qboolean r_rtdlightshadows;
-// forces all rendering to draw triangle outlines
-int r_showtrispass;
-
// view origin
vec3_t r_vieworigin;
vec3_t r_viewforward;
int r_view_height;
int r_view_depth;
matrix4x4_t r_view_matrix;
-
+float r_polygonfactor;
+float r_polygonoffset;
+float r_shadowpolygonfactor;
+float r_shadowpolygonoffset;
//
// screen size info
//
refdef_t r_refdef;
cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
+cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "shows surfaces as different colors"};
cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
-cvar_t r_showtris_polygonoffset = {0, "r_showtris_polygonoffset", "-10", "nudges triangle outlines in hardware depth units, used to make outlines appear infront of walls"};
cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
{
R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
- if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
+ //if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);
if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_shadow_rtlight->ambientscale);
{
if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_lightmapintensity * 2.0f);
- if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale * 2.0f);
+ if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_lightmapintensity * specularscale * 2.0f);
}
if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(texture->skin.nmap));
if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(texture->basetexture));
Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed\n");
FOG_registercvars(); // FIXME: move this fog stuff to client?
Cvar_RegisterVariable(&r_nearclip);
+ Cvar_RegisterVariable(&r_showsurfaces);
Cvar_RegisterVariable(&r_showtris);
- Cvar_RegisterVariable(&r_showtris_polygonoffset);
Cvar_RegisterVariable(&r_shownormals);
Cvar_RegisterVariable(&r_showlighting);
Cvar_RegisterVariable(&r_showshadowvolumes);
qboolean dobloom;
qboolean doblend;
rmeshstate_t m;
+ float vertex3f[12];
+ float texcoord2f[3][8];
// set the (poorly named) screenwidth and screenheight variables to
// a power of 2 at least as large as the screen, these will define the
GL_DepthTest(false);
R_Mesh_Matrix(&identitymatrix);
// vertex coordinates for a quad that covers the screen exactly
- varray_vertex3f[0] = 0;varray_vertex3f[1] = 0;varray_vertex3f[2] = 0;
- varray_vertex3f[3] = 1;varray_vertex3f[4] = 0;varray_vertex3f[5] = 0;
- varray_vertex3f[6] = 1;varray_vertex3f[7] = 1;varray_vertex3f[8] = 0;
- varray_vertex3f[9] = 0;varray_vertex3f[10] = 1;varray_vertex3f[11] = 0;
+ vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
+ vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
+ vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
+ vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
if (dobloom)
{
int bloomwidth, bloomheight, x, dobloomblend, range;
bloomheight = min(r_view_height, bloomwidth * r_view_height / r_view_width);
// set up a texcoord array for the full resolution screen image
// (we have to keep this around to copy back during final render)
- varray_texcoord2f[0][0] = 0;
- varray_texcoord2f[0][1] = (float)r_view_height / (float)screenheight;
- varray_texcoord2f[0][2] = (float)r_view_width / (float)screenwidth;
- varray_texcoord2f[0][3] = (float)r_view_height / (float)screenheight;
- varray_texcoord2f[0][4] = (float)r_view_width / (float)screenwidth;
- varray_texcoord2f[0][5] = 0;
- varray_texcoord2f[0][6] = 0;
- varray_texcoord2f[0][7] = 0;
+ texcoord2f[0][0] = 0;
+ texcoord2f[0][1] = (float)r_view_height / (float)screenheight;
+ texcoord2f[0][2] = (float)r_view_width / (float)screenwidth;
+ texcoord2f[0][3] = (float)r_view_height / (float)screenheight;
+ texcoord2f[0][4] = (float)r_view_width / (float)screenwidth;
+ texcoord2f[0][5] = 0;
+ texcoord2f[0][6] = 0;
+ texcoord2f[0][7] = 0;
// set up a texcoord array for the reduced resolution bloom image
// (which will be additive blended over the screen image)
- varray_texcoord2f[1][0] = 0;
- varray_texcoord2f[1][1] = (float)bloomheight / (float)screenheight;
- varray_texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth;
- varray_texcoord2f[1][3] = (float)bloomheight / (float)screenheight;
- varray_texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth;
- varray_texcoord2f[1][5] = 0;
- varray_texcoord2f[1][6] = 0;
- varray_texcoord2f[1][7] = 0;
