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 static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
705 const msurface_t *surf;
708 // LordHavoc: HalfLife maps have freaky skypolys...
709 if (ent->model->brush.ishlbsp)
714 skyrendernow = false;
719 R_Mesh_Matrix(&ent->matrix);
721 GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
724 // depth-only (masking)
725 qglColorMask(0,0,0,0);
726 // just to make sure that braindead drivers don't draw anything
727 // despite that colormask...
728 GL_BlendFunc(GL_ZERO, GL_ONE);
733 GL_BlendFunc(GL_ONE, GL_ZERO);
738 memset(&m, 0, sizeof(m));
739 R_Mesh_State_Texture(&m);
741 while((surf = *surfchain++) != NULL)
743 if (surf->visframe == r_framecount)
745 GL_VertexPointer(surf->mesh.data_vertex3f);
746 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
749 qglColorMask(1,1,1,1);
752 static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
754 const entity_render_t *ent = calldata1;
755 const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
761 matrix4x4_t tempmatrix;
762 float args[4] = {0.05f,0,0,0.04f};
764 if (r_waterscroll.value)
766 // scrolling in texture matrix
767 Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
768 if (gl_textureshader && r_watershader.integer)
770 R_Mesh_TextureMatrix(1, &tempmatrix);
771 Matrix4x4_CreateTranslate(&tempmatrix, -sin(cl.time) * 0.025 * r_waterscroll.value, -sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
773 R_Mesh_TextureMatrix(0, &tempmatrix);
776 R_Mesh_Matrix(&ent->matrix);
777 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
779 memset(&m, 0, sizeof(m));
780 texture = surf->texinfo->texture->currentframe;
781 alpha = texture->currentalpha;
782 if (texture->rendertype == SURFRENDER_ADD)
784 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
787 else if (texture->rendertype == SURFRENDER_ALPHA)
789 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
794 GL_BlendFunc(GL_ONE, GL_ZERO);
797 if (gl_textureshader && r_watershader.integer)
799 m.tex[0] = R_GetTexture(mod_shared_distorttexture);
800 m.tex[1] = R_GetTexture(texture->skin.base);
803 m.tex[0] = R_GetTexture(texture->skin.base);
805 if (gl_combine.integer)
807 m.texrgbscale[0] = 4;
812 GL_ColorPointer(varray_color4f);
814 GL_Color(1, 1, 1, alpha);
815 if (gl_textureshader && r_watershader.integer)
817 GL_ActiveTexture (0);
818 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
819 GL_ActiveTexture (1);
820 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
821 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
822 qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
823 qglTexEnvfv (GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
824 qglEnable (GL_TEXTURE_SHADER_NV);
827 GL_VertexPointer(surf->mesh.data_vertex3f);
828 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
829 m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f;
830 m.texcombinergb[1] = GL_REPLACE;
831 R_Mesh_State_Texture(&m);
834 R_FillColors(varray_color4f, surf->mesh.num_vertices, 1, 1, 1, alpha);
835 RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
837 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
839 if (gl_textureshader && r_watershader.integer)
841 qglDisable (GL_TEXTURE_SHADER_NV);
842 GL_ActiveTexture (0);
847 memset(&m, 0, sizeof(m));
848 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
851 m.tex[0] = R_GetTexture(texture->skin.fog);
852 GL_VertexPointer(surf->mesh.data_vertex3f);
853 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
854 GL_ColorPointer(varray_color4f);
855 R_Mesh_State_Texture(&m);
856 RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, 1, surf->mesh.num_vertices, modelorg);
857 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
860 if (r_waterscroll.value)
862 Matrix4x4_CreateIdentity(&tempmatrix);
863 R_Mesh_TextureMatrix(0, &tempmatrix);
864 R_Mesh_TextureMatrix(1, &tempmatrix);
868 static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
870 const msurface_t *surf;
873 if (texture->rendertype != SURFRENDER_OPAQUE)
875 for (chain = surfchain;(surf = *chain) != NULL;chain++)
877 if (surf->visframe == r_framecount)
879 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
880 R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces);
885 for (chain = surfchain;(surf = *chain) != NULL;chain++)
