+entity_t cl_meshentities[NUM_MESHENTITIES];
+dp_model_t cl_meshentitymodels[NUM_MESHENTITIES];
+const char *cl_meshentitynames[NUM_MESHENTITIES] =
+{
+ "MESH_DEBUG",
+ "MESH_CSQC_POLYGONS",
+ "MESH_PARTICLES",
+ "MESH_UI",
+};
+
+void CL_MeshEntities_Restart(void)
+{
+ int i;
+ entity_t *ent;
+ for (i = 0; i < NUM_MESHENTITIES; i++)
+ {
+ ent = cl_meshentities + i;
+ Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
+ }
+}
+
+void CL_MeshEntities_Init(void)
+{
+ int i;
+ entity_t *ent;
+ for (i = 0; i < NUM_MESHENTITIES; i++)
+ {
+ ent = cl_meshentities + i;
+ ent->state_current.active = true;
+ ent->render.model = cl_meshentitymodels + i;
+ ent->render.alpha = 1;
+ ent->render.flags = RENDER_SHADOW | RENDER_LIGHT | RENDER_CUSTOMIZEDMODELLIGHT;
+ ent->render.framegroupblend[0].lerp = 1;
+ ent->render.frameblend[0].lerp = 1;
+ VectorSet(ent->render.colormod, 1, 1, 1);
+ VectorSet(ent->render.glowmod, 1, 1, 1);
+ VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
+ VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
+ VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
+ Matrix4x4_CreateIdentity(&ent->render.matrix);
+ CL_UpdateRenderEntity(&ent->render);
+ }
+ R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
+}
+
+void CL_MeshEntities_AddToScene(void)
+{
+ int i;
+ entity_t *ent;
+ for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++)
+ {
+ ent = cl_meshentities + i;
+ if (ent->render.model->num_surfaces == 0)
+ continue;
+ Mod_Mesh_Finalize(ent->render.model);
+ VectorCopy(ent->render.model->normalmins, ent->render.mins);
+ VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
+ r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
+ }
+}
+
+void CL_MeshEntities_Reset(void)
+{
+ int i;
+ entity_t *ent;
+ for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++)
+ {
+ ent = cl_meshentities + i;
+ Mod_Mesh_Reset(ent->render.model);
+ }
+}
+
+void CL_MeshEntities_Shutdown(void)
+{
+}
+
+extern cvar_t r_overheadsprites_pushback;
+extern cvar_t r_fullbright_directed_pitch_relative;
+extern cvar_t r_fullbright_directed_pitch;
+extern cvar_t r_fullbright_directed_ambient;
+extern cvar_t r_fullbright_directed_diffuse;
+extern cvar_t r_fullbright_directed;
+extern cvar_t r_equalize_entities_minambient;
+extern cvar_t r_equalize_entities_to;
+extern cvar_t r_equalize_entities_by;
+extern cvar_t r_hdr_glowintensity;
+
+static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
+{
+ vec3_t angles;
+
+ VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
+ VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
+
+ // Use cl.viewangles and not r_refdef.view.forward here so it is the
+ // same for all stereo views, and to better handle pitches outside
+ // [-90, 90] (in_pitch_* cvars allow that).
+ VectorCopy(cl.viewangles, angles);
+ if (r_fullbright_directed_pitch_relative.integer) {
+ angles[PITCH] += r_fullbright_directed_pitch.value;
+ }
+ else {
+ angles[PITCH] = r_fullbright_directed_pitch.value;
+ }
+ AngleVectors(angles, worldspacenormal, NULL, NULL);
+ VectorNegate(worldspacenormal, worldspacenormal);
+}
+
+static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
+{
+ float shadingorigin[3], f, fa, fd, fdd, a[3], c[3], dir[3];
+ int q;
+
+ for (q = 0; q < 3; q++)
+ a[q] = c[q] = dir[q] = 0;
+
+ ent->render_modellight_forced = false;
+ ent->render_rtlight_disabled = false;
+
+ // pick an appropriate value for render_modellight_origin - if this is an
+ // attachment we want to use the parent's render_modellight_origin so that
+ // shading is the same (also important for r_shadows to cast shadows in the
+ // same direction)
+ if (VectorLength2(ent->custommodellight_origin))
+ {
+ // CSQC entities always provide this (via CL_GetTagMatrix)
+ for (q = 0; q < 3; q++)
+ shadingorigin[q] = ent->custommodellight_origin[q];
+ }
+ else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
+ {
+ // network entity - follow attachment chain back to a root entity,
+ int entnum = ent->entitynumber, recursion;
+ for (recursion = 32; recursion > 0; --recursion)
+ {
+ int parentnum = cl.entities[entnum].state_current.tagentity;
+ if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
+ break;
+ entnum = parentnum;
+ }
+ // grab the root entity's origin
+ Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
+ }
+ else
+ {
+ // not a CSQC entity (which sets custommodellight_origin), not a network
+ // entity - so it's probably not attached to anything
+ Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
