2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // r_surf.c: surface-related refresh code
25 #define MAX_LIGHTMAP_SIZE 256
27 static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
28 static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
30 static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
32 cvar_t r_ambient = {0, "r_ambient", "0"};
33 cvar_t r_vertexsurfaces = {0, "r_vertexsurfaces", "0"};
34 cvar_t r_dlightmap = {CVAR_SAVE, "r_dlightmap", "1"};
35 cvar_t r_drawportals = {0, "r_drawportals", "0"};
36 cvar_t r_testvis = {0, "r_testvis", "0"};
37 cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
38 cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
39 cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"};
41 static int dlightdivtable[32768];
43 static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
45 int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
47 float dist, impact[3], local[3];
51 smax = (surf->extents[0] >> 4) + 1;
52 tmax = (surf->extents[1] >> 4) + 1;
55 for (lnum = 0; lnum < r_numdlights; lnum++)
57 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
58 continue; // not lit by this light
60 Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
61 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
63 // for comparisons to minimum acceptable light
64 // compensate for LIGHTOFFSET
65 maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
72 if (surf->plane->type < 3)
74 VectorCopy(local, impact);
75 impact[surf->plane->type] -= dist;
79 impact[0] = local[0] - surf->plane->normal[0] * dist;
80 impact[1] = local[1] - surf->plane->normal[1] * dist;
81 impact[2] = local[2] - surf->plane->normal[2] * dist;
84 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
85 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
87 s = bound(0, impacts, smax * 16) - impacts;
88 t = bound(0, impactt, tmax * 16) - impactt;
89 i = s * s + t * t + dist2;
93 // reduce calculations
94 for (s = 0, i = impacts; s < smax; s++, i -= 16)
95 sdtable[s] = i * i + dist2;
97 maxdist3 = maxdist - dist2;
99 // convert to 8.8 blocklights format
100 red = r_dlight[lnum].light[0] * (1.0f / 128.0f);
101 green = r_dlight[lnum].light[1] * (1.0f / 128.0f);
102 blue = r_dlight[lnum].light[2] * (1.0f / 128.0f);
103 subtract = (int) (r_dlight[lnum].subtract * 4194304.0f);
107 for (t = 0;t < tmax;t++, i -= 16)
110 // make sure some part of it is visible on this line
113 maxdist2 = maxdist - td;
114 for (s = 0;s < smax;s++)
116 if (sdtable[s] < maxdist2)
118 k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
122 bl[1] += (green * k);
137 static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
139 int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
140 float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
144 smax = (surf->extents[0] >> 4) + 1;
145 tmax = (surf->extents[1] >> 4) + 1;
148 for (lnum = 0; lnum < r_numdlights; lnum++)
150 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
151 continue; // not lit by this light
153 Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
154 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
156 // for comparisons to minimum acceptable light
157 // compensate for LIGHTOFFSET
158 maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
161 dist2 += LIGHTOFFSET;
162 if (dist2 >= maxdist)
165 if (surf->plane->type < 3)
167 VectorCopy(local, impact);
168 impact[surf->plane->type] -= dist;
172 impact[0] = local[0] - surf->plane->normal[0] * dist;
173 impact[1] = local[1] - surf->plane->normal[1] * dist;
174 impact[2] = local[2] - surf->plane->normal[2] * dist;
177 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
178 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
180 td = bound(0, impacts, smax * 16) - impacts;
181 td1 = bound(0, impactt, tmax * 16) - impactt;
182 td = td * td + td1 * td1 + dist2;
186 // reduce calculations
187 for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
188 sdtable[s] = td1 * td1 + dist2;
190 maxdist3 = maxdist - dist2;
192 // convert to 8.8 blocklights format
193 red = r_dlight[lnum].light[0];
194 green = r_dlight[lnum].light[1];
195 blue = r_dlight[lnum].light[2];
196 subtract = r_dlight[lnum].subtract * 32768.0f;
197 bl = floatblocklights;
200 for (t = 0;t < tmax;t++, td1 -= 16.0f)
203 // make sure some part of it is visible on this line
206 maxdist2 = maxdist - td;
207 for (s = 0;s < smax;s++)
209 if (sdtable[s] < maxdist2)
211 k = (32768.0f / (sdtable[s] + td)) - subtract;
231 Combine and scale multiple lightmaps into the 8.8 format in blocklights
234 static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
236 if (!r_floatbuildlightmap.integer)
238 int smax, tmax, i, j, size, size3, shift, maps, stride, l;
239 unsigned int *bl, scale;
240 qbyte *lightmap, *out, *stain;
242 // update cached lighting info
243 surf->cached_dlight = 0;
245 smax = (surf->extents[0]>>4)+1;
246 tmax = (surf->extents[1]>>4)+1;
249 lightmap = surf->samples;
251 // set to full bright if no light data
253 if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata)
255 for (i = 0;i < size3;i++)
261 j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
264 for (i = 0;i < size3;i++)
268 memset(bl, 0, size*3*sizeof(unsigned int));
270 if (surf->dlightframe == r_framecount && r_dlightmap.integer)
272 surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
273 if (surf->cached_dlight)
277 // add all the lightmaps
281 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
282 for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
283 bl[i] += lightmap[i] * scale;
287 stain = surf->stainsamples;
290 // deal with lightmap brightness scale