+ texcoord2f[1][0] = 0;
+ texcoord2f[1][1] = (float)bloomheight / (float)screenheight;
+ texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth;
+ texcoord2f[1][3] = (float)bloomheight / (float)screenheight;
+ texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth;
+ texcoord2f[1][5] = 0;
+ texcoord2f[1][6] = 0;
+ texcoord2f[1][7] = 0;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = varray_vertex3f;
- m.pointer_texcoord[0] = varray_texcoord2f[0];
+ m.pointer_vertex = vertex3f;
+ m.pointer_texcoord[0] = texcoord2f[0];
m.tex[0] = R_GetTexture(r_bloom_texture_screen);
R_Mesh_State(&m);
// copy view into the full resolution screen image texture
// we now have a darkened bloom image in the framebuffer, copy it into
// the bloom image texture for more processing
memset(&m, 0, sizeof(m));
- m.pointer_vertex = varray_vertex3f;
+ m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
- m.pointer_texcoord[0] = varray_texcoord2f[2];
+ m.pointer_texcoord[0] = texcoord2f[2];
R_Mesh_State(&m);
GL_ActiveTexture(0);
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
xoffset = 0 / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
yoffset = x / (float)bloomheight * (float)bloomheight / (float)screenheight;
// compute a texcoord array with the specified x and y offset
- varray_texcoord2f[2][0] = xoffset+0;
- varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
- varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
- varray_texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
- varray_texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
- varray_texcoord2f[2][5] = yoffset+0;
- varray_texcoord2f[2][6] = xoffset+0;
- varray_texcoord2f[2][7] = yoffset+0;
+ texcoord2f[2][0] = xoffset+0;
+ texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
+ texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
+ texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
+ texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
+ texcoord2f[2][5] = yoffset+0;
+ texcoord2f[2][6] = xoffset+0;
+ texcoord2f[2][7] = yoffset+0;
// this r value looks like a 'dot' particle, fading sharply to
// black at the edges
// (probably not realistic but looks good enough)
xoffset = x / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
yoffset = 0 / (float)bloomheight * (float)bloomheight / (float)screenheight;
// compute a texcoord array with the specified x and y offset
- varray_texcoord2f[2][0] = xoffset+0;
- varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
- varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
- varray_texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
- varray_texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
- varray_texcoord2f[2][5] = yoffset+0;
- varray_texcoord2f[2][6] = xoffset+0;
- varray_texcoord2f[2][7] = yoffset+0;
+ texcoord2f[2][0] = xoffset+0;
+ texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
+ texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
+ texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
+ texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
+ texcoord2f[2][5] = yoffset+0;
+ texcoord2f[2][6] = xoffset+0;
+ texcoord2f[2][7] = yoffset+0;
// this r value looks like a 'dot' particle, fading sharply to
// black at the edges
// (probably not realistic but looks good enough)
// put the original screen image back in place and blend the bloom
// texture on it
memset(&m, 0, sizeof(m));
- m.pointer_vertex = varray_vertex3f;
+ m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(r_bloom_texture_screen);
- m.pointer_texcoord[0] = varray_texcoord2f[0];
+ m.pointer_texcoord[0] = texcoord2f[0];
#if 0
dobloomblend = false;
#else
dobloomblend = false;
m.texcombinergb[1] = GL_ADD;
m.tex[1] = R_GetTexture(r_bloom_texture_bloom);
- m.pointer_texcoord[1] = varray_texcoord2f[1];
+ m.pointer_texcoord[1] = texcoord2f[1];
}
else
dobloomblend = true;
if (dobloomblend)
{
memset(&m, 0, sizeof(m));
- m.pointer_vertex = varray_vertex3f;
+ m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
- m.pointer_texcoord[0] = varray_texcoord2f[1];
+ m.pointer_texcoord[0] = texcoord2f[1];
R_Mesh_State(&m);
GL_BlendFunc(GL_ONE, GL_ONE);
GL_Color(1,1,1,1);
{
// apply a color tint to the whole view
memset(&m, 0, sizeof(m));
- m.pointer_vertex = varray_vertex3f;
+ m.pointer_vertex = vertex3f;
R_Mesh_State(&m);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer;
