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_drawportals = {0, "r_drawportals", "0"};
34 cvar_t r_testvis = {0, "r_testvis", "0"};
35 cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
36 cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
37 cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"};
38 cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "-4"};
40 static int dlightdivtable[32768];
42 static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
44 int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
46 float dist, impact[3], local[3];
50 smax = (surf->extents[0] >> 4) + 1;
51 tmax = (surf->extents[1] >> 4) + 1;
54 for (lnum = 0; lnum < r_numdlights; lnum++)
56 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
57 continue; // not lit by this light
59 Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
60 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
62 // for comparisons to minimum acceptable light
63 // compensate for LIGHTOFFSET
64 maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
71 if (surf->plane->type < 3)
73 VectorCopy(local, impact);
74 impact[surf->plane->type] -= dist;
78 impact[0] = local[0] - surf->plane->normal[0] * dist;
79 impact[1] = local[1] - surf->plane->normal[1] * dist;
80 impact[2] = local[2] - surf->plane->normal[2] * dist;
83 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
84 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
86 s = bound(0, impacts, smax * 16) - impacts;
87 t = bound(0, impactt, tmax * 16) - impactt;
88 i = s * s + t * t + dist2;
92 // reduce calculations
93 for (s = 0, i = impacts; s < smax; s++, i -= 16)
94 sdtable[s] = i * i + dist2;
96 maxdist3 = maxdist - dist2;
98 // convert to 8.8 blocklights format
99 red = r_dlight[lnum].light[0] * (1.0f / 128.0f);
100 green = r_dlight[lnum].light[1] * (1.0f / 128.0f);
101 blue = r_dlight[lnum].light[2] * (1.0f / 128.0f);
102 subtract = (int) (r_dlight[lnum].subtract * 4194304.0f);
106 for (t = 0;t < tmax;t++, i -= 16)
109 // make sure some part of it is visible on this line
112 maxdist2 = maxdist - td;
113 for (s = 0;s < smax;s++)
115 if (sdtable[s] < maxdist2)
117 k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
121 bl[1] += (green * k);
136 static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
138 int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
139 float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
143 smax = (surf->extents[0] >> 4) + 1;
144 tmax = (surf->extents[1] >> 4) + 1;
147 for (lnum = 0; lnum < r_numdlights; lnum++)
149 if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
150 continue; // not lit by this light
152 Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
153 dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
155 // for comparisons to minimum acceptable light
156 // compensate for LIGHTOFFSET
157 maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
160 dist2 += LIGHTOFFSET;
161 if (dist2 >= maxdist)
164 if (surf->plane->type < 3)
166 VectorCopy(local, impact);
167 impact[surf->plane->type] -= dist;
171 impact[0] = local[0] - surf->plane->normal[0] * dist;
172 impact[1] = local[1] - surf->plane->normal[1] * dist;
173 impact[2] = local[2] - surf->plane->normal[2] * dist;
176 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
177 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
179 td = bound(0, impacts, smax * 16) - impacts;
180 td1 = bound(0, impactt, tmax * 16) - impactt;
181 td = td * td + td1 * td1 + dist2;
185 // reduce calculations
186 for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
187 sdtable[s] = td1 * td1 + dist2;
189 maxdist3 = maxdist - dist2;
191 // convert to 8.8 blocklights format
192 red = r_dlight[lnum].light[0];
193 green = r_dlight[lnum].light[1];
194 blue = r_dlight[lnum].light[2];
195 subtract = r_dlight[lnum].subtract * 32768.0f;
196 bl = floatblocklights;
199 for (t = 0;t < tmax;t++, td1 -= 16.0f)
202 // make sure some part of it is visible on this line
205 maxdist2 = maxdist - td;
206 for (s = 0;s < smax;s++)
208 if (sdtable[s] < maxdist2)
210 k = (32768.0f / (sdtable[s] + td)) - subtract;
230 Combine and scale multiple lightmaps into the 8.8 format in blocklights
233 static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
235 if (!r_floatbuildlightmap.integer)
237 int smax, tmax, i, j, size, size3, shift, maps, stride, l;
238 unsigned int *bl, scale;
239 qbyte *lightmap, *out, *stain;
241 // update cached lighting info
242 surf->cached_dlight = 0;
244 smax = (surf->extents[0]>>4)+1;
245 tmax = (surf->extents[1]>>4)+1;
248 lightmap = surf->samples;
250 // set to full bright if no light data
252 if ((ent->effects & EF_FULLBRIGHT) || !ent->model->brushq1.lightdata)
254 for (i = 0;i < size3;i++)
260 j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
263 for (i = 0;i < size3;i++)
267 memset(bl, 0, size*3*sizeof(unsigned int));
269 if (surf->dlightframe == r_framecount)
271 surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
272 if (surf->cached_dlight)
276 // add all the lightmaps
280 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
281 for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
282 bl[i] += lightmap[i] * scale;
286 stain = surf->stainsamples;
289 // deal with lightmap brightness scale
290 shift = 7 + r_lightmapscalebit + 8;
291 if (ent->model->brushq1.lightmaprgba)
293 stride = (surf->lightmaptexturestride - smax) * 4;
294 for (i = 0;i < tmax;i++, out += stride)
296 for (j = 0;j < smax;j++)
298 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
299 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
300 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
307 stride = (surf->lightmaptexturestride - smax) * 3;
308 for (i = 0;i < tmax;i++, out += stride)
310 for (j = 0;j < smax;j++)
312 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
313 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
314 l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
319 R_UpdateTexture(surf->lightmaptexture, templight);
323 int smax, tmax, i, j, size, size3, maps, stride, l;
325 qbyte *lightmap, *out, *stain;
327 // update cached lighting info
328 surf->cached_dlight = 0;
330 smax = (surf->extents[0]>>4)+1;
331 tmax = (surf->extents[1]>>4)+1;
334 lightmap = surf->samples;
336 // set to full bright if no light data
337 bl = floatblocklights;
338 if ((ent->effects & EF_FULLBRIGHT) || !ent->model->brushq1.lightdata)
341 j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
346 for (i = 0;i < size3;i++)
350 memset(bl, 0, size*3*sizeof(float));
352 if (surf->dlightframe == r_framecount)
354 surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
