static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
cvar_t r_ambient = {0, "r_ambient", "0"};
-cvar_t r_vertexsurfaces = {0, "r_vertexsurfaces", "0"};
-cvar_t r_dlightmap = {CVAR_SAVE, "r_dlightmap", "1"};
cvar_t r_drawportals = {0, "r_drawportals", "0"};
cvar_t r_testvis = {0, "r_testvis", "0"};
cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"};
+cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "-4"};
static int dlightdivtable[32768];
else
memset(bl, 0, size*3*sizeof(unsigned int));
- if (surf->dlightframe == r_framecount && r_dlightmap.integer)
+ if (surf->dlightframe == r_framecount)
{
surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
if (surf->cached_dlight)
else
memset(bl, 0, size*3*sizeof(float));
- if (surf->dlightframe == r_framecount && r_dlightmap.integer)
+ if (surf->dlightframe == r_framecount)
{
surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
if (surf->cached_dlight)
entity_render_t *ent;
model_t *model;
vec3_t org;
- if (cl.worldmodel == NULL)
+ if (cl.worldmodel == NULL || !cl.worldmodel->brushq1.nodes)
return;
fcolor[0] = cr1;
fcolor[1] = cg1;
if (model && model->name[0] == '*')
{
Mod_CheckLoaded(model);
- if (model->type == mod_brush)
+ if (model->brushq1.nodes)
{
Matrix4x4_Transform(&ent->inversematrix, origin, org);
R_StainNode(model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
return lit;
}
-// note: this untransforms lights to do the checking
-static int RSurf_LightCheck(const matrix4x4_t *matrix, const int *dlightbits, const surfmesh_t *mesh)
-{
- int i, l;
- const rdlight_t *rd;
- vec3_t lightorigin;
- const float *v;
- for (l = 0;l < r_numdlights;l++)
- {
- if (dlightbits[l >> 5] & (1 << (l & 31)))
- {
- rd = &r_dlight[l];
- Matrix4x4_Transform(matrix, rd->origin, lightorigin);
- for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
- if (VectorDistance2(v, lightorigin) < rd->cullradius2)
- return true;
- }
- }
- return false;
-}
-
static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
- const surfmesh_t *mesh;
rmeshstate_t m;
// LordHavoc: HalfLife maps have freaky skypolys...
- if (ent->model->brushq1.ishlbsp)
+ if (ent->model->brush.ishlbsp)
return;
if (skyrendernow)
R_Mesh_Matrix(&ent->matrix);
- GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, 1);
+ GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
if (skyrendermasked)
{
// depth-only (masking)
{
if (surf->visframe == r_framecount)
{
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- GL_VertexPointer(mesh->vertex3f);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
}
qglColorMask(1,1,1,1);
{
const entity_render_t *ent = calldata1;
const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
- float f, colorscale;
- const surfmesh_t *mesh;
rmeshstate_t m;
float alpha;
float modelorg[3];
texture_t *texture;
matrix4x4_t tempmatrix;
+ float args[4] = {0.05f,0,0,0.04f};
- if (r_waterscroll.value)
+ if (gl_textureshader && r_watershader.value && !fogenabled)
+ {
+ Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
+ R_Mesh_TextureMatrix(1, &tempmatrix);
+ Matrix4x4_CreateFromQuakeEntity(&tempmatrix, 0, 0, 0, 0, 0, 0, r_watershader.value);
+ R_Mesh_TextureMatrix(0, &tempmatrix);
+ }
+ else if (r_waterscroll.value)
{
// scrolling in texture matrix
Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
}
- m.tex[0] = R_GetTexture(texture->skin.base);
- colorscale = r_colorscale;
- if (gl_combine.integer)
+ if (gl_textureshader && r_watershader.value && !fogenabled)
{
- m.texrgbscale[0] = 4;
- colorscale *= 0.25f;
+ m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(cl.time * 16)&63]);
+ m.tex[1] = R_GetTexture(texture->skin.base);
}
+ else
+ m.tex[0] = R_GetTexture(texture->skin.base);
GL_DepthTest(true);
- GL_ColorPointer(varray_color4f);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ if (fogenabled)
+ GL_ColorPointer(varray_color4f);
+ else
+ GL_Color(1, 1, 1, alpha);
+ if (gl_textureshader && r_watershader.value && !fogenabled)
+ {
+ GL_ActiveTexture (0);
+ qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
+ GL_ActiveTexture (1);
+ qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
+ qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
+ qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
+ qglTexEnvfv (GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
+ qglEnable (GL_TEXTURE_SHADER_NV);
+ }
+
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f;
+ m.texcombinergb[1] = GL_REPLACE;
+ R_Mesh_State_Texture(&m);
+ if (fogenabled)
{
- GL_VertexPointer(mesh->vertex3f);
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- R_Mesh_State_Texture(&m);
- f = surf->flags & SURF_DRAWFULLBRIGHT ? 1.0f : ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f);
