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"};
-
+cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "0"};
+cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"};
+cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"};
+cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"};
+cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
+
+// flag arrays used for visibility checking on world model
+// (all other entities have no per-surface/per-leaf visibility checks)
+// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters
+qbyte r_pvsbits[(32768+7)>>3];
+// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs
+qbyte r_worldleafvisible[32768];
+// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_surfaces
+qbyte r_worldsurfacevisible[262144];
+
+#ifdef LHREMOVESOON
static int dlightdivtable[32768];
-static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
+static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surface)
{
int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
unsigned int *bl;
- float dist, impact[3], local[3];
+ float dist, impact[3], local[3], planenormal[3], planedist;
+ dlight_t *light;
lit = false;
- smax = (surf->extents[0] >> 4) + 1;
- tmax = (surf->extents[1] >> 4) + 1;
+ smax = (surface->extents[0] >> 4) + 1;
+ tmax = (surface->extents[1] >> 4) + 1;
smax3 = smax * 3;
- for (lnum = 0; lnum < r_numdlights; lnum++)
+ VectorCopy(surface->mesh.data_normal3f, planenormal);
+ planedist = DotProduct(surface->mesh.data_vertex3f, planenormal);
+
+ for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
{
- if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
+ if (!(surface->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
continue; // not lit by this light
- Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
- dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
+ Matrix4x4_Transform(matrix, light->origin, local);
+ dist = DotProduct(local, planenormal) - planedist;
// for comparisons to minimum acceptable light
// compensate for LIGHTOFFSET
- maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
+ maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
dist2 = dist * dist;
dist2 += LIGHTOFFSET;
if (dist2 >= maxdist)
continue;
- if (surf->plane->type < 3)
- {
- VectorCopy(local, impact);
- impact[surf->plane->type] -= dist;
- }
- else
- {
- impact[0] = local[0] - surf->plane->normal[0] * dist;
- impact[1] = local[1] - surf->plane->normal[1] * dist;
- impact[2] = local[2] - surf->plane->normal[2] * dist;
- }
+ VectorMA(local, -dist, planenormal, impact);
- impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
- impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+ impacts = DotProduct (impact, surface->texinfo->vecs[0]) + surface->texinfo->vecs[0][3] - surface->texturemins[0];
+ impactt = DotProduct (impact, surface->texinfo->vecs[1]) + surface->texinfo->vecs[1][3] - surface->texturemins[1];
s = bound(0, impacts, smax * 16) - impacts;
t = bound(0, impactt, tmax * 16) - impactt;
maxdist3 = maxdist - dist2;
// convert to 8.8 blocklights format
- red = r_dlight[lnum].light[0] * (1.0f / 128.0f);
- green = r_dlight[lnum].light[1] * (1.0f / 128.0f);
- blue = r_dlight[lnum].light[2] * (1.0f / 128.0f);
- subtract = (int) (r_dlight[lnum].subtract * 4194304.0f);
+ red = light->rtlight.lightmap_light[0] * (1.0f / 128.0f);
+ green = light->rtlight.lightmap_light[1] * (1.0f / 128.0f);
+ blue = light->rtlight.lightmap_light[2] * (1.0f / 128.0f);
+ subtract = (int) (light->rtlight.lightmap_subtract * 4194304.0f);
bl = intblocklights;
i = impactt;
return lit;
}
-static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
+static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surface)
{
int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
- float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
+ float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract, planenormal[3], planedist;
+ dlight_t *light;
lit = false;
- smax = (surf->extents[0] >> 4) + 1;
- tmax = (surf->extents[1] >> 4) + 1;
+ smax = (surface->extents[0] >> 4) + 1;
+ tmax = (surface->extents[1] >> 4) + 1;
smax3 = smax * 3;
- for (lnum = 0; lnum < r_numdlights; lnum++)
+ VectorCopy(surface->mesh.data_normal3f, planenormal);
+ planedist = DotProduct(surface->mesh.data_vertex3f, planenormal);
+
+ for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
{
- if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
+ if (!(surface->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
continue; // not lit by this light
- Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
- dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
+ Matrix4x4_Transform(matrix, light->origin, local);
+ dist = DotProduct(local, planenormal) - planedist;
// for comparisons to minimum acceptable light
// compensate for LIGHTOFFSET
- maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
+ maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
dist2 = dist * dist;
dist2 += LIGHTOFFSET;
if (dist2 >= maxdist)
continue;
- if (surf->plane->type < 3)
- {
- VectorCopy(local, impact);
- impact[surf->plane->type] -= dist;
- }
- else
- {
- impact[0] = local[0] - surf->plane->normal[0] * dist;
- impact[1] = local[1] - surf->plane->normal[1] * dist;
- impact[2] = local[2] - surf->plane->normal[2] * dist;
- }
+ VectorMA(local, -dist, planenormal, impact);
- impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
- impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+ impacts = DotProduct (impact, surface->texinfo->vecs[0]) + surface->texinfo->vecs[0][3] - surface->texturemins[0];
+ impactt = DotProduct (impact, surface->texinfo->vecs[1]) + surface->texinfo->vecs[1][3] - surface->texturemins[1];
td = bound(0, impacts, smax * 16) - impacts;
td1 = bound(0, impactt, tmax * 16) - impactt;
maxdist3 = maxdist - dist2;
// convert to 8.8 blocklights format
- red = r_dlight[lnum].light[0];
- green = r_dlight[lnum].light[1];
- blue = r_dlight[lnum].light[2];
- subtract = r_dlight[lnum].subtract * 32768.0f;
+ red = light->rtlight.lightmap_light[0];
+ green = light->rtlight.lightmap_light[1];
+ blue = light->rtlight.lightmap_light[2];
+ subtract = light->rtlight.lightmap_subtract * 32768.0f;
bl = floatblocklights;
td1 = impactt;
}
return lit;
}
+#endif
/*
===============
Combine and scale multiple lightmaps into the 8.8 format in blocklights
===============
*/
-static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
+static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
{
if (!r_floatbuildlightmap.integer)
{
qbyte *lightmap, *out, *stain;
// update cached lighting info
- surf->cached_dlight = 0;
+ surface->cached_dlight = 0;
- smax = (surf->extents[0]>>4)+1;
- tmax = (surf->extents[1]>>4)+1;
+ smax = (surface->extents[0]>>4)+1;
+ tmax = (surface->extents[1]>>4)+1;
size = smax*tmax;
size3 = size*3;
- lightmap = surf->samples;
+ lightmap = surface->samples;
// set to full bright if no light data
bl = intblocklights;
else
{
// clear to no light
- j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
- if (j)
- {
- for (i = 0;i < size3;i++)
- *bl++ = j;
- }
- else
- memset(bl, 0, size*3*sizeof(unsigned int));
+ memset(bl, 0, size*3*sizeof(unsigned int));
- if (surf->dlightframe == r_framecount)
+#ifdef LHREMOVESOON
+ if (surface->dlightframe == r_framecount)
{
- surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
- if (surf->cached_dlight)
+ surface->dlightframe = -1;
+ surface->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surface);
+ if (surface->cached_dlight)
c_light_polys++;
}
+#endif
// add all the lightmaps
if (lightmap)
{
bl = intblocklights;
- for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
- for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
+ for (maps = 0;maps < MAXLIGHTMAPS && surface->styles[maps] != 255;maps++, lightmap += size3)
+ for (scale = d_lightstylevalue[surface->styles[maps]], i = 0;i < size3;i++)
bl[i] += lightmap[i] * scale;
}
}
- stain = surf->stainsamples;
+ stain = surface->stainsamples;
bl = intblocklights;
out = templight;
// the >> 16 shift adjusts down 8 bits to account for the stainmap
// (0 = 0.0, 128 = 1.0, 256 = 2.0)
if (ent->model->brushq1.lightmaprgba)
{
- stride = (surf->lightmaptexturestride - smax) * 4;
+ stride = (surface->lightmaptexturestride - smax) * 4;
for (i = 0;i < tmax;i++, out += stride)
{
for (j = 0;j < smax;j++)
}
else
{
- stride = (surf->lightmaptexturestride - smax) * 3;
+ stride = (surface->lightmaptexturestride - smax) * 3;
for (i = 0;i < tmax;i++, out += stride)
{
for (j = 0;j < smax;j++)
}
}
- R_UpdateTexture(surf->lightmaptexture, templight);
+ R_UpdateTexture(surface->lightmaptexture, templight);
}
else
{
qbyte *lightmap, *out, *stain;
// update cached lighting info
- surf->cached_dlight = 0;
+ surface->cached_dlight = 0;
- smax = (surf->extents[0]>>4)+1;
- tmax = (surf->extents[1]>>4)+1;
+ smax = (surface->extents[0]>>4)+1;
+ tmax = (surface->extents[1]>>4)+1;
size = smax*tmax;
size3 = size*3;
- lightmap = surf->samples;
+ lightmap = surface->samples;
// set to full bright if no light data
bl = floatblocklights;
if (!ent->model->brushq1.lightdata)
- j = 255*256;
- else
- j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
-
- // clear to no light
- if (j)
{
for (i = 0;i < size3;i++)
- *bl++ = j;
+ bl[i] = 255*256;
}
else
+ {
memset(bl, 0, size*3*sizeof(float));
- if (surf->dlightframe == r_framecount)
- {
- surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
- if (surf->cached_dlight)
- c_light_polys++;
- }
+#ifdef LHREMOVESOON
+ if (surface->dlightframe == r_framecount)
+ {
+ surface->dlightframe = -1;
+ surface->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surface);
+ if (surface->cached_dlight)
+ c_light_polys++;
+ }
+#endif
- // add all the lightmaps
- if (lightmap)
- {
- bl = floatblocklights;
- for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
- for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
- bl[i] += lightmap[i] * scale;
+ // add all the lightmaps
+ if (lightmap)
+ {
+ bl = floatblocklights;
+ for (maps = 0;maps < MAXLIGHTMAPS && surface->styles[maps] != 255;maps++, lightmap += size3)
+ for (scale = d_lightstylevalue[surface->styles[maps]], i = 0;i < size3;i++)
+ bl[i] += lightmap[i] * scale;
+ }
}
- stain = surf->stainsamples;
+ stain = surface->stainsamples;
bl = floatblocklights;
out = templight;
// this scaling adjusts down 8 bits to account for the stainmap
scale = 1.0f / (1 << 16);
if (ent->model->brushq1.lightmaprgba)
{
- stride = (surf->lightmaptexturestride - smax) * 4;
+ stride = (surface->lightmaptexturestride - smax) * 4;
for (i = 0;i < tmax;i++, out += stride)
{
for (j = 0;j < smax;j++)
}
else
{
- stride = (surf->lightmaptexturestride - smax) * 3;
+ stride = (surface->lightmaptexturestride - smax) * 3;
for (i = 0;i < tmax;i++, out += stride)
{
for (j = 0;j < smax;j++)
}
}
- R_UpdateTexture(surf->lightmaptexture, templight);
+ R_UpdateTexture(surface->lightmaptexture, templight);
}
}
void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
{
float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
- msurface_t *surf, *endsurf;
+ msurface_t *surface, *endsurface;
int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
qbyte *bl;
vec3_t impact;
invradius = 1.0f / radius;
loc0:
- if (node->contents < 0)
+ if (!node->plane)
return;
ndist = PlaneDiff(origin, node->plane);
if (ndist > radius)
impact[2] = origin[2] - node->plane->normal[2] * ndist;
}
- for (surf = model->brushq1.surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
+ for (surface = model->brush.data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
{
- if (surf->stainsamples)
+ if (surface->stainsamples)
{
- smax = (surf->extents[0] >> 4) + 1;
- tmax = (surf->extents[1] >> 4) + 1;
+ smax = (surface->extents[0] >> 4) + 1;
+ tmax = (surface->extents[1] >> 4) + 1;
- impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
- impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+ impacts = DotProduct (impact, surface->texinfo->vecs[0]) + surface->texinfo->vecs[0][3] - surface->texturemins[0];
+ impactt = DotProduct (impact, surface->texinfo->vecs[1]) + surface->texinfo->vecs[1][3] - surface->texturemins[1];
s = bound(0, impacts, smax * 16) - impacts;
t = bound(0, impactt, tmax * 16) - impactt;
for (s = 0, i = impacts; s < smax; s++, i -= 16)
sdtable[s] = i * i + dist2;
- bl = surf->stainsamples;
+ bl = surface->stainsamples;
smax3 = smax * 3;
stained = false;
}
// force lightmap upload
if (stained)
- surf->cached_dlight = true;
+ surface->cached_dlight = true;
}
}
- if (node->children[0]->contents >= 0)
+ if (node->children[0]->plane)
{
- if (node->children[1]->contents >= 0)
+ if (node->children[1]->plane)
{
R_StainNode(node->children[0], model, origin, radius, fcolor);
node = node->children[1];
goto loc0;
}
}
- else if (node->children[1]->contents >= 0)
+ else if (node->children[1]->plane)
{
node = node->children[1];
goto loc0;
entity_render_t *ent;
model_t *model;
vec3_t org;
- if (cl.worldmodel == NULL || !cl.worldmodel->brushq1.nodes)
+ if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes)
return;
fcolor[0] = cr1;
fcolor[1] = cg1;
fcolor[6] = cb2 - cb1;
fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
- R_StainNode(cl.worldmodel->brushq1.nodes + cl.worldmodel->brushq1.hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor);
+ R_StainNode(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor);
// look for embedded bmodels
for (n = 0;n < cl_num_brushmodel_entities;n++)
if (model && model->name[0] == '*')
{
Mod_CheckLoaded(model);
- if (model->brushq1.nodes)
+ if (model->brush.data_nodes)
{
Matrix4x4_Transform(&ent->inversematrix, origin, org);
- R_StainNode(model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
+ R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
}
}
}
=============================================================
*/
+#ifdef LHREMOVESOON
static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
{
int i;
}
}
}
+#endif
+#ifdef LHREMOVESOON
static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
{
int i;
for (i = 0;i < numverts;i++, c += 4)
VectorScale(c, colorscale, c);
}
+#endif
+#ifdef LHREMOVESOON
static void RSurf_FoggedColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
{
int i;
}
}
}
+#endif
+#ifdef LHREMOVESOON
static void RSurf_FogPassColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
{
int i;
c[3] = a * f;
}
}
+#endif
+#ifdef LHREMOVESOON
static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale)
{
float f;
const float *v;
float *c;
int i, l, lit = false;
- const rdlight_t *rd;
+ const dlight_t *light;
vec3_t lightorigin;
for (l = 0;l < r_numdlights;l++)
{
if (dlightbits[l >> 5] & (1 << (l & 31)))
{
- rd = &r_dlight[l];
- Matrix4x4_Transform(matrix, rd->origin, lightorigin);
+ light = &r_dlight[l];
+ Matrix4x4_Transform(matrix, light->origin, lightorigin);
for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
{
f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
- if (f < rd->cullradius2)
+ if (f < light->rtlight.lightmap_cullradius2)
{
- f = ((1.0f / f) - rd->subtract) * scale;
- VectorMA(c, f, rd->light, c);
+ f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale;
+ VectorMA(c, f, light->rtlight.lightmap_light, c);
lit = true;
}
}
}
return lit;
}
+#endif
-static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+static float *RSurf_GetVertexPointer(const entity_render_t *ent, const msurface_t *surface)
{
- const msurface_t *surf;
- rmeshstate_t m;
-
- // LordHavoc: HalfLife maps have freaky skypolys...
