cvar_t r_ambient = {0, "r_ambient", "0"};
cvar_t r_vertexsurfaces = {0, "r_vertexsurfaces", "0"};
cvar_t r_dlightmap = {CVAR_SAVE, "r_dlightmap", "1"};
-//cvar_t r_drawportals = {0, "r_drawportals", "0"};
+cvar_t r_drawportals = {0, "r_drawportals", "0"};
cvar_t r_testvis = {0, "r_testvis", "0"};
cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "0"};
-cvar_t r_cullsurface = {0, "r_cullsurface", "0"};
static int dlightdivtable[32768];
int r_pvsframecount = 0;
mleaf_t *r_pvsviewleaf = NULL;
int r_pvsviewleafnovis = 0;
-msurface_t *r_pvsfirstsurface = NULL;
static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
{
- int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract;
+ int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
unsigned int *bl;
float dist, impact[3], local[3];
- // LordHavoc: use 64bit integer... shame it's not very standardized...
-#if _MSC_VER || __BORLANDC__
- __int64 k;
-#else
- long long k;
-#endif
-
lit = false;
smax = (surf->extents[0] >> 4) + 1;
maxdist3 = maxdist - dist2;
// convert to 8.8 blocklights format
- red = r_dlight[lnum].light[0];
- green = r_dlight[lnum].light[1];
- blue = r_dlight[lnum].light[2];
+ red = r_dlight[lnum].light[0] * (1.0f / 128.0f);
+ green = r_dlight[lnum].light[1] * (1.0f / 128.0f);
+ blue = r_dlight[lnum].light[2] * (1.0f / 128.0f);
subtract = (int) (r_dlight[lnum].subtract * 4194304.0f);
bl = intblocklights;
k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
if (k > 0)
{
- bl[0] += (red * k) >> 7;
- bl[1] += (green * k) >> 7;
- bl[2] += (blue * k) >> 7;
+ bl[0] += (red * k);
+ bl[1] += (green * k);
+ bl[2] += (blue * k);
lit = true;
}
}
// update cached lighting info
surf->cached_dlight = 0;
- surf->cached_lightscalebit = lightscalebit;
+ surf->cached_lightmapscalebit = r_lightmapscalebit;
surf->cached_ambient = r_ambient.value;
surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
bl = intblocklights;
out = templight;
// deal with lightmap brightness scale
- shift = 7 + lightscalebit + 8;
+ shift = 7 + r_lightmapscalebit + 8;
if (ent->model->lightmaprgba)
{
stride = (surf->lightmaptexturestride - smax) * 4;
// update cached lighting info
surf->cached_dlight = 0;
- surf->cached_lightscalebit = lightscalebit;
+ surf->cached_lightmapscalebit = r_lightmapscalebit;
surf->cached_ambient = r_ambient.value;
surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
bl = floatblocklights;
out = templight;
// deal with lightmap brightness scale
- scale = 1.0f / (1 << (7 + lightscalebit + 8));
+ scale = 1.0f / (1 << (7 + r_lightmapscalebit + 8));
if (ent->model->lightmaprgba)
{
stride = (surf->lightmaptexturestride - smax) * 4;
}
}
-void R_StainNode (mnode_t *node, model_t *model, vec3_t origin, float radius, int icolor[8])
+void R_StainNode (mnode_t *node, model_t *model, vec3_t origin, float radius, float fcolor[8])
{
- float ndist;
+ float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
msurface_t *surf, *endsurf;
- int sdtable[256], td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, dist2, impacts, impactt, subtract, a, stained, cr, cg, cb, ca, ratio;
+ int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
qbyte *bl;
vec3_t impact;
- // LordHavoc: use 64bit integer... shame it's not very standardized...
-#if _MSC_VER || __BORLANDC__
- __int64 k;
-#else
- long long k;
-#endif
-
- // for comparisons to minimum acceptable light
- // compensate for 256 offset
- maxdist = radius * radius + 256.0f;
-
- // clamp radius to avoid exceeding 32768 entry division table
- if (maxdist > 4194304)
- maxdist = 4194304;
-
- subtract = (int) ((1.0f / maxdist) * 4194304.0f);
+ maxdist = radius * radius;
+ invradius = 1.0f / radius;
loc0:
if (node->contents < 0)
goto loc0;
}
- dist2 = ndist * ndist + 256.0f;
- if (dist2 < maxdist)
- {
- maxdist3 = maxdist - dist2;
+ dist2 = ndist * ndist;
+ maxdist3 = maxdist - dist2;
- if (node->plane->type < 3)
- {
- VectorCopy(origin, impact);
- impact[node->plane->type] -= ndist;
- }
- else
- {
- impact[0] = origin[0] - node->plane->normal[0] * ndist;
- impact[1] = origin[1] - node->plane->normal[1] * ndist;
- impact[2] = origin[2] - node->plane->normal[2] * ndist;
- }
+ if (node->plane->type < 3)
+ {
+ VectorCopy(origin, impact);
+ impact[node->plane->type] -= ndist;
+ }
+ else
+ {
+ impact[0] = origin[0] - node->plane->normal[0] * ndist;
+ impact[1] = origin[1] - node->plane->normal[1] * ndist;
+ impact[2] = origin[2] - node->plane->normal[2] * ndist;
+ }
- for (surf = model->surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
+ for (surf = model->surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
+ {
+ if (surf->stainsamples)
{
- if (surf->stainsamples)
- {
- smax = (surf->extents[0] >> 4) + 1;
- tmax = (surf->extents[1] >> 4) + 1;
+ smax = (surf->extents[0] >> 4) + 1;
+ tmax = (surf->extents[1] >> 4) + 1;
- impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
- impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+ impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
+ impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
- s = bound(0, impacts, smax * 16) - impacts;
- t = bound(0, impactt, tmax * 16) - impactt;
- i = s * s + t * t + dist2;
- if (i > maxdist)
- continue;
+ s = bound(0, impacts, smax * 16) - impacts;
+ t = bound(0, impactt, tmax * 16) - impactt;
+ i = s * s + t * t + dist2;
+ if (i > maxdist)
+ continue;
- // reduce calculations
- for (s = 0, i = impacts; s < smax; s++, i -= 16)
- sdtable[s] = i * i + dist2;
+ // reduce calculations
+ for (s = 0, i = impacts; s < smax; s++, i -= 16)
+ sdtable[s] = i * i + dist2;
- // convert to 8.8 blocklights format
- bl = surf->stainsamples;
- smax3 = smax * 3;
- stained = false;
+ bl = surf->stainsamples;
+ smax3 = smax * 3;
+ stained = false;
- i = impactt;
- for (t = 0;t < tmax;t++, i -= 16)
+ i = impactt;
+ for (t = 0;t < tmax;t++, i -= 16)
+ {
+ td = i * i;
+ // make sure some part of it is visible on this line
+ if (td < maxdist3)
{
- td = i * i;
- // make sure some part of it is visible on this line
- if (td < maxdist3)
+ maxdist2 = maxdist - td;
+ for (s = 0;s < smax;s++)
{
- maxdist2 = maxdist - td;
- for (s = 0;s < smax;s++)
+ if (sdtable[s] < maxdist2)
{
- if (sdtable[s] < maxdist2)
+ ratio = lhrandom(0.0f, 1.0f);