- R_FillColors(varray_color4f, mesh->numverts, f, f, f, alpha);
- if (!(surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT))
- {
- if (surf->dlightframe == r_framecount)
- RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1);
- if (surf->flags & SURF_LIGHTMAP)
- RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
- }
- RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+ R_FillColors(varray_color4f, surf->mesh.num_vertices, 1, 1, 1, alpha);
+ RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, surf->mesh.num_vertices, modelorg);
+ }
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+
+ if (gl_textureshader && r_watershader.value && !fogenabled)
+ {
+ qglDisable (GL_TEXTURE_SHADER_NV);
+ GL_ActiveTexture (0);
}
if (fogenabled)
GL_DepthMask(false);
GL_DepthTest(true);
m.tex[0] = R_GetTexture(texture->skin.fog);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- GL_VertexPointer(mesh->vertex3f);
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- GL_ColorPointer(varray_color4f);
- R_Mesh_State_Texture(&m);
- RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, r_colorscale, mesh->numverts, modelorg);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ GL_ColorPointer(varray_color4f);
+ R_Mesh_State_Texture(&m);
+ RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, 1, surf->mesh.num_vertices, modelorg);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
- if (r_waterscroll.value)
+ if ((gl_textureshader && r_watershader.value && !fogenabled) || r_waterscroll.value)
{
Matrix4x4_CreateIdentity(&tempmatrix);
R_Mesh_TextureMatrix(0, &tempmatrix);
+ R_Mesh_TextureMatrix(1, &tempmatrix);
}
}
static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
{
float base, colorscale;
- const surfmesh_t *mesh;
rmeshstate_t m;
float modelorg[3];
Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
GL_DepthMask(true);
}
m.tex[0] = R_GetTexture(texture->skin.base);
- colorscale = r_colorscale;
+ colorscale = 1;
if (gl_combine.integer)
{
m.texrgbscale[0] = 4;
base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
GL_DepthTest(true);
GL_ColorPointer(varray_color4f);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
+ if (!(ent->effects & EF_FULLBRIGHT))
{
- GL_VertexPointer(mesh->vertex3f);
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- R_Mesh_State_Texture(&m);
- R_FillColors(varray_color4f, mesh->numverts, base, base, base, currentalpha);
- if (!(ent->effects & EF_FULLBRIGHT))
- {
- if (surf->dlightframe == r_framecount)
- RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1);
- if (surf->flags & SURF_LIGHTMAP)
- RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
- }
- RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+ if (surf->dlightframe == r_framecount)
+ RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1);
+ if (surf->flags & SURF_LIGHTMAP)
+ RSurf_AddLightmapToVertexColors_Color4f(surf->mesh.data_lightmapoffsets, varray_color4f,surf->mesh.num_vertices, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
}
+ RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
{
- const surfmesh_t *mesh;
rmeshstate_t m;
float modelorg[3];
Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
GL_DepthTest(true);
m.tex[0] = R_GetTexture(texture->skin.glow);
GL_ColorPointer(varray_color4f);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- GL_VertexPointer(mesh->vertex3f);
- if (m.tex[0])
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- R_Mesh_State_Texture(&m);
- RSurf_FoggedColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, 1, 1, 1, currentalpha, r_colorscale, mesh->numverts, modelorg);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
+
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ if (m.tex[0])
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
{
- const surfmesh_t *mesh;
rmeshstate_t m;
float modelorg[3];
Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
GL_DepthTest(true);
m.tex[0] = R_GetTexture(texture->skin.fog);
GL_ColorPointer(varray_color4f);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- GL_VertexPointer(mesh->vertex3f);
- if (m.tex[0])
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- R_Mesh_State_Texture(&m);
- RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, r_colorscale, mesh->numverts, modelorg);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
+
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ if (m.tex[0])
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
- const surfmesh_t *mesh;
rmeshstate_t m;
int lightmaptexturenum;
float cl;
m.texrgbscale[0] = 1;
m.texrgbscale[1] = 4;
m.texrgbscale[2] = 2;
- cl = (float) (1 << r_lightmapscalebit) * r_colorscale;
+ cl = (float) (1 << r_lightmapscalebit);
GL_Color(cl, cl, cl, 1);