291 shift = 7 + r_lightmapscalebit + 8;
292 if (ent->model->lightmaprgba)
294 stride = (surf->lightmaptexturestride - smax) * 4;
295 for (i = 0;i < tmax;i++, out += stride)
297 for (j = 0;j < smax;j++)
299 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
300 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
301 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
308 stride = (surf->lightmaptexturestride - smax) * 3;
309 for (i = 0;i < tmax;i++, out += stride)
311 for (j = 0;j < smax;j++)
313 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
314 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
315 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
320 R_UpdateTexture(surf->lightmaptexture, templight);
324 int smax, tmax, i, j, size, size3, maps, stride, l;
326 qbyte *lightmap, *out, *stain;
328 // update cached lighting info
329 surf->cached_dlight = 0;
331 smax = (surf->extents[0]>>4)+1;
332 tmax = (surf->extents[1]>>4)+1;
335 lightmap = surf->samples;
337 // set to full bright if no light data
338 bl = floatblocklights;
339 if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata)
342 j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
347 for (i = 0;i < size3;i++)
351 memset(bl, 0, size*3*sizeof(float));
353 if (surf->dlightframe == r_framecount && r_dlightmap.integer)
355 surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
356 if (surf->cached_dlight)
360 // add all the lightmaps
363 bl = floatblocklights;
364 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
365 for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
366 bl[i] += lightmap[i] * scale;
369 stain = surf->stainsamples;
370 bl = floatblocklights;
372 // deal with lightmap brightness scale
373 scale = 1.0f / (1 << (7 + r_lightmapscalebit + 8));
374 if (ent->model->lightmaprgba)
376 stride = (surf->lightmaptexturestride - smax) * 4;
377 for (i = 0;i < tmax;i++, out += stride)
379 for (j = 0;j < smax;j++)
381 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
382 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
383 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
390 stride = (surf->lightmaptexturestride - smax) * 3;
391 for (i = 0;i < tmax;i++, out += stride)
393 for (j = 0;j < smax;j++)
395 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
396 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
397 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
402 R_UpdateTexture(surf->lightmaptexture, templight);
406 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
408 float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
409 msurface_t *surf, *endsurf;
410 int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
414 maxdist = radius * radius;
415 invradius = 1.0f / radius;
418 if (node->contents < 0)
420 ndist = PlaneDiff(origin, node->plane);
423 node = node->children[0];
428 node = node->children[1];
432 dist2 = ndist * ndist;
433 maxdist3 = maxdist - dist2;
435 if (node->plane->type < 3)
437 VectorCopy(origin, impact);
438 impact[node->plane->type] -= ndist;
442 impact[0] = origin[0] - node->plane->normal[0] * ndist;
443 impact[1] = origin[1] - node->plane->normal[1] * ndist;
444 impact[2] = origin[2] - node->plane->normal[2] * ndist;
447 for (surf = model->surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
449 if (surf->stainsamples)
451 smax = (surf->extents[0] >> 4) + 1;
452 tmax = (surf->extents[1] >> 4) + 1;
454 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
455 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
457 s = bound(0, impacts, smax * 16) - impacts;
458 t = bound(0, impactt, tmax * 16) - impactt;
459 i = s * s + t * t + dist2;
463 // reduce calculations
464 for (s = 0, i = impacts; s < smax; s++, i -= 16)
465 sdtable[s] = i * i + dist2;
467 bl = surf->stainsamples;
472 for (t = 0;t < tmax;t++, i -= 16)
475 // make sure some part of it is visible on this line
478 maxdist2 = maxdist - td;
479 for (s = 0;s < smax;s++)
481 if (sdtable[s] < maxdist2)
483 ratio = lhrandom(0.0f, 1.0f);
484 a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
485 if (a >= (1.0f / 64.0f))
489 bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
490 bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
491 bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
501 // force lightmap upload
503 surf->cached_dlight = true;
507 if (node->children[0]->contents >= 0)
509 if (node->children[1]->contents >= 0)
511 R_StainNode(node->children[0], model, origin, radius, fcolor);
512 node = node->children[1];
517 node = node->children[0];
521 else if (node->children[1]->contents >= 0)
523 node = node->children[1];
528 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)
532 entity_render_t *ent;
535 if (cl.worldmodel == NULL)
540 fcolor[3] = ca1 * (1.0f / 64.0f);
541 fcolor[4] = cr2 - cr1;
542 fcolor[5] = cg2 - cg1;
543 fcolor[6] = cb2 - cb1;
544 fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
546 R_StainNode(cl.worldmodel->nodes + cl.worldmodel->hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor);
548 // look for embedded bmodels
549 for (n = 0;n < cl_num_brushmodel_entities;n++)
551 ent = cl_brushmodel_entities[n];
553 if (model && model->name[0] == '*')
555 Mod_CheckLoaded(model);
556 if (model->type == mod_brush)
558 Matrix4x4_Transform(&ent->inversematrix, origin, org);
559 R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, org, radius, fcolor);
567 =============================================================
571 =============================================================
574 static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
579 if (styles[0] != 255)