+ a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
+ if (a >= (1.0f / 64.0f))
{
- k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
- if (k > 0)
- {
- ratio = rand() & 255;
- ca = (((icolor[7] - icolor[3]) * ratio) >> 8) + icolor[3];
- a = (ca * k) >> 8;
- if (a > 0)
- {
- a = bound(0, a, 256);
- cr = (((icolor[4] - icolor[0]) * ratio) >> 8) + icolor[0];
- cg = (((icolor[5] - icolor[1]) * ratio) >> 8) + icolor[1];
- cb = (((icolor[6] - icolor[2]) * ratio) >> 8) + icolor[2];
- bl[0] = (qbyte) ((((cr - (int) bl[0]) * a) >> 8) + (int) bl[0]);
- bl[1] = (qbyte) ((((cg - (int) bl[1]) * a) >> 8) + (int) bl[1]);
- bl[2] = (qbyte) ((((cb - (int) bl[2]) * a) >> 8) + (int) bl[2]);
- stained = true;
- }
- }
+ if (a > 1)
+ a = 1;
+ bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
+ bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
+ bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
+ stained = true;
}
- bl += 3;
}
+ bl += 3;
}
- else // skip line
- bl += smax3;
}
- // force lightmap upload
- if (stained)
- surf->cached_dlight = true;
+ else // skip line
+ bl += smax3;
}
+ // force lightmap upload
+ if (stained)
+ surf->cached_dlight = true;
}
}
{
if (node->children[1]->contents >= 0)
{
- R_StainNode(node->children[0], model, origin, radius, icolor);
+ R_StainNode(node->children[0], model, origin, radius, fcolor);
node = node->children[1];
goto loc0;
}
void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
{
- int n, icolor[8];
+ int n;
+ float fcolor[8];
entity_render_t *ent;
model_t *model;
vec3_t org;
- icolor[0] = cr1;
- icolor[1] = cg1;
- icolor[2] = cb1;
- icolor[3] = ca1;
- icolor[4] = cr2;
- icolor[5] = cg2;
- icolor[6] = cb2;
- icolor[7] = ca2;
+ fcolor[0] = cr1;
+ fcolor[1] = cg1;
+ fcolor[2] = cb1;
+ fcolor[3] = ca1 * (1.0f / 64.0f);
+ fcolor[4] = cr2 - cr1;
+ fcolor[5] = cg2 - cg1;
+ fcolor[6] = cb2 - cb1;
+ fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
model = cl.worldmodel;
if (model)
- R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, icolor);
+ R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, fcolor);
// look for embedded bmodels
for (n = 0;n < cl_num_brushmodel_entities;n++)
if (model->type == mod_brush)
{
Matrix4x4_Transform(&ent->inversematrix, origin, org);
- R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, org, radius, icolor);
+ R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, org, radius, fcolor);
}
}
}
return false;
}
-static void RSurfShader_Sky(const entity_render_t *ent, const msurface_t *firstsurf)
+static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture)
{
const msurface_t *surf;
const surfmesh_t *mesh;
R_Sky();
}
+ R_Mesh_Matrix(&ent->matrix);
+
// draw depth-only polys
memset(&m, 0, sizeof(m));
if (skyrendermasked)
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
}
- m.wantoverbright = false;
m.depthwrite = true;
- m.matrix = ent->matrix;
R_Mesh_State(&m);
- for (surf = firstsurf;surf;surf = surf->chain)
+ for (surf = texture->surfacechain;surf;surf = surf->texturechain)
{
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
- memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
+ R_Mesh_ResizeCheck(mesh->numverts);
memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
- if (skyrendermasked)
- memset(varray_color, 0, mesh->numverts * sizeof(float[4]));
- else
- R_FillColors(varray_color, mesh->numverts, fogcolor[0] * mesh_colorscale, fogcolor[1] * mesh_colorscale, fogcolor[2] * mesh_colorscale, 1);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
+ GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, 1);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
}
}
}
{
const entity_render_t *ent = calldata1;
const msurface_t *surf = ent->model->surfaces + calldata2;
- float f;
+ float f, colorscale;
const surfmesh_t *mesh;
rmeshstate_t m;
float alpha = ent->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
float modelorg[3];
Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ R_Mesh_Matrix(&ent->matrix);
+
memset(&m, 0, sizeof(m));
if (ent->effects & EF_ADDITIVE)
{
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
}
- m.wantoverbright = true;
m.tex[0] = R_GetTexture(surf->currenttexture->texture);
- m.matrix = ent->matrix;
+ colorscale = r_colorscale;
+ if (gl_combine.integer)
+ {
+ m.texrgbscale[0] = 4;
+ colorscale *= 0.25f;
+ }
R_Mesh_State(&m);
+ GL_UseColorArray();
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
- memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
+ R_Mesh_ResizeCheck(mesh->numverts);
memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
f = surf->flags & SURF_DRAWFULLBRIGHT ? 1.0f : ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f);
if (surf->flags & SURF_LIGHTMAP)
RSurf_AddLightmapToVertexColors(mesh->lightmapoffsets, varray_color, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
}
- RSurf_FogColors(varray_vertex, varray_color, mesh_colorscale, mesh->numverts, modelorg);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
+ RSurf_FogColors(varray_vertex, varray_color, colorscale, mesh->numverts, modelorg);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
}
if (fogenabled)
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
- m.wantoverbright = false;
m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
- m.matrix = ent->matrix;
R_Mesh_State(&m);
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
- memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
+ R_Mesh_ResizeCheck(mesh->numverts);
memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
if (m.tex[0])
memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
- RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], alpha, mesh_colorscale, mesh->numverts, modelorg);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
+ RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], alpha, r_colorscale, mesh->numverts, modelorg);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
}
}
}
-static void RSurfShader_Water(const entity_render_t *ent, const msurface_t *firstsurf)
+static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture)
{
const msurface_t *surf;
vec3_t center;
- for (surf = firstsurf;surf;surf = surf->chain)
