+ else
+ {
+ int i;
+ for (i = 0;i < face->num_vertices;i++)
+ {
+ varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
+ varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
+ varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
+ varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
+ }
+ GL_ColorPointer(varray_color4f);
+ }
+ R_Mesh_State_Texture(&m);
+ GL_VertexPointer(face->data_vertex3f);
+ qglDisable(GL_CULL_FACE);
+ R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+ qglEnable(GL_CULL_FACE);
+}
+
+void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
+{
+ if (!face->num_triangles)
+ return;
+ if (face->texture->surfaceparms)
+ {
+ if (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW))
+ return;
+ }
+ c_faces++;
+ face->visframe = r_framecount;
+ if ((face->texture->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
+ {
+ vec3_t facecenter, center;
+ facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f;
+ facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f;
+ facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f;
+ Matrix4x4_Transform(&ent->matrix, facecenter, center);
+ R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces);
+ return;
+ }
+ R_Mesh_Matrix(&ent->matrix);
+ if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(ent, face);
+ else if ((ent->effects & EF_FULLBRIGHT) || r_fullbright.integer)
+ {
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
+ if (face->texture->skin.glow)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+ }
+ else if (face->lightmaptexture)
+ {
+ if (gl_lightmaps.integer)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(ent, face);
+ else
+ {
+ if (r_textureunits.integer >= 2 && gl_combine.integer)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(ent, face);
+ else
+ {
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(ent, face);
+ }
+ if (face->texture->skin.glow)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+ }
+ }
+ else
+ {
+ if (gl_lightmaps.integer)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(ent, face);
+ else
+ {
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(ent, face);
+ if (face->texture->skin.glow)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+ }
+ }
+ if (r_ambient.value)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(ent, face);
+}
+
+void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec3_t modelorg, qbyte *pvs, int markframe)
+{
+ int i;
+ q3mleaf_t *leaf;
+ for (;;)
+ {
+ if (R_CullBox(node->mins, node->maxs))
+ return;
+ if (!node->plane)
+ break;
+ c_nodes++;
+ R_Q3BSP_RecursiveWorldNode(ent, node->children[0], modelorg, pvs, markframe);
+ node = node->children[1];
+ }
+ leaf = (q3mleaf_t *)node;
+ if (CHECKPVSBIT(pvs, leaf->clusterindex))
+ {
+ c_leafs++;
+ for (i = 0;i < leaf->numleaffaces;i++)
+ leaf->firstleafface[i]->markframe = markframe;
+ }
+}
+
+// FIXME: num_leafs needs to be recalculated at load time to include only
+// node-referenced leafs, as some maps are incorrectly compiled with leafs for
+// the submodels (which would render the submodels occasionally, as part of
+// the world - not good)
+void R_Q3BSP_MarkLeafPVS(entity_render_t *ent, qbyte *pvs, int markframe)
+{
+ int i, j;
+ q3mleaf_t *leaf;
+ for (j = 0, leaf = ent->model->brushq3.data_leafs;j < ent->model->brushq3.num_leafs;j++, leaf++)
+ {
+ if (CHECKPVSBIT(pvs, leaf->clusterindex))
+ {
+ c_leafs++;
+ for (i = 0;i < leaf->numleaffaces;i++)
+ leaf->firstleafface[i]->markframe = markframe;
+ }
+ }
+}
+
+static int r_q3bsp_framecount = -1;
+
+void R_Q3BSP_DrawSky(entity_render_t *ent)
+{
+ int i;
+ q3mface_t *face;
+ vec3_t modelorg;
+ model_t *model;
+ qbyte *pvs;
+ R_Mesh_Matrix(&ent->matrix);
+ model = ent->model;
+ if (r_drawcollisionbrushes.integer < 2)
+ {
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
+ {
+ if (r_q3bsp_framecount != r_framecount)
+ {
+ r_q3bsp_framecount = r_framecount;
+ R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount);
+ //R_Q3BSP_MarkLeafPVS(ent, pvs, r_framecount);
+ }
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+ if (face->markframe == r_framecount && (face->texture->surfaceflags & Q3SURFACEFLAG_SKY) && !R_CullBox(face->mins, face->maxs))
+ R_Q3BSP_DrawSkyFace(ent, face);
+ }
+ else
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+ if ((face->texture->surfaceflags & Q3SURFACEFLAG_SKY))
+ R_Q3BSP_DrawSkyFace(ent, face);
+ }
+}
+
+void R_Q3BSP_Draw(entity_render_t *ent)
+{
+ int i;
+ q3mface_t *face;
+ vec3_t modelorg;
+ model_t *model;
+ qbyte *pvs;
+ R_Mesh_Matrix(&ent->matrix);
+ model = ent->model;
+ if (r_drawcollisionbrushes.integer < 2)
+ {
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
+ {
+ if (r_q3bsp_framecount != r_framecount)
+ {