886 if (surf->visframe == r_framecount)
887 RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces);
890 static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
892 float base, colorscale;
895 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
896 memset(&m, 0, sizeof(m));
897 if (rendertype == SURFRENDER_ADD)
899 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
902 else if (rendertype == SURFRENDER_ALPHA)
904 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
909 GL_BlendFunc(GL_ONE, GL_ZERO);
912 m.tex[0] = R_GetTexture(texture->skin.base);
914 if (gl_combine.integer)
916 m.texrgbscale[0] = 4;
919 base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
921 GL_ColorPointer(varray_color4f);
923 GL_VertexPointer(surf->mesh.data_vertex3f);
924 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
925 R_Mesh_State_Texture(&m);
926 R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
927 if (!(ent->effects & EF_FULLBRIGHT))
929 if (surf->dlightframe == r_framecount)
930 RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1);
931 if (surf->flags & SURF_LIGHTMAP)
932 RSurf_AddLightmapToVertexColors_Color4f(surf->mesh.data_lightmapoffsets, varray_color4f,surf->mesh.num_vertices, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
934 RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
935 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
938 static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
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);
950 GL_VertexPointer(surf->mesh.data_vertex3f);
952 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
953 R_Mesh_State_Texture(&m);
954 RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
955 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
958 static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
962 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
963 memset(&m, 0, sizeof(m));
964 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
967 m.tex[0] = R_GetTexture(texture->skin.fog);
968 GL_ColorPointer(varray_color4f);
970 GL_VertexPointer(surf->mesh.data_vertex3f);
972 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
973 R_Mesh_State_Texture(&m);
974 RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
975 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
978 static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
980 const msurface_t *surf;
982 int lightmaptexturenum;
984 memset(&m, 0, sizeof(m));
985 GL_BlendFunc(GL_ONE, GL_ZERO);
988 m.tex[0] = R_GetTexture(texture->skin.base);
989 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
990 m.tex[2] = R_GetTexture(texture->skin.detail);
991 m.texrgbscale[0] = 1;
992 m.texrgbscale[1] = 4;
993 m.texrgbscale[2] = 2;
994 cl = (float) (1 << r_lightmapscalebit);
995 GL_Color(cl, cl, cl, 1);
997 while((surf = *surfchain++) != NULL)
999 if (surf->visframe == r_framecount)
1001 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1002 //if (m.tex[1] != lightmaptexturenum)
1004 m.tex[1] = lightmaptexturenum;
1005 // R_Mesh_State_Texture(&m);
1007 GL_VertexPointer(surf->mesh.data_vertex3f);
1008 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1009 m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1010 m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
1011 R_Mesh_State_Texture(&m);
1012 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1017 static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1019 const msurface_t *surf;
1021 int lightmaptexturenum;
1022 memset(&m, 0, sizeof(m));
1023 GL_BlendFunc(GL_ONE, GL_ZERO);
1026 m.tex[0] = R_GetTexture(texture->skin.base);
1027 m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
1028 if (gl_combine.integer)
1029 m.texrgbscale[1] = 4;
1030 GL_Color(1, 1, 1, 1);
1031 while((surf = *surfchain++) != NULL)
1033 if (surf->visframe == r_framecount)
1035 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1036 //if (m.tex[1] != lightmaptexturenum)
1038 m.tex[1] = lightmaptexturenum;
1039 // R_Mesh_State_Texture(&m);
1041 GL_VertexPointer(surf->mesh.data_vertex3f);
1042 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1043 m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
1044 R_Mesh_State_Texture(&m);
1045 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1050 static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1052 const msurface_t *surf;