581 for (i = 0;i < numverts;i++, c += 4)
583 lm = samples + lightmapoffsets[i];
584 scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
585 VectorMA(c, scale, lm, c);
586 if (styles[1] != 255)
589 scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
590 VectorMA(c, scale, lm, c);
591 if (styles[2] != 255)
594 scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
595 VectorMA(c, scale, lm, c);
596 if (styles[3] != 255)
599 scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
600 VectorMA(c, scale, lm, c);
608 static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
614 for (i = 0;i < numverts;i++, v += 3, c += 4)
616 VectorSubtract(v, modelorg, diff);
617 f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
618 VectorScale(c, f, c);
621 else if (colorscale != 1)
622 for (i = 0;i < numverts;i++, c += 4)
623 VectorScale(c, colorscale, c);
626 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)
635 for (i = 0;i < numverts;i++, v += 3, c += 4)
637 VectorSubtract(v, modelorg, diff);
638 f = 1 - exp(fogdensity/DotProduct(diff, diff));
647 for (i = 0;i < numverts;i++, c += 4)
657 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)
664 for (i = 0;i < numverts;i++, v += 3, c += 4)
666 VectorSubtract(v, modelorg, diff);
667 f = exp(fogdensity/DotProduct(diff, diff));
675 static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale)
680 int i, l, lit = false;
683 for (l = 0;l < r_numdlights;l++)
685 if (dlightbits[l >> 5] & (1 << (l & 31)))
688 Matrix4x4_Transform(matrix, rd->origin, lightorigin);
689 for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
691 f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
692 if (f < rd->cullradius2)
694 f = ((1.0f / f) - rd->subtract) * scale;
695 VectorMA(c, f, rd->light, c);
704 // note: this untransforms lights to do the checking
705 static int RSurf_LightCheck(const matrix4x4_t *matrix, const int *dlightbits, const surfmesh_t *mesh)
711 for (l = 0;l < r_numdlights;l++)
713 if (dlightbits[l >> 5] & (1 << (l & 31)))
716 Matrix4x4_Transform(matrix, rd->origin, lightorigin);
717 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
718 if (VectorDistance2(v, lightorigin) < rd->cullradius2)
725 static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
727 const msurface_t *surf;
728 const surfmesh_t *mesh;
731 // LordHavoc: HalfLife maps have freaky skypolys...
732 if (ent->model->ishlbsp)
737 skyrendernow = false;
742 R_Mesh_Matrix(&ent->matrix);
744 GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, 1);
747 // depth-only (masking)
748 qglColorMask(0,0,0,0);
749 // just to make sure that braindead drivers don't draw anything
750 // despite that colormask...
751 GL_BlendFunc(GL_ZERO, GL_ONE);
756 GL_BlendFunc(GL_ONE, GL_ZERO);
761 memset(&m, 0, sizeof(m));
762 R_Mesh_State_Texture(&m);
764 while((surf = *surfchain++) != NULL)
766 if (surf->visframe == r_framecount)
768 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
770 GL_VertexPointer(mesh->vertex3f);
771 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
775 qglColorMask(1,1,1,1);
778 static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
780 const entity_render_t *ent = calldata1;
781 const msurface_t *surf = ent->model->surfaces + calldata2;
783 const surfmesh_t *mesh;
788 matrix4x4_t tempmatrix;
790 // scrolling in texture matrix
791 Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.125, sin(cl.time * 0.8f) * 0.125, 0);
792 R_Mesh_TextureMatrix(0, &tempmatrix);
794 R_Mesh_Matrix(&ent->matrix);
795 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
797 memset(&m, 0, sizeof(m));
798 texture = surf->texinfo->texture->currentframe;
799 alpha = texture->currentalpha;
800 if (texture->rendertype == SURFRENDER_ADD)
802 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
805 else if (texture->rendertype == SURFRENDER_ALPHA)
807 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
812 GL_BlendFunc(GL_ONE, GL_ZERO);
815 m.tex[0] = R_GetTexture(texture->skin.base);
816 colorscale = r_colorscale;
817 if (gl_combine.integer)
819 m.texrgbscale[0] = 4;
823 GL_ColorPointer(varray_color4f);
824 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
826 GL_VertexPointer(mesh->vertex3f);
827 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
828 R_Mesh_State_Texture(&m);
829 f = surf->flags & SURF_DRAWFULLBRIGHT ? 1.0f : ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f);
830 R_FillColors(varray_color4f, mesh->numverts, f, f, f, alpha);
831 if (!(surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT))
833 if (surf->dlightframe == r_framecount)
834 RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1);
835 if (surf->flags & SURF_LIGHTMAP)
836 RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
838 RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg);
839 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
844 memset(&m, 0, sizeof(m));
845 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
848 m.tex[0] = R_GetTexture(texture->skin.fog);
849 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
851 GL_VertexPointer(mesh->vertex3f);
852 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
853 GL_ColorPointer(varray_color4f);
854 R_Mesh_State_Texture(&m);
855 RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, r_colorscale, mesh->numverts, modelorg);
856 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
860 Matrix4x4_CreateIdentity(&tempmatrix);
861 R_Mesh_TextureMatrix(0, &tempmatrix);
864 static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
866 const msurface_t *surf;
869 if (texture->rendertype != SURFRENDER_OPAQUE)
871 for (chain = surfchain;(surf = *chain) != NULL;chain++)
