+ rsurface_lightmapcolor4f = rsurface_array_color4f;
}
else
{
{
if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
{
- for (i = 0, c = varray_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)
{
else
VectorClear(c);
}
- rsurface_lightmapcolor4f = varray_color4f;
+ rsurface_lightmapcolor4f = rsurface_array_color4f;
}
else
rsurface_lightmapcolor4f = surface->groupmesh->data_lightmapcolor4f;
{
if (rsurface_lightmapcolor4f)
{
- for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (varray_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, modelorg));
c2[0] = c[0] * f;
}
else
{
- for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (varray_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, modelorg));
c2[0] = f;
c2[3] = 1;
}
}
- rsurface_lightmapcolor4f = varray_color4f;
+ rsurface_lightmapcolor4f = rsurface_array_color4f;
}
if (applycolor && rsurface_lightmapcolor4f)
{
- for (i = 0, c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (varray_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[2] = c[2] * b;
c2[3] = c[3] * a;
}
- rsurface_lightmapcolor4f = varray_color4f;
+ rsurface_lightmapcolor4f = rsurface_array_color4f;
}
R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
GL_Color(r, g, b, a);
// transparent sky would be ridiculous
if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
{
- GL_DepthMask(true);
if (skyrendernow)
{
skyrendernow = false;
- if (skyrendermasked)
- {
- R_Sky();
- // restore entity matrix and GL_Color
- R_Mesh_Matrix(&ent->matrix);
- GL_Color(1,1,1,1);
- }
+ R_Sky();
+ // restore entity matrix
+ R_Mesh_Matrix(&ent->matrix);
}
+ GL_DepthMask(true);
// LordHavoc: HalfLife maps have freaky skypolys...
- //if (!ent->model->brush.ishlbsp)
+ // LordHavoc: Quake3 never did sky masking (unlike software Quake
+ // and Quake2), so disable the sky masking in Quake3 maps as it
+ // causes problems with q3map2 sky tricks
+ if (!ent->model->brush.ishlbsp && ent->model->type != mod_brushq3)
{
+ GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State(&m);
if (skyrendermasked)
{
// depth-only (masking)
GL_ColorMask(0,0,0,0);
- // just to make sure that braindead drivers don't draw anything
- // despite that colormask...
+ // just to make sure that braindead drivers don't draw
+ // anything despite that colormask...
GL_BlendFunc(GL_ZERO, GL_ONE);
}
else
// fog sky
GL_BlendFunc(GL_ONE, GL_ZERO);
}
- GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
m.tex[1] = R_GetTexture(layer->texture);
m.texmatrix[1] = layer->texmatrix;
m.texrgbscale[1] = layertexrgbscale;
- m.pointer_color = varray_color4f;
+ m.pointer_color = rsurface_array_color4f;
R_Mesh_State(&m);
if (lightmode == 2)
{
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_color = varray_color4f;
+ m.pointer_color = rsurface_array_color4f;
m.texrgbscale[0] = layertexrgbscale;
R_Mesh_State(&m);
if (lightmode == 2)
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_color = varray_color4f;
+ m.pointer_color = rsurface_array_color4f;
m.texrgbscale[0] = layertexrgbscale;
R_Mesh_State(&m);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
m.texrgbscale[0] = layertexrgbscale;
- m.pointer_color = varray_color4f;
+ m.pointer_color = rsurface_array_color4f;
R_Mesh_State(&m);
if (lightmode == 2)
{
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_color = varray_color4f;
+ m.pointer_color = rsurface_array_color4f;
m.texrgbscale[0] = layertexrgbscale;
R_Mesh_State(&m);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false);
if (layer->texture)
R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- R_Mesh_ColorPointer(varray_color4f);
- for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
+ R_Mesh_ColorPointer(rsurface_array_color4f);
+ for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
{
f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
c[0] = layercolor[0];
}
}
}
- if (r_shownormals.integer && !r_showtrispass)
- {
- int j, k;
- float v[3];
- GL_DepthTest(!r_showdisabledepthtest.integer);
- GL_DepthMask(texture->currentlayers->depthmask);
- GL_BlendFunc(texture->currentlayers->blendfunc1, texture->currentlayers->blendfunc2);
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, true);
- GL_Color(1, 0, 0, 1);
- qglBegin(GL_LINES);
- for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++)
- {
- VectorCopy(rsurface_vertex3f + k * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- VectorMA(v, 8, rsurface_svector3f + k * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- }
- GL_Color(0, 0, 1, 1);
- for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++)
- {
- VectorCopy(rsurface_vertex3f + k * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- VectorMA(v, 8, rsurface_tvector3f + k * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- }