while((surf = *surfchain++) != NULL)
m.tex[1] = lightmaptexturenum;
// R_Mesh_State_Texture(&m);
//}
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- GL_VertexPointer(mesh->vertex3f);
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
- m.pointer_texcoord[2] = mesh->texcoorddetail2f;
- R_Mesh_State_Texture(&m);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
+ m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
}
}
static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
- const surfmesh_t *mesh;
rmeshstate_t m;
int lightmaptexturenum;
memset(&m, 0, sizeof(m));
m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
if (gl_combine.integer)
m.texrgbscale[1] = 4;
- GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+ GL_Color(1, 1, 1, 1);
while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount)
m.tex[1] = lightmaptexturenum;
// R_Mesh_State_Texture(&m);
//}
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- GL_VertexPointer(mesh->vertex3f);
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
- R_Mesh_State_Texture(&m);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
}
}
static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
- const surfmesh_t *mesh;
rmeshstate_t m;
memset(&m, 0, sizeof(m));
GL_DepthMask(true);
{
if (surf->visframe == r_framecount)
{
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- GL_VertexPointer(mesh->vertex3f);
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- R_Mesh_State_Texture(&m);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
}
}
static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
- const surfmesh_t *mesh;
rmeshstate_t m;
int lightmaptexturenum;
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
if (gl_combine.integer)
m.texrgbscale[0] = 4;
- GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+ GL_Color(1, 1, 1, 1);
while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount)
m.tex[0] = lightmaptexturenum;
// R_Mesh_State_Texture(&m);
//}
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- GL_VertexPointer(mesh->vertex3f);
- m.pointer_texcoord[0] = mesh->texcoordlightmap2f;
- R_Mesh_State_Texture(&m);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
- }
- }
-}
-
-static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
- const msurface_t *surf;
- const surfmesh_t *mesh;
- float colorscale;
- rmeshstate_t m;
-
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- GL_DepthTest(true);
- m.tex[0] = R_GetTexture(texture->skin.base);
- colorscale = r_colorscale;
- if (gl_combine.integer)
- {
- m.texrgbscale[0] = 4;
- colorscale *= 0.25f;
- }
- GL_ColorPointer(varray_color4f);
- while((surf = *surfchain++) != NULL)
- {
- if (surf->visframe == r_framecount && surf->dlightframe == r_framecount)
- {
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh))
- {
- GL_VertexPointer(mesh->vertex3f);
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- R_FillColors(varray_color4f, mesh->numverts, 0, 0, 0, 1);
- R_Mesh_State_Texture(&m);
- RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, colorscale);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
- }
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
}
}
static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
- const surfmesh_t *mesh;
rmeshstate_t m;
float modelorg[3];
Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
{
if (surf->visframe == r_framecount)
{
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- GL_VertexPointer(mesh->vertex3f);
- if (m.tex[0])
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- R_Mesh_State_Texture(&m);
- RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, r_colorscale, mesh->numverts, modelorg);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ if (m.tex[0])
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
}
}
static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
- const surfmesh_t *mesh;
rmeshstate_t m;
memset(&m, 0, sizeof(m));
GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
{
if (surf->visframe == r_framecount)
{
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- GL_VertexPointer(mesh->vertex3f);
- m.pointer_texcoord[0] = mesh->texcoorddetail2f;
- R_Mesh_State_Texture(&m);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
}
}
static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
- const surfmesh_t *mesh;
rmeshstate_t m;
memset(&m, 0, sizeof(m));
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
GL_DepthTest(true);
m.tex[0] = R_GetTexture(texture->skin.glow);
- GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+ GL_Color(1, 1, 1, 1);
while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount)
{
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- GL_VertexPointer(mesh->vertex3f);