355 if (surf->cached_dlight)
359 // add all the lightmaps
362 bl = floatblocklights;
363 for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
364 for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
365 bl[i] += lightmap[i] * scale;
368 stain = surf->stainsamples;
369 bl = floatblocklights;
371 // deal with lightmap brightness scale
372 scale = 1.0f / (1 << (7 + r_lightmapscalebit + 8));
373 if (ent->model->brushq1.lightmaprgba)
375 stride = (surf->lightmaptexturestride - smax) * 4;
376 for (i = 0;i < tmax;i++, out += stride)
378 for (j = 0;j < smax;j++)
380 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
381 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
382 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
389 stride = (surf->lightmaptexturestride - smax) * 3;
390 for (i = 0;i < tmax;i++, out += stride)
392 for (j = 0;j < smax;j++)
394 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
395 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
396 l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
401 R_UpdateTexture(surf->lightmaptexture, templight);
405 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
407 float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
408 msurface_t *surf, *endsurf;
409 int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
413 maxdist = radius * radius;
414 invradius = 1.0f / radius;
417 if (node->contents < 0)
419 ndist = PlaneDiff(origin, node->plane);
422 node = node->children[0];
427 node = node->children[1];
431 dist2 = ndist * ndist;
432 maxdist3 = maxdist - dist2;
434 if (node->plane->type < 3)
436 VectorCopy(origin, impact);
437 impact[node->plane->type] -= ndist;
441 impact[0] = origin[0] - node->plane->normal[0] * ndist;
442 impact[1] = origin[1] - node->plane->normal[1] * ndist;
443 impact[2] = origin[2] - node->plane->normal[2] * ndist;
446 for (surf = model->brushq1.surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
448 if (surf->stainsamples)
450 smax = (surf->extents[0] >> 4) + 1;
451 tmax = (surf->extents[1] >> 4) + 1;
453 impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
454 impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
456 s = bound(0, impacts, smax * 16) - impacts;
457 t = bound(0, impactt, tmax * 16) - impactt;
458 i = s * s + t * t + dist2;
462 // reduce calculations
463 for (s = 0, i = impacts; s < smax; s++, i -= 16)
464 sdtable[s] = i * i + dist2;
466 bl = surf->stainsamples;
471 for (t = 0;t < tmax;t++, i -= 16)
474 // make sure some part of it is visible on this line
477 maxdist2 = maxdist - td;
478 for (s = 0;s < smax;s++)
480 if (sdtable[s] < maxdist2)
482 ratio = lhrandom(0.0f, 1.0f);
483 a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
484 if (a >= (1.0f / 64.0f))
488 bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
489 bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
490 bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
500 // force lightmap upload
502 surf->cached_dlight = true;
506 if (node->children[0]->contents >= 0)
508 if (node->children[1]->contents >= 0)
510 R_StainNode(node->children[0], model, origin, radius, fcolor);
511 node = node->children[1];
516 node = node->children[0];
520 else if (node->children[1]->contents >= 0)
522 node = node->children[1];
527 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)
531 entity_render_t *ent;
534 if (cl.worldmodel == NULL || !cl.worldmodel->brushq1.nodes)
539 fcolor[3] = ca1 * (1.0f / 64.0f);
540 fcolor[4] = cr2 - cr1;
541 fcolor[5] = cg2 - cg1;
542 fcolor[6] = cb2 - cb1;
543 fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
545 R_StainNode(cl.worldmodel->brushq1.nodes + cl.worldmodel->brushq1.hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor);
547 // look for embedded bmodels
548 for (n = 0;n < cl_num_brushmodel_entities;n++)
550 ent = cl_brushmodel_entities[n];
552 if (model && model->name[0] == '*')
554 Mod_CheckLoaded(model);
555 if (model->brushq1.nodes)
557 Matrix4x4_Transform(&ent->inversematrix, origin, org);
558 R_StainNode(model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
566 =============================================================
570 =============================================================
573 static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
578 if (styles[0] != 255)
580 for (i = 0;i < numverts;i++, c += 4)
582 lm = samples + lightmapoffsets[i];
583 scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
584 VectorMA(c, scale, lm, c);
585 if (styles[1] != 255)
588 scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
589 VectorMA(c, scale, lm, c);
590 if (styles[2] != 255)
593 scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
594 VectorMA(c, scale, lm, c);
595 if (styles[3] != 255)
598 scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
599 VectorMA(c, scale, lm, c);
607 static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
613 for (i = 0;i < numverts;i++, v += 3, c += 4)
615 VectorSubtract(v, modelorg, diff);
616 f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
617 VectorScale(c, f, c);
620 else if (colorscale != 1)
621 for (i = 0;i < numverts;i++, c += 4)
622 VectorScale(c, colorscale, c);
625 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)
634 for (i = 0;i < numverts;i++, v += 3, c += 4)
636 VectorSubtract(v, modelorg, diff);
637 f = 1 - exp(fogdensity/DotProduct(diff, diff));
646 for (i = 0;i < numverts;i++, c += 4)
656 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)
663 for (i = 0;i < numverts;i++, v += 3, c += 4)
665 VectorSubtract(v, modelorg, diff);
666 f = exp(fogdensity/DotProduct(diff, diff));
674 static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale)
679 int i, l, lit = false;
682 for (l = 0;l < r_numdlights;l++)
684 if (dlightbits[l >> 5] & (1 << (l & 31)))
687 Matrix4x4_Transform(matrix, rd->origin, lightorigin);
688 for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
690 f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
691 if (f < rd->cullradius2)
693 f = ((1.0f / f) - rd->subtract) * scale;
694 VectorMA(c, f, rd->light, c);
703 // note: this untransforms lights to do the checking
704 static int RSurf_LightCheck(const matrix4x4_t *matrix, const int *dlightbits, const surfmesh_t *mesh)
710 for (l = 0;l < r_numdlights;l++)
712 if (dlightbits[l >> 5] & (1 << (l & 31)))
715 Matrix4x4_Transform(matrix, rd->origin, lightorigin);
716 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
717 if (VectorDistance2(v, lightorigin) < rd->cullradius2)
724 static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
726 const msurface_t *surf;
727 const surfmesh_t *mesh;
730 // LordHavoc: HalfLife maps have freaky skypolys...
