base = fullbright ? 2.0f : r_ambient.value * (1.0f / 64.0f);
if (surf->flags & SURF_DRAWTURB)
base *= 0.5f;
- if ((surf->flags & SURF_DRAWTURB) && gl_textureshader && r_watershader.value && !fogenabled)
+ if ((surf->flags & SURF_DRAWTURB) && gl_textureshader && r_watershader.value && !fogenabled && fullbright && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
{
// NVIDIA Geforce3 distortion texture shader on water
GL_Color(1, 1, 1, currentalpha);
m.texrgbscale[0] = 4;
colorscale *= 0.25f;
}
- R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
+ R_FillColors(varray_color4f, surf->mesh.num_vertices, base * ent->colormod[0], base * ent->colormod[1], base * ent->colormod[2], currentalpha);
if (!fullbright)
{
if (surf->dlightframe == r_framecount)
m.tex[3] = R_GetTexture(texture->skin.glow);
m.texcombinergb[3] = GL_ADD;
}
- GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
+ GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
while((surf = *surfchain++) != NULL)
{
m.texrgbscale[1] = 2;
m.tex[2] = R_GetTexture(texture->skin.detail);
m.texrgbscale[2] = 2;
- GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
+ GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
while((surf = *surfchain++) != NULL)
{
m.tex[0] = R_GetTexture(texture->skin.base);
m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
m.texrgbscale[1] = 2;
- GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
+ GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount)
GL_BlendFunc(GL_ONE, GL_ZERO);
m.tex[0] = R_GetTexture(texture->skin.base);
if (ent->flags & RENDER_LIGHT)
- GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
+ GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
else
- GL_Color(1, 1, 1, 1);
+ GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1);
while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount)
GL_DepthMask(false);
GL_DepthTest(true);
m.tex[0] = R_GetTexture(texture->skin.base);
- GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
+ 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);
while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount)
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 (surfacechain = model->brushq1.light_styleupdatechains[i];(surface = *surfacechain);surfacechain++)
- surface->cached_dlight = true;
+ if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
+ for (;(surface = *surfacechain);surfacechain++)
+ surface->cached_dlight = true;
}
}
}
}
}
-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, int numsurfaces, const int *surfacelist)
+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;
vec3_t lightmins, lightmaxs, modelorg;
t = surface->texinfo->texture->currentframe;
// FIXME: transparent surfaces need to be lit later
if (t->flags & SURF_LIGHTMAP && t->rendertype == SURFRENDER_OPAQUE)
- 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, LIGHTING_DIFFUSE | LIGHTING_SPECULAR);
+ 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);
}
}
}
memset(&m, 0, sizeof(m));
m.pointer_vertex = brush->points->v;
R_Mesh_State(&m);
- i = ((int)brush) / sizeof(colbrushf_t);
+ 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);
memset(&m, 0, sizeof(m));
m.pointer_vertex = face->data_collisionvertex3f;
R_Mesh_State(&m);
- i = ((int)face) / sizeof(q3msurface_t);
+ i = (int)(((size_t)face) / sizeof(q3msurface_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, face->num_collisionvertices);
R_Mesh_Draw(face->num_collisionvertices, face->num_collisiontriangles, face->data_collisionelement3i);
rmeshstate_t m;
R_Mesh_Matrix(&ent->matrix);
memset(&m, 0, sizeof(m));
- if (ent->effects & EF_ADDITIVE)
+ if ((ent->effects & EF_ADDITIVE) || (face->texture->textureflags & Q3TEXTUREFLAG_ADDITIVE))
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
else
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
{
m.tex[1] = R_GetTexture(face->lightmaptexture);
m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
- GL_Color(1, 1, 1, ent->alpha);
+ GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha);
}
else
{
- if (ent->alpha == 1)
+ if (ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1 && ent->alpha == 1)
m.pointer_color = face->data_color4f;
else
{
int i;
for (i = 0;i < face->num_vertices;i++)
{
- 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+0] = face->data_color4f[i*4+0] * ent->colormod[0];
+ varray_color4f[i*4+1] = face->data_color4f[i*4+1] * ent->colormod[1];
+ varray_color4f[i*4+2] = face->data_color4f[i*4+2] * ent->colormod[2];
varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
}
m.pointer_color = varray_color4f;
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+0] = face->data_color4f[i*4+0] * ent->colormod[0] * 2.0f;
+ varray_color4f[i*4+1] = face->data_color4f[i*4+1] * ent->colormod[1] * 2.0f;
+ varray_color4f[i*4+2] = face->data_color4f[i*4+2] * ent->colormod[2] * 2.0f;
varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
}
m.pointer_color = varray_color4f;
}
- m.pointer_vertex = face->data_vertex3f;
+ if (face->texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+ {
+ 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 < face->num_vertices - 3;j += 4)
+ {
+ VectorClear(center);
+ for (i = 0;i < 4;i++)
+ VectorAdd(center, face->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, face->data_normal3f + j*3, face->data_svector3f + j*3, face->data_tvector3f + j*3, center);
+ Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
+ for (i = 0;i < 4;i++)
+ Matrix4x4_Transform(&imatrix1, face->data_vertex3f + (j+i)*3, v[i]);
+ if (face->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);
+ }
+ m.pointer_vertex = varray_vertex3f;
+ }
+ else
+ m.pointer_vertex = face->data_vertex3f;
R_Mesh_State(&m);
- qglDisable(GL_CULL_FACE);
+ if (face->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglDisable(GL_CULL_FACE);
GL_LockArrays(0, face->num_vertices);
R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
GL_LockArrays(0, 0);
- qglEnable(GL_CULL_FACE);
+ if (face->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglEnable(GL_CULL_FACE);
}
