R_Mesh_Matrix(&ent->matrix);
- // draw depth-only polys
- memset(&m, 0, sizeof(m));
+ GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, 1);
if (skyrendermasked)
{
+ // depth-only (masking)
qglColorMask(0,0,0,0);
// just to make sure that braindead drivers don't draw anything
// despite that colormask...
- m.blendfunc1 = GL_ZERO;
- m.blendfunc2 = GL_ONE;
+ GL_BlendFunc(GL_ZERO, GL_ONE);
}
else
{
// fog sky
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
+ GL_BlendFunc(GL_ONE, GL_ZERO);
}
- m.depthwrite = true;
- R_Mesh_State(&m);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+
while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount)
{
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, 1);
- R_Mesh_GetSpace(mesh->numverts);
- R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
+ GL_VertexPointer(mesh->vertex3f);
R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
float alpha;
float modelorg[3];
texture_t *texture;
- Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+ matrix4x4_t tempmatrix;
+
+ if (r_waterscroll.value)
+ {
+ // scrolling in texture matrix
+ Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
+ R_Mesh_TextureMatrix(0, &tempmatrix);
+ }
R_Mesh_Matrix(&ent->matrix);
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
memset(&m, 0, sizeof(m));
texture = surf->texinfo->texture->currentframe;
alpha = texture->currentalpha;
if (texture->rendertype == SURFRENDER_ADD)
{
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
}
else if (texture->rendertype == SURFRENDER_ALPHA)
{
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
}
else
{
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
}
m.tex[0] = R_GetTexture(texture->skin.base);
colorscale = r_colorscale;
m.texrgbscale[0] = 4;
colorscale *= 0.25f;
}
- R_Mesh_State(&m);
- GL_UseColorArray();
+ GL_DepthTest(true);
+ GL_ColorPointer(varray_color4f);
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- R_Mesh_GetSpace(mesh->numverts);
- R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
- R_ScrollTexCoord2f(varray_texcoord2f[0], mesh->texcoordtexture2f, mesh->numverts, sin(cl.time) * 0.125f, sin(cl.time * 0.8f) * 0.125f);
+ GL_VertexPointer(mesh->vertex3f);
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
f = surf->flags & SURF_DRAWFULLBRIGHT ? 1.0f : ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f);
R_FillColors(varray_color4f, mesh->numverts, f, f, f, alpha);
if (!(surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT))
if (fogenabled)
{
memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
m.tex[0] = R_GetTexture(texture->skin.fog);
- R_Mesh_State(&m);
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- R_Mesh_GetSpace(mesh->numverts);
- R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
- if (m.tex[0])
- R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts);
+ GL_VertexPointer(mesh->vertex3f);
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ GL_ColorPointer(varray_color4f);
+ R_Mesh_State_Texture(&m);
RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, r_colorscale, mesh->numverts, modelorg);
R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
+
+ if (r_waterscroll.value)
+ {
+ Matrix4x4_CreateIdentity(&tempmatrix);
+ R_Mesh_TextureMatrix(0, &tempmatrix);
+ }
}
static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
float base, colorscale;
const surfmesh_t *mesh;
rmeshstate_t m;
- rcachearrayrequest_t request;
float modelorg[3];
Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
- memset(&request, 0, sizeof(request));
memset(&m, 0, sizeof(m));
if (rendertype == SURFRENDER_ADD)
{
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
}
else if (rendertype == SURFRENDER_ALPHA)
{
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
}
else
{
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
}
m.tex[0] = R_GetTexture(texture->skin.base);
colorscale = r_colorscale;
colorscale *= 0.25f;
}
base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
- R_Mesh_State(&m);
- GL_UseColorArray();
+ GL_DepthTest(true);
+ GL_ColorPointer(varray_color4f);
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- if (gl_mesh_copyarrays.integer)
+ GL_VertexPointer(mesh->vertex3f);
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ R_FillColors(varray_color4f, mesh->numverts, base, base, base, currentalpha);
+ if (!(ent->effects & EF_FULLBRIGHT))
{
- R_Mesh_GetSpace(mesh->numverts);
- R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
- R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts);
- R_FillColors(varray_color4f, mesh->numverts, base, base, base, currentalpha);
- if (!(ent->effects & EF_FULLBRIGHT))
- {
- if (surf->dlightframe == r_framecount)
- RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1);
- if (surf->flags & SURF_LIGHTMAP)
- RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
- }
- RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- }
- else