731 if (ent->model->brush.ishlbsp)
736 skyrendernow = false;
741 R_Mesh_Matrix(&ent->matrix);
743 GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
746 // depth-only (masking)
747 qglColorMask(0,0,0,0);
748 // just to make sure that braindead drivers don't draw anything
749 // despite that colormask...
750 GL_BlendFunc(GL_ZERO, GL_ONE);
755 GL_BlendFunc(GL_ONE, GL_ZERO);
760 memset(&m, 0, sizeof(m));
761 R_Mesh_State_Texture(&m);
763 while((surf = *surfchain++) != NULL)
765 if (surf->visframe == r_framecount)
767 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
769 GL_VertexPointer(mesh->vertex3f);
770 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
774 qglColorMask(1,1,1,1);
777 static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
779 const entity_render_t *ent = calldata1;
780 const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
782 const surfmesh_t *mesh;
787 matrix4x4_t tempmatrix;
788 float args[4] = {0.05f,0,0,0.04f};
790 if (r_waterscroll.value)
792 // scrolling in texture matrix
793 Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
794 if (gl_textureshader && r_watershader.integer)
796 R_Mesh_TextureMatrix(1, &tempmatrix);
797 Matrix4x4_CreateTranslate(&tempmatrix, -sin(cl.time) * 0.025 * r_waterscroll.value, -sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
799 R_Mesh_TextureMatrix(0, &tempmatrix);
802 R_Mesh_Matrix(&ent->matrix);
803 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
805 memset(&m, 0, sizeof(m));
806 texture = surf->texinfo->texture->currentframe;
807 alpha = texture->currentalpha;
808 if (texture->rendertype == SURFRENDER_ADD)
810 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
813 else if (texture->rendertype == SURFRENDER_ALPHA)
815 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
820 GL_BlendFunc(GL_ONE, GL_ZERO);
823 if (gl_textureshader && r_watershader.integer)
825 m.tex[0] = R_GetTexture(mod_shared_distorttexture);
826 m.tex[1] = R_GetTexture(texture->skin.base);
829 m.tex[0] = R_GetTexture(texture->skin.base);
831 if (gl_combine.integer)
833 m.texrgbscale[0] = 4;
838 GL_ColorPointer(varray_color4f);
840 GL_Color(1, 1, 1, alpha);
841 if (gl_textureshader && r_watershader.integer)
843 GL_ActiveTexture (0);
844 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
845 GL_ActiveTexture (1);
846 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
847 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
848 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
849 qglTexEnvfv (GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
850 qglEnable (GL_TEXTURE_SHADER_NV);
852 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
854 GL_VertexPointer(mesh->vertex3f);
855 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
856 m.pointer_texcoord[1] = mesh->texcoordtexture2f;
857 m.texcombinergb[1] = GL_REPLACE;
858 R_Mesh_State_Texture(&m);
861 R_FillColors(varray_color4f, mesh->numverts, 1, 1, 1, alpha);
862 RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg);
864 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
866 if (gl_textureshader && r_watershader.integer)
868 qglDisable (GL_TEXTURE_SHADER_NV);
869 GL_ActiveTexture (0);
874 memset(&m, 0, sizeof(m));
875 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
878 m.tex[0] = R_GetTexture(texture->skin.fog);
879 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
881 GL_VertexPointer(mesh->vertex3f);
882 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
883 GL_ColorPointer(varray_color4f);
884 R_Mesh_State_Texture(&m);
885 RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, 1, mesh->numverts, modelorg);
886 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
890 if (r_waterscroll.value)
892 Matrix4x4_CreateIdentity(&tempmatrix);
893 R_Mesh_TextureMatrix(0, &tempmatrix);
894 R_Mesh_TextureMatrix(1, &tempmatrix);
898 static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
900 const msurface_t *surf;
903 if (texture->rendertype != SURFRENDER_OPAQUE)
905 for (chain = surfchain;(surf = *chain) != NULL;chain++)
907 if (surf->visframe == r_framecount)
909 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
910 R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces);
915 for (chain = surfchain;(surf = *chain) != NULL;chain++)
916 if (surf->visframe == r_framecount)
917 RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces);
920 static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
922 float base, colorscale;
923 const surfmesh_t *mesh;
926 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
927 memset(&m, 0, sizeof(m));
928 if (rendertype == SURFRENDER_ADD)
930 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
933 else if (rendertype == SURFRENDER_ALPHA)
935 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
940 GL_BlendFunc(GL_ONE, GL_ZERO);
943 m.tex[0] = R_GetTexture(texture->skin.base);
945 if (gl_combine.integer)
947 m.texrgbscale[0] = 4;
950 base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
952 GL_ColorPointer(varray_color4f);
953 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
955 GL_VertexPointer(mesh->vertex3f);
956 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
957 R_Mesh_State_Texture(&m);
958 R_FillColors(varray_color4f, mesh->numverts, base, base, base, currentalpha);
959 if (!(ent->effects & EF_FULLBRIGHT))
961 if (surf->dlightframe == r_framecount)
962 RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1);
963 if (surf->flags & SURF_LIGHTMAP)
964 RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
966 RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg);
967 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
971 static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
973 const surfmesh_t *mesh;
976 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
977 memset(&m, 0, sizeof(m));
978 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
981 m.tex[0] = R_GetTexture(texture->skin.glow);
982 GL_ColorPointer(varray_color4f);
983 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
