// r_surf.c: surface-related refresh code
#include "quakedef.h"
+#include "r_shadow.h"
#define MAX_LIGHTMAP_SIZE 256
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"};
static int dlightdivtable[32768];
-static int R_IntAddDynamicLights (msurface_t *surf)
+static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
{
- int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract;
+ 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];
- // LordHavoc: use 64bit integer... shame it's not very standardized...
-#if _MSC_VER || __BORLANDC__
- __int64 k;
-#else
- long long k;
-#endif
-
lit = false;
smax = (surf->extents[0] >> 4) + 1;
if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
continue; // not lit by this light
- softwareuntransform(r_dlight[lnum].origin, local);
+ Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
// for comparisons to minimum acceptable light
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];
+ 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);
bl = intblocklights;
k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
if (k > 0)
{
- bl[0] += (red * k) >> 7;
- bl[1] += (green * k) >> 7;
- bl[2] += (blue * k) >> 7;
+ bl[0] += (red * k);
+ bl[1] += (green * k);
+ bl[2] += (blue * k);
lit = true;
}
}
return lit;
}
-static int R_FloatAddDynamicLights (msurface_t *surf)
+static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
{
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;
if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
continue; // not lit by this light
- softwareuntransform(r_dlight[lnum].origin, local);
+ Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
// for comparisons to minimum acceptable light
Combine and scale multiple lightmaps into the 8.8 format in blocklights
===============
*/
-static void R_BuildLightMap (entity_render_t *ent, msurface_t *surf, int dlightchanged)
+static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
{
if (!r_floatbuildlightmap.integer)
{
// update cached lighting info
surf->cached_dlight = 0;
- surf->cached_lightscalebit = lightscalebit;
- surf->cached_ambient = r_ambient.value;
- surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
- surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
- surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
- surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
// set to full bright if no light data
bl = intblocklights;
- if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata)
+ if ((ent->effects & EF_FULLBRIGHT) || !ent->model->brushq1.lightdata)
{
for (i = 0;i < size3;i++)
bl[i] = 255*256;
if (surf->dlightframe == r_framecount && r_dlightmap.integer)
{
- surf->cached_dlight = R_IntAddDynamicLights(surf);
+ surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
if (surf->cached_dlight)
c_light_polys++;
- else if (dlightchanged)
- return; // don't upload if only updating dlights and none mattered
}
// add all the lightmaps
bl = intblocklights;
out = templight;
// deal with lightmap brightness scale
- shift = 7 + lightscalebit + 8;
- if (ent->model->lightmaprgba)
+ shift = 7 + r_lightmapscalebit + 8;
+ if (ent->model->brushq1.lightmaprgba)
{
stride = (surf->lightmaptexturestride - smax) * 4;
for (i = 0;i < tmax;i++, out += stride)
// update cached lighting info
surf->cached_dlight = 0;
- surf->cached_lightscalebit = lightscalebit;
- surf->cached_ambient = r_ambient.value;
- surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
- surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
- surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
- surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
// set to full bright if no light data
bl = floatblocklights;
- if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata)
+ if ((ent->effects & EF_FULLBRIGHT) || !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
if (surf->dlightframe == r_framecount && r_dlightmap.integer)
{
- surf->cached_dlight = R_FloatAddDynamicLights(surf);
+ surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
if (surf->cached_dlight)
c_light_polys++;
- else if (dlightchanged)
- return; // don't upload if only updating dlights and none mattered
}
// add all the lightmaps
bl = floatblocklights;
out = templight;
// deal with lightmap brightness scale
- scale = 1.0f / (1 << (7 + lightscalebit + 8));
- if (ent->model->lightmaprgba)
+ scale = 1.0f / (1 << (7 + r_lightmapscalebit + 8));
+ if (ent->model->brushq1.lightmaprgba)
{
stride = (surf->lightmaptexturestride - smax) * 4;
for (i = 0;i < tmax;i++, out += stride)
}
}
-void R_StainNode (mnode_t *node, model_t *model, vec3_t origin, float radius, int icolor[8])
+void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
{
- float ndist;
+ float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
msurface_t *surf, *endsurf;
- int sdtable[256], td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, dist2, impacts, impactt, subtract, a, stained, cr, cg, cb, ca, ratio;
+ int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
qbyte *bl;
vec3_t impact;
- // LordHavoc: use 64bit integer... shame it's not very standardized...
-#if _MSC_VER || __BORLANDC__
- __int64 k;
-#else
- long long k;
-#endif
-
- // for comparisons to minimum acceptable light
- // compensate for 256 offset
- maxdist = radius * radius + 256.0f;
-
- // clamp radius to avoid exceeding 32768 entry division table
- if (maxdist > 4194304)
- maxdist = 4194304;
-
- subtract = (int) ((1.0f / maxdist) * 4194304.0f);
+ maxdist = radius * radius;
+ invradius = 1.0f / radius;
loc0:
if (node->contents < 0)
goto loc0;
}
- dist2 = ndist * ndist + 256.0f;
- if (dist2 < maxdist)
- {
- maxdist3 = maxdist - dist2;
+ dist2 = ndist * ndist;
+ maxdist3 = maxdist - dist2;
- if (node->plane->type < 3)
- {
- VectorCopy(origin, impact);
- impact[node->plane->type] -= ndist;
- }
- else
- {
- impact[0] = origin[0] - node->plane->normal[0] * ndist;
- impact[1] = origin[1] - node->plane->normal[1] * ndist;
- impact[2] = origin[2] - node->plane->normal[2] * ndist;
- }
+ if (node->plane->type < 3)
+ {
+ VectorCopy(origin, impact);
+ impact[node->plane->type] -= ndist;
+ }
+ else
+ {
+ impact[0] = origin[0] - node->plane->normal[0] * ndist;
+ impact[1] = origin[1] - node->plane->normal[1] * ndist;
+ impact[2] = origin[2] - node->plane->normal[2] * ndist;
+ }
- for (surf = model->surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
+ for (surf = model->brushq1.surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
+ {
+ if (surf->stainsamples)
{
- if (surf->stainsamples)
- {
- smax = (surf->extents[0] >> 4) + 1;
- tmax = (surf->extents[1] >> 4) + 1;
+ smax = (surf->extents[0] >> 4) + 1;
+ tmax = (surf->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, 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];
- s = bound(0, impacts, smax * 16) - impacts;
- t = bound(0, impactt, tmax * 16) - impactt;
- i = s * s + t * t + dist2;
- if (i > maxdist)
- continue;
+ s = bound(0, impacts, smax * 16) - impacts;
+ t = bound(0, impactt, tmax * 16) - impactt;
+ i = s * s + t * t + dist2;
+ if (i > maxdist)
+ continue;
- // reduce calculations
- for (s = 0, i = impacts; s < smax; s++, i -= 16)
- sdtable[s] = i * i + dist2;
+ // reduce calculations
+ for (s = 0, i = impacts; s < smax; s++, i -= 16)
+ sdtable[s] = i * i + dist2;
- // convert to 8.8 blocklights format
- bl = surf->stainsamples;
- smax3 = smax * 3;
- stained = false;
+ bl = surf->stainsamples;
+ smax3 = smax * 3;
+ stained = false;
- i = impactt;
- for (t = 0;t < tmax;t++, i -= 16)
+ i = impactt;
+ for (t = 0;t < tmax;t++, i -= 16)
+ {
+ td = i * i;
+ // make sure some part of it is visible on this line
+ if (td < maxdist3)
{
- td = i * i;
- // make sure some part of it is visible on this line
- if (td < maxdist3)
+ maxdist2 = maxdist - td;
+ for (s = 0;s < smax;s++)
{
- maxdist2 = maxdist - td;
- for (s = 0;s < smax;s++)
+ if (sdtable[s] < maxdist2)
{
- if (sdtable[s] < maxdist2)
+ ratio = lhrandom(0.0f, 1.0f);
+ a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
+ if (a >= (1.0f / 64.0f))
{
- k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
- if (k > 0)
- {
- ratio = rand() & 255;
- ca = (((icolor[7] - icolor[3]) * ratio) >> 8) + icolor[3];
- a = (ca * k) >> 8;
- if (a > 0)
- {
- a = bound(0, a, 256);
- cr = (((icolor[4] - icolor[0]) * ratio) >> 8) + icolor[0];
- cg = (((icolor[5] - icolor[1]) * ratio) >> 8) + icolor[1];
- cb = (((icolor[6] - icolor[2]) * ratio) >> 8) + icolor[2];
- bl[0] = (qbyte) ((((cr - (int) bl[0]) * a) >> 8) + (int) bl[0]);
- bl[1] = (qbyte) ((((cg - (int) bl[1]) * a) >> 8) + (int) bl[1]);
- bl[2] = (qbyte) ((((cb - (int) bl[2]) * a) >> 8) + (int) bl[2]);
- stained = true;
- }
- }
+ if (a > 1)
+ a = 1;
+ bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
+ bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
+ bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
+ stained = true;
}
- bl += 3;
}
+ bl += 3;
}
- else // skip line
- bl += smax3;
}
- // force lightmap upload
- if (stained)
- surf->cached_dlight = true;
+ else // skip line
+ bl += smax3;
}
+ // force lightmap upload
+ if (stained)
+ surf->cached_dlight = true;
}
}
{
if (node->children[1]->contents >= 0)
{
- R_StainNode(node->children[0], model, origin, radius, icolor);
+ R_StainNode(node->children[0], model, origin, radius, fcolor);
node = node->children[1];
goto loc0;
}
}
}
-void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
+void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
{
- int n, icolor[8];
+ int n;
+ float fcolor[8];
entity_render_t *ent;
model_t *model;
vec3_t org;
- icolor[0] = cr1;
- icolor[1] = cg1;
- icolor[2] = cb1;
- icolor[3] = ca1;
- icolor[4] = cr2;
- icolor[5] = cg2;
- icolor[6] = cb2;
- icolor[7] = ca2;
-
- model = cl.worldmodel;
- softwaretransformidentity();
- R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, icolor);
+ if (cl.worldmodel == NULL || !cl.worldmodel->brushq1.nodes)
+ return;
+ fcolor[0] = cr1;
+ fcolor[1] = cg1;
+ fcolor[2] = cb1;
+ fcolor[3] = ca1 * (1.0f / 64.0f);
+ fcolor[4] = cr2 - cr1;
+ fcolor[5] = cg2 - 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);
// look for embedded bmodels
for (n = 0;n < cl_num_brushmodel_entities;n++)
if (model && model->name[0] == '*')
{
Mod_CheckLoaded(model);
- if (model->type == mod_brush)
+ if (model->brushq1.nodes)
{
- softwaretransformforentity(ent);
- softwareuntransform(origin, org);
- R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, org, radius, icolor);
+ Matrix4x4_Transform(&ent->inversematrix, origin, org);
+ R_StainNode(model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
}
}
}
=============================================================
*/
-static void RSurfShader_Sky(entity_render_t *ent, msurface_t *firstsurf)
+static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
{
- msurface_t *surf;
int i;
- surfvertex_t *v;
- surfmesh_t *mesh;
- rmeshbufferinfo_t m;
- float cr, cg, cb, ca;
- float *outv, *outc;
-
- // LordHavoc: HalfLife maps have freaky skypolys...