873 if (surf->visframe == r_framecount)
875 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
876 R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->surfaces);
881 for (chain = surfchain;(surf = *chain) != NULL;chain++)
882 if (surf->visframe == r_framecount)
883 RSurfShader_Water_Callback(ent, surf - ent->model->surfaces);
886 static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
888 float base, colorscale;
889 const surfmesh_t *mesh;
892 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
893 memset(&m, 0, sizeof(m));
894 if (rendertype == SURFRENDER_ADD)
896 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
899 else if (rendertype == SURFRENDER_ALPHA)
901 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
906 GL_BlendFunc(GL_ONE, GL_ZERO);
909 m.tex[0] = R_GetTexture(texture->skin.base);
910 colorscale = r_colorscale;
911 if (gl_combine.integer)
913 m.texrgbscale[0] = 4;
916 base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
918 GL_ColorPointer(varray_color4f);
919 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
921 GL_VertexPointer(mesh->vertex3f);
922 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
923 R_Mesh_State_Texture(&m);
924 R_FillColors(varray_color4f, mesh->numverts, base, base, base, currentalpha);
925 if (!(ent->effects & EF_FULLBRIGHT))
927 if (surf->dlightframe == r_framecount)
928 RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1);
929 if (surf->flags & SURF_LIGHTMAP)
930 RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
932 RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg);
933 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
937 static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
939 const surfmesh_t *mesh;
942 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
943 memset(&m, 0, sizeof(m));
944 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
947 m.tex[0] = R_GetTexture(texture->skin.glow);
948 GL_ColorPointer(varray_color4f);
949 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
951 GL_VertexPointer(mesh->vertex3f);
953 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
954 R_Mesh_State_Texture(&m);
955 RSurf_FoggedColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, 1, 1, 1, currentalpha, r_colorscale, mesh->numverts, modelorg);
956 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
960 static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
962 const surfmesh_t *mesh;
965 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
966 memset(&m, 0, sizeof(m));
967 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
970 m.tex[0] = R_GetTexture(texture->skin.fog);
971 GL_ColorPointer(varray_color4f);
972 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
974 GL_VertexPointer(mesh->vertex3f);
976 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
977 R_Mesh_State_Texture(&m);
978 RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, r_colorscale, mesh->numverts, modelorg);
979 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
983 static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
985 const msurface_t *surf;
986 const surfmesh_t *mesh;
988 int lightmaptexturenum;
990 memset(&m, 0, sizeof(m));
991 GL_BlendFunc(GL_ONE, GL_ZERO);
994 m.tex[0] = R_GetTexture(texture->skin.base);
995 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
996 m.tex[2] = R_GetTexture(texture->skin.detail);
997 m.texrgbscale[0] = 1;
998 m.texrgbscale[1] = 4;
999 m.texrgbscale[2] = 2;
1000 cl = (float) (1 << r_lightmapscalebit) * r_colorscale;
1001 GL_Color(cl, cl, cl, 1);
1003 while((surf = *surfchain++) != NULL)
1005 if (surf->visframe == r_framecount)
1007 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1008 //if (m.tex[1] != lightmaptexturenum)
1010 m.tex[1] = lightmaptexturenum;
1011 // R_Mesh_State_Texture(&m);
1013 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1015 GL_VertexPointer(mesh->vertex3f);
1016 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1017 m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
1018 m.pointer_texcoord[2] = mesh->texcoorddetail2f;
1019 R_Mesh_State_Texture(&m);
1020 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1026 static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1028 const msurface_t *surf;
1029 const surfmesh_t *mesh;
1031 int lightmaptexturenum;
1032 memset(&m, 0, sizeof(m));
1033 GL_BlendFunc(GL_ONE, GL_ZERO);
1036 m.tex[0] = R_GetTexture(texture->skin.base);
1037 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1038 if (gl_combine.integer)
1039 m.texrgbscale[1] = 4;
1040 GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
1041 while((surf = *surfchain++) != NULL)
1043 if (surf->visframe == r_framecount)
1045 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1046 //if (m.tex[1] != lightmaptexturenum)
1048 m.tex[1] = lightmaptexturenum;
1049 // R_Mesh_State_Texture(&m);
1051 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1053 GL_VertexPointer(mesh->vertex3f);
1054 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1055 m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
1056 R_Mesh_State_Texture(&m);
1057 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1063 static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1065 const msurface_t *surf;
1066 const surfmesh_t *mesh;
1068 memset(&m, 0, sizeof(m));
1071 GL_BlendFunc(GL_ONE, GL_ZERO);
1072 m.tex[0] = R_GetTexture(texture->skin.base);
1073 GL_Color(1, 1, 1, 1);
1074 while((surf = *surfchain++) != NULL)
1076 if (surf->visframe == r_framecount)
1078 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1080 GL_VertexPointer(mesh->vertex3f);