1054 memset(&m, 0, sizeof(m));
1057 GL_BlendFunc(GL_ONE, GL_ZERO);
1058 m.tex[0] = R_GetTexture(texture->skin.base);
1059 GL_Color(1, 1, 1, 1);
1060 while((surf = *surfchain++) != NULL)
1062 if (surf->visframe == r_framecount)
1064 GL_VertexPointer(surf->mesh.data_vertex3f);
1065 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1066 R_Mesh_State_Texture(&m);
1067 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1072 static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1074 const msurface_t *surf;
1076 int lightmaptexturenum;
1077 memset(&m, 0, sizeof(m));
1078 GL_BlendFunc(GL_ZERO, GL_SRC_COLOR);
1079 GL_DepthMask(false);
1081 m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
1082 if (gl_combine.integer)
1083 m.texrgbscale[0] = 4;
1084 GL_Color(1, 1, 1, 1);
1085 while((surf = *surfchain++) != NULL)
1087 if (surf->visframe == r_framecount)
1089 lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
1090 //if (m.tex[0] != lightmaptexturenum)
1092 m.tex[0] = lightmaptexturenum;
1093 // R_Mesh_State_Texture(&m);
1095 GL_VertexPointer(surf->mesh.data_vertex3f);
1096 m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
1097 R_Mesh_State_Texture(&m);
1098 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1103 static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1105 const msurface_t *surf;
1108 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1109 memset(&m, 0, sizeof(m));
1110 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1111 GL_DepthMask(false);
1113 GL_ColorPointer(varray_color4f);
1114 while((surf = *surfchain++) != NULL)
1116 if (surf->visframe == r_framecount)
1118 GL_VertexPointer(surf->mesh.data_vertex3f);
1120 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1121 R_Mesh_State_Texture(&m);
1122 RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg);
1123 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1128 static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1130 const msurface_t *surf;
1132 memset(&m, 0, sizeof(m));
1133 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1134 GL_DepthMask(false);
1136 m.tex[0] = R_GetTexture(texture->skin.detail);
1137 GL_Color(1, 1, 1, 1);
1138 while((surf = *surfchain++) != NULL)
1140 if (surf->visframe == r_framecount)
1142 GL_VertexPointer(surf->mesh.data_vertex3f);
1143 m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f;
1144 R_Mesh_State_Texture(&m);
1145 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1150 static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1152 const msurface_t *surf;
1154 memset(&m, 0, sizeof(m));
1155 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1156 GL_DepthMask(false);
1158 m.tex[0] = R_GetTexture(texture->skin.glow);
1159 GL_Color(1, 1, 1, 1);
1160 while((surf = *surfchain++) != NULL)
1162 if (surf->visframe == r_framecount)
1164 GL_VertexPointer(surf->mesh.data_vertex3f);
1165 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1166 R_Mesh_State_Texture(&m);
1167 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1172 static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1174 const msurface_t *surf;
1176 memset(&m, 0, sizeof(m));
1177 GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
1179 m.tex[0] = R_GetTexture(texture->skin.glow);
1181 GL_Color(1, 1, 1, 1);
1183 GL_Color(0, 0, 0, 1);
1184 while((surf = *surfchain++) != NULL)
1186 if (surf->visframe == r_framecount)
1188 GL_VertexPointer(surf->mesh.data_vertex3f);
1189 m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
1190 R_Mesh_State_Texture(&m);
1191 R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
1196 static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
1198 const entity_render_t *ent = calldata1;
1199 const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
1203 R_Mesh_Matrix(&ent->matrix);
1205 texture = surf->texinfo->texture;
1206 if (texture->animated)
1207 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];
1209 currentalpha = ent->alpha;
1210 if (ent->effects & EF_ADDITIVE)
1211 rendertype = SURFRENDER_ADD;
1212 else if (currentalpha < 1 || texture->skin.fog != NULL)
1213 rendertype = SURFRENDER_ALPHA;
1215 rendertype = SURFRENDER_OPAQUE;
1217 RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha);
1218 if (texture->skin.glow)
1219 RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha);