- if (ent->model->ishlbsp)
- return;
-
- if (skyrendernow)
+ float scale;
+ const qbyte *lm;
+ if (styles[0] != 255)
{
- skyrendernow = false;
- if (skyrendermasked)
- R_Sky();
+ for (i = 0;i < numverts;i++, c += 4)
+ {
+ lm = samples + lightmapoffsets[i];
+ scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (styles[1] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (styles[2] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (styles[3] != 255)
+ {
+ lm += size3;
+ scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ }
+ }
+ }
+ }
}
- for (surf = firstsurf;surf;surf = surf->chain)
+}
+
+static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
+{
+ int i;
+ float diff[3], f;
+ if (fogenabled)
{
- // draw depth-only polys
- memset(&m, 0, sizeof(m));
- m.transparent = false;
- if (skyrendermasked)
+ for (i = 0;i < numverts;i++, v += 3, c += 4)
{
- m.blendfunc1 = GL_ZERO;
- m.blendfunc2 = GL_ONE;
- m.depthwrite = true;
+ VectorSubtract(v, modelorg, diff);
+ f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ VectorScale(c, f, c);
}
- else
+ }
+ else if (colorscale != 1)
+ for (i = 0;i < numverts;i++, c += 4)
+ VectorScale(c, colorscale, c);
+}
+
+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;
+ float diff[3], f;
+ r *= colorscale;
+ g *= colorscale;
+ b *= colorscale;
+ if (fogenabled)
+ {
+ for (i = 0;i < numverts;i++, v += 3, c += 4)
{
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
- m.depthwrite = false;
+ 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;
}
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ }
+ else
+ {
+ for (i = 0;i < numverts;i++, c += 4)
{
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
- if (R_Mesh_Draw_GetBuffer(&m, false))
- {
- cr = fogcolor[0] * m.colorscale;
- cg = fogcolor[1] * m.colorscale;
- cb = fogcolor[2] * m.colorscale;
- ca = 1;
- memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- for (i = 0, v = mesh->vertex, outv = m.vertex;i < m.numverts;i++, v++, outv += 4, outc += 4)
- {
- softwaretransform(v->v, outv);
- }
- for (i = 0, outc = m.color;i < m.numverts;i++, outc += 4)
- {
- outc[0] = cr;
- outc[1] = cg;
- outc[2] = cb;
- outc[3] = ca;
- }
- R_Mesh_Render();
- }
+ c[0] = r;
+ c[1] = g;
+ c[2] = b;
+ c[3] = a;
}
}
}
-static int RSurf_LightSeparate(int *dlightbits, int numverts, float *vert, float *color)
+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)
{
- float f, *v, *c;
+ int i;
+ float diff[3], f;
+ r *= colorscale;
+ g *= colorscale;
+ b *= colorscale;
+ for (i = 0;i < numverts;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] = a * f;
+ }
+}
+
+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;
- rdlight_t *rd;
+ const rdlight_t *rd;
vec3_t lightorigin;
for (l = 0;l < r_numdlights;l++)
{
if (dlightbits[l >> 5] & (1 << (l & 31)))
{
rd = &r_dlight[l];
- // FIXME: support softwareuntransform here and make bmodels use hardware transform?
- VectorCopy(rd->origin, lightorigin);
- for (i = 0, v = vert, c = color;i < numverts;i++, v += 4, c += 4)
+ Matrix4x4_Transform(matrix, rd->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)
{
- f = (1.0f / f) - rd->subtract;
+ f = ((1.0f / f) - rd->subtract) * scale;
VectorMA(c, f, rd->light, c);
lit = true;
}
return lit;
}
-// note: this untransforms lights to do the checking,
-// and takes surf->mesh->vertex data
-static int RSurf_LightCheck(int *dlightbits, surfmesh_t *mesh)
+// note: this untransforms lights to do the checking
+static int RSurf_LightCheck(const matrix4x4_t *matrix, const int *dlightbits, const surfmesh_t *mesh)
{
int i, l;
- rdlight_t *rd;
+ const rdlight_t *rd;
vec3_t lightorigin;
- surfvertex_t *sv;
+ const float *v;
for (l = 0;l < r_numdlights;l++)
{
if (dlightbits[l >> 5] & (1 << (l & 31)))
{
rd = &r_dlight[l];
- softwareuntransform(rd->origin, lightorigin);
- for (i = 0, sv = mesh->vertex;i < mesh->numverts;i++, sv++)
- if (VectorDistance2(sv->v, lightorigin) < rd->cullradius2)
+ Matrix4x4_Transform(matrix, rd->origin, lightorigin);
+ for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
+ if (VectorDistance2(v, lightorigin) < rd->cullradius2)
return true;
}
}
return false;
}
-static void RSurfShader_Water_Pass_Base(entity_render_t *ent, msurface_t *surf)
+static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
- int i, size3;
- surfvertex_t *v;
- float *outv, *outc, *outst, cl, diff[3];
- float base[3], scale, f;
- qbyte *lm;
- surfmesh_t *mesh;
- rmeshbufferinfo_t m;
- float alpha = ent->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
- memset(&m, 0, sizeof(m));
- if (ent->effects & EF_ADDITIVE)
+ const msurface_t *surf;
+ const surfmesh_t *mesh;
+ rmeshstate_t m;
+
+ // LordHavoc: HalfLife maps have freaky skypolys...