- if (ent->model->brush.ishlbsp)
- 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);
-
- while((surf = *surfchain++) != NULL)
- {
- if (surf->visframe == r_framecount)
+ if (surface->texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+ {
+ texture_t *texture = surface->texture;
+ int i, j;
+ float center[3], center2[3], forward[3], right[3], up[3], v[4][3];
+ matrix4x4_t matrix1, imatrix1;
+ R_Mesh_Matrix(&r_identitymatrix);
+ // a single autosprite surface can contain multiple sprites...
+ for (j = 0;j < surface->mesh.num_vertices - 3;j += 4)
{
- GL_VertexPointer(surf->mesh.data_vertex3f);
- R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+ VectorClear(center);
+ for (i = 0;i < 4;i++)
+ VectorAdd(center, surface->mesh.data_vertex3f + (j+i) * 3, center);
+ VectorScale(center, 0.25f, center);
+ Matrix4x4_Transform(&ent->matrix, center, center2);
+ // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
+ Matrix4x4_FromVectors(&matrix1, surface->mesh.data_normal3f + j*3, surface->mesh.data_svector3f + j*3, surface->mesh.data_tvector3f + j*3, center);
+ Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
+ for (i = 0;i < 4;i++)
+ Matrix4x4_Transform(&imatrix1, surface->mesh.data_vertex3f + (j+i)*3, v[i]);
+ if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
+ {
+ forward[0] = r_vieworigin[0] - center2[0];
+ forward[1] = r_vieworigin[1] - center2[1];
+ forward[2] = 0;
+ VectorNormalize(forward);
+ right[0] = forward[1];
+ right[1] = -forward[0];
+ right[2] = 0;
+ up[0] = 0;
+ up[1] = 0;
+ up[2] = 1;
+ }
+ else
+ {
+ VectorCopy(r_viewforward, forward);
+ VectorCopy(r_viewright, right);
+ VectorCopy(r_viewup, up);
+ }
+ for (i = 0;i < 4;i++)
+ VectorMAMAMAM(1, center2, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (i+j) * 3);
}
+ return varray_vertex3f;
}
- qglColorMask(1,1,1,1);
+ else
+ return surface->mesh.data_vertex3f;
}
-static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
+void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
{
- const entity_render_t *ent = calldata1;
- const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
- rmeshstate_t m;
- float alpha;
- float modelorg[3];
- texture_t *texture;
- matrix4x4_t tempmatrix;
- float args[4] = {0.05f,0,0,0.04f};
+ // we don't need to set currentframe if t->animated is false because
+ // it was already set up by the texture loader for non-animating
+ if (t->animated)
+ {
+ t->currentframe = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0];
+ t = t->currentframe;
+ }
+ t->currentmaterialflags = t->basematerialflags;
+ t->currentalpha = ent->alpha;
+ if (t->basematerialflags & MATERIALFLAG_WATERALPHA)
+ t->currentalpha *= r_wateralpha.value;
+ if (!(ent->flags & RENDER_LIGHT))
+ t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
+ if (ent->effects & EF_ADDITIVE)
+ t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT;
+ else if (t->currentalpha < 1)
+ t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT;
+}
- 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);
- R_Mesh_TextureMatrix(0, &tempmatrix);
- }
+matrix4x4_t r_surf_waterscrollmatrix;
- R_Mesh_Matrix(&ent->matrix);
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+void R_UpdateAllTextureInfo(entity_render_t *ent)
+{
+ int i;
+ Matrix4x4_CreateTranslate(&r_surf_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
+ if (ent->model)
+ for (i = 0;i < ent->model->brush.num_textures;i++)
+ R_UpdateTextureInfo(ent, ent->model->brush.data_textures + i);
+}
- memset(&m, 0, sizeof(m));
- texture = surf->texinfo->texture->currentframe;
- alpha = texture->currentalpha;
- if (texture->rendertype == SURFRENDER_ADD)
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- }
- else if (texture->rendertype == SURFRENDER_ALPHA)
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_DepthMask(false);
- }
- else
+static void R_DrawSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
+{
+ int i;
+ int texturesurfaceindex;
+ const float *v;
+ float *c;
+ float diff[3];
+ float f, r, g, b, a, base, colorscale;
+ const msurface_t *surface;
+ qboolean dolightmap;
+ qboolean dobase;
+ qboolean doambient;
+ qboolean dodetail;
+ qboolean doglow;
+ qboolean dofogpass;
+ qboolean fogallpasses;
+ qboolean waterscrolling;
+ rmeshstate_t m;
+ texture = texture->currentframe;
+ if (texture->currentmaterialflags & MATERIALFLAG_NODRAW)
+ return;
+ c_faces += texturenumsurfaces;
+ // gl_lightmaps debugging mode skips normal texturing
+ if (gl_lightmaps.integer)
{
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
- }
- if (gl_textureshader && r_watershader.value && !fogenabled)
- {
- 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);
- 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)
- {
- 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)
- {
- 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.fog);
- 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 ((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_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
- const msurface_t *surf;
- msurface_t **chain;
- vec3_t center;
- if (texture->rendertype != SURFRENDER_OPAQUE)
- {
- for (chain = surfchain;(surf = *chain) != NULL;chain++)
+ qglDisable(GL_CULL_FACE);
+ GL_Color(1, 1, 1, 1);
+ memset(&m, 0, sizeof(m));
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- if (surf->visframe == r_framecount)
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.tex[0] = R_GetTexture(surface->lightmaptexture);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
+ if (surface->lightmaptexture)
{
- Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
- R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces);
+ GL_Color(1, 1, 1, 1);
+ m.pointer_color = NULL;
}
+ else
+ m.pointer_color = surface->mesh.data_lightmapcolor4f;
+ m.pointer_vertex = surface->mesh.data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
}
+ qglEnable(GL_CULL_FACE);
+ return;
}
- else
- for (chain = surfchain;(surf = *chain) != NULL;chain++)
- if (surf->visframe == r_framecount)
- RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces);
-}
-
-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;
- rmeshstate_t m;
- float modelorg[3];
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- memset(&m, 0, sizeof(m));
- if (rendertype == SURFRENDER_ADD)
- {
+ GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+ GL_DepthMask(!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT));
+ if (texture->currentmaterialflags & MATERIALFLAG_ADD)
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- }
- else if (rendertype == SURFRENDER_ALPHA)
- {
+ else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA)
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_DepthMask(false);
- }
else
- {
GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- }
- m.tex[0] = R_GetTexture(texture->skin.base);
- colorscale = 1;
- if (gl_combine.integer)
- {
- m.texrgbscale[0] = 4;
- colorscale *= 0.25f;
- }
- base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
- GL_DepthTest(true);
- GL_ColorPointer(varray_color4f);
-
- 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))
- {
- 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)
-{
- rmeshstate_t m;
- float modelorg[3];
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- 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_ColorPointer(varray_color4f);
-
- 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)
-{
- rmeshstate_t m;
- float modelorg[3];
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- 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.fog);
- GL_ColorPointer(varray_color4f);
-
- 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;
- rmeshstate_t m;
- int lightmaptexturenum;
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- GL_DepthTest(true);
- m.tex[0] = R_GetTexture(texture->skin.base);
- m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
- m.texrgbscale[1] = 2;
- m.tex[2] = R_GetTexture(texture->skin.detail);
- m.texrgbscale[2] = 2;
- GL_Color(1, 1, 1, 1);
-
- while((surf = *surfchain++) != NULL)
- {
- if (surf->visframe == r_framecount)
- {
- lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
- //if (m.tex[1] != lightmaptexturenum)
- //{
- m.tex[1] = lightmaptexturenum;
- // R_Mesh_State_Texture(&m);
- //}
- 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_BaseDoubleTexCombine(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
- const msurface_t *surf;
- rmeshstate_t m;
- int lightmaptexturenum;
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- GL_DepthTest(true);
- m.tex[0] = R_GetTexture(texture->skin.base);
- m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
- m.texrgbscale[1] = 2;
- GL_Color(1, 1, 1, 1);
- while((surf = *surfchain++) != NULL)
- {
- if (surf->visframe == r_framecount)
- {
- lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
- //if (m.tex[1] != lightmaptexturenum)
- //{
- m.tex[1] = lightmaptexturenum;
- // R_Mesh_State_Texture(&m);
- //}
- 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;
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
- GL_DepthMask(true);
- GL_DepthTest(true);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- m.tex[0] = R_GetTexture(texture->skin.base);
- GL_Color(1, 1, 1, 1);
- while((surf = *surfchain++) != NULL)
- {
- if (surf->visframe == r_framecount)
- {
- 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;
- rmeshstate_t m;
- int lightmaptexturenum;
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
- GL_DepthMask(false);
- GL_DepthTest(true);
- m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
- GL_Color(1, 1, 1, 1);
- while((surf = *surfchain++) != NULL)
- {
- if (surf->visframe == r_framecount)
- {
- lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
- //if (m.tex[0] != lightmaptexturenum)
- //{
- m.tex[0] = lightmaptexturenum;
- // R_Mesh_State_Texture(&m);
- //}
- 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;
- rmeshstate_t m;
- float modelorg[3];
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_DepthMask(false);
- GL_DepthTest(true);
- GL_ColorPointer(varray_color4f);
- while((surf = *surfchain++) != NULL)
+ // water waterscrolling in texture matrix
+ waterscrolling = (texture->currentmaterialflags & MATERIALFLAG_WATER) && r_waterscroll.value != 0;
+ if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglDisable(GL_CULL_FACE);
+ if (texture->currentmaterialflags & MATERIALFLAG_SKY)
{
- if (surf->visframe == r_framecount)
+ if (skyrendernow)
{
- 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);
+ skyrendernow = false;
+ if (skyrendermasked)
+ R_Sky();
}
- }
-}
-
-static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
- const msurface_t *surf;
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
- GL_DepthMask(false);
- GL_DepthTest(true);
- m.tex[0] = R_GetTexture(texture->skin.detail);
- GL_Color(1, 1, 1, 1);
- while((surf = *surfchain++) != NULL)
- {
- if (surf->visframe == r_framecount)
+ // LordHavoc: HalfLife maps have freaky skypolys...