1221 RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha);
1224 static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
1226 const msurface_t *surf;
1229 if (texture->rendertype != SURFRENDER_OPAQUE)
1231 // transparent vertex shaded from lightmap
1232 for (chain = surfchain;(surf = *chain) != NULL;chain++)
1234 if (surf->visframe == r_framecount)
1236 Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
1237 R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces);
1241 else if (r_shadow_realtime_world.integer)
1243 // opaque base lighting
1244 RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
1246 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1250 // opaque lightmapped
1251 if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
1252 RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, surfchain);
1253 else if (r_textureunits.integer >= 2)
1255 RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, surfchain);
1256 if (r_detailtextures.integer)
1257 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1261 RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
1262 RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
1263 if (r_detailtextures.integer)
1264 RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
1266 if (texture->skin.glow)
1267 RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
1269 RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
1273 Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP};
1274 Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0};
1275 Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0};
1277 int Cshader_count = 3;
1278 Cshader_t *Cshaders[3] =
1280 &Cshader_wall_lightmap,
1285 void R_UpdateTextureInfo(entity_render_t *ent)
1287 int i, texframe, alttextures;
1293 alttextures = ent->frame != 0;
1294 texframe = (int)(cl.time * 5.0f);
1295 for (i = 0;i < ent->model->brushq1.numtextures;i++)
1297 t = ent->model->brushq1.textures + i;
1298 t->currentalpha = ent->alpha;
1299 if (t->flags & SURF_WATERALPHA)
1300 t->currentalpha *= r_wateralpha.value;
1301 if (ent->effects & EF_ADDITIVE)
1302 t->rendertype = SURFRENDER_ADD;
1303 else if (t->currentalpha < 1 || t->skin.fog != NULL)
1304 t->rendertype = SURFRENDER_ALPHA;
1306 t->rendertype = SURFRENDER_OPAQUE;
1307 // we don't need to set currentframe if t->animated is false because
1308 // it was already set up by the texture loader for non-animating
1310 t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
1314 void R_PrepareSurfaces(entity_render_t *ent)
1316 int i, numsurfaces, *surfacevisframes;
1318 msurface_t *surf, *surfaces, **surfchain;
1325 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1326 numsurfaces = model->brushq1.nummodelsurfaces;
1327 surfaces = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
1328 surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1330 R_UpdateTextureInfo(ent);
1332 if (r_dynamic.integer && !r_shadow_realtime_dlight.integer)
1335 if (model->brushq1.light_ambient != r_ambient.value || model->brushq1.light_scalebit != r_lightmapscalebit)
1337 model->brushq1.light_ambient = r_ambient.value;
1338 model->brushq1.light_scalebit = r_lightmapscalebit;
1339 for (i = 0;i < model->brushq1.nummodelsurfaces;i++)
1340 model->brushq1.surfaces[i + model->brushq1.firstmodelsurface].cached_dlight = true;
1344 for (i = 0;i < model->brushq1.light_styles;i++)
1346 if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
1348 model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
1349 for (surfchain = model->brushq1.light_styleupdatechains[i];*surfchain;surfchain++)
1350 (**surfchain).cached_dlight = true;
1355 for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
1357 if (surfacevisframes[i] == r_framecount)
1359 #if !WORLDNODECULLBACKFACES
1360 // mark any backface surfaces as not visible
1361 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1363 if (!(surf->flags & SURF_PLANEBACK))
1364 surfacevisframes[i] = -1;
1368 if ((surf->flags & SURF_PLANEBACK))
1369 surfacevisframes[i] = -1;
1371 if (surfacevisframes[i] == r_framecount)
1375 surf->visframe = r_framecount;
1376 if (surf->cached_dlight && surf->lightmaptexture != NULL)
1377 R_BuildLightMap(ent, surf);
1383 void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains)
1387 if (ent->model == NULL)