- {
- m.pointervertexcount = mesh->numverts;
- m.pointer_vertex = mesh->vertex3f;
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- // LordHavoc: this is not caching at all (difficult to
- // cache fogging information), it's just (ab)using the
- // cache system to get some memory
- request.data_size = mesh->numverts * sizeof(float[4]);
- request.id_pointer1 = ent;
- request.id_pointer2 = mesh;
- request.id_number1 = r_framecount;
- if (R_Mesh_CacheArray(&request))
- {
- R_FillColors(request.data, mesh->numverts, base, base, base, currentalpha);
- if (!(ent->effects & EF_FULLBRIGHT))
- {
- if (surf->dlightframe == r_framecount)
- RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, request.data, 1);
- if (surf->flags & SURF_LIGHTMAP)
- RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, request.data, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
- }
- RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, request.data, colorscale, mesh->numverts, modelorg);
- }
- m.pointer_color = request.data;
- R_Mesh_State(&m);
+ if (surf->dlightframe == r_framecount)
+ RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1);
+ if (surf->flags & SURF_LIGHTMAP)
+ RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
}
+ RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
{
const surfmesh_t *mesh;
rmeshstate_t m;
- rcachearrayrequest_t request;
float modelorg[3];
Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
- memset(&request, 0, sizeof(request));
memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
m.tex[0] = R_GetTexture(texture->skin.glow);
- R_Mesh_State(&m);
- GL_UseColorArray();
+ GL_ColorPointer(varray_color4f);
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- if (gl_mesh_copyarrays.integer)
- {
- R_Mesh_GetSpace(mesh->numverts);
- R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
- R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts);
- RSurf_FoggedColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, 1, 1, 1, currentalpha, r_colorscale, mesh->numverts, modelorg);
- }
- else
- {
- m.pointervertexcount = mesh->numverts;
- m.pointer_vertex = mesh->vertex3f;
- if (m.tex[0])
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- // LordHavoc: this is not caching at all (difficult to
- // cache fogging information), it's just (ab)using the
- // cache system to get some memory
- request.data_size = mesh->numverts * sizeof(float[4]);
- request.id_pointer1 = ent;
- request.id_pointer2 = mesh;
- request.id_number1 = r_framecount;
- if (R_Mesh_CacheArray(&request))
- RSurf_FoggedColors_Vertex3f_Color4f(mesh->vertex3f, request.data, 1, 1, 1, currentalpha, r_colorscale, mesh->numverts, modelorg);
- m.pointer_color = request.data;
- R_Mesh_State(&m);
- }
+ GL_VertexPointer(mesh->vertex3f);
+ if (m.tex[0])
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ RSurf_FoggedColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, 1, 1, 1, currentalpha, r_colorscale, mesh->numverts, modelorg);
R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
{
const surfmesh_t *mesh;
rmeshstate_t m;
- rcachearrayrequest_t request;
float modelorg[3];
Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
- memset(&request, 0, sizeof(request));
memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
m.tex[0] = R_GetTexture(texture->skin.fog);
- R_Mesh_State(&m);
- GL_UseColorArray();
+ GL_ColorPointer(varray_color4f);
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- if (gl_mesh_copyarrays.integer)
- {
- R_Mesh_GetSpace(mesh->numverts);
- R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
- if (m.tex[0])
- R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts);
- RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, r_colorscale, mesh->numverts, modelorg);
- }
- else
- {
- m.pointervertexcount = mesh->numverts;
- m.pointer_vertex = mesh->vertex3f;
- if (m.tex[0])
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- // LordHavoc: this is not caching at all (difficult to
- // cache fogging information), it's just (ab)using the
- // cache system to get some memory
- request.data_size = mesh->numverts * sizeof(float[4]);
- request.id_pointer1 = ent;
- request.id_pointer2 = mesh;
- request.id_number1 = r_framecount;
- if (R_Mesh_CacheArray(&request))
- RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, request.data, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, r_colorscale, mesh->numverts, modelorg);
- m.pointer_color = request.data;
- R_Mesh_State(&m);
- }
+ GL_VertexPointer(mesh->vertex3f);
+ if (m.tex[0])
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, r_colorscale, mesh->numverts, modelorg);
R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
int lightmaptexturenum;
float cl;
memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
m.tex[0] = R_GetTexture(texture->skin.base);
m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
m.tex[2] = R_GetTexture(texture->skin.detail);