+ if (!ent->model->brush.ishlbsp)
{
- 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);
+ R_Mesh_Matrix(&ent->matrix);
+ GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
+ if (skyrendermasked)
+ {
+ // depth-only (masking)
+ GL_ColorMask(0,0,0,0);
+ // just to make sure that braindead drivers don't draw anything
+ // despite that colormask...
+ 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));
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = surface->mesh.data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
}
}
-}
-
-static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
- const msurface_t *surf;
- 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(1, 1, 1, 1);
- while((surf = *surfchain++) != NULL)
+ else if ((texture->currentmaterialflags & MATERIALFLAG_WATER) && r_watershader.value && gl_textureshader && !texture->skin.glow && !fogenabled && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
{
- if (surf->visframe == r_framecount)
+ // NVIDIA Geforce3 distortion texture shader on water
+ float args[4] = {0.05f,0,0,0.04f};
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(r_refdef.time * 16)&63]);
+ m.tex[1] = R_GetTexture(texture->skin.base);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_REPLACE;
+ Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
+ m.texmatrix[1] = r_surf_waterscrollmatrix;
+
+ 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_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);
+
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- 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);
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
}
- }
-}
-static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
- const msurface_t *surf;
- 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(1, 1, 1, 1);
- else
- GL_Color(0, 0, 0, 1);
- while((surf = *surfchain++) != NULL)
- {
- if (surf->visframe == r_framecount)
+ qglDisable(GL_TEXTURE_SHADER_NV);
+ qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
+ GL_ActiveTexture(0);
+ }
+ else if (texture->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
+ {
+ // normal surface (wall or water)
+ dobase = true;
+ dolightmap = !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT);
+ doambient = r_ambient.value >= (1/64.0f);
+ dodetail = texture->skin.detail != NULL && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT);
+ doglow = texture->skin.glow != NULL;
+ dofogpass = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_ADD);
+ fogallpasses = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT);
+ if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
{
- 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_Wall_Vertex_Callback(const void *calldata1, int calldata2)
+ if (dobase && dolightmap && gl_combine.integer)
+ {
+ dobase = false;
+ memset(&m, 0, sizeof(m));
+ m.tex[1] = R_GetTexture(texture->skin.base);
+ if (waterscrolling)
+ m.texmatrix[1] = r_surf_waterscrollmatrix;
+ m.texrgbscale[1] = 2;
+ m.pointer_color = varray_color4f;
+ colorscale = 1;
+ r = ent->colormod[0] * colorscale;
+ g = ent->colormod[1] * colorscale;
+ b = ent->colormod[2] * colorscale;
+ a = texture->currentalpha;
+ base = r_ambient.value * (1.0f / 64.0f);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
+ m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
+ if (surface->lightmaptexture)
+ {
+ m.tex[0] = R_GetTexture(surface->lightmaptexture);
+ if (fogallpasses)
+ {
+ m.pointer_color = varray_color4f;
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ c[0] = f * r;
+ c[1] = f * g;
+ c[2] = f * b;
+ c[3] = a;
+ }
+ }
+ else
+ {
+ m.pointer_color = NULL;
+ GL_Color(r, g, b, a);
+ }
+ }
+ else
+ {
+ m.tex[0] = R_GetTexture(r_texture_white);
+ m.pointer_color = varray_color4f;
+#ifdef LHREMOVESOON
+ if (surface->styles[0] != 255 || surface->dlightframe == r_framecount)
+#else
+ if (surface->styles[0] != 255)
+#endif
+ {
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ c[0] = 0;
+ c[1] = 0;
+ c[2] = 0;
+ if (surface->styles[0] != 255)
+ {
+ if (surface->mesh.data_lightmapcolor4f)
+ {
+ float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 128.0f);
+ VectorMA(c, scale, surface->mesh.data_lightmapcolor4f + i*4, c);
+ }
+ else if (surface->mesh.data_lightmapoffsets)
+ {
+ const qbyte *lm = surface->samples + surface->mesh.data_lightmapoffsets[i];
+ float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (surface->styles[1] != 255)
+ {
+ int size3 = ((surface->extents[0]>>4)+1)*((surface->extents[1]>>4)+1)*3;
+ lm += size3;
+ scale = d_lightstylevalue[surface->styles[1]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (surface->styles[2] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surface->styles[2]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (surface->styles[3] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surface->styles[3]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ }
+ }
+ }
+ }
+ }
+#ifdef LHREMOVESOON
+ if (surface->dlightframe == r_framecount)
+ {
+ int l;
+ float worldvertex[3];
+ // TODO: make this work with autosprite which uses identitymatrix
+ Matrix4x4_Transform(&ent->matrix, v, worldvertex);
+ for (l = 0;l < r_numdlights;l++)
+ {
+ if (surface->dlightbits[l >> 5] & (1 << (l & 31)))
+ {
+ float f2;
+ dlight_t *light = &r_dlight[l];
+ f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET;
+ if (f2 < light->rtlight.lightmap_cullradius2)
+ {
+ f2 = (1.0f / f2) - light->rtlight.lightmap_subtract;
+ VectorMA(c, f2, light->rtlight.lightmap_light, c);
+ }
+ }
+ }
+ }
+#endif
+ c[0] *= r;
+ c[1] *= g;
+ c[2] *= b;
+ if (fogallpasses)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ VectorScale(c, f, c);
+ }
+ if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+ else
+ c[3] = a;
+ }
+ }
+ else
+ {
+ if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ {
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ c[0] = 0;
+ c[1] = 0;
+ c[2] = 0;
+ c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+ }
+ }
+ else
+ {
+ m.pointer_color = NULL;
+ GL_Color(0, 0, 0, a);
+ }
+ }
+ }
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ if (dobase)
+ {
+ dobase = false;
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ if (waterscrolling)
+ m.texmatrix[0] = r_surf_waterscrollmatrix;
+ m.texmatrix[0] = r_surf_waterscrollmatrix;
+ m.pointer_color = varray_color4f;
+ colorscale = 1;
+ if (gl_combine.integer)
+ {
+ m.texrgbscale[0] = 4;
+ colorscale *= 0.25f;
+ }
+ r = ent->colormod[0] * colorscale;
+ g = ent->colormod[1] * colorscale;
+ b = ent->colormod[2] * colorscale;
+ a = texture->currentalpha;
+ if (dolightmap)
+ {
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ c[0] = 0;
+ c[1] = 0;
+ c[2] = 0;
+ if (surface->styles[0] != 255)
+ {
+ if (surface->mesh.data_lightmapcolor4f)
+ {
+ float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 128.0f);
+ VectorMA(c, scale, surface->mesh.data_lightmapcolor4f + i*4, c);
+ }
+ else if (surface->mesh.data_lightmapoffsets)
+ {
+ const qbyte *lm = surface->samples + surface->mesh.data_lightmapoffsets[i];
+ float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (surface->styles[1] != 255)
+ {
+ int size3 = ((surface->extents[0]>>4)+1)*((surface->extents[1]>>4)+1)*3;
+ lm += size3;
+ scale = d_lightstylevalue[surface->styles[1]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (surface->styles[2] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surface->styles[2]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (surface->styles[3] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surface->styles[3]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ }
+ }
+ }
+ }
+ }
+#ifdef LHREMOVESOON
+ if (surface->dlightframe == r_framecount)
+ {
+ // TODO: make this work with autosprite which uses identitymatrix
+ Matrix4x4_Transform(&ent->matrix, v, worldvertex);
+ for (l = 0;l < r_numdlights;l++)
+ {
+ if (surface->dlightbits[l >> 5] & (1 << (l & 31)))
+ {
+ float f2;
+ dlight_t *light = &r_dlight[l];
+ f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET;
+ if (f2 < light->rtlight.lightmap_cullradius2)
+ {
+ f2 = (1.0f / f2) - light->rtlight.lightmap_subtract;
+ VectorMA(c, f2, light->rtlight.lightmap_light, c);
+ }
+ }
+ }
+ }
+#endif
+ c[0] *= r;
+ c[1] *= g;
+ c[2] *= b;
+ if (fogallpasses)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ VectorScale(c, f, c);
+ }
+ if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+ else
+ c[3] = a;
+ }
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ else
+ {
+ if (fogallpasses)
+ {
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ if (m.tex[1])
+ m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
+ if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ {
+ m.pointer_color = varray_color4f;
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ c[0] = r * f;
+ c[1] = g * f;
+ c[2] = b * f;
+ c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+ }
+ }
+ else
+ {
+ m.pointer_color = varray_color4f;
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ c[0] = r * f;
+ c[1] = g * f;
+ c[2] = b * f;
+ c[3] = a;
+ }
+ }
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ else
+ {
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ if (m.tex[1])
+ m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
+ if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ {
+ m.pointer_color = varray_color4f;
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ c[0] = r;
+ c[1] = g;
+ c[2] = b;
+ c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+ }
+ }
+ else
+ {
+ m.pointer_color = NULL;
+ GL_Color(r, g, b, a);
+ }
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ }
+ }
+ }
+ else
+ {
+ if (!dolightmap && dobase)
+ {
+ dolightmap = false;
+ dobase = false;
+ GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ if (waterscrolling)
+ m.texmatrix[0] = r_surf_waterscrollmatrix;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ if (r_lightmapintensity <= 0 && dolightmap && dobase)
+ {
+ dolightmap = false;
+ dobase = false;
+ GL_Color(0, 0, 0, 1);
+ memset(&m, 0, sizeof(m));
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ if (r_textureunits.integer >= 2 && gl_combine.integer && dolightmap && dobase)
+ {
+ // dualtexture combine
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ dolightmap = false;
+ dobase = false;
+ memset(&m, 0, sizeof(m));
+ m.tex[1] = R_GetTexture(texture->skin.base);
+ if (waterscrolling)
+ m.texmatrix[1] = r_surf_waterscrollmatrix;
+ m.texrgbscale[1] = 2;
+ r = ent->colormod[0] * r_lightmapintensity;
+ g = ent->colormod[1] * r_lightmapintensity;
+ b = ent->colormod[2] * r_lightmapintensity;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ memset(&m, 0, sizeof(m));
+ m.tex[1] = R_GetTexture(texture->skin.base);
+ if (waterscrolling)
+ m.texmatrix[1] = r_surf_waterscrollmatrix;
+ m.texrgbscale[1] = 2;
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
+ m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
+ if (surface->lightmaptexture)
+ {
+ m.tex[0] = R_GetTexture(surface->lightmaptexture);
+ m.pointer_color = NULL;
+ GL_Color(r, g, b, 1);
+ }
+ else if (r == 1 && g == 1 && b == 1)
+ {
+ m.tex[0] = R_GetTexture(r_texture_white);
+ m.pointer_color = surface->mesh.data_lightmapcolor4f;
+ }
+ else
+ {
+ m.tex[0] = R_GetTexture(r_texture_white);
+ m.pointer_color = varray_color4f;
+ for (i = 0;i < surface->mesh.num_vertices;i++)
+ {
+ varray_color4f[i*4+0] = surface->mesh.data_lightmapcolor4f[i*4+0] * r;
+ varray_color4f[i*4+1] = surface->mesh.data_lightmapcolor4f[i*4+1] * g;
+ varray_color4f[i*4+2] = surface->mesh.data_lightmapcolor4f[i*4+2] * b;
+ varray_color4f[i*4+3] = surface->mesh.data_lightmapcolor4f[i*4+3];
+ }
+ }
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ // single texture
+ if (dolightmap)
+ {
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_Color(1, 1, 1, 1);
+ memset(&m, 0, sizeof(m));
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.tex[0] = R_GetTexture(surface->lightmaptexture);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
+ if (surface->lightmaptexture)
+ m.pointer_color = NULL;
+ else
+ m.pointer_color = surface->mesh.data_lightmapcolor4f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ if (dobase)
+ {
+ GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+ GL_DepthMask(false);
+ GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ if (waterscrolling)
+ m.texmatrix[0] = r_surf_waterscrollmatrix;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ }
+ if (doambient)
+ {
+ doambient = false;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ if (waterscrolling)
+ m.texmatrix[0] = r_surf_waterscrollmatrix;
+ m.pointer_color = varray_color4f;
+ colorscale = 1;
+ if (gl_combine.integer)
+ {
+ m.texrgbscale[0] = 4;
+ colorscale *= 0.25f;
+ }
+ base = r_ambient.value * (1.0f / 64.0f);
+ r = ent->colormod[0] * colorscale * base;
+ g = ent->colormod[1] * colorscale * base;
+ b = ent->colormod[2] * colorscale * base;
+ a = texture->currentalpha;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ c[0] = r;
+ c[1] = g;
+ c[2] = b;
+ if (fogallpasses)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ VectorScale(c, f, c);
+ }
+ if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+ else
+ c[3] = a;
+ }
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ // marklights based vertex dlight rendering... evil and broken
+#if 0
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_DepthMask(false);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ if (waterscrolling)
+ m.texmatrix[0] = r_surf_waterscrollmatrix;
+ m.pointer_color = varray_color4f;
+ r = ent->colormod[0] * r_lightmapintensity;
+ g = ent->colormod[1] * r_lightmapintensity;
+ b = ent->colormod[2] * r_lightmapintensity;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ qboolean lit;
+ surface = texturesurfacelist[texturesurfaceindex];
+ if (surface->dlightframe != r_framecount)
+ continue;
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ lit = false;
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ c[0] = 0;
+ c[1] = 0;
+ c[2] = 0;
+ c[3] = 1;
+ // TODO: make this work with autosprite which uses identitymatrix or change autosprite
+ Matrix4x4_Transform(&ent->matrix, v, worldvertex);
+ for (l = 0;l < r_numdlights;l++)
+ {
+ if (surface->dlightbits[l >> 5] & (1 << (l & 31)))
+ {
+ float f2;
+ dlight_t *light = &r_dlight[l];
+ f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET;
+ if (f2 < light->rtlight.lightmap_cullradius2)
+ {
+ f2 = (1.0f / f2) - light->rtlight.lightmap_subtract;
+ VectorMA(c, f2, light->rtlight.lightmap_light, c);
+ lit = true;
+ }
+ }
+ }
+ c[0] *= r;
+ c[1] *= g;
+ c[2] *= b;
+ if (fogallpasses)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ VectorScale(c, f, c);
+ }
+ if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+ else
+ c[3] = a;
+ }
+ if (!lit)
+ continue;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+#endif
+ if (dodetail)
+ {
+ GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+ GL_DepthMask(false);
+ GL_Color(1, 1, 1, 1);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.detail);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoorddetail2f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ if (doglow)
+ {
+ // if glow was not already done using multitexture, do it now.