+ if ((r_wateralpha.value < 1 && !(texture->flags & SURF_DRAWNOALPHA)) || ent->effects & EF_ADDITIVE || texture->fogtexture)
{
- if ((r_wateralpha.value < 1 && !(surf->flags & SURF_DRAWNOALPHA)) || ent->effects & EF_ADDITIVE || surf->currenttexture->fogtexture)
+ for (surf = texture->surfacechain;surf;surf = surf->texturechain)
{
Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->surfaces);
}
- else
- R_MeshQueue_Add(RSurfShader_Water_Callback, ent, surf - ent->model->surfaces);
}
+ else
+ for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+ RSurfShader_Water_Callback(ent, surf - ent->model->surfaces);
}
static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf)
{
- float base;
+ float base, colorscale;
const surfmesh_t *mesh;
rmeshstate_t m;
float modelorg[3];
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
}
- m.wantoverbright = true;
m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+ colorscale = r_colorscale;
+ if (gl_combine.integer)
+ {
+ m.texrgbscale[0] = 4;
+ colorscale *= 0.25f;
+ }
base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
- m.matrix = ent->matrix;
R_Mesh_State(&m);
+ GL_UseColorArray();
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
- memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
+ R_Mesh_ResizeCheck(mesh->numverts);
memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
R_FillColors(varray_color, mesh->numverts, base, base, base, ent->alpha);
if (surf->flags & SURF_LIGHTMAP)
RSurf_AddLightmapToVertexColors(mesh->lightmapoffsets, varray_color, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
}
- RSurf_FogColors(varray_vertex, varray_color, mesh_colorscale, mesh->numverts, modelorg);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
+ RSurf_FogColors(varray_vertex, varray_color, colorscale, mesh->numverts, modelorg);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
}
}
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
}
- m.wantoverbright = false;
m.tex[0] = R_GetTexture(surf->currenttexture->texture);
- m.matrix = ent->matrix;
R_Mesh_State(&m);
+ GL_UseColorArray();
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
- memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
+ R_Mesh_ResizeCheck(mesh->numverts);
memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
- RSurf_FoggedColors(varray_vertex, varray_color, 1, 1, 1, ent->alpha, mesh_colorscale, mesh->numverts, modelorg);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
+ RSurf_FoggedColors(varray_vertex, varray_color, 1, 1, 1, ent->alpha, r_colorscale, mesh->numverts, modelorg);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
}
}
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
- m.wantoverbright = false;
m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
- m.matrix = ent->matrix;
R_Mesh_State(&m);
+ GL_UseColorArray();
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
- memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
+ R_Mesh_ResizeCheck(mesh->numverts);
memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
- RSurf_FoggedColors(varray_vertex, varray_color, 1, 1, 1, ent->alpha, mesh_colorscale, mesh->numverts, modelorg);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
+ RSurf_FoggedColors(varray_vertex, varray_color, 1, 1, 1, ent->alpha, r_colorscale, mesh->numverts, modelorg);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
}
}
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
- m.wantoverbright = false;
- m.matrix = ent->matrix;
m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
R_Mesh_State(&m);
+ GL_UseColorArray();
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
- memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
+ R_Mesh_ResizeCheck(mesh->numverts);
memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
if (m.tex[0])
memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
- RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], ent->alpha, mesh_colorscale, mesh->numverts, modelorg);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
+ RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], ent->alpha, r_colorscale, mesh->numverts, modelorg);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
}
}
-static void RSurfShader_OpaqueWall_Pass_TripleTexCombine(const entity_render_t *ent, const msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture)
{
+ const msurface_t *surf;
const surfmesh_t *mesh;
- static rmeshstate_t m;
+ rmeshstate_t m;
+ int lightmaptexturenum;
float cl;
- //memset(&m, 0, sizeof(m));
+ memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
- m.wantoverbright = false;
- m.tex[0] = R_GetTexture(surf->currenttexture->texture);
- m.texrgbscale[0] = 1.0f;
- m.tex[1] = R_GetTexture(surf->lightmaptexture);
- m.texrgbscale[1] = 4.0f;
- m.tex[2] = R_GetTexture(surf->currenttexture->detailtexture);
- m.texrgbscale[2] = 2.0f;
- m.matrix = ent->matrix;
+ m.tex[0] = R_GetTexture(texture->texture);
+ m.tex[1] = R_GetTexture(texture->surfacechain->lightmaptexture);
+ m.tex[2] = R_GetTexture(texture->detailtexture);
+ m.texrgbscale[0] = 1;
+ m.texrgbscale[1] = 4;
+ m.texrgbscale[2] = 2;
R_Mesh_State(&m);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ cl = (float) (1 << r_lightmapscalebit) * r_colorscale;
+ GL_Color(cl, cl, cl, 1);
+ for (surf = texture->surfacechain;surf;surf = surf->texturechain)
{
- R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
- memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
- memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
- memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
- memcpy(varray_texcoord[1], mesh->uv, mesh->numverts * sizeof(float[2]));
- memcpy(varray_texcoord[2], mesh->ab, mesh->numverts * sizeof(float[2]));
- cl = (float) (1 << lightscalebit) * mesh_colorscale;
- R_FillColors(varray_color, mesh->numverts, cl, cl, cl, 1);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
+ lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+ if (m.tex[1] != lightmaptexturenum)
+ {
+ m.tex[1] = lightmaptexturenum;
+ R_Mesh_State(&m);
+ }
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ R_Mesh_ResizeCheck(mesh->numverts);
+ memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+ memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