985 GL_VertexPointer(mesh->vertex3f);
987 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
988 R_Mesh_State_Texture(&m);
989 RSurf_FoggedColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, mesh->numverts, modelorg);
990 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
994 static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
996 const surfmesh_t *mesh;
999 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1000 memset(&m, 0, sizeof(m));
1001 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1002 GL_DepthMask(false);
1004 m.tex[0] = R_GetTexture(texture->skin.fog);
1005 GL_ColorPointer(varray_color4f);
1006 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1008 GL_VertexPointer(mesh->vertex3f);
1010 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1011 R_Mesh_State_Texture(&m);
1012 RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, mesh->numverts, modelorg);
1013 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1017 static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1019 const msurface_t *surf;
1020 const surfmesh_t *mesh;
1022 int lightmaptexturenum;
1024 memset(&m, 0, sizeof(m));
1025 GL_BlendFunc(GL_ONE, GL_ZERO);
1028 m.tex[0] = R_GetTexture(texture->skin.base);
1029 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1030 m.tex[2] = R_GetTexture(texture->skin.detail);
1031 m.texrgbscale[0] = 1;
1032 m.texrgbscale[1] = 4;
1033 m.texrgbscale[2] = 2;
1034 cl = (float) (1 << r_lightmapscalebit);
1035 GL_Color(cl, cl, cl, 1);
1037 while((surf = *surfchain++) != NULL)
1039 if (surf->visframe == r_framecount)
1041 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1042 //if (m.tex[1] != lightmaptexturenum)
1044 m.tex[1] = lightmaptexturenum;
1045 // R_Mesh_State_Texture(&m);
1047 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1049 GL_VertexPointer(mesh->vertex3f);
1050 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1051 m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
1052 m.pointer_texcoord[2] = mesh->texcoorddetail2f;
1053 R_Mesh_State_Texture(&m);
1054 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1060 static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1062 const msurface_t *surf;
1063 const surfmesh_t *mesh;
1065 int lightmaptexturenum;
1066 memset(&m, 0, sizeof(m));
1067 GL_BlendFunc(GL_ONE, GL_ZERO);
1070 m.tex[0] = R_GetTexture(texture->skin.base);
1071 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1072 if (gl_combine.integer)
1073 m.texrgbscale[1] = 4;
1074 GL_Color(1, 1, 1, 1);
1075 while((surf = *surfchain++) != NULL)
1077 if (surf->visframe == r_framecount)
1079 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1080 //if (m.tex[1] != lightmaptexturenum)
1082 m.tex[1] = lightmaptexturenum;
1083 // R_Mesh_State_Texture(&m);
1085 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1087 GL_VertexPointer(mesh->vertex3f);
1088 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1089 m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
1090 R_Mesh_State_Texture(&m);
1091 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1097 static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1099 const msurface_t *surf;
1100 const surfmesh_t *mesh;
1102 memset(&m, 0, sizeof(m));
1105 GL_BlendFunc(GL_ONE, GL_ZERO);
1106 m.tex[0] = R_GetTexture(texture->skin.base);
1107 GL_Color(1, 1, 1, 1);
1108 while((surf = *surfchain++) != NULL)
1110 if (surf->visframe == r_framecount)
1112 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1114 GL_VertexPointer(mesh->vertex3f);
1115 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1116 R_Mesh_State_Texture(&m);
1117 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1123 static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1125 const msurface_t *surf;
1126 const surfmesh_t *mesh;
1128 int lightmaptexturenum;
1129 memset(&m, 0, sizeof(m));
1130 GL_BlendFunc(GL_ZERO, GL_SRC_COLOR);
1131 GL_DepthMask(false);
1133 m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1134 if (gl_combine.integer)
1135 m.texrgbscale[0] = 4;
1136 GL_Color(1, 1, 1, 1);
1137 while((surf = *surfchain++) != NULL)
1139 if (surf->visframe == r_framecount)
1141 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1142 //if (m.tex[0] != lightmaptexturenum)
1144 m.tex[0] = lightmaptexturenum;
1145 // R_Mesh_State_Texture(&m);
1147 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1149 GL_VertexPointer(mesh->vertex3f);
1150 m.pointer_texcoord[0] = mesh->texcoordlightmap2f;
1151 R_Mesh_State_Texture(&m);
1152 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1158 static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1160 const msurface_t *surf;
1161 const surfmesh_t *mesh;
1164 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1165 memset(&m, 0, sizeof(m));
1166 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1167 GL_DepthMask(false);
1169 GL_ColorPointer(varray_color4f);
1170 while((surf = *surfchain++) != NULL)
1172 if (surf->visframe == r_framecount)
1174 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1176 GL_VertexPointer(mesh->vertex3f);
1178 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1179 R_Mesh_State_Texture(&m);
1180 RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, mesh->numverts, modelorg);
1181 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1187 static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1189 const msurface_t *surf;
1190 const surfmesh_t *mesh;
1192 memset(&m, 0, sizeof(m));
1193 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1194 GL_DepthMask(false);
1196 m.tex[0] = R_GetTexture(texture->skin.detail);
1197 GL_Color(1, 1, 1, 1);
1198 while((surf = *surfchain++) != NULL)
1200 if (surf->visframe == r_framecount)
1202 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1204 GL_VertexPointer(mesh->vertex3f);
1205 m.pointer_texcoord[0] = mesh->texcoorddetail2f;
1206 R_Mesh_State_Texture(&m);
1207 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1213 static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1215 const msurface_t *surf;