void R_Q3BSP_DrawFaceList(entity_render_t *ent, q3mtexture_t *t, int texturenumfaces, q3msurface_t **texturefacelist)
GL_DepthMask(true);
GL_DepthTest(true);
GL_BlendFunc(GL_ONE, GL_ZERO);
+ qglDisable(GL_CULL_FACE);
memset(&m, 0, sizeof(m));
for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
{
R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
GL_LockArrays(0, 0);
}
+ qglEnable(GL_CULL_FACE);
return;
}
// anything else is a typical wall, lightmap * texture + glow
GL_DepthMask(true);
GL_DepthTest(true);
GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_Color(1, 1, 1, 1);
+ 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 (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
}
if (t->skin.glow)
{
+ GL_Color(1, 1, 1, 1);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
m.tex[0] = R_GetTexture(t->skin.glow);
GL_LockArrays(0, 0);
}
}
+ if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglEnable(GL_CULL_FACE);
return;
}
+ if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglDisable(GL_CULL_FACE);
if (r_lightmapintensity <= 0)
{
GL_DepthMask(true);
m.texrgbscale[1] = 2;
if (face->lightmaptexture)
{
- GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
+ GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
m.pointer_color = NULL;
}
- else if (r_lightmapintensity == 1)
+ else if (r_lightmapintensity == 1 && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
m.pointer_color = face->data_color4f;
else
{
m.pointer_color = varray_color4f;
for (i = 0;i < face->num_vertices;i++)
{
- varray_color4f[i*4+0] = face->data_color4f[i*4+0] * r_lightmapintensity;
- varray_color4f[i*4+1] = face->data_color4f[i*4+1] * r_lightmapintensity;
- varray_color4f[i*4+2] = face->data_color4f[i*4+2] * r_lightmapintensity;
+ varray_color4f[i*4+0] = face->data_color4f[i*4+0] * ent->colormod[0] * r_lightmapintensity;
+ varray_color4f[i*4+1] = face->data_color4f[i*4+1] * ent->colormod[1] * r_lightmapintensity;
+ varray_color4f[i*4+2] = face->data_color4f[i*4+2] * ent->colormod[2] * r_lightmapintensity;
varray_color4f[i*4+3] = face->data_color4f[i*4+3];
}
}
}
GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
GL_DepthMask(false);
- GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 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(t->skin.base);
for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
{
GL_BlendFunc(GL_ONE, GL_ONE);
GL_DepthMask(false);
- GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
+ 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 (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
GL_LockArrays(0, 0);
}
}
+ if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglEnable(GL_CULL_FACE);
}
void R_Q3BSP_DrawFaces(entity_render_t *ent, int skyfaces)
if (r_surf_surfacevisible[t->facenumlist[i]])
{
face = t->facelist[i];
- if (!R_CullBox(face->mins, face->maxs))
+ if (!R_CullBox(face->mins, face->maxs) && face->num_triangles)
{
if (numfaces >= maxfaces)
{
numfaces = 0;
for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
{
- if ((face->texture->surfaceflags & flagsmask) == flags)
- {
+ if ((face->texture->surfaceflags & flagsmask) == flags && face->num_triangles)
+ {
if (t != face->texture || numfaces >= maxfaces)
{
if (numfaces)
surfaceindex = surface - model->brushq3.data_faces;
if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
{
- if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)))
+ if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)) && surface->num_triangles)
{
- for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
+ if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
{
- 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 (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && 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])))
+ for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
{
- SETPVSBIT(outsurfacepvs, surfaceindex);
- outsurfacelist[outnumsurfaces++] = surfaceindex;
- break;
+ 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;
+ }
+ }
+ }
+ else
+ {
+ for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->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 (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && 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;
+ }
}
}
}
{
surface = model->brushq3.data_faces + surfacelist[surfacelistindex];
// FIXME: check some manner of face->rendermode here?
- if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS))
+ if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && !(surface->texture->surfaceparms & (Q3SURFACEPARM_SKY | Q3SURFACEPARM_TRANS)) && !(surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED))
R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
}
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_Q3BSP_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, int numsurfaces, const int *surfacelist)
+void R_Q3BSP_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;
vec3_t lightmins, lightmaxs, modelorg;
// if compiling an rtlight, capture the mesh
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->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, surface->num_triangles, surface->data_element3i);
}
- else if ((ent != &cl_entities[0].render || surface->visframe == r_framecount) && !(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles)
- R_Shadow_RenderLighting(surface->num_vertices, surface->num_triangles, surface->data_element3i, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, surface->texture->skin.base, surface->texture->skin.nmap, surface->texture->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR);
+ else if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles)
+ {
+ if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglDisable(GL_CULL_FACE);
+ R_Shadow_RenderLighting(surface->num_vertices, surface->num_triangles, surface->data_element3i, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, surface->texture->skin.base, surface->texture->skin.nmap, surface->texture->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale);
+ if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ qglEnable(GL_CULL_FACE);
+ }
}
}
}