m.texrgbscale[0] = 1;
m.texrgbscale[1] = 4;
m.texrgbscale[2] = 2;
- R_Mesh_State(&m);
cl = (float) (1 << r_lightmapscalebit) * r_colorscale;
GL_Color(cl, cl, cl, 1);
if (surf->visframe == r_framecount)
{
lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
- if (m.tex[1] != lightmaptexturenum)
- {
+ //if (m.tex[1] != lightmaptexturenum)
+ //{
m.tex[1] = lightmaptexturenum;
- if (gl_mesh_copyarrays.integer)
- R_Mesh_State(&m);
- }
+ // R_Mesh_State_Texture(&m);
+ //}
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- if (gl_mesh_copyarrays.integer)
- {
- R_Mesh_GetSpace(mesh->numverts);
- R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
- R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts);
- R_Mesh_CopyTexCoord2f(1, mesh->texcoordlightmap2f, mesh->numverts);
- R_Mesh_CopyTexCoord2f(2, mesh->texcoorddetail2f, mesh->numverts);
- }
- else
- {
- m.pointervertexcount = mesh->numverts;
- m.pointer_vertex = mesh->vertex3f;
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
- m.pointer_texcoord[2] = mesh->texcoorddetail2f;
- R_Mesh_State(&m);
- }
+ GL_VertexPointer(mesh->vertex3f);
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
+ m.pointer_texcoord[2] = mesh->texcoorddetail2f;
+ R_Mesh_State_Texture(&m);
R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
rmeshstate_t m;
int lightmaptexturenum;
memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
m.tex[0] = R_GetTexture(texture->skin.base);
m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
if (gl_combine.integer)
m.texrgbscale[1] = 4;
- R_Mesh_State(&m);
GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount)
{
lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
- if (m.tex[1] != lightmaptexturenum)
- {
+ //if (m.tex[1] != lightmaptexturenum)
+ //{
m.tex[1] = lightmaptexturenum;
- R_Mesh_State(&m);
- }
+ // R_Mesh_State_Texture(&m);
+ //}
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- if (gl_mesh_copyarrays.integer)
- {
- R_Mesh_GetSpace(mesh->numverts);
- R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
- R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts);
- R_Mesh_CopyTexCoord2f(1, mesh->texcoordlightmap2f, mesh->numverts);
- }
- else
- {
- m.pointervertexcount = mesh->numverts;
- m.pointer_vertex = mesh->vertex3f;
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
- R_Mesh_State(&m);
- }
+ GL_VertexPointer(mesh->vertex3f);
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
+ R_Mesh_State_Texture(&m);
R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
const surfmesh_t *mesh;
rmeshstate_t m;
memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
m.tex[0] = R_GetTexture(texture->skin.base);
- R_Mesh_State(&m);
GL_Color(1, 1, 1, 1);
while((surf = *surfchain++) != NULL)
{
{
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- if (gl_mesh_copyarrays.integer)
- {
- R_Mesh_GetSpace(mesh->numverts);
- R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
- R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts);
- }
- else
- {
- m.pointervertexcount = mesh->numverts;
- m.pointer_vertex = mesh->vertex3f;
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- R_Mesh_State(&m);
- }
+ GL_VertexPointer(mesh->vertex3f);
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
rmeshstate_t m;
int lightmaptexturenum;
memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_ZERO;
- m.blendfunc2 = GL_SRC_COLOR;
+ GL_BlendFunc(GL_ZERO, GL_SRC_COLOR);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
if (gl_combine.integer)
m.texrgbscale[0] = 4;
- R_Mesh_State(&m);
GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount)
{
lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
- if (m.tex[0] != lightmaptexturenum)
- {
+ //if (m.tex[0] != lightmaptexturenum)
+ //{
m.tex[0] = lightmaptexturenum;
- R_Mesh_State(&m);
- }
+ // R_Mesh_State_Texture(&m);
+ //}
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- if (gl_mesh_copyarrays.integer)
- {
- R_Mesh_GetSpace(mesh->numverts);
- R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
- R_Mesh_CopyTexCoord2f(0, mesh->texcoordlightmap2f, mesh->numverts);
- }
- else
- {
- m.pointervertexcount = mesh->numverts;
- m.pointer_vertex = mesh->vertex3f;
- m.pointer_texcoord[0] = mesh->texcoordlightmap2f;
- R_Mesh_State(&m);
- }
+ GL_VertexPointer(mesh->vertex3f);
+ m.pointer_texcoord[0] = mesh->texcoordlightmap2f;
+ R_Mesh_State_Texture(&m);
R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
const msurface_t *surf;
const surfmesh_t *mesh;
float colorscale;
- rcachearrayrequest_t request;
rmeshstate_t m;
- memset(&request, 0, sizeof(request));
memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
m.tex[0] = R_GetTexture(texture->skin.base);
colorscale = r_colorscale;
if (gl_combine.integer)
m.texrgbscale[0] = 4;
colorscale *= 0.25f;
}
- R_Mesh_State(&m);
- GL_UseColorArray();
+ GL_ColorPointer(varray_color4f);