1389 R_Mesh_Matrix(&ent->matrix);
1390 for (i = 0, t = ent->model->brushq1.textures;i < ent->model->brushq1.numtextures;i++, t++)
1391 if (t->shader->shaderfunc[type] && t->currentframe && chains[i] != NULL)
1392 t->shader->shaderfunc[type](ent, t->currentframe, chains[i]);
1395 static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
1400 const entity_render_t *ent = calldata1;
1401 const mportal_t *portal = ent->model->brushq1.portals + calldata2;
1402 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1403 GL_DepthMask(false);
1405 R_Mesh_Matrix(&ent->matrix);
1406 GL_VertexPointer(varray_vertex3f);
1408 memset(&m, 0, sizeof(m));
1409 R_Mesh_State_Texture(&m);
1411 i = portal - ent->model->brushq1.portals;
1412 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
1413 ((i & 0x0038) >> 3) * (1.0f / 7.0f),
1414 ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
1416 if (PlaneDiff(r_origin, (&portal->plane)) < 0)
1418 for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
1419 VectorCopy(portal->points[i].position, v);
1422 for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
1423 VectorCopy(portal->points[i].position, v);
1424 R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
1427 // LordHavoc: this is just a nice debugging tool, very slow
1428 static void R_DrawPortals(entity_render_t *ent)
1431 mportal_t *portal, *endportal;
1432 float temp[3], center[3], f;
1433 if (ent->model == NULL)
1435 for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++)
1437 if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
1440 for (i = 0;i < portal->numpoints;i++)
1441 VectorAdd(temp, portal->points[i].position, temp);
1442 f = ixtable[portal->numpoints];
1443 VectorScale(temp, f, temp);
1444 Matrix4x4_Transform(&ent->matrix, temp, center);
1445 R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->brushq1.portals);
1450 void R_PrepareBrushModel(entity_render_t *ent)
1452 int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
1455 #if WORLDNODECULLBACKFACES
1459 // because bmodels can be reused, we have to decide which things to render
1460 // from scratch every time
1464 #if WORLDNODECULLBACKFACES
1465 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1467 numsurfaces = model->brushq1.nummodelsurfaces;
1468 surf = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
1469 surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1470 surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
1471 for (i = 0;i < numsurfaces;i++, surf++)
1473 #if WORLDNODECULLBACKFACES
1474 // mark any backface surfaces as not visible
1475 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1477 if ((surf->flags & SURF_PLANEBACK))
1478 surfacevisframes[i] = r_framecount;
1480 else if (!(surf->flags & SURF_PLANEBACK))
1481 surfacevisframes[i] = r_framecount;
1483 surfacevisframes[i] = r_framecount;
1485 surf->dlightframe = -1;
1487 R_PrepareSurfaces(ent);
1490 void R_SurfaceWorldNode (entity_render_t *ent)
1492 int i, *surfacevisframes, *surfacepvsframes, surfnum;
1498 // equivilant to quake's RecursiveWorldNode but faster and more effective
1502 surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
1503 surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
1504 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1506 for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
1508 if (!R_CullBox (leaf->mins, leaf->maxs))
1511 leaf->visframe = r_framecount;
1515 for (i = 0;i < model->brushq1.pvssurflistlength;i++)
1517 surfnum = model->brushq1.pvssurflist[i];
1518 surf = model->brushq1.surfaces + surfnum;
1519 #if WORLDNODECULLBACKFACES
1520 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1522 if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1523 surfacevisframes[surfnum] = r_framecount;
1527 if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
1528 surfacevisframes[surfnum] = r_framecount;
1531 if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
1532 surfacevisframes[surfnum] = r_framecount;
1537 static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
1539 int c, leafstackpos, *mark, *surfacevisframes, bitnum;
1540 #if WORLDNODECULLBACKFACES
1544 mleaf_t *leaf, *leafstack[8192];
1547 msurface_t *surfaces;
1548 if (ent->model == NULL)
1550 // LordHavoc: portal-passage worldnode with PVS;
1551 // follows portals leading outward from viewleaf, does not venture