r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
+ r_polygonfactor = 0;
+ r_polygonoffset = 0;
+ r_shadowpolygonfactor = r_polygonfactor + r_shadow_shadow_polygonfactor.value;
+ r_shadowpolygonoffset = r_polygonoffset + r_shadow_shadow_polygonoffset.value;
+ if (r_showsurfaces.integer)
+ {
+ r_rtworld = false;
+ r_rtworldshadows = false;
+ r_rtdlight = false;
+ r_rtdlightshadows = false;
+ r_lightmapintensity = 0;
+ }
// GL is weird because it's bottom to top, r_view_y is top to bottom
qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
R_TimeReport("setup");
qglDepthFunc(GL_LEQUAL);
- qglPolygonOffset(0, 0);
+ qglPolygonOffset(r_polygonfactor, r_polygonoffset);
qglEnable(GL_POLYGON_OFFSET_FILL);
R_RenderScene();
- qglPolygonOffset(0, 0);
+ qglPolygonOffset(r_polygonfactor, r_polygonoffset);
qglDisable(GL_POLYGON_OFFSET_FILL);
R_BlendView();
r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer;
r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
+ r_polygonfactor = 0;
+ r_polygonoffset = 0;
+ r_shadowpolygonfactor = r_polygonfactor + r_shadow_shadow_polygonfactor.value;
+ r_shadowpolygonoffset = r_polygonoffset + r_shadow_shadow_polygonoffset.value;
+ if (r_showsurfaces.integer)
+ {
+ r_rtworld = false;
+ r_rtworldshadows = false;
+ r_rtdlight = false;
+ r_rtdlightshadows = false;
+ r_lightmapintensity = 0;
+ }
// GL is weird because it's bottom to top, r_view_y is top to bottom
qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
void CSQC_R_RenderScene (void)
{
qglDepthFunc(GL_LEQUAL);
- qglPolygonOffset(0, 0);
+ qglPolygonOffset(r_polygonfactor, r_polygonoffset);
qglEnable(GL_POLYGON_OFFSET_FILL);
R_RenderScene();
- qglPolygonOffset(0, 0);
+ qglPolygonOffset(r_polygonfactor, r_polygonoffset);
qglDisable(GL_POLYGON_OFFSET_FILL);
R_BlendView();
R_Shadow_UpdateWorldLightSelection();
- for (r_showtrispass = 0;r_showtrispass <= (r_showtris.value > 0);r_showtrispass++)
+ if (cl.csqc_vidvars.drawworld)
{
- if (r_showtrispass)
- {
- rmeshstate_t m;
- r_showtrispass = 0;
- GL_BlendFunc(GL_ONE, GL_ONE);
- GL_DepthTest(!r_showdisabledepthtest.integer);
- GL_DepthMask(GL_FALSE);
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
- //qglEnable(GL_LINE_SMOOTH);
- qglEnable(GL_POLYGON_OFFSET_LINE);
- qglPolygonOffset(0, r_showtris_polygonoffset.value);
- r_showtrispass = 1;
- }
-
- if (cl.csqc_vidvars.drawworld)
- {
- // don't let sound skip if going slow
- if (r_refdef.extraupdate)
- S_ExtraUpdate ();
-
- if (r_showtrispass)
- GL_ShowTrisColor(0.025, 0.025, 0, 1);
- if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
- {
- r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
- if (r_timereport_active)
- R_TimeReport("worldsky");
- }
-
- if (R_DrawBrushModelsSky() && r_timereport_active)
- R_TimeReport("bmodelsky");
-
- if (r_showtrispass)
- GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
- if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
- {
- r_refdef.worldmodel->Draw(r_refdef.worldentity);
- if (r_timereport_active)
- R_TimeReport("world");
- }
- }
-
// don't let sound skip if going slow
if (r_refdef.extraupdate)
S_ExtraUpdate ();
- if (r_showtrispass)
- GL_ShowTrisColor(0, 0.015, 0, 1);
+ if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
+ {
+ r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
+ if (r_timereport_active)
+ R_TimeReport("worldsky");
+ }
- R_DrawModels();
- if (r_timereport_active)
- R_TimeReport("models");
+ if (R_DrawBrushModelsSky() && r_timereport_active)
+ R_TimeReport("bmodelsky");
- // don't let sound skip if going slow
- if (r_refdef.extraupdate)
- S_ExtraUpdate ();
-
- if (r_showtrispass)
- GL_ShowTrisColor(0, 0, 0.033, 1);
- R_ShadowVolumeLighting(false);
- if (r_timereport_active)
- R_TimeReport("rtlights");
+ if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
+ {
+ r_refdef.worldmodel->Draw(r_refdef.worldentity);
+ if (r_timereport_active)
+ R_TimeReport("world");
+ }
+ }
- // don't let sound skip if going slow
- if (r_refdef.extraupdate)
- S_ExtraUpdate ();
+ // don't let sound skip if going slow
+ if (r_refdef.extraupdate)
+ S_ExtraUpdate ();
- if (r_showtrispass)
- GL_ShowTrisColor(0.1, 0, 0, 1);
+ R_DrawModels();
+ if (r_timereport_active)
+ R_TimeReport("models");
- if (cl.csqc_vidvars.drawworld)
- {
- R_DrawLightningBeams();
- if (r_timereport_active)