+ memcpy(varray_texcoord[1], mesh->uv, mesh->numverts * sizeof(float[2]));
+ memcpy(varray_texcoord[2], mesh->ab, mesh->numverts * sizeof(float[2]));
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+ }
}
}
-static void RSurfShader_OpaqueWall_Pass_BaseMTex(const entity_render_t *ent, const msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture)
{
+ const msurface_t *surf;
const surfmesh_t *mesh;
rmeshstate_t m;
- float cl;
+ int lightmaptexturenum;
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
- m.wantoverbright = true;
- m.tex[0] = R_GetTexture(surf->currenttexture->texture);
- m.tex[1] = R_GetTexture(surf->lightmaptexture);
- m.matrix = ent->matrix;
+ m.tex[0] = R_GetTexture(texture->texture);
+ m.tex[1] = R_GetTexture(texture->surfacechain->lightmaptexture);
+ if (gl_combine.integer)
+ m.texrgbscale[1] = 4;
R_Mesh_State(&m);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+ for (surf = texture->surfacechain;surf;surf = surf->texturechain)
{
- R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
- memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
- memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
- memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
- memcpy(varray_texcoord[1], mesh->uv, mesh->numverts * sizeof(float[2]));
- cl = (float) (1 << lightscalebit) * mesh_colorscale;
- R_FillColors(varray_color, mesh->numverts, cl, cl, cl, 1);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
+ lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+ if (m.tex[1] != lightmaptexturenum)
+ {
+ m.tex[1] = lightmaptexturenum;
+ R_Mesh_State(&m);
+ }
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ R_Mesh_ResizeCheck(mesh->numverts);
+ memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+ memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
+ memcpy(varray_texcoord[1], mesh->uv, mesh->numverts * sizeof(float[2]));
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+ }
}
}
-static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture)
{
+ const msurface_t *surf;
const surfmesh_t *mesh;
rmeshstate_t m;
- float cl;
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ZERO;
- m.wantoverbright = false;
- m.tex[0] = R_GetTexture(surf->currenttexture->texture);
- m.matrix = ent->matrix;
+ m.tex[0] = R_GetTexture(texture->texture);
R_Mesh_State(&m);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ GL_Color(1, 1, 1, 1);
+ for (surf = texture->surfacechain;surf;surf = surf->texturechain)
{
- R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
- memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
- memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
- memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
- cl = mesh_colorscale;
- R_FillColors(varray_color, mesh->numverts, cl, cl, cl, 1);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ R_Mesh_ResizeCheck(mesh->numverts);
+ memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+ memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+ }
}
}
-static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture)
{
+ const msurface_t *surf;
const surfmesh_t *mesh;
rmeshstate_t m;
- float cl;
+ int lightmaptexturenum;
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_ZERO;
m.blendfunc2 = GL_SRC_COLOR;
- m.wantoverbright = true;
- m.tex[0] = R_GetTexture(surf->lightmaptexture);
- m.matrix = ent->matrix;
+ m.tex[0] = R_GetTexture(texture->surfacechain->lightmaptexture);
+ if (gl_combine.integer)
+ m.texrgbscale[0] = 4;
R_Mesh_State(&m);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+ for (surf = texture->surfacechain;surf;surf = surf->texturechain)
{
- R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
- memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
- memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
- memcpy(varray_texcoord[0], mesh->uv, mesh->numverts * sizeof(float[2]));
- cl = (float) (1 << lightscalebit) * mesh_colorscale;
- R_FillColors(varray_color, mesh->numverts, cl, cl, cl, 1);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
+ lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+ if (m.tex[0] != lightmaptexturenum)
+ {
+ m.tex[0] = lightmaptexturenum;
+ R_Mesh_State(&m);
+ }
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ R_Mesh_ResizeCheck(mesh->numverts);
+ memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+ memcpy(varray_texcoord[0], mesh->uv, mesh->numverts * sizeof(float[2]));
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+ }
}
}
-static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const texture_t *texture)
{
+ const msurface_t *surf;
const surfmesh_t *mesh;
+ float colorscale;
rmeshstate_t m;
- if (surf->dlightframe != r_framecount)
- return;
- if (ent->effects & EF_FULLBRIGHT)
- return;
-
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
- m.wantoverbright = true;
- m.tex[0] = R_GetTexture(surf->currenttexture->texture);
- m.matrix = ent->matrix;
+ m.tex[0] = R_GetTexture(texture->texture);
+ colorscale = r_colorscale;
+ if (gl_combine.integer)
+ {
+ m.texrgbscale[0] = 4;
+ colorscale *= 0.25f;
+ }
R_Mesh_State(&m);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ GL_UseColorArray();
+ for (surf = texture->surfacechain;surf;surf = surf->texturechain)
{
- if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh))
+ if (surf->dlightframe == r_framecount)
{
- R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
- memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
- memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
- memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
- R_FillColors(varray_color, mesh->numverts, 0, 0, 0, 1);
- RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color);
- RSurf_ScaleColors(varray_color, mesh_colorscale, mesh->numverts);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh))
+ {
+ R_Mesh_ResizeCheck(mesh->numverts);
+ memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+ memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
+ R_FillColors(varray_color, mesh->numverts, 0, 0, 0, 1);
+ RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color);
+ RSurf_ScaleColors(varray_color, colorscale, mesh->numverts);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+ }
+ }
}