1081 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1082 R_Mesh_State_Texture(&m);
1083 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1089 static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1091 const msurface_t *surf;
1092 const surfmesh_t *mesh;
1094 int lightmaptexturenum;
1095 memset(&m, 0, sizeof(m));
1096 GL_BlendFunc(GL_ZERO, GL_SRC_COLOR);
1097 GL_DepthMask(false);
1099 m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1100 if (gl_combine.integer)
1101 m.texrgbscale[0] = 4;
1102 GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
1103 while((surf = *surfchain++) != NULL)
1105 if (surf->visframe == r_framecount)
1107 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1108 //if (m.tex[0] != lightmaptexturenum)
1110 m.tex[0] = lightmaptexturenum;
1111 // R_Mesh_State_Texture(&m);
1113 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1115 GL_VertexPointer(mesh->vertex3f);
1116 m.pointer_texcoord[0] = mesh->texcoordlightmap2f;
1117 R_Mesh_State_Texture(&m);
1118 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1124 static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1126 const msurface_t *surf;
1127 const surfmesh_t *mesh;
1131 memset(&m, 0, sizeof(m));
1132 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1133 GL_DepthMask(false);
1135 m.tex[0] = R_GetTexture(texture->skin.base);
1136 colorscale = r_colorscale;
1137 if (gl_combine.integer)
1139 m.texrgbscale[0] = 4;
1140 colorscale *= 0.25f;
1142 GL_ColorPointer(varray_color4f);
1143 while((surf = *surfchain++) != NULL)
1145 if (surf->visframe == r_framecount && surf->dlightframe == r_framecount)
1147 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1149 if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh))
1151 GL_VertexPointer(mesh->vertex3f);
1152 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1153 R_FillColors(varray_color4f, mesh->numverts, 0, 0, 0, 1);
1154 R_Mesh_State_Texture(&m);
1155 RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, colorscale);
1156 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1163 static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1165 const msurface_t *surf;
1166 const surfmesh_t *mesh;
1169 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1170 memset(&m, 0, sizeof(m));
1171 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1172 GL_DepthMask(false);
1174 GL_ColorPointer(varray_color4f);
1175 while((surf = *surfchain++) != NULL)
1177 if (surf->visframe == r_framecount)
1179 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1181 GL_VertexPointer(mesh->vertex3f);
1183 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1184 R_Mesh_State_Texture(&m);
1185 RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, r_colorscale, mesh->numverts, modelorg);
1186 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1192 static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1194 const msurface_t *surf;
1195 const surfmesh_t *mesh;
1197 memset(&m, 0, sizeof(m));
1198 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1199 GL_DepthMask(false);
1201 m.tex[0] = R_GetTexture(texture->skin.detail);
1202 GL_Color(1, 1, 1, 1);
1203 while((surf = *surfchain++) != NULL)
1205 if (surf->visframe == r_framecount)
1207 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1209 GL_VertexPointer(mesh->vertex3f);
1210 m.pointer_texcoord[0] = mesh->texcoorddetail2f;
1211 R_Mesh_State_Texture(&m);
1212 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1218 static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1220 const msurface_t *surf;
1221 const surfmesh_t *mesh;
1223 memset(&m, 0, sizeof(m));
1224 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1225 GL_DepthMask(false);
1227 m.tex[0] = R_GetTexture(texture->skin.glow);
1228 GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
1229 while((surf = *surfchain++) != NULL)
1231 if (surf->visframe == r_framecount)
1233 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1235 GL_VertexPointer(mesh->vertex3f);
1236 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1237 R_Mesh_State_Texture(&m);
1238 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1244 static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1246 const msurface_t *surf;
1247 const surfmesh_t *mesh;
1249 memset(&m, 0, sizeof(m));
1250 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1252 m.tex[0] = R_GetTexture(texture->skin.glow);
1254 GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
1256 GL_Color(0, 0, 0, 1);
1257 while((surf = *surfchain++) != NULL)
1259 if (surf->visframe == r_framecount)
1261 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1263 GL_VertexPointer(mesh->vertex3f);
1264 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1265 R_Mesh_State_Texture(&m);
1266 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1272 static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
1274 const entity_render_t *ent = calldata1;
1275 const msurface_t *surf = ent->model->surfaces + calldata2;
1279 R_Mesh_Matrix(&ent->matrix);
1281 texture = surf->texinfo->texture;
1282 if (texture->animated)
1283 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];
1285 currentalpha = ent->alpha;
1286 if (texture->flags & SURF_WATERALPHA)
1287 currentalpha *= r_wateralpha.value;
1288 if (ent->effects & EF_ADDITIVE)
1289 rendertype = SURFRENDER_ADD;
1290 else if (currentalpha < 1 || texture->skin.fog != NULL)
1291 rendertype = SURFRENDER_ALPHA;
1293 rendertype = SURFRENDER_OPAQUE;
1295 RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha);
1296 if (texture->skin.glow)
1297 RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha);
