#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_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 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_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;
// currently selected permutation
r_glsl_permutation_t *r_glsl_permutation;
+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] =
{
"\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"
}
}
+#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, 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, 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, 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, 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, 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, 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, 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, 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, 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, textureflags | TEXF_ALPHA, NULL);
+ Mem_Free(temp1);
+ }
+ skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, 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, 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, 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 : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags, true); // all
+ if (!palette && loadglowtexture)
+ skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, textureflags, false); // glow
+ if (!palette && loadpantsandshirt)
+ {
+ skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, textureflags, false); // pants
+ skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, 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, 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, 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;
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));
Cvar_RegisterVariable (&gl_fogstart);
Cvar_RegisterVariable (&gl_fogend);
}
+ Cvar_RegisterVariable(&r_depthfirst);
Cvar_RegisterVariable(&r_nearclip);
Cvar_RegisterVariable(&r_showbboxes);
Cvar_RegisterVariable(&r_showsurfaces);
// 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;
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)
{
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
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_DepthTest(!depthdisable);
void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
{
+ int i;
model_t *model = ent->model;
// switch to an alternate material if this is a q1bsp animated material
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, 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->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)
{
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);
}
rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
}
+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_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
{
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);
+ float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
+ Matrix4x4_Transform3x3(&rsurface_entity->inversematrix, r_view.forward, newforward);
+ Matrix4x4_Transform3x3(&rsurface_entity->inversematrix, r_view.right, newright);
+ Matrix4x4_Transform3x3(&rsurface_entity->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++)
{
VectorScale(center, 0.25f, center);
if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
{
- forward[0] = rsurface_modelorg[0] - center[0];
- forward[1] = rsurface_modelorg[1] - center[1];
- forward[2] = 0;
- VectorNormalize(forward);
- right[0] = forward[1];
- right[1] = -forward[0];
- right[2] = 0;
- VectorSet(up, 0, 0, 1);
+ const float *v1, *v2;
+ float f, l;
+ struct
+ {
+ float length2;
+ int quadedge;
+ }
+ shortest[2];
+ shortest[0].quadedge = shortest[1].quadedge = 0;
+ shortest[0].length2 = shortest[1].length2 = 0;
+ // 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_modelvertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
+ v2 = rsurface_modelvertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
+ l = VectorDistance2(v1, v2);
+ if (shortest[0].length2 > l || i == 0)
+ {
+ shortest[1] = shortest[0];
+ shortest[0].length2 = l;
+ shortest[0].quadedge = i;
+ }
+ else if (shortest[1].length2 > l || i == 1)
+ {
+ shortest[1].length2 = l;
+ shortest[1].quadedge = i;
+ }
+ }
+ // this calculates the midpoints *2 (not bothering to average) of the two shortest edges, and subtracts one from the other to get the up vector
+ for (i = 0;i < 3;i++)
+ {
+ right[i] = rsurface_modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][1]) + i]
+ + rsurface_modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][0]) + i];
+ up[i] = rsurface_modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][0]) + i]
+ + rsurface_modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][1]) + i]
+ - rsurface_modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[0].quadedge][0]) + i]
+ - rsurface_modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[0].quadedge][1]) + i];
+ }
+ // 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);
+ CrossProduct(up, forward, newright);
+ // normalize the vectors involved
+ VectorNormalize(right);
+ VectorNormalize(newright);
+ // 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(newright, center) - DotProduct(right, center);
+ for (i = 0;i < 4;i++)
+ {
+ v1 = rsurface_modelvertex3f + 3 * (surface->num_firstvertex + j + i);
+ f = DotProduct(right, v1) - DotProduct(newright, v1) + l;
+ VectorMA(v1, f, newright, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
+ }
+ }
+ else
+ {
+ VectorCopy((rsurface_modelnormal3f + 3 * surface->num_firstvertex) + j*3, forward);
+ VectorCopy((rsurface_modelsvector3f + 3 * surface->num_firstvertex) + j*3, right);
+ VectorCopy((rsurface_modeltvector3f + 3 * surface->num_firstvertex) + j*3, up);
+ for (i = 0;i < 4;i++)
+ {
+ VectorSubtract((rsurface_modelvertex3f + 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);
+ }
}
- // 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);
return;
if (rsurface_lightmode == 2)
- RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal, texturenumsurfaces, texturesurfacelist);
+ 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);
+ RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, 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);
}
}
-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)
return;
r_shadow_rtlight = NULL;
- r_refdef.stats.entities_surfaces += texturenumsurfaces;
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_model->data_surfaces);
+ 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_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_showsurfaces.integer)
+ {
+ 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);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ R_Mesh_ResetTextureState();
+ RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
+ 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);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ 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;
+ 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);
+ r_refdef.stats.entities_surfaces += texturenumsurfaces;
+ }
else if (rsurface_texture->currentnumlayers)
{
+ // write depth for anything we skipped on the depth-only pass earlier
+ if (!writedepth && (rsurface_texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
+ writedepth = true;
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_DepthMask(writedepth && !(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
R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
else
R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
+ r_refdef.stats.entities_surfaces += texturenumsurfaces;
}
CHECKGLERROR
GL_LockArrays(0, 0);
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(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
{
int i, j;
vec3_t tempcenter, center;
{
// 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;
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);
}
}
}
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
}
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++)
{
counttriangles += surface->num_triangles;
if (numsurfacelist >= maxsurfacelist)
{
- R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
+ R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
numsurfacelist = 0;
}
}
}
}
if (numsurfacelist)
- R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
+ R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
r_refdef.stats.entities_triangles += counttriangles;
RSurf_CleanUp();
- if (r_showcollisionbrushes.integer && !skysurfaces)
+ if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
R_DrawCollisionBrushes(r_refdef.worldentity);
- if (r_showtris.integer || r_shownormals.integer)
+ if ((r_showtris.integer || r_shownormals.integer) && !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++)
{
counttriangles += surface->num_triangles;
if (numsurfacelist >= maxsurfacelist)
{
- R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
+ R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
numsurfacelist = 0;
}
}
}
if (numsurfacelist)
- R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
+ R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
r_refdef.stats.entities_triangles += counttriangles;
RSurf_CleanUp();
- if (r_showcollisionbrushes.integer && !skysurfaces)
+ if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
R_DrawCollisionBrushes(ent);
- if (r_showtris.integer || r_shownormals.integer)
+ if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask);
}