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);
- if (gl_textureshader && r_watershader.integer && !fogenabled)
- {
- R_Mesh_TextureMatrix(1, &tempmatrix);
- 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(0, &tempmatrix);
}
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
}
- if (gl_textureshader && r_watershader.integer && !fogenabled)
+ if (gl_textureshader && r_watershader.value && !fogenabled)
{
- m.tex[0] = R_GetTexture(mod_shared_distorttexture);
+ m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(cl.time * 16)&63]);
m.tex[1] = R_GetTexture(texture->skin.base);
}
else
GL_ColorPointer(varray_color4f);
else
GL_Color(1, 1, 1, alpha);
- if (gl_textureshader && r_watershader.integer && !fogenabled)
+ if (gl_textureshader && r_watershader.value && !fogenabled)
{
GL_ActiveTexture (0);
qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
}
R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
- if (gl_textureshader && r_watershader.integer && !fogenabled)
+ if (gl_textureshader && r_watershader.value && !fogenabled)
{
qglDisable (GL_TEXTURE_SHADER_NV);
GL_ActiveTexture (0);
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);
{
if (ent->model == NULL)
return;
- if (!ent->model->brushq1.numleafs && ent->model->Draw)
- ent->model->Draw(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);
}
}
-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;
- 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)
- {
- 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_Model_Brush_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 surfnum;
R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
}
-void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
+void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3mface_t *face)
{
rmeshstate_t m;
if (!face->num_triangles)
return;
- if (face->texture->renderflags)
+ if (skyrendernow)
{
- if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_SKY)
- {
- if (skyrendernow)
- {
- skyrendernow = false;
- if (skyrendermasked)
- R_Sky();
- }
+ skyrendernow = false;
+ if (skyrendermasked)
+ R_Sky();
+ }
- R_Mesh_Matrix(&ent->matrix);
+ 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);
+ 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);
+ 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);
- return;
- }
- if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW)
- return;
+ 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);
}
- R_Mesh_Matrix(&ent->matrix);
- face->visframe = r_framecount;
+ 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;
- if (face->lightmaptexture)
+ 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[1] = R_GetTexture(face->lightmaptexture);
- m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
- m.texrgbscale[1] = 2;
+ m.tex[0] = R_GetTexture(face->texture->skin.glow);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
GL_Color(1, 1, 1, 1);
}
else
- {
- m.texrgbscale[0] = 2;
- GL_ColorPointer(face->data_color4f);
- }
+ 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_DrawSky(entity_render_t *ent)
+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;
- q3mface_t *face;
while (node->isnode)
{
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)))
{
- face = leaf->firstleafface[i];
- if (face->markframe != markframe)
+ if (r_q3bsp_framecount != r_framecount)
{
- face->markframe = markframe;
- if (!R_CullBox(face->mins, face->maxs))
- R_Q3BSP_DrawFace(ent, face);
+ 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;
vec3_t modelorg;
model_t *model;
qbyte *pvs;
- static int markframe = 0;
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)))
- R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
+ {
+ 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);