1299 RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha);
1302 static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1304 const msurface_t *surf;
1307 if (texture->rendertype != SURFRENDER_OPAQUE)
1309 // transparent vertex shaded from lightmap
1310 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1312 if (surf->visframe == r_framecount)
1314 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
1315 R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
1319 else if (r_shadow_realtime_world.integer)
1321 // opaque base lighting
1322 RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
1324 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1326 else if (r_vertexsurfaces.integer)
1328 // opaque vertex shaded from lightmap
1329 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1330 if (surf->visframe == r_framecount)
1331 RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, texture->rendertype, texture->currentalpha);
1332 if (texture->skin.glow)
1333 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1334 if (surf->visframe == r_framecount)
1335 RSurfShader_Wall_Pass_Glow(ent, surf, texture, texture->rendertype, texture->currentalpha);
1337 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1338 if (surf->visframe == r_framecount)
1339 RSurfShader_Wall_Pass_Fog(ent, surf, texture, texture->rendertype, texture->currentalpha);
1343 // opaque lightmapped
1344 if (r_textureunits.integer >= 2)
1346 if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
1347 RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, surfchain);
1350 RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, surfchain);
1351 if (r_detailtextures.integer)
1352 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1357 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1358 RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
1359 if (r_detailtextures.integer)
1360 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1362 if (!r_dlightmap.integer && !(ent->effects & EF_FULLBRIGHT))
1363 RSurfShader_OpaqueWall_Pass_Light(ent, texture, surfchain);
1364 if (texture->skin.glow)
1365 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1367 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1371 Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP};
1372 Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0};
1373 Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0};
1375 int Cshader_count = 3;
1376 Cshader_t *Cshaders[3] =
1378 &Cshader_wall_lightmap,
1383 void R_UpdateTextureInfo(entity_render_t *ent)
1385 int i, texframe, alttextures;
1391 alttextures = ent->frame != 0;
1392 texframe = (int)(cl.time * 5.0f);
1393 for (i = 0;i < ent->model->numtextures;i++)
1395 t = ent->model->textures + i;
1396 t->currentalpha = ent->alpha;
1397 if (t->flags & SURF_WATERALPHA)
1398 t->currentalpha *= r_wateralpha.value;
1399 if (ent->effects & EF_ADDITIVE)
1400 t->rendertype = SURFRENDER_ADD;
1401 else if (t->currentalpha < 1 || t->skin.fog != NULL)
1402 t->rendertype = SURFRENDER_ALPHA;
1404 t->rendertype = SURFRENDER_OPAQUE;
1405 // we don't need to set currentframe if t->animated is false because
1406 // it was already set up by the texture loader for non-animating
1408 t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
1412 void R_PrepareSurfaces(entity_render_t *ent)
1414 int i, numsurfaces, *surfacevisframes;
1416 msurface_t *surf, *surfaces, **surfchain;
1423 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1424 numsurfaces = model->nummodelsurfaces;
1425 surfaces = model->surfaces + model->firstmodelsurface;
1426 surfacevisframes = model->surfacevisframes + model->firstmodelsurface;
1428 R_UpdateTextureInfo(ent);
1430 if (r_dynamic.integer && !r_shadow_realtime_dlight.integer)
1433 if (model->light_ambient != r_ambient.value || model->light_scalebit != r_lightmapscalebit)
1435 model->light_ambient = r_ambient.value;
1436 model->light_scalebit = r_lightmapscalebit;
1437 for (i = 0;i < model->nummodelsurfaces;i++)
1438 model->surfaces[i + model->firstmodelsurface].cached_dlight = true;
1442 for (i = 0;i < model->light_styles;i++)
1444 if (model->light_stylevalue[i] != d_lightstylevalue[model->light_style[i]])
1446 model->light_stylevalue[i] = d_lightstylevalue[model->light_style[i]];
1447 for (surfchain = model->light_styleupdatechains[i];*surfchain;surfchain++)
1448 (**surfchain).cached_dlight = true;
1453 for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
1455 if (surfacevisframes[i] == r_framecount)
1457 #if !WORLDNODECULLBACKFACES
1458 // mark any backface surfaces as not visible
1459 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1461 if (!(surf->flags & SURF_PLANEBACK))
1462 surfacevisframes[i] = -1;
1466 if ((surf->flags & SURF_PLANEBACK))
1467 surfacevisframes[i] = -1;
1469 if (surfacevisframes[i] == r_framecount)
1473 surf->visframe = r_framecount;
1474 if (surf->cached_dlight && surf->lightmaptexture != NULL && !r_vertexsurfaces.integer)
1475 R_BuildLightMap(ent, surf);
1481 void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains)
1485 if (ent->model == NULL)
1487 R_Mesh_Matrix(&ent->matrix);
1488 for (i = 0, t = ent->model->textures;i < ent->model->numtextures;i++, t++)
1489 if (t->shader->shaderfunc[type] && t->currentframe && chains[i] != NULL)
1490 t->shader->shaderfunc[type](ent, t->currentframe, chains[i]);
1493 static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
1498 const entity_render_t *ent = calldata1;
1499 const mportal_t *portal = ent->model->portals + calldata2;
1500 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1501 GL_DepthMask(false);
1503 R_Mesh_Matrix(&ent->matrix);