1216 const surfmesh_t *mesh;
1218 memset(&m, 0, sizeof(m));
1219 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1220 GL_DepthMask(false);
1222 m.tex[0] = R_GetTexture(texture->skin.glow);
1223 GL_Color(1, 1, 1, 1);
1224 while((surf = *surfchain++) != NULL)
1226 if (surf->visframe == r_framecount)
1228 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1230 GL_VertexPointer(mesh->vertex3f);
1231 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1232 R_Mesh_State_Texture(&m);
1233 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1239 static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1241 const msurface_t *surf;
1242 const surfmesh_t *mesh;
1244 memset(&m, 0, sizeof(m));
1245 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1247 m.tex[0] = R_GetTexture(texture->skin.glow);
1249 GL_Color(1, 1, 1, 1);
1251 GL_Color(0, 0, 0, 1);
1252 while((surf = *surfchain++) != NULL)
1254 if (surf->visframe == r_framecount)
1256 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1258 GL_VertexPointer(mesh->vertex3f);
1259 m.pointer_texcoord[0] = mesh->texcoordtexture2f;
1260 R_Mesh_State_Texture(&m);
1261 R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
1267 static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
1269 const entity_render_t *ent = calldata1;
1270 const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
1274 R_Mesh_Matrix(&ent->matrix);
1276 texture = surf->texinfo->texture;
1277 if (texture->animated)
1278 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];
1280 currentalpha = ent->alpha;
1281 if (ent->effects & EF_ADDITIVE)
1282 rendertype = SURFRENDER_ADD;
1283 else if (currentalpha < 1 || texture->skin.fog != NULL)
1284 rendertype = SURFRENDER_ALPHA;
1286 rendertype = SURFRENDER_OPAQUE;
1288 RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha);
1289 if (texture->skin.glow)
1290 RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha);
1292 RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha);
1295 static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1297 const msurface_t *surf;
1300 if (texture->rendertype != SURFRENDER_OPAQUE)
1302 // transparent vertex shaded from lightmap
1303 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1305 if (surf->visframe == r_framecount)
1307 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
1308 R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces);
1312 else if (r_shadow_realtime_world.integer)
1314 // opaque base lighting
1315 RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
1317 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1321 // opaque lightmapped
1322 if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
1323 RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, surfchain);
1324 else if (r_textureunits.integer >= 2)
1326 RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, surfchain);
1327 if (r_detailtextures.integer)
1328 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1332 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1333 RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
1334 if (r_detailtextures.integer)
1335 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1337 if (texture->skin.glow)
1338 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1340 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1344 Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP};
1345 Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0};
1346 Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0};
1348 int Cshader_count = 3;
1349 Cshader_t *Cshaders[3] =
1351 &Cshader_wall_lightmap,
1356 void R_UpdateTextureInfo(entity_render_t *ent)
1358 int i, texframe, alttextures;
1364 alttextures = ent->frame != 0;
1365 texframe = (int)(cl.time * 5.0f);
1366 for (i = 0;i < ent->model->brushq1.numtextures;i++)
1368 t = ent->model->brushq1.textures + i;
1369 t->currentalpha = ent->alpha;
1370 if (t->flags & SURF_WATERALPHA)
1371 t->currentalpha *= r_wateralpha.value;
1372 if (ent->effects & EF_ADDITIVE)
1373 t->rendertype = SURFRENDER_ADD;
1374 else if (t->currentalpha < 1 || t->skin.fog != NULL)
1375 t->rendertype = SURFRENDER_ALPHA;
1377 t->rendertype = SURFRENDER_OPAQUE;
1378 // we don't need to set currentframe if t->animated is false because
1379 // it was already set up by the texture loader for non-animating
1381 t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
1385 void R_PrepareSurfaces(entity_render_t *ent)
1387 int i, numsurfaces, *surfacevisframes;
1389 msurface_t *surf, *surfaces, **surfchain;
1396 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1397 numsurfaces = model->brushq1.nummodelsurfaces;
1398 surfaces = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
1399 surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1401 R_UpdateTextureInfo(ent);
1403 if (r_dynamic.integer && !r_shadow_realtime_dlight.integer)
1406 if (model->brushq1.light_ambient != r_ambient.value || model->brushq1.light_scalebit != r_lightmapscalebit)
1408 model->brushq1.light_ambient = r_ambient.value;
1409 model->brushq1.light_scalebit = r_lightmapscalebit;
1410 for (i = 0;i < model->brushq1.nummodelsurfaces;i++)
1411 model->brushq1.surfaces[i + model->brushq1.firstmodelsurface].cached_dlight = true;
1415 for (i = 0;i < model->brushq1.light_styles;i++)
1417 if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
1419 model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
1420 for (surfchain = model->brushq1.light_styleupdatechains[i];*surfchain;surfchain++)
1421 (**surfchain).cached_dlight = true;
1426 for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
1428 if (surfacevisframes[i] == r_framecount)
1430 #if !WORLDNODECULLBACKFACES
1431 // mark any backface surfaces as not visible
1432 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1434 if (!(surf->flags & SURF_PLANEBACK))
1435 surfacevisframes[i] = -1;
1439 if ((surf->flags & SURF_PLANEBACK))
1440 surfacevisframes[i] = -1;
1442 if (surfacevisframes[i] == r_framecount)
1446 surf->visframe = r_framecount;