1552 // offscreen or into leafs that are not visible, faster than Quake's
1553 // RecursiveWorldNode
1554 surfaces = ent->model->brushq1.surfaces;
1555 surfacevisframes = ent->model->brushq1.surfacevisframes;
1556 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1557 viewleaf->worldnodeframe = r_framecount;
1558 leafstack[0] = viewleaf;
1560 while (leafstackpos)
1563 leaf = leafstack[--leafstackpos];
1564 leaf->visframe = r_framecount;
1565 // draw any surfaces bounding this leaf
1566 if (leaf->nummarksurfaces)
1568 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
1570 #if WORLDNODECULLBACKFACES
1572 if (surfacevisframes[n] != r_framecount)
1574 surf = surfaces + n;
1575 if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
1577 if ((surf->flags & SURF_PLANEBACK))
1578 surfacevisframes[n] = r_framecount;
1582 if (!(surf->flags & SURF_PLANEBACK))
1583 surfacevisframes[n] = r_framecount;
1587 surfacevisframes[*mark++] = r_framecount;
1591 // follow portals into other leafs
1592 for (p = leaf->portals;p;p = p->next)
1594 // LordHavoc: this DotProduct hurts less than a cache miss
1595 // (which is more likely to happen if backflowing through leafs)
1596 if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1))
1599 if (leaf->worldnodeframe != r_framecount)
1601 leaf->worldnodeframe = r_framecount;
1602 // FIXME: R_CullBox is absolute, should be done relative
1603 bitnum = (leaf - ent->model->brushq1.leafs) - 1;
1604 if ((r_pvsbits[bitnum >> 3] & (1 << (bitnum & 7))) && !R_CullBox(leaf->mins, leaf->maxs))
1605 leafstack[leafstackpos++] = leaf;
1612 void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
1614 int j, c, *surfacepvsframes, *mark;
1619 if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer))
1621 model->brushq1.pvsframecount++;
1622 model->brushq1.pvsviewleaf = viewleaf;
1623 model->brushq1.pvsviewleafnovis = r_novis.integer;
1624 model->brushq1.pvsleafchain = NULL;
1625 model->brushq1.pvssurflistlength = 0;
1628 surfacepvsframes = model->brushq1.surfacepvsframes;
1629 for (j = 0;j < model->brushq1.visleafs;j++)
1631 if (r_pvsbits[j >> 3] & (1 << (j & 7)))
1633 leaf = model->brushq1.leafs + j + 1;
1634 leaf->pvsframe = model->brushq1.pvsframecount;
1635 leaf->pvschain = model->brushq1.pvsleafchain;
1636 model->brushq1.pvsleafchain = leaf;
1637 // mark surfaces bounding this leaf as visible
1638 for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
1639 surfacepvsframes[*mark] = model->brushq1.pvsframecount;
1642 model->brushq1.BuildPVSTextureChains(model);
1647 void R_WorldVisibility(entity_render_t *ent)
1652 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1653 viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL;
1654 R_PVSUpdate(ent, viewleaf);
1659 if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
1660 R_SurfaceWorldNode (ent);
1662 R_PortalWorldNode (ent, viewleaf);
1665 void R_DrawWorld(entity_render_t *ent)
1667 if (ent->model == NULL)
1669 if (!ent->model->brushq1.numleafs && ent->model->Draw)
1670 ent->model->Draw(ent);
1673 R_PrepareSurfaces(ent);
1674 R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
1675 R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
1676 if (r_drawportals.integer)
1681 void R_Model_Brush_DrawSky(entity_render_t *ent)
1683 if (ent->model == NULL)
1685 if (ent != &cl_entities[0].render)
1686 R_PrepareBrushModel(ent);
1687 R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
1690 void R_Model_Brush_Draw(entity_render_t *ent)
1692 if (ent->model == NULL)
1695 if (ent != &cl_entities[0].render)
1696 R_PrepareBrushModel(ent);
1697 R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
1700 void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
1704 float projectdistance, f, temp[3], lightradius2;
1705 if (ent->model == NULL)
1707 R_Mesh_Matrix(&ent->matrix);
1708 lightradius2 = lightradius * lightradius;
1709 R_UpdateTextureInfo(ent);
1710 projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
1711 for (i = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;i < ent->model->brushq1.nummodelsurfaces;i++, surf++)
1713 if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST)
1715 f = PlaneDiff(relativelightorigin, surf->plane);
1716 if (surf->flags & SURF_PLANEBACK)
1718 // draw shadows only for frontfaces and only if they are close