1504 GL_VertexPointer(varray_vertex3f);
1506 memset(&m, 0, sizeof(m));
1507 R_Mesh_State_Texture(&m);
1509 i = portal - ent->model->portals;
1510 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_colorscale,
1511 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_colorscale,
1512 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_colorscale,
1514 if (PlaneDiff(r_origin, (&portal->plane)) > 0)
1516 for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
1517 VectorCopy(portal->points[i].position, v);
1520 for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
1521 VectorCopy(portal->points[i].position, v);
1522 R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
1525 static void R_DrawPortals(entity_render_t *ent)
1528 mportal_t *portal, *endportal;
1529 float temp[3], center[3], f;
1530 if (ent->model == NULL)
1532 for (portal = ent->model->portals, endportal = portal + ent->model->numportals;portal < endportal;portal++)
1534 if ((portal->here->pvsframe == ent->model->pvsframecount || portal->past->pvsframe == ent->model->pvsframecount) && portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
1537 for (i = 0;i < portal->numpoints;i++)
1538 VectorAdd(temp, portal->points[i].position, temp);
1539 f = ixtable[portal->numpoints];
1540 VectorScale(temp, f, temp);
1541 Matrix4x4_Transform(&ent->matrix, temp, center);
1542 R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->portals);
1547 void R_PrepareBrushModel(entity_render_t *ent)
1549 int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
1552 #if WORLDNODECULLBACKFACES
1556 // because bmodels can be reused, we have to decide which things to render
1557 // from scratch every time
1561 #if WORLDNODECULLBACKFACES
1562 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1564 numsurfaces = model->nummodelsurfaces;
1565 surf = model->surfaces + model->firstmodelsurface;
1566 surfacevisframes = model->surfacevisframes + model->firstmodelsurface;
1567 surfacepvsframes = model->surfacepvsframes + model->firstmodelsurface;
1568 for (i = 0;i < numsurfaces;i++, surf++)
1570 #if WORLDNODECULLBACKFACES
1571 // mark any backface surfaces as not visible
1572 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1574 if ((surf->flags & SURF_PLANEBACK))
1575 surfacevisframes[i] = r_framecount;
1577 else if (!(surf->flags & SURF_PLANEBACK))
1578 surfacevisframes[i] = r_framecount;
1580 surfacevisframes[i] = r_framecount;
1582 surf->dlightframe = -1;
1584 R_PrepareSurfaces(ent);
1587 void R_SurfaceWorldNode (entity_render_t *ent)
1589 int i, *surfacevisframes, *surfacepvsframes, surfnum;
1595 // equivilant to quake's RecursiveWorldNode but faster and more effective
1599 surfacevisframes = model->surfacevisframes + model->firstmodelsurface;
1600 surfacepvsframes = model->surfacepvsframes + model->firstmodelsurface;
1601 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1603 for (leaf = model->pvsleafchain;leaf;leaf = leaf->pvschain)
1605 if (!R_CullBox (leaf->mins, leaf->maxs))
1608 leaf->visframe = r_framecount;
1612 for (i = 0;i < model->pvssurflistlength;i++)
1614 surfnum = model->pvssurflist[i];
1615 surf = model->surfaces + surfnum;
1616 #if WORLDNODECULLBACKFACES
1617 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1619 if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1620 surfacevisframes[surfnum] = r_framecount;
1624 if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1625 surfacevisframes[surfnum] = r_framecount;
1628 if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
1629 surfacevisframes[surfnum] = r_framecount;
1634 static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
1636 int c, leafstackpos, *mark, *surfacevisframes;
1637 #if WORLDNODECULLBACKFACES
1641 mleaf_t *leaf, *leafstack[8192];
1644 msurface_t *surfaces;
1645 if (ent->model == NULL)
1647 // LordHavoc: portal-passage worldnode with PVS;
1648 // follows portals leading outward from viewleaf, does not venture
1649 // offscreen or into leafs that are not visible, faster than Quake's
1650 // RecursiveWorldNode
1651 surfaces = ent->model->surfaces;
1652 surfacevisframes = ent->model->surfacevisframes;
1653 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1654 viewleaf->worldnodeframe = r_framecount;
1655 leafstack[0] = viewleaf;
1657 while (leafstackpos)
1660 leaf = leafstack[--leafstackpos];
1661 leaf->visframe = r_framecount;
1662 // draw any surfaces bounding this leaf
1663 if (leaf->nummarksurfaces)
1665 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
1667 #if WORLDNODECULLBACKFACES
1669 if (surfacevisframes[n] != r_framecount)
1671 surf = surfaces + n;
1672 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1674 if ((surf->flags & SURF_PLANEBACK))
1675 surfacevisframes[n] = r_framecount;
1679 if (!(surf->flags & SURF_PLANEBACK))
1680 surfacevisframes[n] = r_framecount;
1684 surfacevisframes[*mark++] = r_framecount;
1688 // follow portals into other leafs
1689 for (p = leaf->portals;p;p = p->next)
1691 // LordHavoc: this DotProduct hurts less than a cache miss
1692 // (which is more likely to happen if backflowing through leafs)
1693 if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1))
1696 if (leaf->worldnodeframe != r_framecount)
1698 leaf->worldnodeframe = r_framecount;
1699 // FIXME: R_CullBox is absolute, should be done relative
1700 if (leaf->pvsframe == ent->model->pvsframecount && !R_CullBox(leaf->mins, leaf->maxs))
1701 leafstack[leafstackpos++] = leaf;
1708 void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
1710 int i, j, l, c, bits, *surfacepvsframes, *mark;
1716 if (model && (model->pvsviewleaf != viewleaf || model->pvsviewleafnovis != r_novis.integer))