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- R_Mesh_State_Texture(&m);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
}
}
static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
const msurface_t *surf;
- const surfmesh_t *mesh;
rmeshstate_t m;
memset(&m, 0, sizeof(m));
GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
GL_DepthMask(true);
m.tex[0] = R_GetTexture(texture->skin.glow);
if (m.tex[0])
- GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+ GL_Color(1, 1, 1, 1);
else
GL_Color(0, 0, 0, 1);
while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount)
{
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- GL_VertexPointer(mesh->vertex3f);
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- R_Mesh_State_Texture(&m);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
+ GL_VertexPointer(surf->mesh.data_vertex3f);
+ m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
}
}
texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
currentalpha = ent->alpha;
- if (texture->flags & SURF_WATERALPHA)
- currentalpha *= r_wateralpha.value;
if (ent->effects & EF_ADDITIVE)
rendertype = SURFRENDER_ADD;
else if (currentalpha < 1 || texture->skin.fog != NULL)
if (fogenabled)
RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
}
- else if (r_vertexsurfaces.integer)
- {
- // opaque vertex shaded from lightmap
- for (chain = surfchain;(surf = *chain) != NULL;chain++)
- if (surf->visframe == r_framecount)
- RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, texture->rendertype, texture->currentalpha);
- if (texture->skin.glow)
- for (chain = surfchain;(surf = *chain) != NULL;chain++)
- if (surf->visframe == r_framecount)
- RSurfShader_Wall_Pass_Glow(ent, surf, texture, texture->rendertype, texture->currentalpha);
- if (fogenabled)
- for (chain = surfchain;(surf = *chain) != NULL;chain++)
- if (surf->visframe == r_framecount)
- RSurfShader_Wall_Pass_Fog(ent, surf, texture, texture->rendertype, texture->currentalpha);
- }
else
{
// opaque lightmapped
- if (r_textureunits.integer >= 2)
+ if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
+ RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, surfchain);
+ else if (r_textureunits.integer >= 2)
{
- if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
- RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, surfchain);
- else
- {
- RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, surfchain);
- if (r_detailtextures.integer)
- RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
- }
+ RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, surfchain);
+ if (r_detailtextures.integer)
+ RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
}
else
{
if (r_detailtextures.integer)
RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
}
- if (!r_dlightmap.integer && !(ent->effects & EF_FULLBRIGHT))
- RSurfShader_OpaqueWall_Pass_Light(ent, texture, surfchain);
if (texture->skin.glow)
RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
if (fogenabled)
{
c_faces++;
surf->visframe = r_framecount;
- if (surf->cached_dlight && surf->lightmaptexture != NULL && !r_vertexsurfaces.integer)
+ if (surf->cached_dlight && surf->lightmaptexture != NULL)
R_BuildLightMap(ent, surf);
}
}
R_Mesh_State_Texture(&m);
i = portal - ent->model->brushq1.portals;
- GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_colorscale,
- ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_colorscale,
- ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_colorscale,
+ GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
+ ((i & 0x0038) >> 3) * (1.0f / 7.0f),
+ ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
0.125f);
- if (PlaneDiff(r_origin, (&portal->plane)) > 0)
+ if (PlaneDiff(r_origin, (&portal->plane)) < 0)
{
for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
VectorCopy(portal->points[i].position, v);
R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
}
+// LordHavoc: this is just a nice debugging tool, very slow
static void R_DrawPortals(entity_render_t *ent)
{
int i;
return;
for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++)
{
- if ((portal->here->pvsframe == ent->model->brushq1.pvsframecount || portal->past->pvsframe == ent->model->brushq1.pvsframecount) && portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
+ if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
{
VectorClear(temp);
for (i = 0;i < portal->numpoints;i++)
static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
{
- int c, leafstackpos, *mark, *surfacevisframes;
+ int c, leafstackpos, *mark, *surfacevisframes, bitnum;
#if WORLDNODECULLBACKFACES
int n;
msurface_t *surf;
{
leaf->worldnodeframe = r_framecount;
// FIXME: R_CullBox is absolute, should be done relative