1447 if (surf->cached_dlight && surf->lightmaptexture != NULL)
1448 R_BuildLightMap(ent, surf);
1454 void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains)
1458 if (ent->model == NULL)
1460 R_Mesh_Matrix(&ent->matrix);
1461 for (i = 0, t = ent->model->brushq1.textures;i < ent->model->brushq1.numtextures;i++, t++)
1462 if (t->shader->shaderfunc[type] && t->currentframe && chains[i] != NULL)
1463 t->shader->shaderfunc[type](ent, t->currentframe, chains[i]);
1466 static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
1471 const entity_render_t *ent = calldata1;
1472 const mportal_t *portal = ent->model->brushq1.portals + calldata2;
1473 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1474 GL_DepthMask(false);
1476 R_Mesh_Matrix(&ent->matrix);
1477 GL_VertexPointer(varray_vertex3f);
1479 memset(&m, 0, sizeof(m));
1480 R_Mesh_State_Texture(&m);
1482 i = portal - ent->model->brushq1.portals;
1483 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
1484 ((i & 0x0038) >> 3) * (1.0f / 7.0f),
1485 ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
1487 if (PlaneDiff(r_origin, (&portal->plane)) < 0)
1489 for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
1490 VectorCopy(portal->points[i].position, v);
1493 for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
1494 VectorCopy(portal->points[i].position, v);
1495 R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
1498 // LordHavoc: this is just a nice debugging tool, very slow
1499 static void R_DrawPortals(entity_render_t *ent)
1502 mportal_t *portal, *endportal;
1503 float temp[3], center[3], f;
1504 if (ent->model == NULL)
1506 for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++)
1508 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
1511 for (i = 0;i < portal->numpoints;i++)
1512 VectorAdd(temp, portal->points[i].position, temp);
1513 f = ixtable[portal->numpoints];
1514 VectorScale(temp, f, temp);
1515 Matrix4x4_Transform(&ent->matrix, temp, center);
1516 R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->brushq1.portals);
1521 void R_PrepareBrushModel(entity_render_t *ent)
1523 int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
1526 #if WORLDNODECULLBACKFACES
1530 // because bmodels can be reused, we have to decide which things to render
1531 // from scratch every time
1535 #if WORLDNODECULLBACKFACES
1536 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1538 numsurfaces = model->brushq1.nummodelsurfaces;
1539 surf = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
1540 surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1541 surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
1542 for (i = 0;i < numsurfaces;i++, surf++)
1544 #if WORLDNODECULLBACKFACES
1545 // mark any backface surfaces as not visible
1546 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1548 if ((surf->flags & SURF_PLANEBACK))
1549 surfacevisframes[i] = r_framecount;
1551 else if (!(surf->flags & SURF_PLANEBACK))
1552 surfacevisframes[i] = r_framecount;
1554 surfacevisframes[i] = r_framecount;
1556 surf->dlightframe = -1;
1558 R_PrepareSurfaces(ent);
1561 void R_SurfaceWorldNode (entity_render_t *ent)
1563 int i, *surfacevisframes, *surfacepvsframes, surfnum;
1569 // equivilant to quake's RecursiveWorldNode but faster and more effective
1573 surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1574 surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
1575 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1577 for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
1579 if (!R_CullBox (leaf->mins, leaf->maxs))
1582 leaf->visframe = r_framecount;
1586 for (i = 0;i < model->brushq1.pvssurflistlength;i++)
1588 surfnum = model->brushq1.pvssurflist[i];
1589 surf = model->brushq1.surfaces + surfnum;
1590 #if WORLDNODECULLBACKFACES
1591 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1593 if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1594 surfacevisframes[surfnum] = r_framecount;
1598 if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1599 surfacevisframes[surfnum] = r_framecount;
1602 if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
1603 surfacevisframes[surfnum] = r_framecount;
1608 static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
1610 int c, leafstackpos, *mark, *surfacevisframes, bitnum;
1611 #if WORLDNODECULLBACKFACES
1615 mleaf_t *leaf, *leafstack[8192];
1618 msurface_t *surfaces;
1619 if (ent->model == NULL)
1621 // LordHavoc: portal-passage worldnode with PVS;
1622 // follows portals leading outward from viewleaf, does not venture
1623 // offscreen or into leafs that are not visible, faster than Quake's
1624 // RecursiveWorldNode
1625 surfaces = ent->model->brushq1.surfaces;
1626 surfacevisframes = ent->model->brushq1.surfacevisframes;
1627 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1628 viewleaf->worldnodeframe = r_framecount;
1629 leafstack[0] = viewleaf;
1631 while (leafstackpos)
1634 leaf = leafstack[--leafstackpos];
1635 leaf->visframe = r_framecount;
1636 // draw any surfaces bounding this leaf
1637 if (leaf->nummarksurfaces)
1639 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
1641 #if WORLDNODECULLBACKFACES
1643 if (surfacevisframes[n] != r_framecount)
1645 surf = surfaces + n;
1646 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1648 if ((surf->flags & SURF_PLANEBACK))
1649 surfacevisframes[n] = r_framecount;
1653 if (!(surf->flags & SURF_PLANEBACK))
1654 surfacevisframes[n] = r_framecount;
1658 surfacevisframes[*mark++] = r_framecount;
1662 // follow portals into other leafs
1663 for (p = leaf->portals;p;p = p->next)
1665 // LordHavoc: this DotProduct hurts less than a cache miss
1666 // (which is more likely to happen if backflowing through leafs)
1667 if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1))
1670 if (leaf->worldnodeframe != r_framecount)
1672 leaf->worldnodeframe = r_framecount;
1673 // FIXME: R_CullBox is absolute, should be done relative
1674 bitnum = (leaf - ent->model->brushq1.leafs) - 1;
1675 if ((r_pvsbits[bitnum >> 3] & (1 << (bitnum & 7))) && !R_CullBox(leaf->mins, leaf->maxs))