+ if (ent->model->brush.ishlbsp)
+ return;
+
+ if (skyrendernow)
{
- m.transparent = true;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
+ skyrendernow = false;
+ if (skyrendermasked)
+ R_Sky();
}
- else if (surf->currenttexture->fogtexture != NULL || alpha < 1)
+
+ R_Mesh_Matrix(&ent->matrix);
+
+ GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, 1);
+ if (skyrendermasked)
{
- m.transparent = true;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ // 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
{
- m.transparent = false;
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
- }
- m.depthwrite = false;
- m.depthdisable = false;
- m.tex[0] = R_GetTexture(surf->currenttexture->texture);
- if (surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT)
- {
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
- if (R_Mesh_Draw_GetBuffer(&m, true))
- {
- base[0] = base[1] = base[2] = 1.0f * m.colorscale;
- memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
- {
- softwaretransform(v->v, outv);
- outv[3] = 1;
- VectorCopy(base, outc);
- outc[3] = alpha;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- if (fogenabled)
- {
- VectorSubtract(outv, r_origin, diff);
- f = 1 - exp(fogdensity/DotProduct(diff, diff));
- VectorScale(outc, f, outc);
- }
- }
- R_Mesh_Render();
- }
- }
+ // fog sky
+ GL_BlendFunc(GL_ONE, GL_ZERO);
}
- else
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+
+ while((surf = *surfchain++) != NULL)
{
- size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
- base[0] = base[1] = base[2] = (r_ambient.value * (1.0f / 64.0f) + ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f));
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ if (surf->visframe == r_framecount)
{
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
- if (R_Mesh_Draw_GetBuffer(&m, true))
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- cl = m.colorscale;
- memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
- {
- softwaretransform(v->v, outv);
- outv[3] = 1;
- VectorCopy(base, outc);
- outc[3] = alpha;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- }
- if (surf->dlightframe == r_framecount)
- RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
- {
- if (surf->flags & SURF_LIGHTMAP)
- if (surf->styles[0] != 255)
- {
- lm = surf->samples + v->lightmapoffset;
- scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f);
- VectorMA(outc, scale, lm, outc);
- if (surf->styles[1] != 255)
- {
- lm += size3;
- scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f);
- VectorMA(outc, scale, lm, outc);
- if (surf->styles[2] != 255)
- {
- lm += size3;
- scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f);
- VectorMA(outc, scale, lm, outc);
- if (surf->styles[3] != 255)
- {
- lm += size3;
- scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f);
- VectorMA(outc, scale, lm, outc);
- }
- }
- }
- }
- if (fogenabled)
- {
- VectorSubtract(outv, r_origin, diff);
- f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
- VectorScale(outc, f, outc);
- }
- else
- VectorScale(outc, cl, outc);
- }
- R_Mesh_Render();
+ GL_VertexPointer(mesh->vertex3f);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
}
+ qglColorMask(1,1,1,1);
}
-static void RSurfShader_Water_Pass_Fog(entity_render_t *ent, msurface_t *surf)
+static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
{
- int i;
- surfvertex_t *v;
- float *outv, *outc, *outst, diff[3];
- float base[3], f;
- surfmesh_t *mesh;
- rmeshbufferinfo_t m;
- float alpha = ent->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
- memset(&m, 0, sizeof(m));
- m.transparent = ent->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || alpha < 1;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- m.depthwrite = false;
- m.depthdisable = false;
- m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ const entity_render_t *ent = calldata1;
+ const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
+ float f, colorscale;
+ const surfmesh_t *mesh;
+ rmeshstate_t m;
+ float alpha;
+ float modelorg[3];
+ texture_t *texture;
+ matrix4x4_t tempmatrix;
+
+ if (r_waterscroll.value)
{
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
- if (R_Mesh_Draw_GetBuffer(&m, false))
- {
- VectorScale(fogcolor, m.colorscale, base);
- memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
- {
- softwaretransform(v->v, outv);
- outv[3] = 1;
- VectorSubtract(outv, r_origin, diff);
- f = exp(fogdensity/DotProduct(diff, diff));
- VectorScale(base, f, outc);
- outc[3] = alpha;
- }
- if (m.tex[0])
- {
- for (i = 0, v = mesh->vertex, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outst += 2)
- {
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- }
- }
- R_Mesh_Render();
- }
+ // 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);
}
-}
-static void RSurfShader_Water(entity_render_t *ent, msurface_t *firstsurf)
-{
- msurface_t *surf;
- for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_Water_Pass_Base(ent, surf);
- if (fogenabled)
- for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_Water_Pass_Fog(ent, surf);
-}
+ R_Mesh_Matrix(&ent->matrix);
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
-static void RSurfShader_Wall_Pass_BaseVertex(entity_render_t *ent, msurface_t *surf)
-{
- int i, size3;
- surfvertex_t *v;
- float *outv, *outc, *outst, cl, ca, diff[3];
- float base[3], scale, f;
- qbyte *lm;
- surfmesh_t *mesh;
- rmeshbufferinfo_t m;
memset(&m, 0, sizeof(m));
- if (ent->effects & EF_ADDITIVE)
+ texture = surf->texinfo->texture->currentframe;
+ alpha = texture->currentalpha;
+ if (texture->rendertype == SURFRENDER_ADD)
{
- m.transparent = true;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
}
- else if (surf->currenttexture->fogtexture != NULL || ent->alpha != 1)
+ else if (texture->rendertype == SURFRENDER_ALPHA)
{
- m.transparent = true;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
}
else
{
- m.transparent = false;
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
}
- m.depthwrite = false;
- m.depthdisable = false;
- m.tex[0] = R_GetTexture(surf->currenttexture->texture);
-
- size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
-
- base[0] = base[1] = base[2] = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
-
- ca = ent->alpha;
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ colorscale = r_colorscale;
+ if (gl_combine.integer)
+ {
+ m.texrgbscale[0] = 4;
+ colorscale *= 0.25f;
+ }
+ GL_DepthTest(true);
+ GL_ColorPointer(varray_color4f);
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
-
- if (R_Mesh_Draw_GetBuffer(&m, true))
+ GL_VertexPointer(mesh->vertex3f);
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ f = surf->flags & SURF_DRAWFULLBRIGHT ? 1.0f : ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f);
+ R_FillColors(varray_color4f, mesh->numverts, f, f, f, alpha);
+ if (!(surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT))
{
- cl = m.colorscale;
- memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ if (surf->dlightframe == r_framecount)
+ RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1);
+ if (surf->flags & SURF_LIGHTMAP)
+ RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
+ }
+ RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+ }
- if (ent->effects & EF_FULLBRIGHT)
- {
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
- {
- softwaretransform(v->v, outv);
- outv[3] = 1;
- VectorSubtract(outv, r_origin, diff);
- outc[0] = outc[1] = outc[2] = 2.0f * cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
- outc[3] = ca;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- }
- }
- else
- {
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
- {
- softwaretransform(v->v, outv);
- outv[3] = 1;
- VectorCopy(base, outc);
- outc[3] = ca;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- }
+ 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);
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ GL_VertexPointer(mesh->vertex3f);
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ GL_ColorPointer(varray_color4f);
+ R_Mesh_State_Texture(&m);
+ RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, r_colorscale, mesh->numverts, modelorg);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+ }
+ }
- if (surf->dlightframe == r_framecount)
- RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
+ if (r_waterscroll.value)
+ {
+ Matrix4x4_CreateIdentity(&tempmatrix);
+ R_Mesh_TextureMatrix(0, &tempmatrix);
+ }
+}
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
- {
- if (surf->styles[0] != 255)
- {
- lm = surf->samples + v->lightmapoffset;
- scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f);
- VectorMA(outc, scale, lm, outc);
- if (surf->styles[1] != 255)
- {
- lm += size3;
- scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f);
- VectorMA(outc, scale, lm, outc);
- if (surf->styles[2] != 255)
- {
- lm += size3;
- scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f);
- VectorMA(outc, scale, lm, outc);
- if (surf->styles[3] != 255)
- {
- lm += size3;
- scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f);
- VectorMA(outc, scale, lm, outc);
- }
- }
- }
- }
- if (fogenabled)
- {
- VectorSubtract(outv, r_origin, diff);
- f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
- VectorScale(outc, f, outc);
- }
- else
- VectorScale(outc, cl, outc);
- }
+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++)
+ {
+ if (surf->visframe == r_framecount)
+ {
+ Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+ R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces);
}
- R_Mesh_Render();
}
}
+ 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_BaseFullbright(entity_render_t *ent, msurface_t *surf)
+static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
{
- int i;
- surfvertex_t *v;
- float *outv, *outc, *outst, cl, ca, diff[3];
- surfmesh_t *mesh;
- rmeshbufferinfo_t m;
+ float base, colorscale;
+ const surfmesh_t *mesh;
+ rmeshstate_t m;
+ float modelorg[3];
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
memset(&m, 0, sizeof(m));
- if (ent->effects & EF_ADDITIVE)
+ if (rendertype == SURFRENDER_ADD)
{
- m.transparent = true;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
}
- else if (surf->currenttexture->fogtexture != NULL || ent->alpha != 1)
+ else if (rendertype == SURFRENDER_ALPHA)
{
- m.transparent = true;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
}
else
{
- m.transparent = false;
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ }
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ colorscale = r_colorscale;
+ if (gl_combine.integer)
+ {
+ m.texrgbscale[0] = 4;
+ colorscale *= 0.25f;
}
- m.depthwrite = false;
- m.depthdisable = false;
- m.tex[0] = R_GetTexture(surf->currenttexture->texture);
- ca = ent->alpha;
+ base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
+ GL_DepthTest(true);
+ GL_ColorPointer(varray_color4f);
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
-
- if (R_Mesh_Draw_GetBuffer(&m, false))
+ GL_VertexPointer(mesh->vertex3f);
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ R_FillColors(varray_color4f, mesh->numverts, base, base, base, currentalpha);
+ if (!(ent->effects & EF_FULLBRIGHT))
{
- cl = m.colorscale;
- memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
- {
- softwaretransform(v->v, outv);
- outv[3] = 1;
- if (fogenabled)
- {
- VectorSubtract(outv, r_origin, diff);
- outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
- }
- else
- outc[0] = outc[1] = outc[2] = cl;
- outc[3] = ca;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- }
- R_Mesh_Render();
+ if (surf->dlightframe == r_framecount)
+ RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1);
+ if (surf->flags & SURF_LIGHTMAP)
+ RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
}
+ RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
-static void RSurfShader_Wall_Pass_Glow(entity_render_t *ent, msurface_t *surf)
+static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
{
- int i;
- surfvertex_t *v;
- float *outv, *outc, *outst, cl, ca, diff[3];
- surfmesh_t *mesh;
- rmeshbufferinfo_t m;
+ const surfmesh_t *mesh;
+ rmeshstate_t m;
+ float modelorg[3];
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
memset(&m, 0, sizeof(m));
- m.transparent = ent->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || ent->alpha != 1;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
- ca = ent->alpha;
+ 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);
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
-
- if (R_Mesh_Draw_GetBuffer(&m, false))
- {
- cl = m.colorscale;
- memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
- {
- softwaretransform(v->v, outv);
- outv[3] = 1;
- if (fogenabled)
- {
- VectorSubtract(outv, r_origin, diff);
- outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
- }
- else
- outc[0] = outc[1] = outc[2] = cl;
- outc[3] = ca;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- }
- R_Mesh_Render();
- }
+ GL_VertexPointer(mesh->vertex3f);
+ if (m.tex[0])
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ RSurf_FoggedColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, 1, 1, 1, currentalpha, r_colorscale, mesh->numverts, modelorg);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
-static void RSurfShader_Wall_Pass_Fog(entity_render_t *ent, msurface_t *surf)
+static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
{
- int i;
- surfvertex_t *v;
- float *outv, *outc, *outst, cl, ca, diff[3], f;
- surfmesh_t *mesh;
- rmeshbufferinfo_t m;
+ const surfmesh_t *mesh;
+ rmeshstate_t m;
+ float modelorg[3];
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
memset(&m, 0, sizeof(m));
- m.transparent = ent->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || ent->alpha != 1;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- ca = ent->alpha;
+ 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);
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
-
- if (R_Mesh_Draw_GetBuffer(&m, false))
- {
- cl = m.colorscale;
- memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
- {
- softwaretransform(v->v, outv);
- outv[3] = 1;
- VectorSubtract(outv, r_origin, diff);
- f = cl * exp(fogdensity/DotProduct(diff, diff));
- VectorScale(fogcolor, f, outc);
- outc[3] = ca;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- }
- R_Mesh_Render();
- }
+ GL_VertexPointer(mesh->vertex3f);
+ if (m.tex[0])
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, r_colorscale, mesh->numverts, modelorg);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
-static void RSurfShader_OpaqueWall_Pass_TripleTexCombine(entity_render_t *ent, msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
- int i;
- surfvertex_t *v;
- float *outv, *outc, *outst, *outuv, *outab, cl;
- surfmesh_t *mesh;
- rmeshbufferinfo_t m;
+ const msurface_t *surf;
+ const surfmesh_t *mesh;
+ rmeshstate_t m;
+ int lightmaptexturenum;
+ float cl;
memset(&m, 0, sizeof(m));
- m.transparent = false;
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
- m.depthwrite = false;
- m.depthdisable = false;
- m.tex[0] = R_GetTexture(surf->currenttexture->texture);
- m.texrgbscale[0] = 1.0f;
- m.tex[1] = R_GetTexture(surf->lightmaptexture);
- m.texrgbscale[1] = 4.0f;
- m.tex[2] = R_GetTexture(surf->currenttexture->detailtexture);
- m.texrgbscale[2] = 2.0f;
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ 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.tex[2] = R_GetTexture(texture->skin.detail);
+ m.texrgbscale[0] = 1;
+ m.texrgbscale[1] = 4;
+ m.texrgbscale[2] = 2;
+ cl = (float) (1 << r_lightmapscalebit) * r_colorscale;
+ GL_Color(cl, cl, cl, 1);
+
+ while((surf = *surfchain++) != NULL)
{
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
-
- if (R_Mesh_Draw_GetBuffer(&m, false))
+ if (surf->visframe == r_framecount)
{
- cl = (float) (1 << lightscalebit) * m.colorscale;
- memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1], outab = m.texcoords[2];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2, outab += 2)
+ lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+ //if (m.tex[1] != lightmaptexturenum)
+ //{
+ m.tex[1] = lightmaptexturenum;
+ // R_Mesh_State_Texture(&m);
+ //}
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- softwaretransform(v->v, outv);
- outv[3] = 1;
- outc[0] = outc[1] = outc[2] = cl;
- outc[3] = 1;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- outuv[0] = v->uv[0];
- outuv[1] = v->uv[1];
- outab[0] = v->ab[0];
- outab[1] = v->ab[1];
+ GL_VertexPointer(mesh->vertex3f);
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
+ m.pointer_texcoord[2] = mesh->texcoorddetail2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
- R_Mesh_Render();
}
}
}
-static void RSurfShader_OpaqueWall_Pass_BaseMTex(entity_render_t *ent, msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
- int i;
- surfvertex_t *v;
- float *outv, *outc, *outst, *outuv, cl;
- surfmesh_t *mesh;
- rmeshbufferinfo_t m;
+ const msurface_t *surf;
+ const surfmesh_t *mesh;
+ rmeshstate_t m;
+ int lightmaptexturenum;
memset(&m, 0, sizeof(m));
- m.transparent = false;
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
- m.depthwrite = false;
- m.depthdisable = false;
- m.tex[0] = R_GetTexture(surf->currenttexture->texture);
- m.tex[1] = R_GetTexture(surf->lightmaptexture);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ 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);
+ if (gl_combine.integer)
+ m.texrgbscale[1] = 4;
+ GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+ while((surf = *surfchain++) != NULL)
{
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
-
- if (R_Mesh_Draw_GetBuffer(&m, true))
+ if (surf->visframe == r_framecount)
{
- cl = (float) (1 << lightscalebit) * m.colorscale;
- memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+ //if (m.tex[1] != lightmaptexturenum)
+ //{
+ m.tex[1] = lightmaptexturenum;
+ // R_Mesh_State_Texture(&m);
+ //}
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- softwaretransform(v->v, outv);
- outv[3] = 1;
- outc[0] = outc[1] = outc[2] = cl;
- outc[3] = 1;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
- outuv[0] = v->uv[0];
- outuv[1] = v->uv[1];
+ GL_VertexPointer(mesh->vertex3f);
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
- R_Mesh_Render();
}
}
}
-static void RSurfShader_OpaqueWall_Pass_BaseTexture(entity_render_t *ent, msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
- int i;
- surfvertex_t *v;
- float *outv, *outc, *outst, cl;
- surfmesh_t *mesh;
- rmeshbufferinfo_t m;
+ const msurface_t *surf;
+ const surfmesh_t *mesh;
+ rmeshstate_t m;
memset(&m, 0, sizeof(m));
- m.transparent = false;
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
- m.depthwrite = false;
- m.depthdisable = false;
- m.tex[0] = R_GetTexture(surf->currenttexture->texture);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ 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)
{
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
-
- if (R_Mesh_Draw_GetBuffer(&m, false))
+ if (surf->visframe == r_framecount)
{
- cl = (float) (1 << lightscalebit) * m.colorscale;
- memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- softwaretransform(v->v, outv);
- outv[3] = 1;
- outc[0] = outc[1] = outc[2] = cl;
- outc[3] = 1;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
+ GL_VertexPointer(mesh->vertex3f);
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
- R_Mesh_Render();
}
}
}
-static void RSurfShader_OpaqueWall_Pass_BaseLightmap(entity_render_t *ent, msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
- int i;
- surfvertex_t *v;
- float *outv, *outc, *outuv, cl;
- surfmesh_t *mesh;
- rmeshbufferinfo_t m;
+ const msurface_t *surf;
+ const surfmesh_t *mesh;
+ rmeshstate_t m;
+ int lightmaptexturenum;
memset(&m, 0, sizeof(m));
- m.transparent = false;
- m.blendfunc1 = GL_ZERO;
- m.blendfunc2 = GL_SRC_COLOR;
- m.depthwrite = false;
- m.depthdisable = false;
- m.tex[0] = R_GetTexture(surf->lightmaptexture);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ GL_BlendFunc(GL_ZERO, GL_SRC_COLOR);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
+ if (gl_combine.integer)
+ m.texrgbscale[0] = 4;
+ GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+ while((surf = *surfchain++) != NULL)
{
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
-
- if (R_Mesh_Draw_GetBuffer(&m, true))
+ if (surf->visframe == r_framecount)
{
- cl = (float) (1 << lightscalebit) * m.colorscale;
- memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
+ lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+ //if (m.tex[0] != lightmaptexturenum)
+ //{
+ m.tex[0] = lightmaptexturenum;
+ // R_Mesh_State_Texture(&m);
+ //}
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- softwaretransform(v->v, outv);
- outv[3] = 1;
- outc[0] = outc[1] = outc[2] = cl;
- outc[3] = 1;
- outuv[0] = v->uv[0];
- outuv[1] = v->uv[1];
+ GL_VertexPointer(mesh->vertex3f);
+ m.pointer_texcoord[0] = mesh->texcoordlightmap2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
- R_Mesh_Render();
}
}
}
-static void RSurfShader_OpaqueWall_Pass_Light(entity_render_t *ent, msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
- int i;
- surfvertex_t *v;
- float *outv, *outc, *outst, cl;
- surfmesh_t *mesh;
- rmeshbufferinfo_t m;
-
- if (surf->dlightframe != r_framecount)
- return;
- if (ent->effects & EF_FULLBRIGHT)
- return;
+ const msurface_t *surf;
+ const surfmesh_t *mesh;
+ float colorscale;
+ rmeshstate_t m;
memset(&m, 0, sizeof(m));
- m.transparent = false;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- m.depthwrite = false;
- m.depthdisable = false;
- m.tex[0] = R_GetTexture(surf->currenttexture->texture);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(texture->skin.base);
+ colorscale = r_colorscale;
+ if (gl_combine.integer)
+ {
+ m.texrgbscale[0] = 4;
+ colorscale *= 0.25f;
+ }
+ GL_ColorPointer(varray_color4f);
+ while((surf = *surfchain++) != NULL)
{
- if (RSurf_LightCheck(surf->dlightbits, mesh))
+ if (surf->visframe == r_framecount && surf->dlightframe == r_framecount)
{
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
-
- if (R_Mesh_Draw_GetBuffer(&m, true))
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- cl = m.colorscale;
- memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh))
{
- softwaretransform(v->v, outv);
- outv[3] = 1;
- VectorClear(outc);
- outc[3] = 1;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
+ GL_VertexPointer(mesh->vertex3f);
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ R_FillColors(varray_color4f, mesh->numverts, 0, 0, 0, 1);
+ R_Mesh_State_Texture(&m);
+ RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, colorscale);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
- RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
- if (cl != 1)
- for (i = 0, outc = m.color;i < m.numverts;i++, outc += 4)
- VectorScale(outc, cl, outc);
- R_Mesh_Render();
}
}
}
}
-static void RSurfShader_OpaqueWall_Pass_Fog(entity_render_t *ent, msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
- int i;
- surfvertex_t *v;
- float *outv, *outc, cl, diff[3], fcolor[3];
- surfmesh_t *mesh;
- rmeshbufferinfo_t m;
+ const msurface_t *surf;
+ const surfmesh_t *mesh;
+ rmeshstate_t m;
+ float modelorg[3];
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
memset(&m, 0, sizeof(m));
- m.transparent = false;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ GL_ColorPointer(varray_color4f);
+ while((surf = *surfchain++) != NULL)
{
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
-
- if (R_Mesh_Draw_GetBuffer(&m, false))
+ if (surf->visframe == r_framecount)
{
- cl = m.colorscale;
- VectorScale(fogcolor, cl, fcolor);
- memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- softwaretransform(v->v, outv);
- outv[3] = 1;
- VectorCopy(fcolor, outc);
- VectorSubtract(outv, r_origin, diff);
- outc[3] = exp(fogdensity/DotProduct(diff, diff));
+ GL_VertexPointer(mesh->vertex3f);
+ if (m.tex[0])
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, r_colorscale, mesh->numverts, modelorg);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
- R_Mesh_Render();
}
}
}
-static void RSurfShader_OpaqueWall_Pass_BaseDetail(entity_render_t *ent, msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
- int i;
- surfvertex_t *v;
- float *outv, *outc, *outst;
- surfmesh_t *mesh;
- rmeshbufferinfo_t m;
+ const msurface_t *surf;
+ const surfmesh_t *mesh;
+ rmeshstate_t m;
memset(&m, 0, sizeof(m));
- m.transparent = false;
- m.blendfunc1 = GL_DST_COLOR;
- m.blendfunc2 = GL_SRC_COLOR;
- m.depthwrite = false;
- m.depthdisable = false;
- m.tex[0] = R_GetTexture(surf->currenttexture->detailtexture);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ 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)
{
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
-
- if (R_Mesh_Draw_GetBuffer(&m, false))
+ if (surf->visframe == r_framecount)
{
- memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- softwaretransform(v->v, outv);
- outv[3] = 1;
- outc[0] = outc[1] = outc[2] = outc[3] = 1;
- outst[0] = v->ab[0];
- outst[1] = v->ab[1];
+ GL_VertexPointer(mesh->vertex3f);
+ m.pointer_texcoord[0] = mesh->texcoorddetail2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
- R_Mesh_Render();
}
}
}
-static void RSurfShader_OpaqueWall_Pass_Glow(entity_render_t *ent, msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
- int i;
- surfvertex_t *v;
- float *outv, *outc, *outst, cl;
- surfmesh_t *mesh;
- rmeshbufferinfo_t m;
+ const msurface_t *surf;
+ const surfmesh_t *mesh;
+ rmeshstate_t m;
memset(&m, 0, sizeof(m));
- m.transparent = false;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(texture->skin.glow);
+ GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+ while((surf = *surfchain++) != NULL)
{
- m.numtriangles = mesh->numtriangles;
- m.numverts = mesh->numverts;
-
- if (R_Mesh_Draw_GetBuffer(&m, false))
+ if (surf->visframe == r_framecount)
{
- cl = m.colorscale;
- memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
- for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- softwaretransform(v->v, outv);
- outv[3] = 1;
- outc[0] = outc[1] = outc[2] = cl;
- outc[3] = 1;
- outst[0] = v->st[0];
- outst[1] = v->st[1];
+ GL_VertexPointer(mesh->vertex3f);
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
- R_Mesh_Render();
}
}
}
-static void RSurfShader_Wall_Fullbright(entity_render_t *ent, msurface_t *firstsurf)
+static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
- msurface_t *surf;
- for (surf = firstsurf;surf;surf = surf->chain)
+ const msurface_t *surf;
+ const surfmesh_t *mesh;
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+ GL_DepthMask(true);