}
}
-static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture)
{
+ const msurface_t *surf;
const surfmesh_t *mesh;
rmeshstate_t m;
float modelorg[3];
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- m.wantoverbright = false;
- m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
- m.matrix = ent->matrix;
R_Mesh_State(&m);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ GL_UseColorArray();
+ for (surf = texture->surfacechain;surf;surf = surf->texturechain)
{
- R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
- memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
- memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
- if (m.tex[0])
- memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
- RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], 1, mesh_colorscale, mesh->numverts, modelorg);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ R_Mesh_ResizeCheck(mesh->numverts);
+ memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+ if (m.tex[0])
+ memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
+ RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], 1, r_colorscale, mesh->numverts, modelorg);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+ }
}
}
-static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture)
{
+ const msurface_t *surf;
const surfmesh_t *mesh;
rmeshstate_t m;
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_DST_COLOR;
m.blendfunc2 = GL_SRC_COLOR;
- m.wantoverbright = false;
- m.tex[0] = R_GetTexture(surf->currenttexture->detailtexture);
- m.matrix = ent->matrix;
+ m.tex[0] = R_GetTexture(texture->detailtexture);
R_Mesh_State(&m);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ GL_Color(1, 1, 1, 1);
+ for (surf = texture->surfacechain;surf;surf = surf->texturechain)
{
- R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
- memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
- memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
- memcpy(varray_texcoord[0], mesh->ab, mesh->numverts * sizeof(float[2]));
- R_FillColors(varray_color, mesh->numverts, 1, 1, 1, 1);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ R_Mesh_ResizeCheck(mesh->numverts);
+ memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+ memcpy(varray_texcoord[0], mesh->ab, mesh->numverts * sizeof(float[2]));
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+ }
}
}
-static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture)
{
+ const msurface_t *surf;
const surfmesh_t *mesh;
rmeshstate_t m;
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
- m.wantoverbright = false;
- m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
- m.matrix = ent->matrix;
+ m.tex[0] = R_GetTexture(texture->glowtexture);
R_Mesh_State(&m);
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+ for (surf = texture->surfacechain;surf;surf = surf->texturechain)
{
- R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
- memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
- memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
- memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
- R_FillColors(varray_color, mesh->numverts, mesh_colorscale, mesh_colorscale, mesh_colorscale, 1);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ R_Mesh_ResizeCheck(mesh->numverts);
+ memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+ memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+ }
}
}
{
const entity_render_t *ent = calldata1;
const msurface_t *surf = ent->model->surfaces + calldata2;
+ R_Mesh_Matrix(&ent->matrix);
RSurfShader_Wall_Pass_BaseFullbright(ent, surf);
if (surf->currenttexture->glowtexture)
RSurfShader_Wall_Pass_Glow(ent, surf);
RSurfShader_Wall_Pass_Fog(ent, surf);
}
-static void RSurfShader_Wall_Fullbright(const entity_render_t *ent, const msurface_t *firstsurf)
+static void RSurfShader_Wall_Fullbright(const entity_render_t *ent, const texture_t *texture)
{
const msurface_t *surf;
vec3_t center;
- if (ent->effects & EF_ADDITIVE || ent->alpha < 1)
+ if (ent->effects & EF_ADDITIVE || ent->alpha < 1 || texture->fogtexture != NULL)
{
- for (surf = firstsurf;surf;surf = surf->chain)
+ for (surf = texture->surfacechain;surf;surf = surf->texturechain)
{
Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Fullbright_Callback, ent, surf - ent->model->surfaces);
}
else
{
- for (surf = firstsurf;surf;surf = surf->chain)
- {
- if (surf->currenttexture->fogtexture != NULL)
- {
- Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
- R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Fullbright_Callback, ent, surf - ent->model->surfaces);
- }
- else
- RSurfShader_Wall_Pass_BaseFullbright(ent, surf);
- }
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->currenttexture->glowtexture)
- if (surf->currenttexture->fogtexture == NULL)
- RSurfShader_Wall_Pass_Glow(ent, surf);
+ for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+ RSurfShader_Wall_Pass_BaseFullbright(ent, surf);
+ if (texture->glowtexture)
+ for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+ RSurfShader_Wall_Pass_Glow(ent, surf);
if (fogenabled)
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->currenttexture->fogtexture == NULL)
- RSurfShader_Wall_Pass_Fog(ent, surf);
+ for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+ RSurfShader_Wall_Pass_Fog(ent, surf);
}
}
{
const entity_render_t *ent = calldata1;
const msurface_t *surf = ent->model->surfaces + calldata2;
+ R_Mesh_Matrix(&ent->matrix);
RSurfShader_Wall_Pass_BaseVertex(ent, surf);
if (surf->currenttexture->glowtexture)
RSurfShader_Wall_Pass_Glow(ent, surf);
RSurfShader_Wall_Pass_Fog(ent, surf);
}
-static void RSurfShader_Wall_Vertex(const entity_render_t *ent, const msurface_t *firstsurf)
-{
- const msurface_t *surf;
- vec3_t center;
- if (ent->effects & EF_ADDITIVE || ent->alpha < 1)
- {
- for (surf = firstsurf;surf;surf = surf->chain)
- {
- Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
- R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
- }
- }
- else
- {
- for (surf = firstsurf;surf;surf = surf->chain)
- {
- if (surf->currenttexture->fogtexture != NULL)
- {
- Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
- R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
- }
- else