1718 model->pvsframecount++;
1719 model->pvsviewleaf = viewleaf;
1720 model->pvsviewleafnovis = r_novis.integer;
1721 model->pvsleafchain = NULL;
1722 model->pvssurflistlength = 0;
1725 surfacepvsframes = model->surfacepvsframes;
1726 vis = model->LeafPVS(model, viewleaf);
1727 for (j = 0;j < model->numleafs;j += 8)
1732 l = model->numleafs - j;
1735 for (i = 0;i < l;i++)
1737 if (bits & (1 << i))
1739 leaf = &model->leafs[j + i + 1];
1740 leaf->pvschain = model->pvsleafchain;
1741 model->pvsleafchain = leaf;
1742 leaf->pvsframe = model->pvsframecount;
1743 // mark surfaces bounding this leaf as visible
1744 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
1745 surfacepvsframes[*mark] = model->pvsframecount;
1750 model->BuildPVSTextureChains(model);
1755 void R_WorldVisibility (entity_render_t *ent)
1760 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1761 viewleaf = ent->model->PointInLeaf(ent->model, modelorg);
1762 R_PVSUpdate(ent, viewleaf);
1767 if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
1768 R_SurfaceWorldNode (ent);
1770 R_PortalWorldNode (ent, viewleaf);
1773 void R_DrawWorld (entity_render_t *ent)
1775 if (ent->model == NULL)
1777 R_PrepareSurfaces(ent);
1778 R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->pvstexturechains);
1779 R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->pvstexturechains);
1780 if (r_drawportals.integer)
1784 void R_Model_Brush_DrawSky (entity_render_t *ent)
1786 if (ent->model == NULL)
1788 if (ent != &cl_entities[0].render)
1789 R_PrepareBrushModel(ent);
1790 R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->pvstexturechains);
1793 void R_Model_Brush_Draw (entity_render_t *ent)
1795 if (ent->model == NULL)
1798 if (ent != &cl_entities[0].render)
1799 R_PrepareBrushModel(ent);
1800 R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->pvstexturechains);
1803 void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
1807 float projectdistance, f, temp[3], lightradius2;
1809 if (ent->model == NULL)
1811 R_Mesh_Matrix(&ent->matrix);
1812 lightradius2 = lightradius * lightradius;
1813 R_UpdateTextureInfo(ent);
1814 projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
1815 for (i = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;i < ent->model->nummodelsurfaces;i++, surf++)
1817 if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST)
1819 f = PlaneDiff(relativelightorigin, surf->plane);
1820 if (surf->flags & SURF_PLANEBACK)
1822 // draw shadows only for frontfaces and only if they are close
1823 if (f >= 0.1 && f < lightradius)
1825 temp[0] = bound(surf->poly_mins[0], relativelightorigin[0], surf->poly_maxs[0]) - relativelightorigin[0];
1826 temp[1] = bound(surf->poly_mins[1], relativelightorigin[1], surf->poly_maxs[1]) - relativelightorigin[1];
1827 temp[2] = bound(surf->poly_mins[2], relativelightorigin[2], surf->poly_maxs[2]) - relativelightorigin[2];
1828 if (DotProduct(temp, temp) < lightradius2)
1829 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1830 R_Shadow_Volume(mesh->numverts, mesh->numtriangles, mesh->vertex3f, mesh->element3i, mesh->neighbor3i, relativelightorigin, lightradius, projectdistance);
1836 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)
1842 if (ent->model == NULL)
1844 R_Mesh_Matrix(&ent->matrix);
1845 R_UpdateTextureInfo(ent);
1846 for (surfnum = 0;surfnum < numsurfaces;surfnum++)
1848 surf = surflist[surfnum];
1849 if (surf->visframe == r_framecount)
1851 t = surf->texinfo->texture->currentframe;
1852 if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
1854 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1856 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);
1857 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);
1864 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)
1869 float f, lightmins[3], lightmaxs[3];
1871 if (ent->model == NULL)
1873 R_Mesh_Matrix(&ent->matrix);
1874 lightmins[0] = relativelightorigin[0] - lightradius;
1875 lightmins[1] = relativelightorigin[1] - lightradius;
1876 lightmins[2] = relativelightorigin[2] - lightradius;
1877 lightmaxs[0] = relativelightorigin[0] + lightradius;
1878 lightmaxs[1] = relativelightorigin[1] + lightradius;
1879 lightmaxs[2] = relativelightorigin[2] + lightradius;
1880 R_UpdateTextureInfo(ent);
1881 for (surfnum = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;surfnum < ent->model->nummodelsurfaces;surfnum++, surf++)
1883 if ((ent != &cl_entities[0].render || surf->visframe == r_framecount) && BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs))
1885 f = PlaneDiff(relativelightorigin, surf->plane);
1886 if (surf->flags & SURF_PLANEBACK)
1888 if (f >= -0.1 && f < lightradius)
1890 t = surf->texinfo->texture->currentframe;
1891 if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
1893 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1895 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);
1896 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);
1904 static void gl_surf_start(void)
1908 static void gl_surf_shutdown(void)
1912 static void gl_surf_newmap(void)
1916 void GL_Surf_Init(void)
1919 dlightdivtable[0] = 4194304;
1920 for (i = 1;i < 32768;i++)
1921 dlightdivtable[i] = 4194304 / (i << 7);
1923 Cvar_RegisterVariable(&r_ambient);
1924 Cvar_RegisterVariable(&r_vertexsurfaces);
1925 Cvar_RegisterVariable(&r_dlightmap);
1926 Cvar_RegisterVariable(&r_drawportals);
1927 Cvar_RegisterVariable(&r_testvis);
1928 Cvar_RegisterVariable(&r_floatbuildlightmap);
1929 Cvar_RegisterVariable(&r_detailtextures);
1930 Cvar_RegisterVariable(&r_surfaceworldnode);
1932 R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);