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.glow);
+ if (waterscrolling)
+ m.texmatrix[0] = r_surf_waterscrollmatrix;
+ m.pointer_color = varray_color4f;
+ colorscale = 1;
+ r = ent->colormod[0] * colorscale;
+ g = ent->colormod[1] * colorscale;
+ b = ent->colormod[2] * colorscale;
+ a = texture->currentalpha;
+ if (fogallpasses)
+ {
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ {
+ m.pointer_color = varray_color4f;
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ c[0] = f * r;
+ c[1] = f * g;
+ c[2] = f * b;
+ c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+ }
+ }
+ else
+ {
+ m.pointer_color = varray_color4f;
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ c[0] = f * r;
+ c[1] = f * g;
+ c[2] = f * b;
+ c[3] = a;
+ }
+ }
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ else
+ {
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ {
+ m.pointer_color = varray_color4f;
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ c[0] = r;
+ c[1] = g;
+ c[2] = b;
+ c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+ }
+ }
+ else
+ {
+ m.pointer_color = NULL;
+ GL_Color(r, g, b, a);
+ }
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ }
+ if (dofogpass)
+ {
+ // if this is opaque use alpha blend which will darken the earlier
+ // passes cheaply.
+ //
+ // if this is an alpha blended material, all the earlier passes
+ // were darkened by fog already, so we only need to add the fog
+ // color ontop through the fog mask texture
+ //
+ // if this is an additive blended material, all the earlier passes
+ // were darkened by fog already, and we should not add fog color
+ // (because the background was not darkened, there is no fog color
+ // that was lost behind it).
+ if (!fogallpasses)
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ else
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.fog);
+ if (waterscrolling)
+ m.texmatrix[0] = r_surf_waterscrollmatrix;
+ r = fogcolor[0];
+ g = fogcolor[1];
+ b = fogcolor[2];
+ a = texture->currentalpha;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.pointer_color = varray_color4f;
+ //RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], texture->currentalpha, 1, surface->mesh.num_vertices, modelorg);
+ if (surface->mesh.data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ {
+ m.pointer_color = varray_color4f;
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = exp(fogdensity/DotProduct(diff, diff));
+ c[0] = r;
+ c[1] = g;
+ c[2] = b;
+ c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * f * a;
+ }
+ }
+ else
+ {
+ m.pointer_color = varray_color4f;
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = exp(fogdensity/DotProduct(diff, diff));
+ c[0] = r;
+ c[1] = g;
+ c[2] = b;
+ c[3] = f * a;
+ }
+ }
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ }
+ if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglEnable(GL_CULL_FACE);
+}
+
+static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2)
{
const entity_render_t *ent = calldata1;
- const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
- int rendertype;
- float currentalpha;
+ const msurface_t *surface = ent->model->brush.data_surfaces + calldata2;
+ vec3_t modelorg;
texture_t *texture;
- R_Mesh_Matrix(&ent->matrix);
+#ifdef LHREMOVESOON
+ rmeshstate_t m;
+ float base, colorscale;
+ float args[4] = {0.05f,0,0,0.04f};
+ matrix4x4_t scrollmatrix;
+#endif
- texture = surf->texinfo->texture;
- if (texture->animated)
- 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];
+ texture = surface->texture;
+ if (texture->basematerialflags & MATERIALFLAG_SKY)
+ return; // transparent sky is too difficult
+ R_UpdateTextureInfo(ent, texture);
- currentalpha = ent->alpha;
- if (ent->effects & EF_ADDITIVE)
- rendertype = SURFRENDER_ADD;
- else if (currentalpha < 1 || texture->skin.fog != NULL)
- rendertype = SURFRENDER_ALPHA;
+ R_Mesh_Matrix(&ent->matrix);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ R_DrawSurfaceList(ent, texture, 1, &surface, modelorg);
+#ifdef LHREMOVESOON
+ GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+ GL_DepthMask(!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT));
+ if (texture->currentmaterialflags & MATERIALFLAG_ADD)
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA)
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
else
- rendertype = SURFRENDER_OPAQUE;
+ GL_BlendFunc(GL_ONE, GL_ZERO);
- RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha);
- if (texture->skin.glow)
- RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha);
- if (fogenabled)
- RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha);
+ // water scrolling in texture matrix
+ if ((texture->currentmaterialflags & MATERIALFLAG_WATER) && r_waterscroll.value != 0)
+ Matrix4x4_CreateTranslate(&scrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
+ else
+ scrollmatrix = r_identitymatrix;
+
+ if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglDisable(GL_CULL_FACE);
+ if ((texture->currentmaterialflags & MATERIALFLAG_WATER) && r_watershader.value && gl_textureshader && !texture->skin.glow && !fogenabled && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
+ {
+ // NVIDIA Geforce3 distortion texture shader on water
+ GL_Color(1, 1, 1, texture->currentalpha);
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(r_refdef.time * 16)&63]);
+ m.tex[1] = R_GetTexture(texture->skin.base);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = GL_REPLACE;
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
+ Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
+ m.texmatrix[1] = scrollmatrix;
+ R_Mesh_State(&m);
+
+ 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_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_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+
+ qglDisable(GL_TEXTURE_SHADER_NV);
+ qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
+ GL_ActiveTexture(0);
+ }
+ else
+ {
+ int i;
+ float r, g, b, a, f, *c, diff[3];
+ const float *v;
+ qboolean dolightmaptexture;
+ qboolean dodetail;
+ qboolean doglow;
+ dolightmaptexture = surface->lightmaptexture && gl_combine.integer && !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT);
+ dodetail = texture->skin.detail != NULL && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT);
+ doglow = texture->skin.glow != NULL;
+ // TODO: ideally transparent surface rendering should call
+ // R_RenderLighting instead of using vertex dlights
+ // (it would need scrolling support added though!)
+ if (dolightmaptexture)
+ {
+ {
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ m.texmatrix[0] = scrollmatrix;
+ m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
+ m.tex[1] = R_GetTexture(surface->lightmaptexture);
+ m.texrgbscale[1] = 2;
+ m.pointer_color = varray_color4f;
+ if (r_textureunits.integer >= 3 && dodetail)
+ {
+ dodetail = false;
+ m.pointer_texcoord[2] = surface->mesh.data_texcoorddetail2f;
+ m.tex[2] = R_GetTexture(texture->skin.detail);
+ m.texmatrix[2] = scrollmatrix;
+ if (r_textureunits.integer >= 4 && doglow)
+ {
+ doglow = false;
+ m.pointer_texcoord[3] = surface->mesh.data_texcoordtexture2f;
+ m.tex[3] = R_GetTexture(texture->skin.glow);
+ m.texmatrix[3] = scrollmatrix;
+ }
+ }
+ else if (r_textureunits.integer >= 3 && doglow && !dodetail)
+ {
+ doglow = false;
+ m.pointer_texcoord[2] = surface->mesh.data_texcoordtexture2f;
+ m.tex[2] = R_GetTexture(texture->skin.glow);
+ m.texmatrix[2] = scrollmatrix;
+ }
+ colorscale = 1;
+ r = ent->colormod[0] * colorscale;
+ g = ent->colormod[1] * colorscale;
+ b = ent->colormod[2] * colorscale;
+ a = texture->currentalpha;
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ c[0] = r;
+ c[1] = g;
+ c[2] = b;
+ if (fogenabled)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ VectorScale(c, f, c);
+ }
+ if (surface->mesh.data_lightmapcolor4f)
+ c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+ else
+ c[3] = a;
+ }
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ if ((r_ambient.value > 0 || surface->dlightframe == r_framecount) && !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ m.texmatrix[0] = scrollmatrix;
+ m.pointer_color = varray_color4f;
+ colorscale = 1;
+ if (gl_combine.integer)
+ {
+ m.texrgbscale[0] = 4;
+ colorscale *= 0.25f;
+ }
+ r = ent->colormod[0] * colorscale;
+ g = ent->colormod[1] * colorscale;
+ b = ent->colormod[2] * colorscale;
+ a = texture->currentalpha;
+ base = r_ambient.value * (1.0f / 64.0f);
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ c[0] = base;
+ c[1] = base;
+ c[2] = base;
+ if (surface->dlightframe == r_framecount)
+ {
+ // TODO: make this work with autosprite which uses identitymatrix
+ Matrix4x4_Transform(&ent->matrix, v, worldvertex);
+ for (l = 0;l < r_numdlights;l++)
+ {
+ if (surface->dlightbits[l >> 5] & (1 << (l & 31)))
+ {
+ float f2;
+ dlight_t *light = &r_dlight[l];
+ f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET;
+ if (f2 < light->rtlight.lightmap_cullradius2)
+ {
+ f2 = (1.0f / f2) - light->rtlight.lightmap_subtract;
+ VectorMA(c, f2, light->rtlight.lightmap_light, c);
+ }
+ }
+ }
+ }
+ c[0] *= r;
+ c[1] *= g;
+ c[2] *= b;
+ if (fogenabled)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ VectorScale(c, f, c);
+ }
+ if (surface->mesh.data_lightmapcolor4f)
+ c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+ else
+ c[3] = a;
+ }
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ else
+ {
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ m.texmatrix[0] = scrollmatrix;
+ m.pointer_color = varray_color4f;
+ colorscale = 1;
+ if (gl_combine.integer)
+ {
+ m.texrgbscale[0] = 4;
+ colorscale *= 0.25f;
+ }
+ if (doglow)
+ {
+ doglow = false;
+ m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
+ m.tex[1] = R_GetTexture(texture->skin.glow);
+ m.texmatrix[1] = scrollmatrix;
+ }
+ r = ent->colormod[0] * colorscale;
+ g = ent->colormod[1] * colorscale;
+ b = ent->colormod[2] * colorscale;
+ a = texture->currentalpha;
+ base = r_ambient.value * (1.0f / 64.0f);
+ if ((ent->flags & RENDER_LIGHT) && !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+ {
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ c[0] = base;
+ c[1] = base;
+ c[2] = base;
+ if (surface->styles[0] != 255)
+ {
+ if (surface->mesh.data_lightmapcolor4f)
+ {
+ float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 128.0f);
+ VectorMA(c, scale, surface->mesh.data_lightmapcolor4f + i*4, c);
+ }
+ else if (surface->mesh.data_lightmapoffsets)
+ {
+ const qbyte *lm = surface->samples + surface->mesh.data_lightmapoffsets[i];
+ float scale = d_lightstylevalue[surface->styles[0]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (surface->styles[1] != 255)
+ {
+ int size3 = ((surface->extents[0]>>4)+1)*((surface->extents[1]>>4)+1)*3;
+ lm += size3;
+ scale = d_lightstylevalue[surface->styles[1]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (surface->styles[2] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surface->styles[2]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (surface->styles[3] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[surface->styles[3]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ }
+ }
+ }
+ }
+ }
+ if (surface->dlightframe == r_framecount)
+ {
+ // TODO: make this work with autosprite which uses identitymatrix
+ Matrix4x4_Transform(&ent->matrix, v, worldvertex);
+ for (l = 0;l < r_numdlights;l++)
+ {
+ if (surface->dlightbits[l >> 5] & (1 << (l & 31)))