- R_TimeReport("lightning");
+ // don't let sound skip if going slow
+ if (r_refdef.extraupdate)
+ S_ExtraUpdate ();
- R_DrawParticles();
- if (r_timereport_active)
- R_TimeReport("particles");
+ R_ShadowVolumeLighting(false);
+ if (r_timereport_active)
+ R_TimeReport("rtlights");
- R_DrawExplosions();
- if (r_timereport_active)
- R_TimeReport("explosions");
- }
+ // don't let sound skip if going slow
+ if (r_refdef.extraupdate)
+ S_ExtraUpdate ();
- R_MeshQueue_RenderTransparent();
+ if (cl.csqc_vidvars.drawworld)
+ {
+ R_DrawLightningBeams();
if (r_timereport_active)
- R_TimeReport("drawtrans");
+ R_TimeReport("lightning");
- if (cl.csqc_vidvars.drawworld)
- {
- R_DrawCoronas();
- if (r_timereport_active)
- R_TimeReport("coronas");
- }
- if(cl.csqc_vidvars.drawcrosshair)
- {
- R_DrawWorldCrosshair();
- if (r_timereport_active)
- R_TimeReport("crosshair");
- }
+ R_DrawParticles();
+ if (r_timereport_active)
+ R_TimeReport("particles");
- VM_AddPolygonsToMeshQueue();
+ R_DrawExplosions();
+ if (r_timereport_active)
+ R_TimeReport("explosions");
+ }
- R_MeshQueue_Render();
+ R_MeshQueue_RenderTransparent();
+ if (r_timereport_active)
+ R_TimeReport("drawtrans");
- if (r_showtrispass)
- {
- //qglDisable(GL_LINE_SMOOTH);
- qglDisable(GL_POLYGON_OFFSET_LINE);
- }
+ if (cl.csqc_vidvars.drawworld)
+ {
+ R_DrawCoronas();
+ if (r_timereport_active)
+ R_TimeReport("coronas");
}
+ if(cl.csqc_vidvars.drawcrosshair)
+ {
+ R_DrawWorldCrosshair();
+ if (r_timereport_active)
+ R_TimeReport("crosshair");
+ }
+
+ VM_AddPolygonsToMeshQueue();
- r_showtrispass = 0;
+ R_MeshQueue_Render();
R_MeshQueue_EndScene();
{
float fog = 0.0f, ifog;
rmeshstate_t m;
+ float vertex3f[12];
if (fogenabled)
fog = VERTEXFOGTABLE(VectorDistance(origin, r_vieworigin));
GL_DepthMask(false);
GL_DepthTest(!depthdisable);
- varray_vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
- varray_vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
- varray_vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
- varray_vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
- varray_vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
- varray_vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
- varray_vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
- varray_vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
- varray_vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
- varray_vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
- varray_vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
- varray_vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
+ vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
+ vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
+ vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
+ vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
+ vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
+ vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
+ vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
+ vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
+ vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
+ vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
+ vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
+ vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(texture);
m.pointer_texcoord[0] = spritetexcoord2f;
- m.pointer_vertex = varray_vertex3f;
+ m.pointer_vertex = vertex3f;
R_Mesh_State(&m);
GL_Color(cr * ifog, cg * ifog, cb * ifog, ca);
R_Mesh_Draw(0, 4, 2, polygonelements);
}
}
+static void R_DrawCollisionBrush(colbrushf_t *brush)
+{
+ int i;
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = brush->points->v;
+ R_Mesh_State(&m);
+ i = (int)(((size_t)brush) / sizeof(colbrushf_t));
+ GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
+ GL_LockArrays(0, brush->numpoints);
+ R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements);
+ GL_LockArrays(0, 0);
+}
+
+static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface)
+{
+ int i;
+ rmeshstate_t m;
+ if (!surface->num_collisiontriangles)
+ return;
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = surface->data_collisionvertex3f;
+ R_Mesh_State(&m);
+ i = (int)(((size_t)surface) / sizeof(msurface_t));
+ GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
+ GL_LockArrays(0, surface->num_collisionvertices);
+ R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i);