- RSurfShader_Wall_Pass_BaseVertex(ent, surf);
- }
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->currenttexture->glowtexture)
- if (surf->currenttexture->fogtexture == NULL)
- RSurfShader_Wall_Pass_Glow(ent, surf);
- if (fogenabled)
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->currenttexture->fogtexture == NULL)
- RSurfShader_Wall_Pass_Fog(ent, surf);
- }
-}
-
-static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const msurface_t *firstsurf)
+static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture)
{
const msurface_t *surf;
vec3_t center;
- if (ent->alpha < 1 || ent->effects & EF_ADDITIVE)
+ if (ent->effects & EF_ADDITIVE || ent->alpha < 1 || texture->fogtexture != NULL)
{
- for (surf = firstsurf;surf;surf = surf->chain)
+ // transparent vertex shaded from lightmap
+ for (surf = texture->surfacechain;surf;surf = surf->texturechain)
{
Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
}
}
- else if (r_vertexsurfaces.integer || ent->alpha < 1 || ent->effects & EF_ADDITIVE)
+ else if (r_vertexsurfaces.integer)
{
- for (surf = firstsurf;surf;surf = surf->chain)
- {
- if (surf->currenttexture->fogtexture != NULL)
- {
- Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
- R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
- }
- else
- RSurfShader_Wall_Pass_BaseVertex(ent, surf);
- }
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->currenttexture->glowtexture)
- if (surf->currenttexture->fogtexture == NULL)
- RSurfShader_Wall_Pass_Glow(ent, surf);
+ // opaque vertex shaded from lightmap
+ for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+ RSurfShader_Wall_Pass_BaseVertex(ent, surf);
+ if (texture->glowtexture)
+ for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+ RSurfShader_Wall_Pass_Glow(ent, surf);
if (fogenabled)
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->currenttexture->fogtexture == NULL)
- RSurfShader_Wall_Pass_Fog(ent, surf);
+ for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+ RSurfShader_Wall_Pass_Fog(ent, surf);
}
else
{
+ // opaque lightmapped
if (r_textureunits.integer >= 2)
{
if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
- {
- for (surf = firstsurf;surf;surf = surf->chain)
- {
- if (surf->currenttexture->fogtexture != NULL)
- {
- Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
- R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
- }
- else
- RSurfShader_OpaqueWall_Pass_TripleTexCombine(ent, surf);
- }
- }
+ RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture);
else
{
- for (surf = firstsurf;surf;surf = surf->chain)
- {
- if (surf->currenttexture->fogtexture != NULL)
- {
- Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
- R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
- }
- else
- RSurfShader_OpaqueWall_Pass_BaseMTex(ent, surf);
- }
+ RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture);
if (r_detailtextures.integer)
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->currenttexture->fogtexture == NULL)
- RSurfShader_OpaqueWall_Pass_BaseDetail(ent, surf);
+ RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture);
}
}
else
{
- for (surf = firstsurf;surf;surf = surf->chain)
- {
- if (surf->currenttexture->fogtexture != NULL)
- {
- Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
- R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
- }
- else
- RSurfShader_OpaqueWall_Pass_BaseTexture(ent, surf);
- }
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->currenttexture->fogtexture == NULL)
- RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, surf);
+ RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture);
+ RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture);
if (r_detailtextures.integer)
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->currenttexture->fogtexture == NULL)
- RSurfShader_OpaqueWall_Pass_BaseDetail(ent, surf);
+ RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture);
}
- if (!r_dlightmap.integer)
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->dlightframe == r_framecount)
- if (surf->currenttexture->fogtexture == NULL)
- RSurfShader_OpaqueWall_Pass_Light(ent, surf);
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->currenttexture->glowtexture)
- if (surf->currenttexture->fogtexture == NULL)
- RSurfShader_OpaqueWall_Pass_Glow(ent, surf);
+ if (!r_dlightmap.integer && !(ent->effects & EF_FULLBRIGHT))
+ RSurfShader_OpaqueWall_Pass_Light(ent, texture);
+ if (texture->glowtexture)
+ RSurfShader_OpaqueWall_Pass_Glow(ent, texture);
if (fogenabled)
- for (surf = firstsurf;surf;surf = surf->chain)
- if (surf->currenttexture->fogtexture == NULL)
- RSurfShader_OpaqueWall_Pass_Fog(ent, surf);
+ RSurfShader_OpaqueWall_Pass_Fog(ent, texture);
}
}
-Cshader_t Cshader_wall_vertex = {{NULL, RSurfShader_Wall_Vertex}, NULL};
-Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, NULL};
-Cshader_t Cshader_wall_fullbright = {{NULL, RSurfShader_Wall_Fullbright}, NULL};
-Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, NULL};
-Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, NULL};
+Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP};
+Cshader_t Cshader_wall_fullbright = {{NULL, RSurfShader_Wall_Fullbright}, 0};
+Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0};
+Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0};
-int Cshader_count = 5;
-Cshader_t *Cshaders[5] =
+int Cshader_count = 4;
+Cshader_t *Cshaders[4] =
{
- &Cshader_wall_vertex,
&Cshader_wall_lightmap,
&Cshader_wall_fullbright,
&Cshader_water,
void R_DrawSurfaces(entity_render_t *ent, int sky, int normal)
{
- int i, alttextures, texframe, framecount;
- texture_t *t;
+ int i, alttextures, texframe, framecount, numtextures, numsurfaces, *surfacevisframes;
+ texture_t *t, *textures;
model_t *model;
- msurface_t *surf;
+ msurface_t *surf, *surfaces;
vec3_t modelorg;
- Cshader_t *shader;
if (!ent->model)
return;
- for (i = 0;i < Cshader_count;i++)
- Cshaders[i]->chain = NULL;
+ // mark the surfaces touched by dynamic lights
+ if (normal && r_dynamic.integer)
+ R_MarkLights(ent);
+
+ R_Mesh_Matrix(&ent->matrix);
model = ent->model;
alttextures = ent->frame != 0;
texframe = (int)(cl.time * 5.0f);
Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