+ }
+
+ if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
+ {
+ // intentionally EF_FULLBRIGHT entity
+ // the only type that is not scaled by r_refdef.scene.lightmapintensity
+ // CSQC can still provide its own customized modellight values
+ ent->render_rtlight_disabled = true;
+ ent->render_modellight_forced = true;
+ if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
+ {
+ // custom colors provided by CSQC
+ for (q = 0; q < 3; q++)
+ {
+ a[q] = ent->custommodellight_ambient[q];
+ c[q] = ent->custommodellight_diffuse[q];
+ dir[q] = ent->custommodellight_lightdir[q];
+ }
+ }
+ else if (r_fullbright_directed.integer)
+ CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
+ else
+ for (q = 0; q < 3; q++)
+ a[q] = 1;
+ }
+ else
+ {
+ // fetch the lighting from the worldmodel data
+
+ // CSQC can provide its own customized modellight values
+ if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
+ {
+ ent->render_modellight_forced = true;
+ for (q = 0; q < 3; q++)
+ {
+ a[q] = ent->custommodellight_ambient[q];
+ c[q] = ent->custommodellight_diffuse[q];
+ dir[q] = ent->custommodellight_lightdir[q];
+ }
+ }
+ else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
+ {
+ if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
+ shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
+ R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
+ ent->render_modellight_forced = true;
+ ent->render_rtlight_disabled = true;
+ }
+ else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
+ R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
+ else if (r_fullbright_directed.integer)
+ CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
+ else
+ R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
+
+ if (ent->flags & RENDER_EQUALIZE)
+ {
+ // first fix up ambient lighting...
+ if (r_equalize_entities_minambient.value > 0)
+ {
+ fd = 0.299f * ent->render_modellight_diffuse[0] + 0.587f * ent->render_modellight_diffuse[1] + 0.114f * ent->render_modellight_diffuse[2];
+ if (fd > 0)
+ {
+ fa = (0.299f * ent->render_modellight_ambient[0] + 0.587f * ent->render_modellight_ambient[1] + 0.114f * ent->render_modellight_ambient[2]);
+ if (fa < r_equalize_entities_minambient.value * fd)
+ {
+ // solve:
+ // fa'/fd' = minambient
+ // fa'+0.25*fd' = fa+0.25*fd
+ // ...
+ // fa' = fd' * minambient
+ // fd'*(0.25+minambient) = fa+0.25*fd
+ // ...
+ // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
+ // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
+ // ...
+ fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
+ f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
+ for (q = 0; q < 3; q++)
+ {
+ a[q] = (1 - f)*0.25f * c[q];
+ c[q] *= f;
+ }
+ }
+ }
+ }
+
+ if (r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
+ {
+ fa = 0.299f * a[0] + 0.587f * a[1] + 0.114f * a[2];
+ fd = 0.299f * c[0] + 0.587f * c[1] + 0.114f * c[2];
+ f = fa + 0.25 * fd;
+ if (f > 0)
+ {
+ // adjust brightness and saturation to target
+ float l2 = r_equalize_entities_by.value, l1 = 1 - l2;
+ for (q = 0; q < 3; q++)
+ {
+ a[q] = l1 * a[q] + l2 * (fa / f);
+ c[q] = l1 * c[q] + l2 * (fd / f);
+ }
+ }
+ }
+ }
+ }
+
+ for (q = 0; q < 3; q++)
+ {
+ ent->render_fullbright[q] = ent->colormod[q];
+ ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
+ ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
+ ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
+ ent->render_modellight_specular[q] = c[q];
+ ent->render_modellight_lightdir[q] = dir[q];
+ ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
+ ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
+ ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
+ ent->render_rtlight_diffuse[q] = ent->colormod[q];
+ ent->render_rtlight_specular[q] = 1;
+ }
+
+ // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
+ if (ent->render_modellight_forced)
+ for (q = 0; q < 3; q++)
+ ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
+ if (ent->render_rtlight_disabled)
+ for (q = 0; q < 3; q++)
+ ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
+
+ if (VectorLength2(ent->render_modellight_lightdir) == 0)
+ VectorSet(ent->render_modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
+ VectorNormalize(ent->render_modellight_lightdir);
+}
+
+
+void CL_UpdateEntityShading(void)
+{
+ int i;
+ CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
+ for (i = 0; i < r_refdef.scene.numentities; i++)
+ CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
+}
+