1676 leafstack[leafstackpos++] = leaf;
1683 void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
1685 int j, c, *surfacepvsframes, *mark;
1690 if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer))
1692 model->brushq1.pvsframecount++;
1693 model->brushq1.pvsviewleaf = viewleaf;
1694 model->brushq1.pvsviewleafnovis = r_novis.integer;
1695 model->brushq1.pvsleafchain = NULL;
1696 model->brushq1.pvssurflistlength = 0;
1699 surfacepvsframes = model->brushq1.surfacepvsframes;
1700 for (j = 0;j < model->brushq1.visleafs;j++)
1702 if (r_pvsbits[j >> 3] & (1 << (j & 7)))
1704 leaf = model->brushq1.leafs + j + 1;
1705 leaf->pvsframe = model->brushq1.pvsframecount;
1706 leaf->pvschain = model->brushq1.pvsleafchain;
1707 model->brushq1.pvsleafchain = leaf;
1708 // mark surfaces bounding this leaf as visible
1709 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
1710 surfacepvsframes[*mark] = model->brushq1.pvsframecount;
1713 model->brushq1.BuildPVSTextureChains(model);
1718 void R_WorldVisibility(entity_render_t *ent)
1723 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1724 viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL;
1725 R_PVSUpdate(ent, viewleaf);
1730 if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
1731 R_SurfaceWorldNode (ent);
1733 R_PortalWorldNode (ent, viewleaf);
1736 void R_DrawWorld(entity_render_t *ent)
1738 if (ent->model == NULL)
1740 if (!ent->model->brushq1.numleafs && ent->model->Draw)
1741 ent->model->Draw(ent);
1744 R_PrepareSurfaces(ent);
1745 R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
1746 R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
1747 if (r_drawportals.integer)
1752 void R_Model_Brush_DrawSky(entity_render_t *ent)
1754 if (ent->model == NULL)
1756 if (ent != &cl_entities[0].render)
1757 R_PrepareBrushModel(ent);
1758 R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
1761 void R_Model_Brush_Draw(entity_render_t *ent)
1763 if (ent->model == NULL)
1766 if (ent != &cl_entities[0].render)
1767 R_PrepareBrushModel(ent);
1768 R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
1771 void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
1775 float projectdistance, f, temp[3], lightradius2;
1777 if (ent->model == NULL)
1779 R_Mesh_Matrix(&ent->matrix);
1780 lightradius2 = lightradius * lightradius;
1781 R_UpdateTextureInfo(ent);
1782 projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
1783 for (i = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;i < ent->model->brushq1.nummodelsurfaces;i++, surf++)
1785 if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST)
1787 f = PlaneDiff(relativelightorigin, surf->plane);
1788 if (surf->flags & SURF_PLANEBACK)
1790 // draw shadows only for frontfaces and only if they are close
1791 if (f >= 0.1 && f < lightradius)
1793 temp[0] = bound(surf->poly_mins[0], relativelightorigin[0], surf->poly_maxs[0]) - relativelightorigin[0];
1794 temp[1] = bound(surf->poly_mins[1], relativelightorigin[1], surf->poly_maxs[1]) - relativelightorigin[1];
1795 temp[2] = bound(surf->poly_mins[2], relativelightorigin[2], surf->poly_maxs[2]) - relativelightorigin[2];
1796 if (DotProduct(temp, temp) < lightradius2)
1797 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1798 R_Shadow_Volume(mesh->numverts, mesh->numtriangles, mesh->vertex3f, mesh->element3i, mesh->neighbor3i, relativelightorigin, lightradius, projectdistance);
1804 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)
1810 if (ent->model == NULL)
1812 R_Mesh_Matrix(&ent->matrix);
1813 R_UpdateTextureInfo(ent);
1814 for (surfnum = 0;surfnum < numsurfaces;surfnum++)
1816 surf = surflist[surfnum];
1817 if (surf->visframe == r_framecount)
1819 t = surf->texinfo->texture->currentframe;
1820 if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
1822 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1824 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);
1825 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);
1832 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)
1837 float f, lightmins[3], lightmaxs[3];
1839 if (ent->model == NULL)
1841 R_Mesh_Matrix(&ent->matrix);
1842 lightmins[0] = relativelightorigin[0] - lightradius;
1843 lightmins[1] = relativelightorigin[1] - lightradius;
1844 lightmins[2] = relativelightorigin[2] - lightradius;
1845 lightmaxs[0] = relativelightorigin[0] + lightradius;
1846 lightmaxs[1] = relativelightorigin[1] + lightradius;
1847 lightmaxs[2] = relativelightorigin[2] + lightradius;
1848 R_UpdateTextureInfo(ent);
1849 for (surfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;surfnum < ent->model->brushq1.nummodelsurfaces;surfnum++, surf++)
1851 if ((ent != &cl_entities[0].render || surf->visframe == r_framecount) && BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs))
1853 f = PlaneDiff(relativelightorigin, surf->plane);
1854 if (surf->flags & SURF_PLANEBACK)
1856 if (f >= -0.1 && f < lightradius)
1858 t = surf->texinfo->texture->currentframe;
1859 if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
1861 for (mesh = surf->mesh;mesh;mesh = mesh->chain)
1863 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);
1864 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);
1872 void R_DrawCollisionBrush(colbrushf_t *brush)
1875 i = ((int)brush) / sizeof(colbrushf_t);
1876 GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
1877 GL_VertexPointer(brush->points->v);
1878 R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
1881 void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
1884 if (!face->numtriangles)
1886 if (face->texture->renderflags)
1888 if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_SKY)
1892 skyrendernow = false;
1893 if (skyrendermasked)
1897 R_Mesh_Matrix(&ent->matrix);
1899 GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
1900 if (skyrendermasked)
1902 // depth-only (masking)
1903 qglColorMask(0,0,0,0);
1904 // just to make sure that braindead drivers don't draw anything
1905 // despite that colormask...