- for (i = 0;i < model->nummodelsurfaces;i++)
+
+ numtextures = model->numtextures;
+ textures = model->textures;
+ numsurfaces = model->nummodelsurfaces;
+ surfaces = model->surfaces + model->firstmodelsurface;
+ surfacevisframes = model->surfacevisframes + model->firstmodelsurface;
+
+ for (i = 0;i < numtextures;i++)
+ textures[i].surfacechain = NULL;
+
+ for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
{
- surf = model->modelsortedsurfaces[i];
- if (surf->visframe == r_framecount)
+ if (surfacevisframes[i] == r_framecount)
{
+#if !WORLDNODECULLBACKFACES
// mark any backface surfaces as not visible
if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
{
if (!(surf->flags & SURF_PLANEBACK))
- surf->visframe = -1;
+ surfacevisframes[i] = -1;
}
else
{
- if (surf->flags & SURF_PLANEBACK)
- surf->visframe = -1;
+ if ((surf->flags & SURF_PLANEBACK))
+ surfacevisframes[i] = -1;
}
- if (surf->visframe == r_framecount)
+ if (surfacevisframes[i] == r_framecount)
+#endif
{
- if (r_cullsurface.integer && R_CullBox (surf->poly_mins, surf->poly_maxs))
- surf->visframe = -1;
- else
+ c_faces++;
+ t = surf->texinfo->texture;
+ if (t->animated)
{
- c_faces++;
- t = surf->texinfo->texture;
- if (t->animated)
- {
- framecount = t->anim_total[alttextures];
- if (framecount >= 2)
- surf->currenttexture = t->anim_frames[alttextures][texframe % framecount];
- else
- surf->currenttexture = t->anim_frames[alttextures][0];
- }
+ framecount = t->anim_total[alttextures];
+ if (framecount >= 2)
+ t = t->anim_frames[alttextures][texframe % framecount];
else
- surf->currenttexture = t;
- surf->chain = surf->shader->chain;
- surf->shader->chain = surf;
+ t = t->anim_frames[alttextures][0];
}
- }
- }
- }
-
- if (sky)
- {
- for (i = 0;i < Cshader_count;i++)
- {
- shader = Cshaders[i];
- if (shader->chain && shader->shaderfunc[SHADERSTAGE_SKY])
- shader->shaderfunc[SHADERSTAGE_SKY](ent, shader->chain);
- }
- }
-
- if (normal)
- {
- if (r_dynamic.integer)
- R_MarkLights(ent);
-
- if (!r_vertexsurfaces.integer)
- {
- for (i = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;i < ent->model->nummodelsurfaces;i++, surf++)
- {
- if (surf->visframe == r_framecount && surf->lightmaptexture != NULL)
+ surf->currenttexture = t;
+ surf->texturechain = t->surfacechain;
+ t->surfacechain = surf;
+ if (!r_vertexsurfaces.integer && surf->lightmaptexture != NULL)
{
if (surf->cached_dlight
|| surf->cached_ambient != r_ambient.value
- || surf->cached_lightscalebit != lightscalebit)
+ || surf->cached_lightmapscalebit != r_lightmapscalebit)
R_BuildLightMap(ent, surf, false); // base lighting changed
else if (r_dynamic.integer)
{
}
}
}
-
- for (i = 0;i < Cshader_count;i++)
- {
- shader = Cshaders[i];
- if (shader->chain && shader->shaderfunc[SHADERSTAGE_NORMAL])
- shader->shaderfunc[SHADERSTAGE_NORMAL](ent, shader->chain);
- }
}
+
+ if (sky)
+ for (i = 0, t = textures;i < numtextures;i++, t++)
+ if (t->surfacechain && t->shader->shaderfunc[SHADERSTAGE_SKY])
+ t->shader->shaderfunc[SHADERSTAGE_SKY](ent, t);
+
+ if (normal)
+ for (i = 0, t = textures;i < numtextures;i++, t++)
+ if (t->surfacechain && t->shader->shaderfunc[SHADERSTAGE_NORMAL])
+ t->shader->shaderfunc[SHADERSTAGE_NORMAL](ent, t);
}
-/*
static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
{
int i;
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- m.wantoverbright = false;
- m.matrix = ent->matrix;
+ R_Mesh_Matrix(&ent->matrix);
R_Mesh_State(&m);
- R_Mesh_ResizeCheck(portal->numpoints, portal->numpoints - 2);
- for (i = 0;i < mesh->numtriangles;i++)
- {
- varray_element[i * 3 + 0] = 0;
- varray_element[i * 3 + 1] = i + 1;
- varray_element[i * 3 + 2] = i + 2;
- }
+ R_Mesh_ResizeCheck(portal->numpoints);
i = portal - ent->model->portals;
- R_FillColors(varray_color, mesh->numverts,
- ((i & 0x0007) >> 0) * (1.0f / 7.0f) * mesh_colorscale,
- ((i & 0x0038) >> 3) * (1.0f / 7.0f) * mesh_colorscale,
- ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * mesh_colorscale,
- 0.125f);
+ GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_colorscale,
+ ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_colorscale,
+ ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_colorscale,
+ 0.125f);
if (PlaneDiff(r_origin, (&portal->plane)) > 0)
{
for (i = portal->numpoints - 1, v = varray_vertex;i >= 0;i--, v += 4)
else
for (i = 0, v = varray_vertex;i < portal->numpoints;i++, v += 4)
VectorCopy(portal->points[i].position, v);
- R_Mesh_Draw(portal->numpoints, portal->numpoints - 2);
+ R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
}
static void R_DrawPortals(entity_render_t *ent)
for (portal = ent->model->portals, endportal = portal + ent->model->numportals;portal < endportal;portal++)
{
- if (portal->here->visframe == r_framecount || portal->past->visframe == r_framecount)
+ if (portal->here->pvsframe == r_pvsframecount || portal->past->pvsframe == r_pvsframecount)
{
- VectorClear(temp);
- for (i = 0;i < portal->numpoints;i++)
- VectorAdd(temp, portal->points[i].position, temp);
- f = ixtable[portal->numpoints];
- VectorScale(temp, f, temp);
- Matrix4x4_Transform(&ent->matrix, temp, center);
- R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->portals);
+ if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
+ {
+ VectorClear(temp);
+ for (i = 0;i < portal->numpoints;i++)
+ VectorAdd(temp, portal->points[i].position, temp);
+ f = ixtable[portal->numpoints];
+ VectorScale(temp, f, temp);
+ Matrix4x4_Transform(&ent->matrix, temp, center);
+ R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->portals);
+ }
}
}
}
-*/
void R_DrawBrushModel(entity_render_t *ent, int sky, int normal)
{
- int i;
+ int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
msurface_t *surf;
model_t *model;
+#if WORLDNODECULLBACKFACES
vec3_t modelorg;
+#endif
// because bmodels can be reused, we have to decide which things to render
// from scratch every time
model = ent->model;
+#if WORLDNODECULLBACKFACES
Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
- for (i = 0;i < model->nummodelsurfaces;i++)
+#endif
+ numsurfaces = model->nummodelsurfaces;
+ surf = model->surfaces + model->firstmodelsurface;
+ surfacevisframes = model->surfacevisframes + model->firstmodelsurface;