- if (leaf->pvsframe == ent->model->brushq1.pvsframecount && !R_CullBox(leaf->mins, leaf->maxs))
+ bitnum = (leaf - ent->model->brushq1.leafs) - 1;
+ if ((r_pvsbits[bitnum >> 3] & (1 << (bitnum & 7))) && !R_CullBox(leaf->mins, leaf->maxs))
leafstack[leafstackpos++] = leaf;
}
}
void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
{
- int i, j, l, c, bits, *surfacepvsframes, *mark;
+ int j, c, *surfacepvsframes, *mark;
mleaf_t *leaf;
- qbyte *vis;
model_t *model;
model = ent->model;
if (viewleaf)
{
surfacepvsframes = model->brushq1.surfacepvsframes;
- vis = model->brushq1.LeafPVS(model, viewleaf);
- for (j = 0;j < model->brushq1.numleafs;j += 8)
+ for (j = 0;j < model->brushq1.visleafs;j++)
{
- bits = *vis++;
- if (bits)
+ if (r_pvsbits[j >> 3] & (1 << (j & 7)))
{
- l = model->brushq1.numleafs - j;
- if (l > 8)
- l = 8;
- for (i = 0;i < l;i++)
- {
- if (bits & (1 << i))
- {
- leaf = &model->brushq1.leafs[j + i + 1];
- leaf->pvschain = model->brushq1.pvsleafchain;
- model->brushq1.pvsleafchain = leaf;
- leaf->pvsframe = model->brushq1.pvsframecount;
- // mark surfaces bounding this leaf as visible
- for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
- surfacepvsframes[*mark] = model->brushq1.pvsframecount;
- }
- }
+ leaf = model->brushq1.leafs + j + 1;
+ leaf->pvsframe = model->brushq1.pvsframecount;
+ leaf->pvschain = model->brushq1.pvsleafchain;
+ model->brushq1.pvsleafchain = leaf;
+ // mark surfaces bounding this leaf as visible
+ for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
+ surfacepvsframes[*mark] = model->brushq1.pvsframecount;
}
}
model->brushq1.BuildPVSTextureChains(model);
}
}
-void R_WorldVisibility (entity_render_t *ent)
+void R_WorldVisibility(entity_render_t *ent)
{
vec3_t modelorg;
mleaf_t *viewleaf;
Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
- viewleaf = ent->model ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL;
+ viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL;
R_PVSUpdate(ent, viewleaf);
if (!viewleaf)
R_PortalWorldNode (ent, viewleaf);
}
-void R_DrawWorld (entity_render_t *ent)
+void R_DrawWorld(entity_render_t *ent)
{
if (ent->model == NULL)
return;
- R_PrepareSurfaces(ent);
- R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
- R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
- if (r_drawportals.integer)
- R_DrawPortals(ent);
+ if (!ent->model->brushq1.numleafs)
+ {
+ if (ent->model->DrawSky)
+ ent->model->DrawSky(ent);
+ if (ent->model->Draw)
+ ent->model->Draw(ent);
+ }
+ else
+ {
+ R_PrepareSurfaces(ent);
+ R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
+ R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
+ if (r_drawportals.integer)
+ R_DrawPortals(ent);
+ }
}
-void R_Model_Brush_DrawSky (entity_render_t *ent)
+void R_Model_Brush_DrawSky(entity_render_t *ent)
{
if (ent->model == NULL)
return;
R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
}
-void R_Model_Brush_Draw (entity_render_t *ent)
+void R_Model_Brush_Draw(entity_render_t *ent)
{
if (ent->model == NULL)
return;
int i;
msurface_t *surf;
float projectdistance, f, temp[3], lightradius2;
- surfmesh_t *mesh;
if (ent->model == NULL)
return;
R_Mesh_Matrix(&ent->matrix);
temp[1] = bound(surf->poly_mins[1], relativelightorigin[1], surf->poly_maxs[1]) - relativelightorigin[1];
temp[2] = bound(surf->poly_mins[2], relativelightorigin[2], surf->poly_maxs[2]) - relativelightorigin[2];
if (DotProduct(temp, temp) < lightradius2)
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- R_Shadow_Volume(mesh->numverts, mesh->numtriangles, mesh->vertex3f, mesh->element3i, mesh->neighbor3i, relativelightorigin, lightradius, projectdistance);
- }
- }
- }
-}
-
-void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, msurface_t **surflist, int numsurfaces, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
-{
- int surfnum;
- msurface_t *surf;
- texture_t *t;
- surfmesh_t *mesh;
- if (ent->model == NULL)
- return;
- R_Mesh_Matrix(&ent->matrix);
- R_UpdateTextureInfo(ent);
- for (surfnum = 0;surfnum < numsurfaces;surfnum++)
- {
- surf = surflist[surfnum];
- if (surf->visframe == r_framecount)
- {
- t = surf->texinfo->texture->currentframe;
- if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
- {
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
- R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
- }
+ R_Shadow_Volume(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_vertex3f, surf->mesh.data_element3i, surf->mesh.data_neighbor3i, relativelightorigin, lightradius, projectdistance);
}
}
}
msurface_t *surf;
texture_t *t;
float f, lightmins[3], lightmaxs[3];
- surfmesh_t *mesh;
if (ent->model == NULL)
return;
R_Mesh_Matrix(&ent->matrix);
t = surf->texinfo->texture->currentframe;