+ GL_LockArrays(0, 0);
+}
+
static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
{
texturelayer_t *layer;
R_UpdateTextureInfo(ent, ent->model->data_textures + i);
}
+int rsurface_array_size = 0;
+float *rsurface_array_vertex3f = NULL;
+float *rsurface_array_svector3f = NULL;
+float *rsurface_array_tvector3f = NULL;
+float *rsurface_array_normal3f = NULL;
+float *rsurface_array_color4f = NULL;
+float *rsurface_array_texcoord3f = NULL;
+
+void R_Mesh_ResizeArrays(int newvertices)
+{
+ if (rsurface_array_size >= newvertices)
+ return;
+ if (rsurface_array_vertex3f)
+ Mem_Free(rsurface_array_vertex3f);
+ rsurface_array_size = (newvertices + 1023) & ~1023;
+ rsurface_array_vertex3f = Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[19]));
+ rsurface_array_svector3f = rsurface_array_vertex3f + rsurface_array_size * 3;
+ rsurface_array_tvector3f = rsurface_array_vertex3f + rsurface_array_size * 6;
+ rsurface_array_normal3f = rsurface_array_vertex3f + rsurface_array_size * 9;
+ rsurface_array_color4f = rsurface_array_vertex3f + rsurface_array_size * 12;
+ rsurface_array_texcoord3f = rsurface_array_vertex3f + rsurface_array_size * 16;
+}
+
float *rsurface_vertex3f;
float *rsurface_svector3f;
float *rsurface_tvector3f;
void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg, qboolean generatenormals, qboolean generatetangents)
{
- if ((ent->frameblend[0].lerp != 1 || ent->frameblend[0].frame != 0) && (surface->groupmesh->data_morphvertex3f || surface->groupmesh->data_vertexboneweights))
+ model_t *model = ent->model;
+ if (rsurface_array_size < model->surfmesh.num_vertices)
+ R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
+ if ((ent->frameblend[0].lerp != 1 || ent->frameblend[0].frame != 0) && (model->surfmesh.data_morphvertex3f || model->surfmesh.data_vertexboneweights))
{
- rsurface_vertex3f = varray_vertex3f;
- Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, surface->groupmesh, rsurface_vertex3f);
+ rsurface_vertex3f = rsurface_array_vertex3f;
+ Mod_Alias_GetMesh_Vertex3f(model, ent->frameblend, rsurface_vertex3f);
if (generatetangents || (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)))
{
- rsurface_svector3f = varray_svector3f;
- rsurface_tvector3f = varray_tvector3f;
- rsurface_normal3f = varray_normal3f;
- Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+ rsurface_svector3f = rsurface_array_svector3f;
+ rsurface_tvector3f = rsurface_array_tvector3f;
+ rsurface_normal3f = rsurface_array_normal3f;
+ Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, model->surfmesh.data_texcoordtexture2f, model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
}
else
{
rsurface_tvector3f = NULL;
if (generatenormals)
{
- rsurface_normal3f = varray_normal3f;
- Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+ rsurface_normal3f = rsurface_array_normal3f;
+ Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
}
else
rsurface_normal3f = NULL;
}
else
{
- rsurface_vertex3f = surface->groupmesh->data_vertex3f;
- rsurface_svector3f = surface->groupmesh->data_svector3f;
- rsurface_tvector3f = surface->groupmesh->data_tvector3f;
- rsurface_normal3f = surface->groupmesh->data_normal3f;
+ rsurface_vertex3f = model->surfmesh.data_vertex3f;
+ rsurface_svector3f = model->surfmesh.data_svector3f;
+ rsurface_tvector3f = model->surfmesh.data_tvector3f;
+ rsurface_normal3f = model->surfmesh.data_normal3f;
}
if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
{
VectorSet(up, 0, 0, 1);
}
for (i = 0;i < 4;i++)
- VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3);
+ VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_vertex3f + (surface->num_firstvertex+i+j) * 3);
}
- rsurface_vertex3f = varray_vertex3f;
- rsurface_svector3f = varray_svector3f;
- rsurface_tvector3f = varray_tvector3f;
- rsurface_normal3f = varray_normal3f;
- Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+ rsurface_vertex3f = rsurface_array_vertex3f;
+ rsurface_svector3f = rsurface_array_svector3f;
+ rsurface_tvector3f = rsurface_array_tvector3f;
+ rsurface_normal3f = rsurface_array_normal3f;
+ Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, model->surfmesh.data_texcoordtexture2f, model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
}
R_Mesh_VertexPointer(rsurface_vertex3f);
}
-static void RSurf_Draw(const msurface_t *surface)