- GL_Color(0, 1, 0, 1);
- for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++)
- {
- VectorCopy(rsurface_vertex3f + k * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- VectorMA(v, 8, rsurface_normal3f + k * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- }
- qglEnd();
- }
- }
}
if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
qglEnable(GL_CULL_FACE);
t = NULL;
texture = NULL;
numsurfacelist = 0;
- if (ent == r_refdef.worldentity)
+ if (r_showsurfaces.integer)
+ {
+ rmeshstate_t m;
+ GL_DepthTest(true);
+ GL_DepthMask(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State(&m);
+ for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+ {
+ if (ent == r_refdef.worldentity && !r_worldsurfacevisible[j])
+ continue;
+ texture = surface->texture->currentframe;
+ if ((texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+ {
+ int k = (int)(((size_t)surface) / sizeof(msurface_t));
+ GL_Color((k & 15) * (1.0f / 16.0f), ((k >> 4) & 15) * (1.0f / 16.0f), ((k >> 8) & 15) * (1.0f / 16.0f), 0.2f);
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false);
+ RSurf_Draw(surface);
+ renderstats.entities_triangles += surface->num_triangles;
+ }
+ renderstats.entities_surfaces++;
+ }
+ }
+ else if (ent == r_refdef.worldentity)
{
for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
{
}
if (numsurfacelist)
R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
- if (!r_showtrispass)
- renderstats.entities_triangles += counttriangles;
+ renderstats.entities_triangles += counttriangles;
if (gl_support_fragment_shader)
qglUseProgramObjectARB(0);
+
+ if (r_showcollisionbrushes.integer && model->brush.num_brushes && !skysurfaces)
+ {
+ int i;
+ msurface_t *surface;
+ q3mbrush_t *brush;
+ R_Mesh_Matrix(&ent->matrix);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(!r_showdisabledepthtest.integer);
+ qglPolygonOffset(r_polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_polygonoffset + r_showcollisionbrushes_polygonoffset.value);
+ for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
+ if (brush->colbrushf && brush->colbrushf->numtriangles)
+ R_DrawCollisionBrush(brush->colbrushf);
+ for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
+ if (surface->num_collisiontriangles)
+ R_DrawCollisionSurface(ent, surface);
+ qglPolygonOffset(r_polygonfactor, r_polygonoffset);
+ }
+
+ if (r_showtris.integer || r_shownormals.integer)
+ {
+ int k, l;
+ const int *elements;
+ rmeshstate_t m;
+ vec3_t v;
+ GL_DepthTest(true);
+ GL_DepthMask(true);
+ if (r_showdisabledepthtest.integer)
+ qglDepthFunc(GL_ALWAYS);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State(&m);
+ for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+ {
+ if (ent == r_refdef.worldentity && !r_worldsurfacevisible[j])
+ continue;
+ texture = surface->texture->currentframe;
+ if ((texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+ {
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, r_shownormals.integer != 0);
+ if (r_showtris.integer)
+ {
+ if (!texture->currentlayers->depthmask)
+ GL_Color(r_showtris.value, 0, 0, 1);
+ else if (ent == r_refdef.worldentity)
+ GL_Color(r_showtris.value, r_showtris.value, r_showtris.value, 1);
+ else
+ GL_Color(0, r_showtris.value, 0, 1);
+ elements = (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
+ qglBegin(GL_LINES);
+ for (k = 0;k < surface->num_triangles;k++, elements += 3)
+ {
+ qglArrayElement(elements[0]);qglArrayElement(elements[1]);
+ qglArrayElement(elements[1]);qglArrayElement(elements[2]);
+ qglArrayElement(elements[2]);qglArrayElement(elements[0]);
+ }
+ qglEnd();
+ }
+ if (r_shownormals.integer)
+ {
+ GL_Color(r_shownormals.value, 0, 0, 1);
+ qglBegin(GL_LINES);
+ for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+ {
+ VectorCopy(rsurface_vertex3f + l * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ VectorMA(v, 8, rsurface_svector3f + l * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ }
+ qglEnd();
+ GL_Color(0, 0, r_shownormals.value, 1);
+ qglBegin(GL_LINES);
+ for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+ {
+ VectorCopy(rsurface_vertex3f + l * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ VectorMA(v, 8, rsurface_tvector3f + l * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ }
+ qglEnd();
+ GL_Color(0, r_shownormals.value, 0, 1);
+ qglBegin(GL_LINES);
+ for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+ {
+ VectorCopy(rsurface_vertex3f + l * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ VectorMA(v, 8, rsurface_normal3f + l * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ }
+ qglEnd();
+ }
+ }
+ }
+ if (r_showdisabledepthtest.integer)
+ qglDepthFunc(GL_LEQUAL);
+ }
}