1719 if (f >= 0.1 && f < lightradius)
1721 temp[0] = bound(surf->poly_mins[0], relativelightorigin[0], surf->poly_maxs[0]) - relativelightorigin[0];
1722 temp[1] = bound(surf->poly_mins[1], relativelightorigin[1], surf->poly_maxs[1]) - relativelightorigin[1];
1723 temp[2] = bound(surf->poly_mins[2], relativelightorigin[2], surf->poly_maxs[2]) - relativelightorigin[2];
1724 if (DotProduct(temp, temp) < lightradius2)
1725 R_Shadow_Volume(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_vertex3f, surf->mesh.data_element3i, surf->mesh.data_neighbor3i, relativelightorigin, lightradius, projectdistance);
1731 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)
1736 if (ent->model == NULL)
1738 R_Mesh_Matrix(&ent->matrix);
1739 R_UpdateTextureInfo(ent);
1740 for (surfnum = 0;surfnum < numsurfaces;surfnum++)
1742 surf = surflist[surfnum];
1743 if (surf->visframe == r_framecount)
1745 t = surf->texinfo->texture->currentframe;
1746 if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
1748 R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
1749 R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
1755 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)
1760 float f, lightmins[3], lightmaxs[3];
1761 if (ent->model == NULL)
1763 R_Mesh_Matrix(&ent->matrix);
1764 lightmins[0] = relativelightorigin[0] - lightradius;
1765 lightmins[1] = relativelightorigin[1] - lightradius;
1766 lightmins[2] = relativelightorigin[2] - lightradius;
1767 lightmaxs[0] = relativelightorigin[0] + lightradius;
1768 lightmaxs[1] = relativelightorigin[1] + lightradius;
1769 lightmaxs[2] = relativelightorigin[2] + lightradius;
1770 R_UpdateTextureInfo(ent);
1771 for (surfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;surfnum < ent->model->brushq1.nummodelsurfaces;surfnum++, surf++)
1773 if ((ent != &cl_entities[0].render || surf->visframe == r_framecount) && BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs))
1775 f = PlaneDiff(relativelightorigin, surf->plane);
1776 if (surf->flags & SURF_PLANEBACK)
1778 if (f >= -0.1 && f < lightradius)
1780 t = surf->texinfo->texture->currentframe;
1781 if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
1783 R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
1784 R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
1791 void R_DrawCollisionBrush(colbrushf_t *brush)
1794 i = ((int)brush) / sizeof(colbrushf_t);
1795 GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
1796 GL_VertexPointer(brush->points->v);
1797 R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
1800 void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
1803 if (!face->num_triangles)
1805 if (face->texture->renderflags)
1807 if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_SKY)
1811 skyrendernow = false;
1812 if (skyrendermasked)
1816 R_Mesh_Matrix(&ent->matrix);
1818 GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
1819 if (skyrendermasked)
1821 // depth-only (masking)
1822 qglColorMask(0,0,0,0);
1823 // just to make sure that braindead drivers don't draw anything
1824 // despite that colormask...
1825 GL_BlendFunc(GL_ZERO, GL_ONE);
1830 GL_BlendFunc(GL_ONE, GL_ZERO);
1835 memset(&m, 0, sizeof(m));
1836 R_Mesh_State_Texture(&m);
1838 GL_VertexPointer(face->data_vertex3f);
1839 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
1840 qglColorMask(1,1,1,1);
1843 if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW)
1846 R_Mesh_Matrix(&ent->matrix);
1847 face->visframe = r_framecount;
1848 memset(&m, 0, sizeof(m));
1849 GL_BlendFunc(GL_ONE, GL_ZERO);
1852 m.tex[0] = R_GetTexture(face->texture->skin.base);
1853 m.pointer_texcoord[0] = face->data_texcoordtexture2f;
1854 if (face->lightmaptexture)
1856 m.tex[1] = R_GetTexture(face->lightmaptexture);
1857 m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
1858 m.texrgbscale[1] = 2;
1859 GL_Color(1, 1, 1, 1);
1863 m.texrgbscale[0] = 2;
1864 GL_ColorPointer(face->data_color4f);
1866 R_Mesh_State_Texture(&m);
1867 GL_VertexPointer(face->data_vertex3f);
1868 R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
1872 void R_Q3BSP_DrawSky(entity_render_t *ent)
1877 void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec3_t modelorg, qbyte *pvs, int markframe)
1882 while (node->isnode)
1884 if (R_CullBox(node->mins, node->maxs))