+static void RSurf_Draw(model_t *model, const msurface_t *surface)
{
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
GL_LockArrays(0, 0);
}
int i;
float f;
float *v, *c, *c2;
+ model_t *model = ent->model;
RSurf_SetVertexPointer(ent, texture, surface, modelorg, lightmode >= 2, false);
if (lightmode >= 2)
{
int numverts = surface->num_vertices;
v = rsurface_vertex3f + 3 * surface->num_firstvertex;
c2 = rsurface_normal3f + 3 * surface->num_firstvertex;
- c = varray_color4f + 4 * surface->num_firstvertex;
+ c = rsurface_array_color4f + 4 * surface->num_firstvertex;
// q3-style directional shading
for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
{
b = 1;
a = 1;
applycolor = false;
- rsurface_lightmapcolor4f = varray_color4f;
+ rsurface_lightmapcolor4f = rsurface_array_color4f;
}
else
{
{
if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
{
- for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+ for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
{
if (surface->lightmapinfo->samples)
{
- const unsigned char *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i];
+ const unsigned char *lm = surface->lightmapinfo->samples + (model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
VectorScale(lm, scale, c);
if (surface->lightmapinfo->styles[1] != 255)
else
VectorClear(c);
}
- rsurface_lightmapcolor4f = varray_color4f;
+ rsurface_lightmapcolor4f = rsurface_array_color4f;
}
else
- rsurface_lightmapcolor4f = surface->groupmesh->data_lightmapcolor4f;
+ rsurface_lightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
}
else
rsurface_lightmapcolor4f = NULL;
{
if (rsurface_lightmapcolor4f)
{
- for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
+ for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
{
f = 1 - VERTEXFOGTABLE(VectorDistance(v, modelorg));
c2[0] = c[0] * f;
}
else
{
- for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
+ for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
{
f = 1 - VERTEXFOGTABLE(VectorDistance(v, modelorg));
c2[0] = f;
c2[3] = 1;
}
}
- rsurface_lightmapcolor4f = varray_color4f;
+ rsurface_lightmapcolor4f = rsurface_array_color4f;
}
if (applycolor && rsurface_lightmapcolor4f)
{
- for (i = 0, c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
+ for (i = 0, c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
{
c2[0] = c[0] * r;
c2[1] = c[1] * g;
c2[2] = c[2] * b;
c2[3] = c[3] * a;
}
- rsurface_lightmapcolor4f = varray_color4f;
+ rsurface_lightmapcolor4f = rsurface_array_color4f;
}
R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
GL_Color(r, g, b, a);
- RSurf_Draw(surface);
+ RSurf_Draw(model, surface);
}
static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
int texturesurfaceindex;
int lightmode;
const msurface_t *surface;
+ model_t *model = ent->model;
qboolean applycolor;
qboolean applyfog;
rmeshstate_t m;
return;
r_shadow_rtlight = NULL;
renderstats.entities_surfaces += texturenumsurfaces;
- // FIXME: identify models using a better check than ent->model->brush.shadowmesh
- lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
+ // FIXME: identify models using a better check than model->brush.shadowmesh
+ lightmode = ((ent->effects & EF_FULLBRIGHT) || model->brush.shadowmesh) ? 0 : 2;
GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
qglDisable(GL_CULL_FACE);
// transparent sky would be ridiculous
if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
{
- GL_DepthMask(true);
if (skyrendernow)
{
skyrendernow = false;
- if (skyrendermasked)
- {
- R_Sky();
- // restore entity matrix and GL_Color
- R_Mesh_Matrix(&ent->matrix);
- GL_Color(1,1,1,1);
- }
+ R_Sky();
+ // restore entity matrix
+ R_Mesh_Matrix(&ent->matrix);
}
+ GL_DepthMask(true);
// LordHavoc: HalfLife maps have freaky skypolys...
- //if (!ent->model->brush.ishlbsp)
+ // LordHavoc: Quake3 never did sky masking (unlike software Quake
+ // and Quake2), so disable the sky masking in Quake3 maps as it
+ // causes problems with q3map2 sky tricks
+ if (!model->brush.ishlbsp && model->type != mod_brushq3)
{
+ GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State(&m);
if (skyrendermasked)
{
// depth-only (masking)
GL_ColorMask(0,0,0,0);
- // just to make sure that braindead drivers don't draw anything
- // despite that colormask...
+ // just to make sure that braindead drivers don't draw
+ // anything despite that colormask...