+ {
+ float f2;
+ dlight_t *light = &r_dlight[l];
+ f2 = VectorDistance2(worldvertex, light->origin) + LIGHTOFFSET;
+ if (f2 < light->rtlight.lightmap_cullradius2)
+ {
+ f2 = (1.0f / f2) - light->rtlight.lightmap_subtract;
+ VectorMA(c, f2, light->rtlight.lightmap_light, c);
+ }
+ }
+ }
+ }
+ c[0] *= r;
+ c[1] *= g;
+ c[2] *= b;
+ if (fogenabled)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ VectorScale(c, f, c);
+ }
+ if (surface->mesh.data_lightmapcolor4f)
+ c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+ else
+ c[3] = a;
+ }
+ }
+ else
+ {
+ if (fogenabled)
+ {
+ if (surface->mesh.data_lightmapcolor4f)
+ {
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ c[0] = r * f;
+ c[1] = g * f;
+ c[2] = b * f;
+ c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+ }
+ }
+ else
+ {
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ VectorSubtract(v, modelorg, diff);
+ f = 1 - exp(fogdensity/DotProduct(diff, diff));
+ c[0] = r * f;
+ c[1] = g * f;
+ c[2] = b * f;
+ c[3] = a;
+ }
+ }
+ }
+ else
+ {
+ if (surface->mesh.data_lightmapcolor4f)
+ {
+ for (i = 0, v = m.pointer_vertex, c = varray_color4f;i < surface->mesh.num_vertices;i++, v += 3, c += 4)
+ {
+ c[0] = r;
+ c[1] = g;
+ c[2] = b;
+ c[3] = surface->mesh.data_lightmapcolor4f[i*4+3] * a;
+ }
+ }
+ else
+ {
+ m.pointer_color = NULL;
+ GL_Color(r, g, b, a);
+ }
+ }
+ }
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ // note: dodetail is never set if transparent
+ if (dodetail)
+ {
+ GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+ GL_DepthMask(false);
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoorddetail2f;
+ m.tex[0] = R_GetTexture(texture->skin.detail);
+ m.pointer_color = varray_color4f;
+ RSurf_FoggedColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, ent->colormod[0], ent->colormod[1], ent->colormod[2], texture->currentalpha, 1, surface->mesh.num_vertices, modelorg);
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ if (doglow)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.tex[0] = R_GetTexture(texture->skin.glow);
+ m.texmatrix[0] = scrollmatrix;
+ m.pointer_color = varray_color4f;
+ RSurf_FoggedColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, ent->colormod[0], ent->colormod[1], ent->colormod[2], texture->currentalpha, 1, surface->mesh.num_vertices, modelorg);
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ if (fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_ADD))
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = RSurf_GetVertexPointer(ent, surface);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.tex[0] = R_GetTexture(texture->skin.fog);
+ m.texmatrix[0] = scrollmatrix;
+ m.pointer_color = varray_color4f;
+ RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], texture->currentalpha, 1, surface->mesh.num_vertices, modelorg);
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglEnable(GL_CULL_FACE);
+#endif
}
-static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+#ifdef LHREMOVESOON
+void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, msurface_t **texturesurfacelist)
{
- const msurface_t *surf;
- msurface_t **chain;
- vec3_t center;
- if (texture->rendertype != SURFRENDER_OPAQUE)
+ int texturesurfaceindex;
+ vec3_t tempcenter, center, modelorg;
+ msurface_t *surface;
+ qboolean dolightmap;
+ qboolean dobase;
+ qboolean doambient;
+ qboolean dodetail;
+ qboolean doglow;
+ qboolean dofog;
+ rmeshstate_t m;
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ c_faces += texturenumsurfaces;
+ // gl_lightmaps debugging mode skips normal texturing
+ if (gl_lightmaps.integer)
+ {
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ qglDisable(GL_CULL_FACE);
+ GL_Color(1, 1, 1, 1);
+ memset(&m, 0, sizeof(m));
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.tex[0] = R_GetTexture(surface->lightmaptexture);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
+ if (surface->lightmaptexture)
+ {
+ GL_Color(1, 1, 1, 1);
+ m.pointer_color = NULL;
+ }
+ else
+ m.pointer_color = surface->mesh.data_lightmapcolor4f;
+ m.pointer_vertex = surface->mesh.data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ qglEnable(GL_CULL_FACE);
+ return;
+ }
+ if (texture->currentmaterialflags & MATERIALFLAG_WALL)
{
- // transparent vertex shaded from lightmap
- for (chain = surfchain;(surf = *chain) != NULL;chain++)
+ dolightmap = (ent->flags & RENDER_LIGHT);
+ dobase = true;
+ doambient = r_ambient.value > 0;
+ dodetail = texture->skin.detail != NULL && r_detailtextures.integer != 0;
+ doglow = texture->skin.glow != NULL;
+ dofog = fogenabled;
+ // multitexture cases
+ if (r_textureunits.integer >= 2 && gl_combine.integer && dobase && dolightmap)
+ {
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ GL_Color(1, 1, 1, 1);
+ GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ dobase = false;
+ m.texrgbscale[1] = 2;
+ dolightmap = false;
+ if (r_textureunits.integer >= 4 && !doambient && dodetail && doglow)
+ {
+ m.tex[2] = R_GetTexture(texture->skin.detail);
+ m.texrgbscale[2] = 2;
+ dodetail = false;
+ m.tex[3] = R_GetTexture(texture->skin.glow);
+ m.texcombinergb[3] = GL_ADD;
+ doglow = false;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.tex[1] = R_GetTexture(surface->lightmaptexture);
+ m.pointer_vertex = surface->mesh.data_vertex3f;
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
+ m.pointer_texcoord[2] = surface->mesh.data_texcoorddetail2f;
+ m.pointer_texcoord[3] = surface->mesh.data_texcoordtexture2f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ else if (r_textureunits.integer >= 3 && !doambient && dodetail)
+ {
+ m.tex[2] = R_GetTexture(texture->skin.detail);
+ m.texrgbscale[2] = 2;
+ dodetail = false;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.tex[1] = R_GetTexture(surface->lightmaptexture);
+ m.pointer_vertex = surface->mesh.data_vertex3f;
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
+ m.pointer_texcoord[2] = surface->mesh.data_texcoorddetail2f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ else if (r_textureunits.integer >= 3 && !doambient && !dodetail && doglow)
+ {
+ m.tex[2] = R_GetTexture(texture->skin.glow);
+ m.texcombinergb[2] = GL_ADD;
+ doglow = false;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.tex[1] = R_GetTexture(surface->lightmaptexture);
+ m.pointer_vertex = surface->mesh.data_vertex3f;
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
+ m.pointer_texcoord[2] = surface->mesh.data_texcoordtexture2f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ else
+ {
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.tex[1] = R_GetTexture(surface->lightmaptexture);
+ m.pointer_vertex = surface->mesh.data_vertex3f;
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ }
+ // anything not handled above
+ if (dobase)
+ {
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ GL_Color(1, 1, 1, 1);
+ if (ent->flags & RENDER_LIGHT)
+ GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
+ else
+ GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = surface->mesh.data_vertex3f;
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ GL_DepthMask(false);
+ if (dolightmap)
+ {
+ GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ GL_Color(1, 1, 1, 1);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.tex[0] = R_GetTexture(surface->lightmaptexture);
+ m.pointer_vertex = surface->mesh.data_vertex3f;
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ if (doambient)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ memset(&m, 0, sizeof(m));
+ GL_Color(r_ambient.value * (1.0f / 128.0f) * ent->colormod[0], r_ambient.value * (1.0f / 128.0f) * ent->colormod[1], r_ambient.value * (1.0f / 128.0f) * ent->colormod[2], 1);
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = surface->mesh.data_vertex3f;
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ if (dodetail)
+ {
+ GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ GL_Color(1, 1, 1, 1);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.detail);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = surface->mesh.data_vertex3f;
+ m.pointer_texcoord[0] = surface->mesh.data_texcoorddetail2f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ if (doglow)
{
- if (surf->visframe == r_framecount)
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ GL_Color(1, 1, 1, 1);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture->skin.glow);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
- R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces);
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = surface->mesh.data_vertex3f;
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
}
}
+ if (dofog)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ memset(&m, 0, sizeof(m));
+ m.pointer_color = varray_color4f;
+ m.tex[0] = R_GetTexture(texture->skin.glow);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = surface->mesh.data_vertex3f;
+ if (m.tex[0])
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ R_Mesh_State(&m);
+ RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surface->mesh.num_vertices, modelorg);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ return;
}
- else if (ent->effects & EF_FULLBRIGHT)
- {
- RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
- if (r_detailtextures.integer)
- RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
- if (texture->skin.glow)
- RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
- if (fogenabled)
- RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
- }
- else if (r_shadow_realtime_world.integer)
- {
- // opaque base lighting
- RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
- if (fogenabled)
- RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
- }
- else
+ if (texture->currentmaterialflags & MATERIALFLAG_WATER)
{
- // opaque lightmapped
- if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, surfchain);
- if (texture->skin.glow)
- RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
- if (fogenabled)
- RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurfShader_Transparent_Callback(ent, surface - ent->model->brush.data_surfaces);
}
- else if (r_textureunits.integer >= 2 && gl_combine.integer)
+ return;
+ }
+ if (texture->currentmaterialflags & MATERIALFLAG_SKY)
+ {
+ if (skyrendernow)
{
- RSurfShader_OpaqueWall_Pass_BaseDoubleTexCombine(ent, texture, surfchain);
- if (r_detailtextures.integer)
- RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
- if (texture->skin.glow)
- RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
- if (fogenabled)
- RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+ skyrendernow = false;
+ if (skyrendermasked)
+ R_Sky();
}
- else
+ // LordHavoc: HalfLife maps have freaky skypolys...
+ if (!ent->model->brush.ishlbsp)
{
- RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
- RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
- if (r_detailtextures.integer)
- RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
- if (texture->skin.glow)
- RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
- if (fogenabled)
- RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+ R_Mesh_Matrix(&ent->matrix);
+ GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
+ if (skyrendermasked)
+ {
+ // depth-only (masking)
+ GL_ColorMask(0,0,0,0);
+ // just to make sure that braindead drivers don't draw anything
+ // despite that colormask...