+ m.tex[0] = R_GetTexture(texture->skin.glow);
+ if (m.tex[0])
+ GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+ else
+ GL_Color(0, 0, 0, 1);
+ while((surf = *surfchain++) != NULL)
{
- c_brush_polys++;
- RSurfShader_Wall_Pass_BaseFullbright(ent, surf);
+ if (surf->visframe == r_framecount)
+ {
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ GL_VertexPointer(mesh->vertex3f);
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+ }
+ }
}
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->currenttexture->glowtexture)
- RSurfShader_Wall_Pass_Glow(ent, surf);
- if (fogenabled)
- for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_Wall_Pass_Fog(ent, surf);
}
-static void RSurfShader_Wall_Vertex(entity_render_t *ent, msurface_t *firstsurf)
+static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
{
- msurface_t *surf;
- for (surf = firstsurf;surf;surf = surf->chain)
- {
- c_brush_polys++;
- RSurfShader_Wall_Pass_BaseVertex(ent, surf);
- }
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->currenttexture->glowtexture)
- RSurfShader_Wall_Pass_Glow(ent, surf);
+ const entity_render_t *ent = calldata1;
+ const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
+ int rendertype;
+ float currentalpha;
+ texture_t *texture;
+ R_Mesh_Matrix(&ent->matrix);
+
+ 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];
+
+ currentalpha = ent->alpha;
+ if (texture->flags & SURF_WATERALPHA)
+ currentalpha *= r_wateralpha.value;
+ if (ent->effects & EF_ADDITIVE)
+ rendertype = SURFRENDER_ADD;
+ else if (currentalpha < 1 || texture->skin.fog != NULL)
+ rendertype = SURFRENDER_ALPHA;
+ else
+ rendertype = SURFRENDER_OPAQUE;
+
+ RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha);
+ if (texture->skin.glow)
+ RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha);
if (fogenabled)
- for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_Wall_Pass_Fog(ent, surf);
+ RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha);
}
-static void RSurfShader_Wall_Lightmap(entity_render_t *ent, msurface_t *firstsurf)
+static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
{
- msurface_t *surf;
- if (r_vertexsurfaces.integer || firstsurf->currenttexture->fogtexture != NULL || ent->alpha != 1 || ent->effects & EF_ADDITIVE)
+ const msurface_t *surf;
+ msurface_t **chain;
+ vec3_t center;
+ if (texture->rendertype != SURFRENDER_OPAQUE)
{
- for (surf = firstsurf;surf;surf = surf->chain)
+ // transparent vertex shaded from lightmap
+ for (chain = surfchain;(surf = *chain) != NULL;chain++)
{
- c_brush_polys++;
- RSurfShader_Wall_Pass_BaseVertex(ent, surf);
+ if (surf->visframe == r_framecount)
+ {
+ Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+ R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces);
+ }
}
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->currenttexture->glowtexture)
- RSurfShader_Wall_Pass_Glow(ent, surf);
+ }
+ 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 (r_vertexsurfaces.integer)
+ {
+ // opaque vertex shaded from lightmap
+ for (chain = surfchain;(surf = *chain) != NULL;chain++)
+ if (surf->visframe == r_framecount)
+ RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, texture->rendertype, texture->currentalpha);
+ if (texture->skin.glow)
+ for (chain = surfchain;(surf = *chain) != NULL;chain++)
+ if (surf->visframe == r_framecount)
+ RSurfShader_Wall_Pass_Glow(ent, surf, texture, texture->rendertype, texture->currentalpha);
if (fogenabled)
- for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_Wall_Pass_Fog(ent, surf);
+ for (chain = surfchain;(surf = *chain) != NULL;chain++)
+ if (surf->visframe == r_framecount)
+ RSurfShader_Wall_Pass_Fog(ent, surf, texture, texture->rendertype, texture->currentalpha);
}
else
{
+ // opaque lightmapped
if (r_textureunits.integer >= 2)
{
if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
- {
- for (surf = firstsurf;surf;surf = surf->chain)
- {
- c_brush_polys++;
- RSurfShader_OpaqueWall_Pass_TripleTexCombine(ent, surf);
- }
- }
+ RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, surfchain);
else
{
- for (surf = firstsurf;surf;surf = surf->chain)
- {
- c_brush_polys++;
- RSurfShader_OpaqueWall_Pass_BaseMTex(ent, surf);
- }
+ RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, surfchain);
if (r_detailtextures.integer)
- for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_OpaqueWall_Pass_BaseDetail(ent, surf);
+ RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
}
}
else
{
- for (surf = firstsurf;surf;surf = surf->chain)
- {
- c_brush_polys++;
- RSurfShader_OpaqueWall_Pass_BaseTexture(ent, surf);
- }
- for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, surf);
+ RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
+ RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
if (r_detailtextures.integer)
- for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_OpaqueWall_Pass_BaseDetail(ent, surf);
+ RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
}
- if (!r_dlightmap.integer)
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->dlightframe == r_framecount)
- RSurfShader_OpaqueWall_Pass_Light(ent, surf);
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->currenttexture->glowtexture)
- RSurfShader_OpaqueWall_Pass_Glow(ent, surf);
+ if (!r_dlightmap.integer && !(ent->effects & EF_FULLBRIGHT))
+ RSurfShader_OpaqueWall_Pass_Light(ent, texture, surfchain);
+ if (texture->skin.glow)
+ RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
if (fogenabled)
- for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_OpaqueWall_Pass_Fog(ent, surf);
+ RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
}
}
-/*
-=============================================================
+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};
- WORLD MODEL
+int Cshader_count = 3;
+Cshader_t *Cshaders[3] =
+{
+ &Cshader_wall_lightmap,
+ &Cshader_water,
+ &Cshader_sky
+};
-=============================================================
-*/
+void R_UpdateTextureInfo(entity_render_t *ent)
+{
+ int i, texframe, alttextures;
+ texture_t *t;
-static void R_SolidWorldNode (entity_render_t *ent)
+ if (!ent->model)
+ return;
+
+ alttextures = ent->frame != 0;
+ texframe = (int)(cl.time * 5.0f);
+ for (i = 0;i < ent->model->brushq1.numtextures;i++)
+ {
+ 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];
+ }
+}
+
+void R_PrepareSurfaces(entity_render_t *ent)
{
- if (r_viewleaf->contents != CONTENTS_SOLID)
- {
- int portalstack;
- mportal_t *p, *pstack[8192];
- msurface_t *surf, **mark, **endmark;
- mleaf_t *leaf;
- // LordHavoc: portal-passage worldnode; follows portals leading
- // outward from viewleaf, if a portal leads offscreen it is not
- // followed, in indoor maps this can often cull a great deal of
- // geometry away when pvs data is not present (useful with pvs as well)
-
- leaf = r_viewleaf;
- leaf->worldnodeframe = r_framecount;
- portalstack = 0;
- loc0:
- c_leafs++;
+ int i, numsurfaces, *surfacevisframes;
+ model_t *model;
+ msurface_t *surf, *surfaces, **surfchain;
+ vec3_t modelorg;
- leaf->visframe = r_framecount;
+ if (!ent->model)
+ return;
- if (leaf->nummarksurfaces)
- {
- mark = leaf->firstmarksurface;
- endmark = mark + leaf->nummarksurfaces;
- do
- {
- surf = *mark++;
- // make sure surfaces are only processed once
- if (surf->worldnodeframe == r_framecount)
- continue;
- surf->worldnodeframe = r_framecount;
- if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
- {
- if (surf->flags & SURF_PLANEBACK)
- surf->visframe = r_framecount;
- }
- else
- {
- if (!(surf->flags & SURF_PLANEBACK))
- surf->visframe = r_framecount;
- }
- }
- while (mark < endmark);
- }
+ model = ent->model;
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ numsurfaces = model->brushq1.nummodelsurfaces;
+ surfaces = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
+ surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
- // follow portals into other leafs
- p = leaf->portals;
- for (;p;p = p->next)
- {
- if (DotProduct(r_origin, p->plane.normal) < p->plane.dist)
- {
- leaf = p->past;
- if (leaf->worldnodeframe != r_framecount)
- {
- leaf->worldnodeframe = r_framecount;
- if (leaf->contents != CONTENTS_SOLID)
- {
- if (R_NotCulledBox(leaf->mins, leaf->maxs))
- {
- p->visframe = r_framecount;
- pstack[portalstack++] = p;
- goto loc0;
+ R_UpdateTextureInfo(ent);
- loc1:
- p = pstack[--portalstack];
- }
- }
- }
- }
- }
+ if (r_dynamic.integer && !r_shadow_realtime_dlight.integer)
+ R_MarkLights(ent);
- if (portalstack)
- goto loc1;
+ if (model->brushq1.light_ambient != r_ambient.value || model->brushq1.light_scalebit != r_lightmapscalebit)
+ {
+ model->brushq1.light_ambient = r_ambient.value;
+ model->brushq1.light_scalebit = r_lightmapscalebit;
+ for (i = 0;i < model->brushq1.nummodelsurfaces;i++)
+ model->brushq1.surfaces[i + model->brushq1.firstmodelsurface].cached_dlight = true;
}
else
{