if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
{
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
- R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
- }
+ R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
+ R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
}
}
}
}
}
+void R_DrawCollisionBrush(colbrushf_t *brush)
+{
+ int i;
+ i = ((int)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_VertexPointer(brush->points->v);
+ R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
+}
+
+void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3mface_t *face)
+{
+ rmeshstate_t m;
+ if (!face->num_triangles)
+ return;
+ if (skyrendernow)
+ {
+ skyrendernow = false;
+ if (skyrendermasked)
+ R_Sky();
+ }
+
+ R_Mesh_Matrix(&ent->matrix);
+
+ GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
+ if (skyrendermasked)
+ {
+ // depth-only (masking)
+ qglColorMask(0,0,0,0);
+ // 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_DepthMask(true);
+ GL_DepthTest(true);
+
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ qglColorMask(1,1,1,1);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3mface_t *face)
+{
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ if (face->texture->skin.glow)
+ {
+ m.tex[0] = R_GetTexture(face->texture->skin.glow);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ GL_Color(1, 1, 1, 1);
+ }
+ else
+ GL_Color(0, 0, 0, 1);
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmap(entity_render_t *ent, q3mface_t *face)
+{
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(face->texture->skin.base);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ m.tex[1] = R_GetTexture(face->lightmaptexture);
+ m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
+ m.texrgbscale[1] = 2;
+ GL_Color(1, 1, 1, 1);
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3mface_t *face)
+{
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(face->texture->skin.base);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ GL_Color(1, 1, 1, 1);
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3mface_t *face)
+{
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_SRC_COLOR);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(face->lightmaptexture);
+ m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
+ GL_Color(1, 1, 1, 1);
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3mface_t *face)
+{
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ if (face->texture->skin.glow)
+ {
+ m.tex[0] = R_GetTexture(face->texture->skin.glow);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ GL_Color(1, 1, 1, 1);
+ }
+ else
+ GL_Color(0, 0, 0, 1);
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3mface_t *face)
+{
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(face->texture->skin.base);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ m.texrgbscale[0] = 2;
+ GL_ColorPointer(face->data_color4f);
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
+{
+ if (!face->num_triangles)
+ return;
+ if (face->texture->renderflags)
+ {
+ if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_SKY)
+ return;
+ if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW)
+ return;
+ }
+ if (face->texture->nativecontents & CONTENTSQ3_TRANSLUCENT)
+ qglDisable(GL_CULL_FACE);
+ R_Mesh_Matrix(&ent->matrix);
+ face->visframe = r_framecount;
+ if (r_shadow_realtime_world.integer)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(ent, face);
+ else if (face->lightmaptexture)
+ {
+ if (r_textureunits.integer >= 2)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmap(ent, face);
+ else
+ {
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(ent, face);
+ }
+ if (face->texture->skin.glow)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+ }
+ else
+ {
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(ent, face);
+ if (face->texture->skin.glow)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+ }
+ if (face->texture->nativecontents & CONTENTSQ3_TRANSLUCENT)
+ qglEnable(GL_CULL_FACE);
+}
+
+void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec3_t modelorg, qbyte *pvs, int markframe)
+{
+ int i;
+ q3mleaf_t *leaf;
+ while (node->isnode)
+ {
+ if (R_CullBox(node->mins, node->maxs))
+ return;
+ R_Q3BSP_RecursiveWorldNode(ent, node->children[0], modelorg, pvs, markframe);
+ node = node->children[1];
+ }
+ if (R_CullBox(node->mins, node->maxs))
+ return;
+ leaf = (q3mleaf_t *)node;
+ if (pvs[leaf->clusterindex >> 3] & (1 << (leaf->clusterindex & 7)))
+ for (i = 0;i < leaf->numleaffaces;i++)
+ leaf->firstleafface[i]->markframe = markframe;
+}
+
+static int r_q3bsp_framecount = -1;
+
+void R_Q3BSP_DrawSky(entity_render_t *ent)
+{
+ int i;
+ q3mface_t *face;
+ vec3_t modelorg;
+ model_t *model;
+ qbyte *pvs;