+ 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));
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = surface->mesh.data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
}
+ return;
}
}
+#endif
-Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP};
-Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0};
-Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0};
-
-int Cshader_count = 3;
-Cshader_t *Cshaders[3] =
-{
- &Cshader_wall_lightmap,
- &Cshader_water,
- &Cshader_sky
-};
-
-void R_UpdateTextureInfo(entity_render_t *ent)
+void R_QueueSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
{
- int i, texframe, alttextures;
- texture_t *t;
-
- if (!ent->model)
- return;
-
- alttextures = ent->frame != 0;
- texframe = (int)(cl.time * 5.0f);
- for (i = 0;i < ent->model->brushq1.numtextures;i++)
+ int texturesurfaceindex;
+ const msurface_t *surface;
+ vec3_t tempcenter, center;
+ if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
{
- t = ent->model->brushq1.textures + i;
- t->currentalpha = ent->alpha;
- if (t->flags & SURF_WATERALPHA)
- t->currentalpha *= r_wateralpha.value;
- if (ent->effects & EF_ADDITIVE)
- t->rendertype = SURFRENDER_ADD;
- else if (t->currentalpha < 1 || t->skin.fog != NULL)
- t->rendertype = SURFRENDER_ALPHA;
- else
- t->rendertype = SURFRENDER_OPAQUE;
- // we don't need to set currentframe if t->animated is false because
- // it was already set up by the texture loader for non-animating
- if (t->animated)
- t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
+ // drawing sky transparently would be too difficult
+ if (!(texture->currentmaterialflags & MATERIALFLAG_SKY))
+ {
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ 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;
+ Matrix4x4_Transform(&ent->matrix, tempcenter, center);
+ R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brush.data_surfaces);
+ }
+ }
}
+ else
+ R_DrawSurfaceList(ent, texture, texturenumsurfaces, texturesurfacelist, modelorg);
}
-void R_PrepareSurfaces(entity_render_t *ent)
+void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
{
- int i, numsurfaces, *surfacevisframes;
- model_t *model;
- msurface_t *surf, *surfaces, **surfchain;
+ int i, j, f, flagsmask;
+ msurface_t *surface, **surfacechain;
+ texture_t *t, *texture;
+ model_t *model = ent->model;
vec3_t modelorg;
-
- if (!ent->model)
+ const int maxsurfacelist = 1024;
+ int numsurfacelist = 0;
+ const msurface_t *surfacelist[1024];
+ if (model == NULL)
return;
-
- model = ent->model;
+ R_Mesh_Matrix(&ent->matrix);
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- numsurfaces = model->brushq1.nummodelsurfaces;
- surfaces = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
- surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
-
- R_UpdateTextureInfo(ent);
-
- if (r_dynamic.integer && !r_shadow_realtime_dlight.integer)
- R_MarkLights(ent);
- if (model->brushq1.light_ambient != r_ambient.value)
+#ifdef LHREMOVESOON
+ if (ent != r_refdef.worldentity)
{
- model->brushq1.light_ambient = r_ambient.value;
- for (i = 0;i < model->brushq1.nummodelsurfaces;i++)
- model->brushq1.surfaces[i + model->brushq1.firstmodelsurface].cached_dlight = true;
+ // because bmodels can be reused, we have to clear dlightframe every time
+ surface = model->brush.data_surfaces + model->firstmodelsurface;
+ for (i = 0;i < model->nummodelsurfaces;i++, surface++)
+ surface->dlightframe = -1;
}
- else
+#endif
+
+ // update light styles
+ if (!skysurfaces)
{
+#ifdef LHREMOVESOON
+ if (r_dynamic.integer && !r_rtdlight)
+ R_MarkLights(ent);
+#endif
for (i = 0;i < model->brushq1.light_styles;i++)
{
if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
{
model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
- for (surfchain = model->brushq1.light_styleupdatechains[i];*surfchain;surfchain++)
- (**surfchain).cached_dlight = true;
+ if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
+ for (;(surface = *surfacechain);surfacechain++)
+ surface->cached_dlight = true;
}
}
}
- for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
+ R_UpdateAllTextureInfo(ent);
+ flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
+ f = 0;
+ t = NULL;
+ texture = NULL;
+ numsurfacelist = 0;
+ for (i = 0, j = model->firstmodelsurface;i < model->nummodelsurfaces;i++, j++)
{
- if (surfacevisframes[i] == r_framecount)
+ if (ent != r_refdef.worldentity || r_worldsurfacevisible[j])
{
-#if !WORLDNODECULLBACKFACES
- // mark any backface surfaces as not visible
- if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
+ surface = model->brush.data_surfaces + j;
+ if (t != surface->texture)
{
- if (!(surf->flags & SURF_PLANEBACK))
- surfacevisframes[i] = -1;
- }
- else
- {
- if ((surf->flags & SURF_PLANEBACK))
- surfacevisframes[i] = -1;
+ if (numsurfacelist)
+ {
+ R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+ numsurfacelist = 0;
+ }
+ t = surface->texture;
+ f = t->currentmaterialflags & flagsmask;
+ texture = t->currentframe;
}
- if (surfacevisframes[i] == r_framecount)
-#endif
+ if (f)
{
- c_faces++;
- surf->visframe = r_framecount;
- if (surf->cached_dlight && surf->lightmaptexture != NULL)
- R_BuildLightMap(ent, surf);
+ // if lightmap parameters changed, rebuild lightmap texture
+ if (surface->cached_dlight && surface->samples)
+ R_BuildLightMap(ent, surface);
+ // add face to draw list
+ surfacelist[numsurfacelist++] = surface;
+ if (numsurfacelist >= maxsurfacelist)
+ {
+ R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+ numsurfacelist = 0;
+ }
}
}
}
-}
-
-void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains)
-{
- int i;
- texture_t *t;
- if (ent->model == NULL)
- return;
- R_Mesh_Matrix(&ent->matrix);
- for (i = 0, t = ent->model->brushq1.textures;i < ent->model->brushq1.numtextures;i++, t++)
- if (t->shader->shaderfunc[type] && t->currentframe && chains[i] != NULL)
- t->shader->shaderfunc[type](ent, t->currentframe, chains[i]);
+ if (numsurfacelist)
+ R_QueueSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
}
static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
int i;
float *v;
rmeshstate_t m;
- const entity_render_t *ent = calldata1;
- const mportal_t *portal = ent->model->brushq1.portals + calldata2;
+ const mportal_t *portal = calldata1;
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
GL_DepthTest(true);
- R_Mesh_Matrix(&ent->matrix);
- GL_VertexPointer(varray_vertex3f);
+ R_Mesh_Matrix(&r_identitymatrix);
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
+ m.pointer_vertex = varray_vertex3f;
+ R_Mesh_State(&m);
- i = portal - ent->model->brushq1.portals;
+ i = calldata2;
GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
((i & 0x0038) >> 3) * (1.0f / 7.0f),
((i & 0x01C0) >> 6) * (1.0f / 7.0f),
else
for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
VectorCopy(portal->points[i].position, v);
+ GL_LockArrays(0, portal->numpoints);
R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
+ GL_LockArrays(0, 0);
}
// LordHavoc: this is just a nice debugging tool, very slow
-static void R_DrawPortals(entity_render_t *ent)
+static void R_DrawPortals(void)
{
- int i;
- mportal_t *portal, *endportal;
- float temp[3], center[3], f;
- if (ent->model == NULL)
+ int i, portalnum;
+ mportal_t *portal;
+ float center[3], f;
+ model_t *model = r_refdef.worldmodel;
+ if (model == NULL)
return;
- for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++)
+ for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
{
if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
+ if (!R_CullBox(portal->mins, portal->maxs))
{
- VectorClear(temp);
+ VectorClear(center);
for (i = 0;i < portal->numpoints;i++)
- VectorAdd(temp, portal->points[i].position, temp);
+ VectorAdd(center, portal->points[i].position, center);
f = ixtable[portal->numpoints];
- VectorScale(temp, f, temp);
- Matrix4x4_Transform(&ent->matrix, temp, center);
- R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->brushq1.portals);
- }
- }
-}
-
-void R_PrepareBrushModel(entity_render_t *ent)
-{
- int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
- msurface_t *surf;
- model_t *model;
-#if WORLDNODECULLBACKFACES
- vec3_t modelorg;
-#endif
-
- // because bmodels can be reused, we have to decide which things to render
- // from scratch every time
- model = ent->model;
- if (model == NULL)
- return;
-#if WORLDNODECULLBACKFACES
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-#endif
- numsurfaces = model->brushq1.nummodelsurfaces;
- surf = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
- surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
- surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
- for (i = 0;i < numsurfaces;i++, surf++)
- {
-#if WORLDNODECULLBACKFACES
- // mark any backface surfaces as not visible
- if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
- {
- if ((surf->flags & SURF_PLANEBACK))
- surfacevisframes[i] = r_framecount;
+ VectorScale(center, f, center);
+ R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, portal, portalnum);
}
- else if (!(surf->flags & SURF_PLANEBACK))
- surfacevisframes[i] = r_framecount;
-#else
- surfacevisframes[i] = r_framecount;
-#endif
- surf->dlightframe = -1;
}
- R_PrepareSurfaces(ent);
}
-void R_SurfaceWorldNode (entity_render_t *ent)
+static void R_DrawCollisionBrush(colbrushf_t *brush)
{
- int i, *surfacevisframes, *surfacepvsframes, surfnum;
- msurface_t *surf;
- mleaf_t *leaf;
- model_t *model;
- vec3_t modelorg;
-
- // equivilant to quake's RecursiveWorldNode but faster and more effective
- model = ent->model;
- if (model == NULL)
- return;
- surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
- surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-
- for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
- {
- if (!R_CullBox (leaf->mins, leaf->maxs))
- {
- c_leafs++;
- leaf->visframe = r_framecount;
- }
- }
-
- for (i = 0;i < model->brushq1.pvssurflistlength;i++)
- {
- surfnum = model->brushq1.pvssurflist[i];
- surf = model->brushq1.surfaces + surfnum;
-#if WORLDNODECULLBACKFACES
- if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
- {
- if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
- surfacevisframes[surfnum] = r_framecount;
- }
- else
- {
- if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
- surfacevisframes[surfnum] = r_framecount;
- }
-#else
- if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
- surfacevisframes[surfnum] = r_framecount;
-#endif
- }
+ int i;
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = brush->points->v;
+ R_Mesh_State(&m);
+ i = (int)(((size_t)brush) / sizeof(colbrushf_t));
+ GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
+ GL_LockArrays(0, brush->numpoints);
+ R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
+ GL_LockArrays(0, 0);
}
-static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
+static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface)
{
- int c, leafstackpos, *mark, *surfacevisframes, bitnum;
-#if WORLDNODECULLBACKFACES
- int n;
- msurface_t *surf;
-#endif
- mleaf_t *leaf, *leafstack[8192];
- mportal_t *p;
- vec3_t modelorg;
- msurface_t *surfaces;
- if (ent->model == NULL)
+ int i;
+ rmeshstate_t m;
+ if (!surface->mesh.num_collisiontriangles)
return;
- // LordHavoc: portal-passage worldnode with PVS;
- // follows portals leading outward from viewleaf, does not venture
- // offscreen or into leafs that are not visible, faster than Quake's
- // RecursiveWorldNode
- surfaces = ent->model->brushq1.surfaces;
- surfacevisframes = ent->model->brushq1.surfacevisframes;
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- viewleaf->worldnodeframe = r_framecount;
- leafstack[0] = viewleaf;
- leafstackpos = 1;
- while (leafstackpos)
- {
- c_leafs++;
- leaf = leafstack[--leafstackpos];
- leaf->visframe = r_framecount;
- // draw any surfaces bounding this leaf
- if (leaf->nummarksurfaces)
- {
- for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
- {
-#if WORLDNODECULLBACKFACES
- n = *mark++;
- if (surfacevisframes[n] != r_framecount)
- {
- surf = surfaces + n;
- if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
- {
- if ((surf->flags & SURF_PLANEBACK))
- surfacevisframes[n] = r_framecount;
- }
- else
- {
- if (!(surf->flags & SURF_PLANEBACK))
- surfacevisframes[n] = r_framecount;
- }
- }
-#else
- surfacevisframes[*mark++] = r_framecount;
-#endif
- }
- }
- // follow portals into other leafs
- for (p = leaf->portals;p;p = p->next)
- {
- // LordHavoc: this DotProduct hurts less than a cache miss
- // (which is more likely to happen if backflowing through leafs)
- if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1))
- {
- leaf = p->past;
- if (leaf->worldnodeframe != r_framecount)
- {
- leaf->worldnodeframe = r_framecount;
- // FIXME: R_CullBox is absolute, should be done relative
- bitnum = (leaf - ent->model->brushq1.leafs) - 1;
- if ((r_pvsbits[bitnum >> 3] & (1 << (bitnum & 7))) && !R_CullBox(leaf->mins, leaf->maxs))
- leafstack[leafstackpos++] = leaf;
- }
- }
- }
- }
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = surface->mesh.data_collisionvertex3f;
+ R_Mesh_State(&m);
+ i = (int)(((size_t)surface) / sizeof(msurface_t));
+ GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
+ GL_LockArrays(0, surface->mesh.num_collisionvertices);
+ R_Mesh_Draw(surface->mesh.num_collisionvertices, surface->mesh.num_collisiontriangles, surface->mesh.data_collisionelement3i);
+ GL_LockArrays(0, 0);
}
-void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
+void R_WorldVisibility(void)
{
- int j, c, *surfacepvsframes, *mark;
+ int i, j, *mark;
mleaf_t *leaf;
- model_t *model;
-
- model = ent->model;
- if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer))
- {
- model->brushq1.pvsframecount++;
- model->brushq1.pvsviewleaf = viewleaf;
- model->brushq1.pvsviewleafnovis = r_novis.integer;
- model->brushq1.pvsleafchain = NULL;
- model->brushq1.pvssurflistlength = 0;
- if (viewleaf)
- {
- surfacepvsframes = model->brushq1.surfacepvsframes;
- for (j = 0;j < model->brushq1.visleafs;j++)
- {
- if (r_pvsbits[j >> 3] & (1 << (j & 7)))
- {
- 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)
-{
- vec3_t modelorg;
mleaf_t *viewleaf;
+ model_t *model = r_refdef.worldmodel;
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL;
- R_PVSUpdate(ent, viewleaf);
-
- if (!viewleaf)
+ if (!model)
return;
- if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
- R_SurfaceWorldNode (ent);
- else
- R_PortalWorldNode (ent, viewleaf);
-}
-
-void R_DrawWorld(entity_render_t *ent)
-{
- if (ent->model == NULL)
- return;
- 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)
-{
- if (ent->model == NULL)
- return;
- if (ent != &cl_entities[0].render)
- R_PrepareBrushModel(ent);
- R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
-}
+ // if possible find the leaf the view origin is in
+ viewleaf = model->brushq1.PointInLeaf ? model->brushq1.PointInLeaf(model, r_vieworigin) : NULL;
+ // if possible fetch the visible cluster bits
+ if (model->brush.FatPVS)
+ model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits));
-void R_Model_Brush_Draw(entity_render_t *ent)
-{
- if (ent->model == NULL)
- return;
- c_bmodels++;
- if (ent != &cl_entities[0].render)
- R_PrepareBrushModel(ent);
- R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
-}
+ // clear the visible surface and leaf flags arrays
+ memset(r_worldsurfacevisible, 0, model->brush.num_surfaces);
+ memset(r_worldleafvisible, 0, model->brush.num_leafs);
-void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
-{
- int i;
- msurface_t *surf;
- float projectdistance, f, temp[3], lightradius2;
- if (ent->model == NULL)
- return;
- R_Mesh_Matrix(&ent->matrix);
- lightradius2 = lightradius * lightradius;
- R_UpdateTextureInfo(ent);
- projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