GL_BlendFunc(GL_ZERO, GL_ONE);
}
else
// fog sky
GL_BlendFunc(GL_ONE, GL_ZERO);
}
- GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false);
- RSurf_Draw(surface);
+ RSurf_Draw(model, surface);
}
if (skyrendermasked)
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
{
surface = texturesurfacelist[texturesurfaceindex];
RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, true);
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
- RSurf_Draw(surface);
+ RSurf_Draw(model, surface);
}
}
else
{
surface = texturesurfacelist[texturesurfaceindex];
RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, true);
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
- R_Mesh_TexCoordPointer(4, 2, surface->groupmesh->data_texcoordlightmap2f);
+ R_Mesh_TexCoordPointer(4, 2, model->surfmesh.data_texcoordlightmap2f);
if (surface->lightmaptexture)
{
R_Mesh_TexBind(7, R_GetTexture(surface->lightmaptexture));
R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
- R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f);
+ R_Mesh_ColorPointer(model->surfmesh.data_lightmapcolor4f);
}
- RSurf_Draw(surface);
+ RSurf_Draw(model, surface);
}
}
qglUseProgramObjectARB(0);
m.tex[1] = R_GetTexture(layer->texture);
m.texmatrix[1] = layer->texmatrix;
m.texrgbscale[1] = layertexrgbscale;
- m.pointer_color = varray_color4f;
+ m.pointer_color = rsurface_array_color4f;
R_Mesh_State(&m);
if (lightmode == 2)
{
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
- R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
+ R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f);
+ R_Mesh_TexCoordPointer(1, 2, model->surfmesh.data_texcoordtexture2f);
R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog);
}
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
- R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
+ R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f);
+ R_Mesh_TexCoordPointer(1, 2, model->surfmesh.data_texcoordtexture2f);
if (surface->lightmaptexture)
{
R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_color = varray_color4f;
+ m.pointer_color = rsurface_array_color4f;
m.texrgbscale[0] = layertexrgbscale;
R_Mesh_State(&m);
if (lightmode == 2)
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+ R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f);
R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
RSurf_DrawLightmap(ent, texture, surface, modelorg, 1, 1, 1, 1, 2, false, false);
}
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+ R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f);
if (surface->lightmaptexture)
{
R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_color = varray_color4f;
+ m.pointer_color = rsurface_array_color4f;
m.texrgbscale[0] = layertexrgbscale;
R_Mesh_State(&m);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
}
break;
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
m.texrgbscale[0] = layertexrgbscale;
- m.pointer_color = varray_color4f;
+ m.pointer_color = rsurface_array_color4f;
R_Mesh_State(&m);
if (lightmode == 2)
{
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog);
}
}
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog);
}
}
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_color = varray_color4f;
+ m.pointer_color = rsurface_array_color4f;
m.texrgbscale[0] = layertexrgbscale;
R_Mesh_State(&m);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
}
break;
surface = texturesurfacelist[texturesurfaceindex];
RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false);
if (layer->texture)
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- R_Mesh_ColorPointer(varray_color4f);
- for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
+ R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
+ R_Mesh_ColorPointer(rsurface_array_color4f);
+ for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
{
f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
c[0] = layercolor[0];
c[2] = layercolor[2];
c[3] = f * layercolor[3];
}
- RSurf_Draw(surface);
+ RSurf_Draw(model, surface);
}
break;
default:
surface = texturesurfacelist[texturesurfaceindex];
RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false);
for (scale = 1;scale < layertexrgbscale;scale <<= 1)
- RSurf_Draw(surface);
+ RSurf_Draw(model, surface);
}
}
}
- if (r_shownormals.integer && !r_showtrispass)
- {
- int j, k;
- float v[3];
- GL_DepthTest(!r_showdisabledepthtest.integer);
- GL_DepthMask(texture->currentlayers->depthmask);
- GL_BlendFunc(texture->currentlayers->blendfunc1, texture->currentlayers->blendfunc2);
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, true);
- GL_Color(1, 0, 0, 1);
- qglBegin(GL_LINES);
- for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++)
- {
- VectorCopy(rsurface_vertex3f + k * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- VectorMA(v, 8, rsurface_svector3f + k * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- }
- GL_Color(0, 0, 1, 1);