while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount && surf->dlightframe == r_framecount)
{
if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh))
{
- if (gl_mesh_copyarrays.integer)
- {
- R_Mesh_GetSpace(mesh->numverts);
- R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
- R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts);
- R_FillColors(varray_color4f, mesh->numverts, 0, 0, 0, 1);
- RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, colorscale);
- }
- else
- {
- m.pointervertexcount = mesh->numverts;
- m.pointer_vertex = mesh->vertex3f;
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- // LordHavoc: this is not caching at all (difficult to
- // cache lighting information), it's just (ab)using the
- // cache system to get some memory
- request.data_size = mesh->numverts * sizeof(float[4]);
- request.id_pointer1 = ent;
- request.id_pointer2 = mesh;
- request.id_number1 = r_framecount;
- if (R_Mesh_CacheArray(&request))
- {
- R_FillColors(request.data, mesh->numverts, 0, 0, 0, 1);
- RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, request.data, colorscale);
- }
- m.pointer_color = request.data;
- R_Mesh_State(&m);
- }
+ GL_VertexPointer(mesh->vertex3f);
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ R_FillColors(varray_color4f, mesh->numverts, 0, 0, 0, 1);
+ R_Mesh_State_Texture(&m);
+ RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, colorscale);
R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
{
const msurface_t *surf;
const surfmesh_t *mesh;
- rcachearrayrequest_t request;
rmeshstate_t m;
float modelorg[3];
Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
- memset(&request, 0, sizeof(request));
memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- R_Mesh_State(&m);
- GL_UseColorArray();
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ GL_ColorPointer(varray_color4f);
while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount)
{
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- if (gl_mesh_copyarrays.integer)
- {
- R_Mesh_GetSpace(mesh->numverts);
- R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
- if (m.tex[0])
- R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts);
- RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, r_colorscale, mesh->numverts, modelorg);
- }
- else
- {
- m.pointervertexcount = mesh->numverts;
- m.pointer_vertex = mesh->vertex3f;
- if (m.tex[0])
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- // LordHavoc: this is not caching at all (difficult to
- // cache fogging information), it's just (ab)using the
- // cache system to get some memory
- request.data_size = mesh->numverts * sizeof(float[4]);
- request.id_pointer1 = ent;
- request.id_pointer2 = mesh;
- request.id_number1 = r_framecount;
- if (R_Mesh_CacheArray(&request))
- RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, request.data, fogcolor[0], fogcolor[1], fogcolor[2], 1, r_colorscale, mesh->numverts, modelorg);
- m.pointer_color = request.data;
- R_Mesh_State(&m);
- }
+ GL_VertexPointer(mesh->vertex3f);
+ if (m.tex[0])
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
+ RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, r_colorscale, mesh->numverts, modelorg);
R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
const surfmesh_t *mesh;
rmeshstate_t m;
memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_DST_COLOR;
- m.blendfunc2 = GL_SRC_COLOR;
+ GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
m.tex[0] = R_GetTexture(texture->skin.detail);
- R_Mesh_State(&m);
GL_Color(1, 1, 1, 1);
while((surf = *surfchain++) != NULL)
{
{
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- if (gl_mesh_copyarrays.integer)
- {
- R_Mesh_GetSpace(mesh->numverts);
- R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
- R_Mesh_CopyTexCoord2f(0, mesh->texcoorddetail2f, mesh->numverts);
- }
- else
- {
- m.pointervertexcount = mesh->numverts;
- m.pointer_vertex = mesh->vertex3f;
- m.pointer_texcoord[0] = mesh->texcoorddetail2f;
- R_Mesh_State(&m);
- }
+ GL_VertexPointer(mesh->vertex3f);
+ m.pointer_texcoord[0] = mesh->texcoorddetail2f;
+ R_Mesh_State_Texture(&m);
R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
const surfmesh_t *mesh;
rmeshstate_t m;
memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
m.tex[0] = R_GetTexture(texture->skin.glow);
- R_Mesh_State(&m);
GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
while((surf = *surfchain++) != NULL)
{
{
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- if (gl_mesh_copyarrays.integer)
- {
- R_Mesh_GetSpace(mesh->numverts);
- R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
- R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts);
- }
- else
- {
- m.pointervertexcount = mesh->numverts;
- m.pointer_vertex = mesh->vertex3f;
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- R_Mesh_State(&m);
- }
+ GL_VertexPointer(mesh->vertex3f);
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