+ surfacepvsframes = model->surfacepvsframes + model->firstmodelsurface;
+ for (i = 0;i < numsurfaces;i++, surf++)
{
- surf = model->surfaces + model->firstmodelsurface + i;
- surf->visframe = r_framecount;
- surf->pvsframe = -1;
- surf->worldnodeframe = -1;
- surf->lightframe = -1;
+#if WORLDNODECULLBACKFACES
+ // mark any backface surfaces as not visible
+ if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
+ {
+ if ((surf->flags & SURF_PLANEBACK))
+ {
+ surfacevisframes[i] = r_framecount;
+ surfacepvsframes[i] = r_pvsframecount;
+ }
+ }
+ else
+ {
+ if (!(surf->flags & SURF_PLANEBACK))
+ {
+ surfacevisframes[i] = r_framecount;
+ surfacepvsframes[i] = r_pvsframecount;
+ }
+ }
+#else
+ surfacevisframes[i] = r_framecount;
+ surfacepvsframes[i] = r_pvsframecount;
+#endif
surf->dlightframe = -1;
}
R_DrawSurfaces(ent, sky, normal);
}
-void R_SurfaceWorldNode (void)
+void R_SurfaceWorldNode (entity_render_t *ent)
{
- msurface_t *surf;
- for (surf = r_pvsfirstsurface;surf;surf = surf->pvschain)
- surf->visframe = r_framecount;
+ int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
+ msurface_t *surfaces, *surf;
+ model_t *model;
+ vec3_t modelorg;
+
+ model = ent->model;
+ numsurfaces = model->nummodelsurfaces;
+ surfaces = model->surfaces + model->firstmodelsurface;
+ surfacevisframes = model->surfacevisframes + model->firstmodelsurface;
+ surfacepvsframes = model->surfacepvsframes + model->firstmodelsurface;
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+
+ for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
+ {
+ if (surfacepvsframes[i] == r_pvsframecount)
+ {
+#if WORLDNODECULLBACKFACES
+ if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
+ {
+ if ((surf->flags & SURF_PLANEBACK) && R_NotCulledBox (surf->poly_mins, surf->poly_maxs))
+ surfacevisframes[i] = r_framecount;
+ }
+ else
+ {
+ if (!(surf->flags & SURF_PLANEBACK) && R_NotCulledBox (surf->poly_mins, surf->poly_maxs))
+ surfacevisframes[i] = r_framecount;
+ }
+#else
+ if (R_NotCulledBox (surf->poly_mins, surf->poly_maxs))
+ surfacevisframes[i] = r_framecount;
+#endif
+ }
+ }
}
/*
static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
{
- int c, leafstackpos;
+ int c, leafstackpos, *mark, *surfacevisframes;
+#if WORLDNODECULLBACKFACES
+ int n;
+ msurface_t *surf;
+#endif
mleaf_t *leaf, *leafstack[8192];
mportal_t *p;
- msurface_t **mark;
vec3_t modelorg;
+ msurface_t *surfaces;
// LordHavoc: portal-passage worldnode with PVS;
// follows portals leading outward from viewleaf, does not venture
// offscreen or into leafs that are not visible, faster than Quake's
// RecursiveWorldNode
+ surfaces = ent->model->surfaces;
+ surfacevisframes = ent->model->surfacevisframes;
Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
viewleaf->worldnodeframe = r_framecount;
leafstack[0] = viewleaf;
{
c_leafs++;
leaf = leafstack[--leafstackpos];
- // only useful for drawing portals
- //leaf->visframe = r_framecount;
// draw any surfaces bounding this leaf
if (leaf->nummarksurfaces)
+ {
for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
- (*mark++)->visframe = r_framecount;
+ {
+#if WORLDNODECULLBACKFACES
+ n = *mark++;
+ if (surfacevisframes[n] != r_framecount)
+ {
+ surf = surfaces + n;
+ if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
+ {
+ if ((surf->flags & SURF_PLANEBACK))
+ surfacevisframes[n] = r_framecount;
+ }
+ else
+ {
+ if (!(surf->flags & SURF_PLANEBACK))
+ surfacevisframes[n] = r_framecount;
+ }
+ }
+#else
+ surfacevisframes[*mark++] = r_framecount;
+#endif
+ }
+ }
// follow portals into other leafs
for (p = leaf->portals;p;p = p->next)
{
- leaf = p->past;
- if (leaf->worldnodeframe != r_framecount)
+ // LordHavoc: this DotProduct hurts less than a cache miss
+ // (which is more likely to happen if backflowing through leafs)
+ if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1))
{
- leaf->worldnodeframe = r_framecount;
- // FIXME: R_NotCulledBox is absolute, should be done relative
- if (leaf->pvsframe == r_pvsframecount && R_NotCulledBox(leaf->mins, leaf->maxs))
- leafstack[leafstackpos++] = leaf;
+ leaf = p->past;
+ if (leaf->worldnodeframe != r_framecount)
+ {
+ leaf->worldnodeframe = r_framecount;
+ // FIXME: R_NotCulledBox is absolute, should be done relative
+ if (leaf->pvsframe == r_pvsframecount && R_NotCulledBox(leaf->mins, leaf->maxs))
+ leafstack[leafstackpos++] = leaf;
+ }
}
}
}
- //if (r_drawportals.integer)
- // R_DrawPortals(ent);
+ if (r_drawportals.integer)
+ R_DrawPortals(ent);
}
-
void R_PVSUpdate (mleaf_t *viewleaf)
{
- int i, j, l, c, bits;
+ int i, j, l, c, bits, *surfacepvsframes, *mark;
mleaf_t *leaf;
qbyte *vis;
- msurface_t **mark, *surf;
if (r_pvsviewleaf == viewleaf && r_pvsviewleafnovis == r_novis.integer)
return;
if (viewleaf)
{
+ surfacepvsframes = cl.worldmodel->surfacepvsframes;
vis = Mod_LeafPVS (viewleaf, cl.worldmodel);
for (j = 0;j < cl.worldmodel->numleafs;j += 8)
{
leaf->pvsframe = r_pvsframecount;
// mark surfaces bounding this leaf as visible
for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
- (*mark++)->pvsframe = r_pvsframecount;
+ surfacepvsframes[*mark++] = r_pvsframecount;
}
}
}
}
- // build pvs surfacechain
- r_pvsfirstsurface = NULL;
- mark = &r_pvsfirstsurface;
- for (c = cl.worldmodel->nummodelsurfaces, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;c;c--, surf++)
- {
- if (surf->pvsframe == r_pvsframecount)
- {
- *mark = surf;
- mark = &surf->pvschain;
- }
- }
- *mark = NULL;
}
}
if (!viewleaf)
return;
if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
- R_SurfaceWorldNode ();
+ R_SurfaceWorldNode (ent);
else
R_PortalWorldNode (ent, viewleaf);
R_DrawSurfaces(ent, true, true);
r_pvsframecount = 1;
r_pvsviewleaf = NULL;
r_pvsviewleafnovis = false;
- r_pvsfirstsurface = NULL;
}
void GL_Surf_Init(void)
Cvar_RegisterVariable(&r_ambient);
Cvar_RegisterVariable(&r_vertexsurfaces);
Cvar_RegisterVariable(&r_dlightmap);
- //Cvar_RegisterVariable(&r_drawportals);
+ Cvar_RegisterVariable(&r_drawportals);
Cvar_RegisterVariable(&r_testvis);
Cvar_RegisterVariable(&r_floatbuildlightmap);
Cvar_RegisterVariable(&r_detailtextures);
Cvar_RegisterVariable(&r_surfaceworldnode);
- Cvar_RegisterVariable(&r_cullsurface);
R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
}