- for (i = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;i < ent->model->brushq1.nummodelsurfaces;i++, surf++)
+ // if the user prefers surfaceworldnode (testing?) or the viewleaf could
+ // not be found, or the viewleaf is not part of the visible world
+ // (floating around in the void), use the pvs method
+ if (r_surfaceworldnode.integer || !viewleaf || viewleaf->clusterindex < 0)
{
- if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST)
+ // pvs method:
+ // similar to quake's RecursiveWorldNode but without cache misses
+ for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
{
- f = PlaneDiff(relativelightorigin, surf->plane);
- if (surf->flags & SURF_PLANEBACK)
- f = -f;
- // draw shadows only for frontfaces and only if they are close
- if (f >= 0.1 && f < lightradius)
+ // if leaf is in current pvs and on the screen, mark its surfaces
+ if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
{
- temp[0] = bound(surf->poly_mins[0], relativelightorigin[0], surf->poly_maxs[0]) - relativelightorigin[0];
- 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)
- 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);
+ c_leafs++;
+ r_worldleafvisible[j] = true;
+ if (leaf->numleafsurfaces)
+ for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
+ r_worldsurfacevisible[*mark] = true;
}
}
}
-}
-
-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;
- msurface_t *surf;
- texture_t *t;
- float f, lightmins[3], lightmaxs[3];
- if (ent->model == NULL)
- return;
- R_Mesh_Matrix(&ent->matrix);
- 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;
- R_UpdateTextureInfo(ent);
- for (surfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;surfnum < ent->model->brushq1.nummodelsurfaces;surfnum++, surf++)
+ else
{
- if ((ent != &cl_entities[0].render || surf->visframe == r_framecount) && BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs))
+ int leafstackpos;
+ mportal_t *p;
+ mleaf_t *leafstack[8192];
+ // portal method:
+ // follows portals leading outward from viewleaf, does not venture
+ // offscreen or into leafs that are not visible, faster than Quake's
+ // RecursiveWorldNode and vastly better in unvised maps, often culls a
+ // lot of surface that pvs alone would miss
+ leafstack[0] = viewleaf;
+ leafstackpos = 1;
+ while (leafstackpos)
{
- f = PlaneDiff(relativelightorigin, surf->plane);
- if (surf->flags & SURF_PLANEBACK)
- f = -f;
- if (f >= -0.1 && f < lightradius)
- {
- 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);
- }
- }
+ c_leafs++;
+ leaf = leafstack[--leafstackpos];
+ r_worldleafvisible[leaf - model->brush.data_leafs] = true;
+ // mark any surfaces bounding this leaf
+ if (leaf->numleafsurfaces)
+ for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
+ r_worldsurfacevisible[*mark] = true;
+ // follow portals into other leafs
+ // the checks are:
+ // if viewer is behind portal (portal faces outward into the scene)
+ // and the portal polygon's bounding box is on the screen
+ // and the leaf has not been visited yet
+ // and the leaf is visible in the pvs
+ // (the first two checks won't cause as many cache misses as the leaf checks)
+ for (p = leaf->portals;p;p = p->next)
+ if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_worldleafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex))
+ leafstack[leafstackpos++] = p->past;
}
}
+
+ if (r_drawportals.integer)
+ R_DrawPortals();
}
-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;
- c_faces++;
- 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_TextureLightmapCombine(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)
+void R_Q1BSP_DrawSky(entity_render_t *ent)
{
- 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);
+ if (ent->model == NULL)
+ return;
+ if (r_drawcollisionbrushes.integer < 2)
+ R_DrawSurfaces(ent, true);
}
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3mface_t *face)
+void R_Q1BSP_Draw(entity_render_t *ent)
{
- 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)
+ if (ent->model == NULL)
+ return;
+ c_bmodels++;
+ if (r_drawcollisionbrushes.integer < 2)
+ R_DrawSurfaces(ent, false);
+ if (r_drawcollisionbrushes.integer >= 1 && ent->model->brush.num_brushes)
{
- m.tex[0] = R_GetTexture(face->texture->skin.glow);
- m.pointer_texcoord[0] = face->data_texcoordtexture2f;
- GL_Color(1, 1, 1, 1);
+ int i;
+ model_t *model = ent->model;
+ msurface_t *surface;
+ q3mbrush_t *brush;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
+ for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
+ if (brush->colbrushf && brush->colbrushf->numtriangles)
+ R_DrawCollisionBrush(brush->colbrushf);
+ for (i = 0, surface = model->brush.data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
+ if (surface->mesh.num_collisiontriangles)
+ R_DrawCollisionSurface(ent, surface);
+ qglPolygonOffset(0, 0);
}
- 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)
+void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
{
- 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 (gl_combine.integer)
+ model_t *model = ent->model;
+ vec3_t lightmins, lightmaxs;
+ int t, leafindex, leafsurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
+ const int *e;
+ const float *v[3];
+ msurface_t *surface;
+ mleaf_t *leaf;
+ const qbyte *pvs;
+ 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;
+ *outnumclusterspointer = 0;
+ *outnumsurfacespointer = 0;
+ memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
+ memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
+ if (model == NULL)
{
- m.texrgbscale[0] = 2;
- GL_ColorPointer(face->data_color4f);
+ VectorCopy(lightmins, outmins);
+ VectorCopy(lightmaxs, outmaxs);
+ return;
}
+ VectorCopy(relativelightorigin, outmins);
+ VectorCopy(relativelightorigin, outmaxs);
+ if (model->brush.GetPVS)
+ pvs = model->brush.GetPVS(model, relativelightorigin);
else
+ pvs = NULL;
+ R_UpdateAllTextureInfo(ent);
+ // FIXME: use BSP recursion as lights are often small
+ for (leafindex = 0, leaf = model->brush.data_leafs;leafindex < model->brush.num_leafs;leafindex++, leaf++)
{
- int i;
- for (i = 0;i < face->num_vertices;i++)
+ if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
{
- varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
- varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
- varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
- varray_color4f[i*4+3] = face->data_color4f[i*4+3];
+ outmins[0] = min(outmins[0], leaf->mins[0]);
+ outmins[1] = min(outmins[1], leaf->mins[1]);
+ outmins[2] = min(outmins[2], leaf->mins[2]);
+ outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
+ outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
+ outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
+ if (outclusterpvs)
+ {
+ if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
+ {
+ SETPVSBIT(outclusterpvs, leaf->clusterindex);
+ outclusterlist[outnumclusters++] = leaf->clusterindex;
+ }
+ }
+ if (outsurfacepvs)
+ {
+ for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
+ {
+ surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
+ if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
+ {
+ surface = model->brush.data_surfaces + surfaceindex;
+ if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
+ if ((surface->texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
+ {
+ for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
+ {
+ v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
+ v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
+ v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
+ if (lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+ {
+ SETPVSBIT(outsurfacepvs, surfaceindex);
+ outsurfacelist[outnumsurfaces++] = surfaceindex;
+ break;
+ }
+ }
+ }
+ }
+ }
+ }
}
- GL_ColorPointer(varray_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_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3mface_t *face)
-{
- rmeshstate_t m;
- memset(&m, 0, sizeof(m));
- GL_BlendFunc(GL_ONE, GL_ONE);
- GL_DepthMask(true);
- GL_DepthTest(true);
- m.tex[0] = R_GetTexture(face->texture->skin.base);
- m.pointer_texcoord[0] = face->data_texcoordtexture2f;
- GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
- R_Mesh_State_Texture(&m);
- GL_VertexPointer(face->data_vertex3f);
- R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ // limit combined leaf box to light boundaries
+ outmins[0] = max(outmins[0], lightmins[0]);
+ outmins[1] = max(outmins[1], lightmins[1]);
+ outmins[2] = max(outmins[2], lightmins[2]);
+ outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
+ outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
+ outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
+
+ *outnumclusterspointer = outnumclusters;
+ *outnumsurfacespointer = outnumsurfaces;
}
-void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
+void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
{
- const entity_render_t *ent = voident;
- q3mface_t *face = ent->model->brushq3.data_faces + facenumber;
- rmeshstate_t m;
- R_Mesh_Matrix(&ent->matrix);
- memset(&m, 0, sizeof(m));
- if (ent->effects & EF_ADDITIVE)
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- else
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_DepthMask(false);
- GL_DepthTest(true);
- m.tex[0] = R_GetTexture(face->texture->skin.base);
- m.pointer_texcoord[0] = face->data_texcoordtexture2f;
- // LordHavoc: quake3 was not able to do this; lit transparent surfaces
- if (gl_combine.integer)
+ model_t *model = ent->model;
+ msurface_t *surface;
+ int surfacelistindex;
+ if (r_drawcollisionbrushes.integer < 2)
{
- m.texrgbscale[0] = 2;
- if (r_textureunits.integer >= 2)
+ R_Mesh_Matrix(&ent->matrix);
+ R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
+ if (!r_shadow_compilingrtlight)
+ R_UpdateAllTextureInfo(ent);
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
- m.tex[1] = R_GetTexture(face->lightmaptexture);
- m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
- GL_Color(1, 1, 1, ent->alpha);
+ surface = model->brush.data_surfaces + surfacelist[surfacelistindex];
+ if ((surface->texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
+ continue;
+ if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ continue;
+ R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
}
- else
+ R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
+ }
+}
+
+void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist)
+{
+ model_t *model = ent->model;
+ msurface_t *surface;
+ texture_t *t;
+ int surfacelistindex;
+ if (r_drawcollisionbrushes.integer < 2)
+ {
+ R_Mesh_Matrix(&ent->matrix);
+ if (!r_shadow_compilingrtlight)
+ R_UpdateAllTextureInfo(ent);
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
- if (ent->alpha == 1)
- GL_ColorPointer(face->data_color4f);
- else
+ surface = model->brush.data_surfaces + surfacelist[surfacelistindex];
+ if (surface->texture->basematerialflags & MATERIALFLAG_NODRAW || !surface->mesh.num_triangles)
+ continue;
+ if (r_shadow_compilingrtlight)
+ {
+ // if compiling an rtlight, capture the mesh
+ t = surface->texture;
+ if ((t->basematerialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
+ Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ }
+ else if (ent != r_refdef.worldentity || r_worldsurfacevisible[surfacelist[surfacelistindex]])
{
- int i;
- for (i = 0;i < face->num_vertices;i++)
+ t = surface->texture->currentframe;
+ // FIXME: transparent surfaces need to be lit later
+ if ((t->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_TRANSPARENT)) == MATERIALFLAG_WALL)
{
- varray_color4f[i*4+0] = face->data_color4f[i*4+0];
- varray_color4f[i*4+1] = face->data_color4f[i*4+1];
- varray_color4f[i*4+2] = face->data_color4f[i*4+2];
- varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
+ if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglDisable(GL_CULL_FACE);
+ R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale);
+ if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglEnable(GL_CULL_FACE);
}
- GL_ColorPointer(varray_color4f);
}
}
}
- else
- {
- int i;
- for (i = 0;i < face->num_vertices;i++)
- {
- varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
- varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
- varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
- varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
- }
- GL_ColorPointer(varray_color4f);
- }
- R_Mesh_State_Texture(&m);
- GL_VertexPointer(face->data_vertex3f);
- qglDisable(GL_CULL_FACE);
- R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
- qglEnable(GL_CULL_FACE);
}
-void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
+#if 0
+void R_Q3BSP_DrawFaceList(entity_render_t *ent, texture_t *t, int texturenumsurfaces, msurface_t **texturesurfacelist)
{
- if (!face->num_triangles)
- return;
- if (face->texture->surfaceparms)
- {
- if (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW))
- return;
- }
- c_faces++;
- face->visframe = r_framecount;
- if ((face->texture->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
+ int i, texturesurfaceindex;
+ vec3_t tempcenter, center, modelorg;
+ msurface_t *surface;
+ qboolean dolightmap;
+ qboolean dobase;
+ qboolean doambient;
+ qboolean dodetail;
+ qboolean doglow;
+ qboolean dofog;
+ rmeshstate_t m;
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ c_faces += texturenumsurfaces;
+ // gl_lightmaps debugging mode skips normal texturing
+ if (gl_lightmaps.integer)
{
- vec3_t facecenter, center;
- facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f;
- facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f;
- facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f;
- Matrix4x4_Transform(&ent->matrix, facecenter, center);
- R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ qglDisable(GL_CULL_FACE);
+ GL_Color(1, 1, 1, 1);
+ memset(&m, 0, sizeof(m));
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.tex[0] = R_GetTexture(surface->lightmaptexture);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
+ if (surface->lightmaptexture)
+ {
+ GL_Color(1, 1, 1, 1);
+ m.pointer_color = NULL;
+ }
+ else
+ m.pointer_color = surface->mesh.data_lightmapcolor4f;
+ m.pointer_vertex = surface->mesh.data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ qglEnable(GL_CULL_FACE);
return;
}
- R_Mesh_Matrix(&ent->matrix);
- if (r_shadow_realtime_world.integer)
- R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(ent, face);
- else if ((ent->effects & EF_FULLBRIGHT) || r_fullbright.integer)
+ // transparent surfaces get sorted for later drawing
+ if ((t->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
{
- R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
- if (face->texture->skin.glow)
- R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+ // drawing sky transparently would be too difficult
+ if (t->surfaceparms & Q3SURFACEPARM_SKY)
+ return;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ 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;
+ Matrix4x4_Transform(&ent->matrix, tempcenter, center);
+ R_MeshQueue_AddTransparent(center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brush.data_surfaces);
+ }
+ return;
}
- else if (face->lightmaptexture)
+ // sky surfaces draw sky if needed and render themselves as a depth mask
+ if (t->surfaceparms & Q3SURFACEPARM_SKY)
{
- if (r_textureunits.integer >= 2 && gl_combine.integer)
- R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(ent, face);
+ if (skyrendernow)
+ {
+ skyrendernow = false;
+ if (skyrendermasked)
+ R_Sky();
+ }
+ if (!r_q3bsp_renderskydepth.integer)
+ return;
+
+ R_Mesh_Matrix(&ent->matrix);
+
+ GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
+ if (skyrendermasked)
+ {
+ // depth-only (masking)
+ GL_ColorMask(0,0,0,0);
+ // just to make sure that braindead drivers don't draw anything
+ // despite that colormask...