- mnode_t *nodestack[8192], *node = cl.worldmodel->nodes;
- int nodestackpos = 0;
- // LordHavoc: recursive descending worldnode; if portals are not
- // available, this is a good last resort, can cull large amounts of
- // geometry, but is more time consuming than portal-passage and renders
- // things behind walls
-
-loc2:
- if (R_NotCulledBox(node->mins, node->maxs))
+ for (i = 0;i < model->brushq1.light_styles;i++)
{
- if (node->numsurfaces)
+ if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
{
- msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces;
- if (PlaneDiff (r_origin, node->plane) < 0)
- {
- for (;surf < surfend;surf++)
- {
- if (surf->flags & SURF_PLANEBACK)
- surf->visframe = r_framecount;
- }
- }
- else
- {
- for (;surf < surfend;surf++)
- {
- if (!(surf->flags & SURF_PLANEBACK))
- surf->visframe = r_framecount;
- }
- }
+ 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;
}
+ }
+ }
- // recurse down the children
- if (node->children[0]->contents >= 0)
+ for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
+ {
+ if (surfacevisframes[i] == r_framecount)
+ {
+#if !WORLDNODECULLBACKFACES
+ // mark any backface surfaces as not visible
+ if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
{
- if (node->children[1]->contents >= 0)
- {
- if (nodestackpos < 8192)
- nodestack[nodestackpos++] = node->children[1];
- node = node->children[0];
- goto loc2;
- }
- else
- ((mleaf_t *)node->children[1])->visframe = r_framecount;
- node = node->children[0];
- goto loc2;
+ if (!(surf->flags & SURF_PLANEBACK))
+ surfacevisframes[i] = -1;
}
else
{
- ((mleaf_t *)node->children[0])->visframe = r_framecount;
- if (node->children[1]->contents >= 0)
- {
- node = node->children[1];
- goto loc2;
- }
- else if (nodestackpos > 0)
- {
- ((mleaf_t *)node->children[1])->visframe = r_framecount;
- node = nodestack[--nodestackpos];
- goto loc2;
- }
+ if ((surf->flags & SURF_PLANEBACK))
+ surfacevisframes[i] = -1;
+ }
+ if (surfacevisframes[i] == r_framecount)
+#endif
+ {
+ c_faces++;
+ surf->visframe = r_framecount;
+ if (surf->cached_dlight && surf->lightmaptexture != NULL && !r_vertexsurfaces.integer)
+ R_BuildLightMap(ent, surf);
}
}
- else if (nodestackpos > 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]);
+}
+
+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;
+ 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);
+
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+
+ i = portal - ent->model->brushq1.portals;
+ GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_colorscale,
+ ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_colorscale,
+ ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_colorscale,
+ 0.125f);
+ if (PlaneDiff(r_origin, (&portal->plane)) > 0)
+ {
+ for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
+ VectorCopy(portal->points[i].position, v);
+ }
+ else
+ for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
+ VectorCopy(portal->points[i].position, v);
+ R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
+}
+
+// LordHavoc: this is just a nice debugging tool, very slow
+static void R_DrawPortals(entity_render_t *ent)
+{
+ int i;
+ mportal_t *portal, *endportal;
+ float temp[3], center[3], f;
+ if (ent->model == NULL)
+ return;
+ for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++)
+ {
+ if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
{
- node = nodestack[--nodestackpos];
- goto loc2;
+ VectorClear(temp);
+ for (i = 0;i < portal->numpoints;i++)
+ VectorAdd(temp, portal->points[i].position, temp);
+ 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);
}
}
}
-static int r_portalframecount = 0;
+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_origin, 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;
+ }
+ else if (!(surf->flags & SURF_PLANEBACK))
+ surfacevisframes[i] = r_framecount;
+#else
+ surfacevisframes[i] = r_framecount;
+#endif
+ surf->dlightframe = -1;
+ }
+ R_PrepareSurfaces(ent);
+}
-static void R_PVSWorldNode()
+void R_SurfaceWorldNode (entity_render_t *ent)
{
- int portalstack, i;
- mportal_t *p, *pstack[8192];
- msurface_t *surf, **mark, **endmark;
+ int i, *surfacevisframes, *surfacepvsframes, surfnum;
+ msurface_t *surf;
mleaf_t *leaf;
- qbyte *worldvis;
-
- worldvis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
+ model_t *model;
+ vec3_t modelorg;
- leaf = r_viewleaf;
- leaf->worldnodeframe = r_framecount;
- portalstack = 0;
-loc0:
- c_leafs++;
+ // 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_origin, modelorg);
- leaf->visframe = r_framecount;
+ for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
+ {
+ if (!R_CullBox (leaf->mins, leaf->maxs))
+ {
+ c_leafs++;
+ leaf->visframe = r_framecount;
+ }
+ }
- if (leaf->nummarksurfaces)
+ for (i = 0;i < model->brushq1.pvssurflistlength;i++)
{
- mark = leaf->firstmarksurface;
- endmark = mark + leaf->nummarksurfaces;
- do
+ surfnum = model->brushq1.pvssurflist[i];
+ surf = model->brushq1.surfaces + surfnum;
+#if WORLDNODECULLBACKFACES
+ if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
{
- surf = *mark++;
- // make sure surfaces are only processed once
- if (surf->worldnodeframe == r_framecount)
- continue;
- surf->worldnodeframe = r_framecount;
- if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
- {
- if (surf->flags & SURF_PLANEBACK)
- surf->visframe = r_framecount;
- }
- else
- {
- if (!(surf->flags & SURF_PLANEBACK))
- surf->visframe = r_framecount;
- }
+ 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;
}
- while (mark < endmark);
+#else
+ if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
+ surfacevisframes[surfnum] = r_framecount;
+#endif
}
+}
- // follow portals into other leafs
- for (p = leaf->portals;p;p = p->next)
+static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
+{
+ 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)
+ 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_origin, modelorg);
+ viewleaf->worldnodeframe = r_framecount;
+ leafstack[0] = viewleaf;
+ leafstackpos = 1;
+ while (leafstackpos)
{
- if (DotProduct(r_origin, p->plane.normal) < p->plane.dist)
+ c_leafs++;
+ leaf = leafstack[--leafstackpos];
+ leaf->visframe = r_framecount;
+ // draw any surfaces bounding this leaf
+ if (leaf->nummarksurfaces)
{
- leaf = p->past;
- if (leaf->worldnodeframe != r_framecount)
+ for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
{
- leaf->worldnodeframe = r_framecount;
- if (leaf->contents != CONTENTS_SOLID)
+#if WORLDNODECULLBACKFACES
+ n = *mark++;
+ if (surfacevisframes[n] != r_framecount)
{
- i = (leaf - cl.worldmodel->leafs) - 1;
- if (worldvis[i>>3] & (1<<(i&7)))
+ surf = surfaces + n;
+ if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
{
- if (R_NotCulledBox(leaf->mins, leaf->maxs))
- {
- pstack[portalstack++] = p;
- goto loc0;
-
-loc1:
- p = pstack[--portalstack];
- }
+ 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;
+ }
}
}
}
-
- if (portalstack)
- goto loc1;
}
-Cshader_t Cshader_wall_vertex = {{NULL, RSurfShader_Wall_Vertex}, NULL};
-Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, NULL};
-Cshader_t Cshader_wall_fullbright = {{NULL, RSurfShader_Wall_Fullbright}, NULL};
-Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, NULL};
-Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, NULL};
-
-int Cshader_count = 5;
-Cshader_t *Cshaders[5] =
+void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
{
- &Cshader_wall_vertex,
- &Cshader_wall_lightmap,
- &Cshader_wall_fullbright,
- &Cshader_water,
- &Cshader_sky
-};
-
-void R_PrepareSurfaces(entity_render_t *ent)
-{
- int i, alttextures, texframe, framecount;
- texture_t *t;
+ int j, c, *surfacepvsframes, *mark;
+ mleaf_t *leaf;
model_t *model;
- msurface_t *surf;
-
- for (i = 0;i < Cshader_count;i++)
- Cshaders[i]->chain = NULL;
model = ent->model;
- alttextures = ent->frame != 0;
- texframe = (int)(cl.time * 5.0f);
-
- for (i = 0;i < model->nummodelsurfaces;i++)
+ if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer))
{
- surf = model->modelsortedsurfaces[i];
- if (surf->visframe == r_framecount)
+ model->brushq1.pvsframecount++;
+ model->brushq1.pvsviewleaf = viewleaf;
+ model->brushq1.pvsviewleafnovis = r_novis.integer;
+ model->brushq1.pvsleafchain = NULL;
+ model->brushq1.pvssurflistlength = 0;
+ if (viewleaf)
{
- if (surf->insertframe != r_framecount)
+ surfacepvsframes = model->brushq1.surfacepvsframes;
+ for (j = 0;j < model->brushq1.visleafs;j++)
{
- surf->insertframe = r_framecount;
- c_faces++;
- t = surf->texinfo->texture;
- if (t->animated)
+ if (r_pvsbits[j >> 3] & (1 << (j & 7)))
{
- framecount = t->anim_total[alttextures];
- if (framecount >= 2)
- surf->currenttexture = t->anim_frames[alttextures][texframe % framecount];
- else
- surf->currenttexture = t->anim_frames[alttextures][0];
+ 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;
}
- else
- surf->currenttexture = t;
}
-