1906 GL_BlendFunc(GL_ZERO, GL_ONE);
1911 GL_BlendFunc(GL_ONE, GL_ZERO);
1916 memset(&m, 0, sizeof(m));
1917 R_Mesh_State_Texture(&m);
1919 GL_VertexPointer(face->data_vertex3f);
1920 R_Mesh_Draw(face->numvertices, face->numtriangles, face->data_element3i);
1921 qglColorMask(1,1,1,1);
1924 if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW)
1927 R_Mesh_Matrix(&ent->matrix);
1928 face->visframe = r_framecount;
1929 memset(&m, 0, sizeof(m));
1930 GL_BlendFunc(GL_ONE, GL_ZERO);
1933 m.tex[0] = R_GetTexture(face->texture->skin.base);
1934 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
1935 if (face->lightmaptexture)
1937 m.tex[1] = R_GetTexture(face->lightmaptexture);
1938 m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
1939 m.texrgbscale[1] = 2;
1940 GL_Color(1, 1, 1, 1);
1944 m.texrgbscale[0] = 2;
1945 GL_ColorPointer(face->data_color4f);
1947 R_Mesh_State_Texture(&m);
1948 GL_VertexPointer(face->data_vertex3f);
1949 R_Mesh_Draw(face->numvertices, face->numtriangles, face->data_element3i);
1953 void R_Q3BSP_DrawSky(entity_render_t *ent)
1958 void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec3_t modelorg, qbyte *pvs, int markframe)
1963 while (node->isnode)
1965 if (R_CullBox(node->mins, node->maxs))
1967 R_Q3BSP_RecursiveWorldNode(ent, node->children[0], modelorg, pvs, markframe);
1968 node = node->children[1];
1970 if (R_CullBox(node->mins, node->maxs))
1972 leaf = (q3mleaf_t *)node;
1973 if (pvs[leaf->clusterindex >> 3] & (1 << (leaf->clusterindex & 7)))
1975 for (i = 0;i < leaf->numleaffaces;i++)
1977 face = leaf->firstleafface[i];
1978 if (face->markframe != markframe)
1980 face->markframe = markframe;
1981 if (!R_CullBox(face->mins, face->maxs))
1982 R_Q3BSP_DrawFace(ent, face);
1990 void R_Q3BSP_Draw(entity_render_t *ent)
1997 static int markframe = 0;
1998 R_Mesh_Matrix(&ent->matrix);
2000 if (r_drawcollisionbrushes.integer < 2)
2002 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
2003 if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2004 R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
2006 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2007 R_Q3BSP_DrawFace(ent, face);
2009 if (r_drawcollisionbrushes.integer >= 1)
2012 memset(&m, 0, sizeof(m));
2013 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2014 GL_DepthMask(false);
2016 R_Mesh_State_Texture(&m);
2017 for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++)
2018 if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles)
2019 R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf);
2023 void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
2027 vec3_t modelorg, lightmins, lightmaxs;
2029 float projectdistance;
2030 projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
2031 if (r_drawcollisionbrushes.integer < 2)
2034 R_Mesh_Matrix(&ent->matrix);
2035 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
2036 lightmins[0] = relativelightorigin[0] - lightradius;
2037 lightmins[1] = relativelightorigin[1] - lightradius;
2038 lightmins[2] = relativelightorigin[2] - lightradius;
2039 lightmaxs[0] = relativelightorigin[0] + lightradius;
2040 lightmaxs[1] = relativelightorigin[1] + lightradius;
2041 lightmaxs[2] = relativelightorigin[2] + lightradius;
2042 //if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2043 // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
2045 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2046 if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
2047 R_Shadow_Volume(face->numvertices, face->numtriangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, lightradius, projectdistance);
2051 void R_Q3BSP_DrawFaceLight(entity_render_t *ent, q3mface_t *face, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
2053 if ((face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW) || !face->numtriangles)
2055 R_Shadow_DiffuseLighting(face->numvertices, face->numtriangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, NULL);
2056 R_Shadow_SpecularLighting(face->numvertices, face->numtriangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, NULL);
2059 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)
2063 vec3_t modelorg, lightmins, lightmaxs;
2066 //static int markframe = 0;
2067 if (r_drawcollisionbrushes.integer < 2)
2070 R_Mesh_Matrix(&ent->matrix);
2071 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
2072 lightmins[0] = relativelightorigin[0] - lightradius;
2073 lightmins[1] = relativelightorigin[1] - lightradius;
2074 lightmins[2] = relativelightorigin[2] - lightradius;
2075 lightmaxs[0] = relativelightorigin[0] + lightradius;
2076 lightmaxs[1] = relativelightorigin[1] + lightradius;
2077 lightmaxs[2] = relativelightorigin[2] + lightradius;
2078 //if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
2079 // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
2081 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2082 if ((ent != &cl_entities[0].render || face->visframe == r_framecount) && BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
2083 R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz);
2087 static void gl_surf_start(void)
2091 static void gl_surf_shutdown(void)
2095 static void gl_surf_newmap(void)
2099 void GL_Surf_Init(void)
2102 dlightdivtable[0] = 4194304;
2103 for (i = 1;i < 32768;i++)
2104 dlightdivtable[i] = 4194304 / (i << 7);
2106 Cvar_RegisterVariable(&r_ambient);
2107 Cvar_RegisterVariable(&r_drawportals);
2108 Cvar_RegisterVariable(&r_testvis);
2109 Cvar_RegisterVariable(&r_floatbuildlightmap);
2110 Cvar_RegisterVariable(&r_detailtextures);
2111 Cvar_RegisterVariable(&r_surfaceworldnode);
2112 Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
2114 R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);