+ r_q3bsp_framecount = r_framecount;
+ R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount);
+ //R_Q3BSP_MarkLeafPVS(ent, pvs, r_framecount);
+ }
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+ if (face->markframe == r_framecount && !R_CullBox(face->mins, face->maxs))
+ R_Q3BSP_DrawFace(ent, face);
+ }
+ else
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+ R_Q3BSP_DrawFace(ent, face);
+ }
+ if (r_drawcollisionbrushes.integer >= 1)
+ {
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ R_Mesh_State_Texture(&m);
+ qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
+ for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++)
+ if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles)
+ R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf);
+ qglPolygonOffset(0, 0);
+ }
+}
+
+void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
+{
+#if 0
+ int i;
+ q3mface_t *face;
+ vec3_t modelorg, lightmins, lightmaxs;
+ model_t *model;
+ float projectdistance;
+ projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+ if (r_drawcollisionbrushes.integer < 2)
+ {
+ model = ent->model;
+ R_Mesh_Matrix(&ent->matrix);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ lightmins[0] = relativelightorigin[0] - lightradius;
+ lightmins[1] = relativelightorigin[1] - lightradius;
+ lightmins[2] = relativelightorigin[2] - lightradius;
+ lightmaxs[0] = relativelightorigin[0] + lightradius;
+ lightmaxs[1] = relativelightorigin[1] + lightradius;
+ lightmaxs[2] = relativelightorigin[2] + lightradius;
+ //if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
+ // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
+ //else
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+ if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
+ R_Shadow_VolumeFromSphere(face->num_vertices, face->num_triangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, projectdistance, lightradius);
+ }
+#else
+ int i, j, t;
+ const int *e;
+ q3mface_t *face;
+ vec3_t modelorg, lightmins, lightmaxs;
+ model_t *model;
+ float projectdistance;
+ projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+ if (r_drawcollisionbrushes.integer < 2)
+ {
+ model = ent->model;
+ R_Mesh_Matrix(&ent->matrix);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ lightmins[0] = relativelightorigin[0] - lightradius;
+ lightmins[1] = relativelightorigin[1] - lightradius;
+ lightmins[2] = relativelightorigin[2] - lightradius;
+ lightmaxs[0] = relativelightorigin[0] + lightradius;
+ lightmaxs[1] = relativelightorigin[1] + lightradius;
+ lightmaxs[2] = relativelightorigin[2] + lightradius;
+ R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+ {
+ if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
+ {
+ for (j = 0, t = face->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < face->num_triangles;j++, t++, e += 3)
+ {
+ const float *v[3];
+ v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
+ v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
+ v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
+ if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+ shadowmarklist[numshadowmark++] = t;
+ }
+ }
+ }
+ R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
+ }
+#endif
+}
+
+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_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
+{
+ if ((face->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || !face->num_triangles)
+ return;
+ 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, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, lightcubemap);
+ 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, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, lightcubemap);
+}
+
+void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
+{
+ int i;
+ q3mface_t *face;
+ vec3_t modelorg, lightmins, lightmaxs;
+ model_t *model;
+ //qbyte *pvs;
+ //static int markframe = 0;
+ if (r_drawcollisionbrushes.integer < 2)
+ {
+ model = ent->model;
+ R_Mesh_Matrix(&ent->matrix);
+ Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ lightmins[0] = relativelightorigin[0] - lightradius;
+ lightmins[1] = relativelightorigin[1] - lightradius;
+ lightmins[2] = relativelightorigin[2] - lightradius;
+ lightmaxs[0] = relativelightorigin[0] + lightradius;
+ lightmaxs[1] = relativelightorigin[1] + lightradius;
+ lightmaxs[2] = relativelightorigin[2] + lightradius;
+ //if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
+ // R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
+ //else
+ for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+ if ((ent != &cl_entities[0].render || face->visframe == r_framecount) && BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
+ R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, lightcubemap);
+ }