+ GL_BlendFunc(GL_ZERO, GL_ONE);
+ }
else
{
- R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
- R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(ent, face);
+ // fog sky
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ }
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+
+ memset(&m, 0, sizeof(m));
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = surface->mesh.data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
}
- if (face->texture->skin.glow)
- R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+ return;
}
- else
- {
- R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(ent, face);
- if (face->texture->skin.glow)
- R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+ // anything else is a typical wall, lightmap * texture + glow
+ dolightmap = (ent->flags & RENDER_LIGHT);
+ dobase = true;
+ doambient = r_ambient.value > 0;
+ dodetail = t->skin.detail != NULL && r_detailtextures.integer;
+ doglow = t->skin.glow != NULL;
+ dofog = fogenabled;
+ if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglDisable(GL_CULL_FACE);
+ if (!dolightmap && dobase)
+ {
+ dolightmap = false;
+ dobase = false;
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1);
+ if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglDisable(GL_CULL_FACE);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(t->skin.base);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.pointer_vertex = surface->mesh.data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
}
- if (r_ambient.value)
- R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(ent, 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_lightmapintensity <= 0 && dolightmap && dobase)
{
- if (R_CullBox(node->mins, node->maxs))
- return;
- c_nodes++;
- R_Q3BSP_RecursiveWorldNode(ent, node->children[0], modelorg, pvs, markframe);
- node = node->children[1];
+ dolightmap = false;
+ dobase = false;
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_Color(0, 0, 0, 1);
+ memset(&m, 0, sizeof(m));
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_vertex = surface->mesh.data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
}
- if (R_CullBox(node->mins, node->maxs))
- return;
- c_leafs++;
- 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)
+ if (r_textureunits.integer >= 2 && gl_combine.integer && dolightmap && dobase)
{
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
+ // dualtexture combine
+ dolightmap = false;
+ dobase = false;
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(t->skin.base);
+ GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
+ m.pointer_color = NULL;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- if (r_q3bsp_framecount != r_framecount)
+ surface = texturesurfacelist[texturesurfaceindex];
+ if (!surface->lightmaptexture)
+ continue;
+ m.tex[1] = R_GetTexture(surface->lightmaptexture);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
+ m.texrgbscale[1] = 2;
+ m.pointer_vertex = surface->mesh.data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ if (r_lightmapintensity == 1 && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
+ {
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- r_q3bsp_framecount = r_framecount;
- R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount);
+ surface = texturesurfacelist[texturesurfaceindex];
+ if (surface->lightmaptexture)
+ continue;
+ m.tex[1] = R_GetTexture(surface->lightmaptexture);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
+ m.texrgbscale[1] = 2;
+ m.pointer_color = surface->mesh.data_lightmapcolor4f;
+ m.pointer_vertex = surface->mesh.data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
}
- for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
- if (face->markframe == r_framecount && (face->texture->surfaceflags & Q3SURFACEFLAG_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->surfaceflags & Q3SURFACEFLAG_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_vieworigin, 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)
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- r_q3bsp_framecount = r_framecount;
- R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount);
+ surface = texturesurfacelist[texturesurfaceindex];
+ if (surface->lightmaptexture)
+ continue;
+ m.tex[1] = R_GetTexture(surface->lightmaptexture);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
+ m.texrgbscale[1] = 2;
+ m.pointer_color = varray_color4f;
+ for (i = 0;i < surface->mesh.num_vertices;i++)
+ {
+ varray_color4f[i*4+0] = surface->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0] * r_lightmapintensity;
+ varray_color4f[i*4+1] = surface->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1] * r_lightmapintensity;
+ varray_color4f[i*4+2] = surface->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2] * r_lightmapintensity;
+ varray_color4f[i*4+3] = surface->mesh.data_lightmapcolor4f[i*4+3];
+ }
+ m.pointer_vertex = surface->mesh.data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
}
- 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)
+ // single texture
+ if (dolightmap)
+ {
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ memset(&m, 0, sizeof(m));
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.tex[0] = R_GetTexture(surface->lightmaptexture);
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
+ if (surface->lightmaptexture)
+ m.pointer_color = NULL;
+ else
+ m.pointer_color = surface->mesh.data_lightmapcolor4f;
+ m.pointer_vertex = surface->mesh.data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ if (dobase)
+ {
+ GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(t->skin.base);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.pointer_vertex = surface->mesh.data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ if (doambient)
{
- rmeshstate_t m;
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ GL_Color(r_ambient.value * (1.0f / 128.0f) * ent->colormod[0], r_ambient.value * (1.0f / 128.0f) * ent->colormod[1], r_ambient.value * (1.0f / 128.0f) * ent->colormod[2], 1);
memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(t->skin.base);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.pointer_vertex = surface->mesh.data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ if (doglow)
+ {
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);
+ GL_Color(1, 1, 1, 1);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(t->skin.glow);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.pointer_vertex = surface->mesh.data_vertex3f;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
+ }
+ if (dofog)
+ {
+ float modelorg[3];
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ GL_Color(1, 1, 1, 1);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(t->skin.fog);
+ m.pointer_color = varray_color4f;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ if (m.tex[0])
+ m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+ m.pointer_vertex = surface->mesh.data_vertex3f;
+ R_Mesh_State(&m);
+ RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surface->mesh.num_vertices, modelorg);
+ GL_LockArrays(0, surface->mesh.num_vertices);
+ R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+ GL_LockArrays(0, 0);
+ }
}
+ if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglEnable(GL_CULL_FACE);
}
-void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
+void R_Q3BSP_DrawFaces(entity_render_t *ent, int skyfaces)
{
- 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)
+ int i, j, f, flagsmask, flags;
+ msurface_t *surface;
+ model_t *model = ent->model;
+ texture_t *t;
+ const int maxfaces = 1024;
+ int numsurfaces = 0;
+ msurface_t *surfacelist[1024];
+ R_Mesh_Matrix(&ent->matrix);
+ flagsmask = Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY;
+ if (skyfaces)
+ flags = Q3SURFACEFLAG_SKY;
+ else
+ flags = 0;
+ t = NULL;
+ f = 0;
+ numsurfaces = 0;
+ for (i = 0, j = model->firstmodelsurface;i < model->nummodelsurfaces;i++, j++)
{
- model = ent->model;
- R_Mesh_Matrix(&ent->matrix);
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, 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);
+ if (ent != r_refdef.worldentity || r_worldsurfacevisible[j])
+ {
+ surface = model->brush.data_surfaces + j;
+ if (t != surface->texture)
+ {
+ if (numsurfaces)
+ {
+ R_Q3BSP_DrawFaceList(ent, t, numsurfaces, surfacelist);
+ numsurfaces = 0;
+ }
+ t = surface->texture;
+ f = t->surfaceflags & flagsmask;
+ }
+ if (f == flags)
+ {
+ if (!surface->mesh.num_triangles)
+ continue;
+ if (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+ {
+ // drawing sky transparently would be too difficult
+ if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
+ {
+ vec3_t tempcenter, center;
+ 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;
+ Matrix4x4_Transform(&ent->matrix, tempcenter, center);
+ R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brush.data_surfaces);
+ }
+ }
+ else
+ surfacelist[numsurfaces++] = surface;
+ if (numsurfaces >= maxfaces)
+ {
+ R_Q3BSP_DrawFaceList(ent, t, numsurfaces, surfacelist);
+ numsurfaces = 0;
+ }
+ }
+ }
}
+ if (numsurfaces)
+ R_Q3BSP_DrawFaceList(ent, t, numsurfaces, surfacelist);
}
-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)
+void R_Q3BSP_DrawSky(entity_render_t *ent)
{
- if ((face->texture->surfaceflags & Q3SURFACEFLAG_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);
+ if (r_drawcollisionbrushes.integer < 2)
+ R_Q3BSP_DrawFaces(ent, true);
}
-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)
+void R_Q3BSP_Draw(entity_render_t *ent)
{
- int i;
- q3mface_t *face;
- vec3_t modelorg, lightmins, lightmaxs;
- model_t *model;
- //qbyte *pvs;
- //static int markframe = 0;
if (r_drawcollisionbrushes.integer < 2)
+ R_Q3BSP_DrawFaces(ent, false);
+ if (r_drawcollisionbrushes.integer >= 1)
{
- model = ent->model;
- R_Mesh_Matrix(&ent->matrix);
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, 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);
+ int i;
+ model_t *model = ent->model;
+ msurface_t *surface;
+ q3mbrush_t *brush;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
+ for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
+ if (brush->colbrushf && brush->colbrushf->numtriangles)
+ R_DrawCollisionBrush(brush->colbrushf);
+ for (i = 0, surface = model->brush.data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
+ if (surface->mesh.num_collisiontriangles)
+ R_Q3BSP_DrawCollisionSurface(ent, surface);
+ qglPolygonOffset(0, 0);
}
}
+#endif
+#if 0
static void gl_surf_start(void)
{
}
static void gl_surf_newmap(void)
{
}
+#endif
void GL_Surf_Init(void)
{
+#ifdef LHREMOVESOON
int i;
dlightdivtable[0] = 4194304;
for (i = 1;i < 32768;i++)
dlightdivtable[i] = 4194304 / (i << 7);
+#endif
Cvar_RegisterVariable(&r_ambient);
Cvar_RegisterVariable(&r_drawportals);
Cvar_RegisterVariable(&r_floatbuildlightmap);
Cvar_RegisterVariable(&r_detailtextures);
Cvar_RegisterVariable(&r_surfaceworldnode);
+ Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
+ Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
+ Cvar_RegisterVariable(&gl_lightmaps);
- R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
+ //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
}