- surf->chain = surf->shader->chain;
- surf->shader->chain = surf;
+ model->brushq1.BuildPVSTextureChains(model);
}
}
}
-void R_DrawSurfaces (entity_render_t *ent, int type)
+void R_WorldVisibility(entity_render_t *ent)
{
- int i;
- Cshader_t *shader;
+ vec3_t modelorg;
+ mleaf_t *viewleaf;
+
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL;
+ R_PVSUpdate(ent, viewleaf);
+
+ if (!viewleaf)
+ return;
- for (i = 0;i < Cshader_count;i++)
+ 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 && ent->model->Draw)
+ ent->model->Draw(ent);
+ else
{
- shader = Cshaders[i];
- if (shader->chain && shader->shaderfunc[type])
- shader->shaderfunc[type](ent, shader->chain);
+ 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_DrawPortals(entity_render_t *ent)
+void R_Model_Brush_DrawSky(entity_render_t *ent)
{
- int drawportals, i;
- float *v;
- mportal_t *portal, *endportal;
- rmeshbufferinfo_t m;
- drawportals = r_drawportals.integer;
+ if (ent->model == NULL)
+ return;
+ if (ent != &cl_entities[0].render)
+ R_PrepareBrushModel(ent);
+ R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
+}
- if (drawportals < 1)
+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);
+}
- for (portal = cl.worldmodel->portals, endportal = portal + cl.worldmodel->numportals;portal < endportal;portal++)
+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;
+ surfmesh_t *mesh;
+ 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 (portal->visframe == r_portalframecount)
+ if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST)
{
- memset(&m, 0, sizeof(m));
- m.transparent = true;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- m.numverts = portal->numpoints;
- m.numtriangles = portal->numpoints - 2;
- if (R_Mesh_Draw_GetBuffer(&m, false))
+ 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)
{
- for (i = 0;i < m.numtriangles;i++)
- {
- m.index[i * 3 + 0] = 0;
- m.index[i * 3 + 1] = i + 1;
- m.index[i * 3 + 2] = i + 2;
- }
- i = portal - cl.worldmodel->portals;
- R_FillColors(m.color, m.numverts,
- ((i & 0x0007) >> 0) * (1.0f / 7.0f) * m.colorscale,
- ((i & 0x0038) >> 3) * (1.0f / 7.0f) * m.colorscale,
- ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * m.colorscale,
- 0.125f);
- if (PlaneDiff(r_origin, (&portal->plane)) > 0)
- {
- for (i = portal->numpoints - 1, v = m.vertex;i >= 0;i--, v += 4)
- VectorCopy(portal->points[i].position, v);
- }
- else
- for (i = 0, v = m.vertex;i < portal->numpoints;i++, v += 4)
- VectorCopy(portal->points[i].position, v);
- R_Mesh_Render();
+ 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)
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ R_Shadow_Volume(mesh->numverts, mesh->numtriangles, mesh->vertex3f, mesh->element3i, mesh->neighbor3i, relativelightorigin, lightradius, projectdistance);
}
}
}
}
-void R_SetupForBModelRendering(entity_render_t *ent)
+void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, msurface_t **surflist, int numsurfaces, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
{
- int i;
- msurface_t *surf;
- model_t *model;
- vec3_t modelorg;
-
- // because bmodels can be reused, we have to decide which things to render
- // from scratch every time
-
- model = ent->model;
-
- softwaretransformforentity (ent);
- softwareuntransform(r_origin, modelorg);
-
- for (i = 0;i < model->nummodelsurfaces;i++)
+ int surfnum;
+ msurface_t *surf;
+ texture_t *t;
+ surfmesh_t *mesh;
+ if (ent->model == NULL)
+ return;
+ R_Mesh_Matrix(&ent->matrix);
+ R_UpdateTextureInfo(ent);
+ for (surfnum = 0;surfnum < numsurfaces;surfnum++)
{
- surf = model->modelsortedsurfaces[i];
- if (((surf->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, surf->plane) >= 0))
- surf->visframe = r_framecount;
- else
- surf->visframe = -1;
- surf->worldnodeframe = -1;
- surf->lightframe = -1;
- surf->dlightframe = -1;
- surf->insertframe = -1;
+ surf = surflist[surfnum];
+ if (surf->visframe == r_framecount)
+ {
+ t = surf->texinfo->texture->currentframe;
+ if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
+ {
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
+ R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
+ }
+ }
+ }
}
}
-void R_SetupForWorldRendering(entity_render_t *ent)
+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)
{
- // there is only one instance of the world, but it can be rendered in
- // multiple stages
- softwaretransformidentity();
-}
-
-static void R_SurfMarkLights (entity_render_t *ent)
-{
- int i;
- msurface_t *surf;
-
- if (r_dynamic.integer)
- R_MarkLights(ent);
-
- if (!r_vertexsurfaces.integer)
+ int surfnum;
+ msurface_t *surf;
+ texture_t *t;
+ float f, lightmins[3], lightmaxs[3];
+ surfmesh_t *mesh;
+ if (ent->model == NULL)
+ return;
+ R_Mesh_Matrix(&ent->matrix);
+ 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++)
{
- for (i = 0;i < ent->model->nummodelsurfaces;i++)
+ if ((ent != &cl_entities[0].render || surf->visframe == r_framecount) && BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs))
{
- surf = ent->model->modelsortedsurfaces[i];
- if (surf->visframe == r_framecount && surf->lightmaptexture != NULL)
+ f = PlaneDiff(relativelightorigin, surf->plane);
+ if (surf->flags & SURF_PLANEBACK)
+ f = -f;
+ if (f >= -0.1 && f < lightradius)
{
- if (surf->cached_dlight
- || surf->cached_ambient != r_ambient.value
- || surf->cached_lightscalebit != lightscalebit)
- R_BuildLightMap(ent, surf, false); // base lighting changed
- else if (r_dynamic.integer)
+ t = surf->texinfo->texture->currentframe;
+ if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
{
- if (surf->styles[0] != 255 && (d_lightstylevalue[surf->styles[0]] != surf->cached_light[0]
- || (surf->styles[1] != 255 && (d_lightstylevalue[surf->styles[1]] != surf->cached_light[1]
- || (surf->styles[2] != 255 && (d_lightstylevalue[surf->styles[2]] != surf->cached_light[2]
- || (surf->styles[3] != 255 && (d_lightstylevalue[surf->styles[3]] != surf->cached_light[3]))))))))
- R_BuildLightMap(ent, surf, false); // base lighting changed
- else if (surf->dlightframe == r_framecount && r_dlightmap.integer)
- R_BuildLightMap(ent, surf, true); // only dlights
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
+ R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
+ }
}
}
}
}
}
-void R_MarkWorldLights(entity_render_t *ent)
+void R_Q3BSP_DrawFace_Mesh(entity_render_t *ent, q3mface_t *face)
{
- R_SetupForWorldRendering(ent);
- R_SurfMarkLights(ent);
+ const surfmesh_t *mesh;
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ m.tex[0] = R_GetTexture(face->texture->skin.base);
+ m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+ if (face->lightmaptexture)
+ {
+ m.tex[1] = R_GetTexture(face->lightmaptexture);
+ m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
+ m.texrgbscale[1] = 2;
+ GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+ }
+ else
+ {
+ m.texrgbscale[0] = 2;
+ GL_ColorPointer(face->data_color4f);
+ }
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
-/*
-=============
-R_DrawWorld
-=============
-*/
-void R_DrawWorld (entity_render_t *ent)
+void R_Q3BSP_DrawFace_Patch(entity_render_t *ent, q3mface_t *face)
{
- R_SetupForWorldRendering(ent);
+}
- if (r_viewleaf->contents == CONTENTS_SOLID || r_novis.integer || r_viewleaf->compressed_vis == NULL)
- R_SolidWorldNode (ent);
- else
- R_PVSWorldNode (ent);
+void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
+{
+ switch(face->type)
+ {
+ case Q3FACETYPE_POLYGON:
+ case Q3FACETYPE_MESH:
+ R_Q3BSP_DrawFace_Mesh(ent, face);
+ break;
+ case Q3FACETYPE_PATCH:
+ R_Q3BSP_DrawFace_Patch(ent, face);
+ break;
+ case Q3FACETYPE_FLARE:
+ break;
+ }
}
/*
-=================
-R_DrawBrushModel
-=================
-*/
-void R_DrawBrushModelSky (entity_render_t *ent)
+void R_Q3BSP_DrawSky(entity_render_t *ent)
{
- R_SetupForBModelRendering(ent);
-
- R_PrepareSurfaces(ent);
- R_DrawSurfaces(ent, SHADERSTAGE_SKY);
}
+*/
-void R_DrawBrushModelNormal (entity_render_t *ent)
+void R_Q3BSP_Draw(entity_render_t *ent)
{
- c_bmodels++;
-
- // have to flush queue because of possible lightmap reuse
- R_Mesh_Render();
-
- R_SetupForBModelRendering(ent);
+ int i;
+ q3mface_t *face;
+ model_t *model;
+ model = ent->model;
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+ R_Q3BSP_DrawFace(ent, face);
+}
- R_SurfMarkLights(ent);
+/*
+void R_Q3BSP_DrawFakeShadow(entity_render_t *ent)
+{
+}
+*/
- R_PrepareSurfaces(ent);
+/*
+void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
+{
+}
+*/
- if (!skyrendermasked)
- R_DrawSurfaces(ent, SHADERSTAGE_SKY);
- R_DrawSurfaces(ent, SHADERSTAGE_NORMAL);
+/*
+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)
+{
}
+*/
static void gl_surf_start(void)
{
Cvar_RegisterVariable(&r_testvis);
Cvar_RegisterVariable(&r_floatbuildlightmap);
Cvar_RegisterVariable(&r_detailtextures);
+ Cvar_RegisterVariable(&r_surfaceworldnode);
R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
}