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_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.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
if (r_showsurfaces.integer)
// 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);
+ if (t->backgroundnumskinframes >= 2)
+ t->backgroundcurrentskinframe = t->backgroundskinframes + ((int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes);
t->currentmaterialflags = t->basematerialflags;
t->currentalpha = ent->alpha;
t->currenttexmatrix = r_waterscrollmatrix;
else
t->currenttexmatrix = identitymatrix;
+ if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
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->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
+ t->backgroundglosstexture = r_texture_white;
t->specularpower = r_shadow_glossexponent.value;
t->specularscale = 0;
if (r_shadow_gloss.integer > 0)
{
- if (t->currentskinframe->gloss)
+ if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
{
if (r_shadow_glossintensity.value > 0)
{
- t->glosstexture = t->currentskinframe->gloss;
+ t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_black;
+ t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_black;
t->specularscale = r_shadow_glossintensity.value;
}
}
static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
{
+ GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+ GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
if (rsurface_mode != RSURFMODE_SHOWSURFACES)
{
rsurface_mode = RSURFMODE_SHOWSURFACES;
// restore entity matrix
R_Mesh_Matrix(&rsurface_entity->matrix);
}
+ GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+ GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_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
static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
{
- int lightmode;
- // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
- lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
if (rsurface_mode != RSURFMODE_GLSL)
{
rsurface_mode = RSURFMODE_GLSL;
}
if (rsurface_glsl_texture != rsurface_texture || rsurface_glsl_uselightmap != (rsurface_lightmaptexture != NULL))
{
+ int lightmode;
rsurface_glsl_texture = rsurface_texture;
- rsurface_glsl_uselightmap = rsurface_lightmaptexture != NULL;
+ rsurface_glsl_uselightmap = rsurface_lightmaptexture != NULL && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT);
+ GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+ GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_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);
+ // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
+ lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
R_SetupSurfaceShader(vec3_origin, lightmode == 2);
//permutation_deluxemapping = permutation_lightmapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, false);
//if (r_glsl_deluxemapping.integer)
R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f);
GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+ RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
+ R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
+ R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
+ R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
+ if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+ {
+ 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(NULL);
+ }
+ else if (rsurface_lightmaptexture)
+ {
+ R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
+ if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
+ R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
+ R_Mesh_ColorPointer(NULL);
+ }
+ else
+ {
+ R_Mesh_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);
+ }
}
+ else
+ RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
if (!r_glsl_permutation)
return;
- RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
- R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
- R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
- R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
- {
- 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(NULL);
- }
- else if (rsurface_lightmaptexture)
+ if (rsurface_glsl_uselightmap)
{
R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
- R_Mesh_ColorPointer(NULL);
}
- else
+ RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+ if (rsurface_texture->backgroundnumskinframes && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
{
- 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);
}
- RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
}
static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
int layerindex;
const texturelayer_t *layer;
CHECKGLERROR
+ GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+ GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
// FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
if (rsurface_mode != RSURFMODE_MULTIPASS)
int layerindex;
const texturelayer_t *layer;
CHECKGLERROR
+ GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+ GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
// FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
if (rsurface_mode != RSURFMODE_MULTIPASS)
r_shadow_rtlight = NULL;
r_refdef.stats.entities_surfaces += texturenumsurfaces;
CHECKGLERROR
- GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
- GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
if (r_showsurfaces.integer)
R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)