const surfmesh_t *mesh;
rmeshstate_t m;
memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ZERO;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+ GL_DepthMask(true);
m.tex[0] = R_GetTexture(texture->skin.glow);
- R_Mesh_State(&m);
if (m.tex[0])
GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
else
{
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- if (gl_mesh_copyarrays.integer)
- {
- R_Mesh_GetSpace(mesh->numverts);
- R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
- R_Mesh_CopyTexCoord2f(0, mesh->texcoordtexture2f, mesh->numverts);
- }
- else
- {
- m.pointervertexcount = mesh->numverts;
- m.pointer_vertex = mesh->vertex3f;
- m.pointer_texcoord[0] = mesh->texcoordtexture2f;
- R_Mesh_State(&m);
- }
+ GL_VertexPointer(mesh->vertex3f);
+ m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+ R_Mesh_State_Texture(&m);
R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
}
}
rmeshstate_t m;
const entity_render_t *ent = calldata1;
const mportal_t *portal = ent->model->portals + calldata2;
- memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
R_Mesh_Matrix(&ent->matrix);
- R_Mesh_State(&m);
- R_Mesh_GetSpace(portal->numpoints);
+ GL_VertexPointer(varray_vertex3f);
+
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+
i = portal - ent->model->portals;
GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_colorscale,
((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_colorscale,
if (viewleaf)
{
surfacepvsframes = model->surfacepvsframes;
- vis = Mod_LeafPVS (viewleaf, model);
+ vis = model->LeafPVS(model, viewleaf);
for (j = 0;j < model->numleafs;j += 8)
{
bits = *vis++;
}
}
}
- Mod_BuildPVSTextureChains(model);
+ model->BuildPVSTextureChains(model);
}
}
}
mleaf_t *viewleaf;
Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
- viewleaf = Mod_PointInLeaf (modelorg, ent->model);
+ viewleaf = ent->model->PointInLeaf(ent->model, modelorg);
R_PVSUpdate(ent, viewleaf);
if (!viewleaf)
temp[1] = bound(surf->poly_mins[1], relativelightorigin[1], surf->poly_maxs[1]) - relativelightorigin[1];
temp[2] = bound(surf->poly_mins[2], relativelightorigin[2], surf->poly_maxs[2]) - relativelightorigin[2];
if (DotProduct(temp, temp) < lightradius2)
- {
for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- R_Mesh_GetSpace(mesh->numverts);
- R_Mesh_CopyVertex3f(mesh->vertex3f, mesh->numverts);
- R_Shadow_Volume(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->neighbor3i, relativelightorigin, lightradius, projectdistance);
- }
- }
+ R_Shadow_Volume(mesh->numverts, mesh->numtriangles, mesh->vertex3f, mesh->element3i, mesh->neighbor3i, relativelightorigin, lightradius, projectdistance);
}
}
}
lightmaxs[1] = relativelightorigin[1] + lightradius;
lightmaxs[2] = relativelightorigin[2] + lightradius;
R_UpdateTextureInfo(ent);
- if (ent != &cl_entities[0].render)
- {
- // bmodel, cull crudely to view and light
- for (surfnum = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;surfnum < ent->model->nummodelsurfaces;surfnum++, surf++)
- {
- if (BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs))
- {
- f = PlaneDiff(relativelightorigin, surf->plane);
- if (surf->flags & SURF_PLANEBACK)
- f = -f;
- if (f >= -0.1 && f < lightradius)
- {
- f = PlaneDiff(relativeeyeorigin, surf->plane);
- if (surf->flags & SURF_PLANEBACK)
- f = -f;
- if (f > 0)
- {
- t = surf->texinfo->texture->currentframe;
- if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
- {
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
- R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
- }
- }
- }
- }
- }
- }
- }
- else
+ for (surfnum = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;surfnum < ent->model->nummodelsurfaces;surfnum++, surf++)
{
- // world, already culled to view, just cull to light
- for (surfnum = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;surfnum < ent->model->nummodelsurfaces;surfnum++, surf++)
+ if ((ent != &cl_entities[0].render || surf->visframe == r_framecount) && BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs))
{
- if (surf->visframe == r_framecount && BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs))
+ f = PlaneDiff(relativelightorigin, surf->plane);
+ if (surf->flags & SURF_PLANEBACK)
+ f = -f;
+ if (f >= -0.1 && f < lightradius)
{
- f = PlaneDiff(relativelightorigin, surf->plane);
- if (surf->flags & SURF_PLANEBACK)
- f = -f;
- if (f >= -0.1 && f < lightradius)
+ t = surf->texinfo->texture->currentframe;
+ if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
{
- t = surf->texinfo->texture->currentframe;
- if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
{
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
- {
- R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
- R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
- }
+ R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
+ R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
}
}
}