1886 R_Q3BSP_RecursiveWorldNode(ent, node->children[0], modelorg, pvs, markframe);
1887 node = node->children[1];
1889 if (R_CullBox(node->mins, node->maxs))
1891 leaf = (q3mleaf_t *)node;
1892 if (pvs[leaf->clusterindex >> 3] & (1 << (leaf->clusterindex & 7)))
1894 for (i = 0;i < leaf->numleaffaces;i++)
1896 face = leaf->firstleafface[i];
1897 if (face->markframe != markframe)
1899 face->markframe = markframe;
1900 if (!R_CullBox(face->mins, face->maxs))
1901 R_Q3BSP_DrawFace(ent, face);
1909 void R_Q3BSP_Draw(entity_render_t *ent)
1916 static int markframe = 0;
1917 R_Mesh_Matrix(&ent->matrix);
1919 if (r_drawcollisionbrushes.integer < 2)
1921 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1922 if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
1923 R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
1925 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
1926 R_Q3BSP_DrawFace(ent, face);
1928 if (r_drawcollisionbrushes.integer >= 1)
1931 memset(&m, 0, sizeof(m));
1932 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1933 GL_DepthMask(false);
1935 R_Mesh_State_Texture(&m);
1936 for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++)
1937 if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles)
1938 R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf);
1942 void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
1946 vec3_t modelorg, lightmins, lightmaxs;
1948 float projectdistance;
1949 projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
1950 if (r_drawcollisionbrushes.integer < 2)
1953 R_Mesh_Matrix(&ent->matrix);
1954 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1955 lightmins[0] = relativelightorigin[0] - lightradius;
1956 lightmins[1] = relativelightorigin[1] - lightradius;
1957 lightmins[2] = relativelightorigin[2] - lightradius;
1958 lightmaxs[0] = relativelightorigin[0] + lightradius;
1959 lightmaxs[1] = relativelightorigin[1] + lightradius;
1960 lightmaxs[2] = relativelightorigin[2] + lightradius;
1961 //if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
1962 // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
1964 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
1965 if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
1966 R_Shadow_Volume(face->num_vertices, face->num_triangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, lightradius, projectdistance);
1970 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)
1972 if ((face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW) || !face->num_triangles)
1974 R_Shadow_DiffuseLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, NULL);
1975 R_Shadow_SpecularLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, NULL);
1978 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)
1982 vec3_t modelorg, lightmins, lightmaxs;
1985 //static int markframe = 0;
1986 if (r_drawcollisionbrushes.integer < 2)
1989 R_Mesh_Matrix(&ent->matrix);
1990 Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
1991 lightmins[0] = relativelightorigin[0] - lightradius;
1992 lightmins[1] = relativelightorigin[1] - lightradius;
1993 lightmins[2] = relativelightorigin[2] - lightradius;
1994 lightmaxs[0] = relativelightorigin[0] + lightradius;
1995 lightmaxs[1] = relativelightorigin[1] + lightradius;
1996 lightmaxs[2] = relativelightorigin[2] + lightradius;
1997 //if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
1998 // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
2000 for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
2001 if ((ent != &cl_entities[0].render || face->visframe == r_framecount) && BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
2002 R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz);
2006 static void gl_surf_start(void)
2010 static void gl_surf_shutdown(void)
2014 static void gl_surf_newmap(void)
2018 void GL_Surf_Init(void)
2021 dlightdivtable[0] = 4194304;
2022 for (i = 1;i < 32768;i++)
2023 dlightdivtable[i] = 4194304 / (i << 7);
2025 Cvar_RegisterVariable(&r_ambient);
2026 Cvar_RegisterVariable(&r_drawportals);
2027 Cvar_RegisterVariable(&r_testvis);
2028 Cvar_RegisterVariable(&r_floatbuildlightmap);
2029 Cvar_RegisterVariable(&r_detailtextures);
2030 Cvar_RegisterVariable(&r_surfaceworldnode);
2031 Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
2033 R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);