- for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++)
- {
- VectorCopy(rsurface_vertex3f + k * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- VectorMA(v, 8, rsurface_tvector3f + k * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- }
- GL_Color(0, 1, 0, 1);
- for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++)
- {
- VectorCopy(rsurface_vertex3f + k * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- VectorMA(v, 8, rsurface_normal3f + k * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- }
- qglEnd();
- }
- }
}
if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
qglEnable(GL_CULL_FACE);
t = NULL;
texture = NULL;
numsurfacelist = 0;
- if (ent == r_refdef.worldentity)
+ if (r_showsurfaces.integer)
+ {
+ rmeshstate_t m;
+ GL_DepthTest(true);
+ GL_DepthMask(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State(&m);
+ for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+ {
+ if (ent == r_refdef.worldentity && !r_worldsurfacevisible[j])
+ continue;
+ texture = surface->texture->currentframe;
+ if ((texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+ {
+ int k = (int)(((size_t)surface) / sizeof(msurface_t));
+ GL_Color((k & 15) * (1.0f / 16.0f), ((k >> 4) & 15) * (1.0f / 16.0f), ((k >> 8) & 15) * (1.0f / 16.0f), 0.2f);
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false);
+ RSurf_Draw(ent->model, surface);
+ renderstats.entities_triangles += surface->num_triangles;
+ }
+ renderstats.entities_surfaces++;
+ }
+ }
+ else if (ent == r_refdef.worldentity)
{
for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
{
}
if (numsurfacelist)
R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
- if (!r_showtrispass)
- renderstats.entities_triangles += counttriangles;
+ renderstats.entities_triangles += counttriangles;
if (gl_support_fragment_shader)
qglUseProgramObjectARB(0);
+
+ if (r_showcollisionbrushes.integer && model->brush.num_brushes && !skysurfaces)
+ {
+ int i;
+ msurface_t *surface;
+ q3mbrush_t *brush;
+ R_Mesh_Matrix(&ent->matrix);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(!r_showdisabledepthtest.integer);
+ qglPolygonOffset(r_polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_polygonoffset + r_showcollisionbrushes_polygonoffset.value);
+ for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
+ if (brush->colbrushf && brush->colbrushf->numtriangles)
+ R_DrawCollisionBrush(brush->colbrushf);
+ for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
+ if (surface->num_collisiontriangles)
+ R_DrawCollisionSurface(ent, surface);
+ qglPolygonOffset(r_polygonfactor, r_polygonoffset);
+ }
+
+ if (r_showtris.integer || r_shownormals.integer)
+ {
+ int k, l;
+ const int *elements;
+ rmeshstate_t m;
+ vec3_t v;
+ GL_DepthTest(true);
+ GL_DepthMask(true);
+ if (r_showdisabledepthtest.integer)
+ qglDepthFunc(GL_ALWAYS);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State(&m);
+ for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+ {
+ if (ent == r_refdef.worldentity && !r_worldsurfacevisible[j])
+ continue;
+ texture = surface->texture->currentframe;
+ if ((texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+ {
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, r_shownormals.integer != 0);
+ if (r_showtris.integer)
+ {
+ if (!texture->currentlayers->depthmask)
+ GL_Color(r_showtris.value, 0, 0, 1);
+ else if (ent == r_refdef.worldentity)
+ GL_Color(r_showtris.value, r_showtris.value, r_showtris.value, 1);
+ else
+ GL_Color(0, r_showtris.value, 0, 1);
+ elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
+ qglBegin(GL_LINES);
+ for (k = 0;k < surface->num_triangles;k++, elements += 3)
+ {
+ qglArrayElement(elements[0]);qglArrayElement(elements[1]);
+ qglArrayElement(elements[1]);qglArrayElement(elements[2]);
+ qglArrayElement(elements[2]);qglArrayElement(elements[0]);
+ }
+ qglEnd();
+ }
+ if (r_shownormals.integer)
+ {
+ GL_Color(r_shownormals.value, 0, 0, 1);
+ qglBegin(GL_LINES);
+ for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+ {
+ VectorCopy(rsurface_vertex3f + l * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ VectorMA(v, 8, rsurface_svector3f + l * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ }
+ qglEnd();
+ GL_Color(0, 0, r_shownormals.value, 1);
+ qglBegin(GL_LINES);
+ for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+ {
+ VectorCopy(rsurface_vertex3f + l * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ VectorMA(v, 8, rsurface_tvector3f + l * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ }
+ qglEnd();
+ GL_Color(0, r_shownormals.value, 0, 1);
+ qglBegin(GL_LINES);
+ for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+ {
+ VectorCopy(rsurface_vertex3f + l * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ VectorMA(v, 8, rsurface_normal3f + l * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ }
+ qglEnd();
+ }
+ }
+ }
+ if (r_showdisabledepthtest.integer)
+ qglDepthFunc(GL_LEQUAL);
+ }
}