+ R_Mesh_Matrix(&ent->matrix);
+ model = ent->model;
+ if (r_drawcollisionbrushes.integer < 2)
+ {
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
+ {
+ if (r_q3bsp_framecount != r_framecount)
+ {
+ r_q3bsp_framecount = r_framecount;
+ R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount);
+ }
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+ if (face->markframe == r_framecount && (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_SKY) && !R_CullBox(face->mins, face->maxs))
+ R_Q3BSP_DrawSkyFace(ent, face);
+ }
+ else
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+ if ((face->texture->renderflags & Q3MTEXTURERENDERFLAGS_SKY))
+ R_Q3BSP_DrawSkyFace(ent, face);
+ }
+}
+
+void R_Q3BSP_Draw(entity_render_t *ent)
+{
+ int i;
+ q3mface_t *face;
+ vec3_t modelorg;
+ model_t *model;
+ qbyte *pvs;
+ R_Mesh_Matrix(&ent->matrix);
+ model = ent->model;
+ if (r_drawcollisionbrushes.integer < 2)
+ {
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
+ {
+ if (r_q3bsp_framecount != r_framecount)
+ {
+ r_q3bsp_framecount = r_framecount;
+ R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount);
+ }
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+ if (face->markframe == r_framecount && !R_CullBox(face->mins, face->maxs))
+ R_Q3BSP_DrawFace(ent, face);
+ }
+ else
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+ R_Q3BSP_DrawFace(ent, face);
+ }
+ if (r_drawcollisionbrushes.integer >= 1)
+ {
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ R_Mesh_State_Texture(&m);
+ for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++)
+ if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles)
+ R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf);
+ }
+}
+
+void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
+{
+ int i;
+ q3mface_t *face;
+ vec3_t modelorg, lightmins, lightmaxs;
+ model_t *model;
+ float projectdistance;
+ projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+ if (r_drawcollisionbrushes.integer < 2)
+ {
+ model = ent->model;
+ R_Mesh_Matrix(&ent->matrix);
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ lightmins[0] = relativelightorigin[0] - lightradius;
+ lightmins[1] = relativelightorigin[1] - lightradius;
+ lightmins[2] = relativelightorigin[2] - lightradius;
+ lightmaxs[0] = relativelightorigin[0] + lightradius;
+ lightmaxs[1] = relativelightorigin[1] + lightradius;
+ lightmaxs[2] = relativelightorigin[2] + lightradius;
+ //if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
+ // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
+ //else
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+ if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
+ R_Shadow_Volume(face->num_vertices, face->num_triangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, lightradius, projectdistance);
+ }
+}
+
+void R_Q3BSP_DrawFaceLight(entity_render_t *ent, q3mface_t *face, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
+{
+ if ((face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW) || !face->num_triangles)
+ return;
+ R_Shadow_DiffuseLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, NULL);
+ R_Shadow_SpecularLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, NULL);
+}
+
+void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
+{
+ int i;
+ q3mface_t *face;
+ vec3_t modelorg, lightmins, lightmaxs;
+ model_t *model;
+ //qbyte *pvs;
+ //static int markframe = 0;
+ if (r_drawcollisionbrushes.integer < 2)
+ {
+ model = ent->model;
+ R_Mesh_Matrix(&ent->matrix);
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ lightmins[0] = relativelightorigin[0] - lightradius;
+ lightmins[1] = relativelightorigin[1] - lightradius;
+ lightmins[2] = relativelightorigin[2] - lightradius;
+ lightmaxs[0] = relativelightorigin[0] + lightradius;
+ lightmaxs[1] = relativelightorigin[1] + lightradius;
+ lightmaxs[2] = relativelightorigin[2] + lightradius;
+ //if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
+ // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
+ //else
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+ if ((ent != &cl_entities[0].render || face->visframe == r_framecount) && BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
+ R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz);
+ }
+}
+
static void gl_surf_start(void)
{
}
dlightdivtable[i] = 4194304 / (i << 7);
Cvar_RegisterVariable(&r_ambient);
- Cvar_RegisterVariable(&r_vertexsurfaces);
- Cvar_RegisterVariable(&r_dlightmap);
Cvar_RegisterVariable(&r_drawportals);
Cvar_RegisterVariable(&r_testvis);
Cvar_RegisterVariable(&r_floatbuildlightmap);
Cvar_RegisterVariable(&r_detailtextures);
Cvar_RegisterVariable(&r_surfaceworldnode);
+ Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
}